JP2012100782A - Gaming machine - Google Patents

Gaming machine Download PDF

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Publication number
JP2012100782A
JP2012100782A JP2010250313A JP2010250313A JP2012100782A JP 2012100782 A JP2012100782 A JP 2012100782A JP 2010250313 A JP2010250313 A JP 2010250313A JP 2010250313 A JP2010250313 A JP 2010250313A JP 2012100782 A JP2012100782 A JP 2012100782A
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Japan
Prior art keywords
symbol
bonus game
bonus
game
process
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Pending
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JP2010250313A
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Japanese (ja)
Inventor
Masumi Fujisawa
Kenta Kitamura
健太 北村
真澄 藤澤
Original Assignee
Aruze Gaming America Inc
Universal Entertainment Corp
アルゼゲーミングアメリカインク
株式会社ユニバーサルエンターテインメント
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Application filed by Aruze Gaming America Inc, Universal Entertainment Corp, アルゼゲーミングアメリカインク, 株式会社ユニバーサルエンターテインメント filed Critical Aruze Gaming America Inc
Priority to JP2010250313A priority Critical patent/JP2012100782A/en
Publication of JP2012100782A publication Critical patent/JP2012100782A/en
Application status is Pending legal-status Critical

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    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports or amusements, e.g. casino games, online gambling or betting
    • G07F17/34Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports or amusements, e.g. casino games, online gambling or betting depending on the stopping of moving members in a mechanical slot machine, e.g. "fruit" machines
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports or amusements, e.g. casino games, online gambling or betting
    • G07F17/3225Data transfer within a gaming system, e.g. data sent between gaming machines and users
    • G07F17/323Data transfer within a gaming system, e.g. data sent between gaming machines and users wherein the player is informed, e.g. advertisements, odds, instructions

Abstract

PROBLEM TO BE SOLVED: To provide a gaming machine capable of realistically informing a player of a possibility that a payout rate becomes high, by means of an effective rendering.SOLUTION: The gaming machine is capable of increasing a probability of migration to a bonus game and then increasing an opportunity of increasing a prize to a player by performing re-scroll while leaving a bonus symbol. In addition, the gaming machine is capable of increasing a probability of migration to a bonus game by means of an effective rendering called re-scroll to be thereby able to realistically inform a player of a possibility that a payout rate becomes high.

Description

  The present invention relates to a gaming machine capable of repeatedly executing a unit game.

  In a gaming machine that repeatedly executes a unit game, a symbol (so-called wild symbol) used as one of symbols constituting a combination of predetermined symbols for giving a payout is carried over to the next unit game. It has been proposed (see, for example, Patent Document 1).

International Application Publication No. 01/72387

  In recent years, in overseas casinos, the popularity of slot machines has decreased, while the popularity of table games and the like tends to increase. One of the factors seems to be the low payout rate of slot machines.

  There is also a slot machine that can change the payout rate in a store such as a casino. Such a slot machine has a switch for changing the payout rate. After the store closes, the payout rate setting can be changed by operating a switch according to the play situation in the store. However, the player cannot directly confirm whether the payout rate is set high or low. For this reason, even if the store sets a high payout rate, the player cannot know the fact, and it is unlikely that the player can enjoy a slot machine with a high payout rate. For this reason, even if the payout rate is set high, it is not always possible to entertain the players who come to the store, and it is not always possible to increase the number of players playing on the slot machine, and to increase store sales with the slot machine It was also difficult.

  The present invention has been made in order to solve such a conventional problem, and its purpose is to provide a gaming device capable of informing the player of the possibility of an increase in payout rate through effective performance. To provide a machine.

An aspect of the present invention is a gaming machine having the following configuration, an input device for starting a basic game, a plurality of reels each having a plurality of symbol groups drawn thereon, a display for displaying an image, and a player An operation unit that can be operated and designates a change in the payout rate, and a controller that executes the following processing.
(A) a process of randomly determining a symbol to be displayed to the player when scrolling of a plurality of symbol rows is stopped based on an input to the input device, and starting a basic game;
(B) a process of scrolling each of the plurality of symbol strings displayed on the display;
(C) a process of sequentially stopping each of the plurality of scrolled symbol strings based on the result of the random determination;
(D) A process of re-scrolling the symbols while leaving a bonus symbol for shifting to the bonus game among the symbols of the stopped symbol row in accordance with the operation of the operation unit;
(E) a process for determining whether or not to move to the bonus game based on the displayed bonus symbol and the remaining bonus symbol after the re-scrolling is stopped;
(F) A process of executing the bonus game based on the result of the determination.

  In this configuration, the symbols that are stopped in a gaming machine that randomly determines a symbol to be displayed to the player when the scrolling of a plurality of symbol rows is stopped and gives a player a payout based on the stopped symbols. If the bonus symbol is included, the bonus symbol is left, the symbol is re-scrolled, and the bonus game is executed based on the remaining bonus symbol and the bonus symbol displayed by the re-scrolling. By determining whether or not, at the time of re-scrolling, the symbols to be stopped and displayed in the display area are randomly determined for a smaller number of symbols. For example, if a bonus symbol is assigned to each of a plurality of reels, and a symbol that is stopped and displayed on two reels has a bonus symbol, the other reels are scrolled again. The probability that the bonus symbols included in the other reels are aligned as a result of re-scrolling is higher than the probability that the bonus symbols are aligned as a result of scrolling all reels. Thereby, it is possible to increase the probability that bonus symbols are aligned including the first scroll and the re-scroll.

  Thereby, it is possible to increase the probability of shifting to the bonus game and increase the chance of increasing the payout to the player.

  Further, by increasing the probability of shifting to the bonus game by an effective presentation such as re-scrolling, the player can be informed of the possibility that the payout rate will increase.

An aspect of the present invention is a gaming machine having the following configuration, an input device for starting a basic game, a plurality of reels each depicting a plurality of symbol groups, a display for displaying an image, and a game An operation unit that can be operated by a user and designates a change in the payout rate, and a controller that executes the following processing.
(A) a process of randomly determining a symbol to be displayed to the player when scrolling of a plurality of symbol rows is stopped based on an input to the input device, and starting a basic game;
(B) a process of scrolling each of the plurality of symbol strings displayed on the display;
(C) a process of sequentially stopping each of the plurality of scrolled symbol strings based on the result of the random determination;
(D) A process of randomly determining whether to re-scroll the symbols, leaving a bonus symbol for shifting to the bonus game among the symbols of the stopped symbol row in accordance with the operation of the operation unit;
(E) a process of re-scrolling the symbol based on the determined result;
(F) Processing for determining whether or not to move to the bonus game based on the displayed bonus symbol and the remaining bonus symbol after the re-scrolling is stopped;
(G) A process of executing the bonus game based on the result of the determination.

  In this configuration, the symbols that are stopped in a gaming machine that randomly determines a symbol to be displayed to the player when the scrolling of a plurality of symbol rows is stopped and gives a player a payout based on the stopped symbols. If a bonus symbol is included, the bonus symbol is left and whether or not to re-scroll the symbol is determined at random. Based on the bonus symbol displayed by re-scrolling and the remaining bonus symbol By determining whether or not to execute the bonus game, at the time of re-scrolling, the symbols that are stopped and displayed in the display area are randomly determined for fewer symbols. For example, if a bonus symbol is assigned to each of a plurality of reels, and a symbol that is stopped and displayed on two reels has a bonus symbol, the other reels are scrolled again. The probability that the bonus symbols included in the other reels are aligned as a result of re-scrolling is higher than the probability that the bonus symbols are aligned as a result of scrolling all reels. Thereby, it is possible to increase the probability that bonus symbols are aligned including the first scroll and the re-scroll.

  Thereby, it is possible to increase the probability of shifting to the bonus game and increase the chance of increasing the payout to the player.

  Further, by increasing the probability of shifting to the bonus game by an effective presentation such as re-scrolling, the player can be informed of the possibility that the payout rate will increase. Furthermore, by determining at random whether or not to re-scroll, it is possible to further improve the game performance.

An aspect of the present invention is a gaming machine having the following configuration and capable of repeatedly executing a unit game, an input device for starting a basic game, a plurality of reels each having a plurality of symbol groups, and an image , An operation unit that can be operated by the player and designates a change in the payout rate, and a controller that executes the following processing.
(A) a process of randomly determining a symbol to be displayed to the player when scrolling of a plurality of symbol rows is stopped based on an input to the input device, and starting a basic game;
(B) a process of scrolling each of the plurality of symbol strings displayed on the display;
(C) a process of sequentially stopping each of the plurality of scrolled symbol strings based on the result of the random determination;
(D) According to the operation of the operation unit, the time from the start to the end of the unit game is shortened, and a bonus symbol for shifting to the bonus game is left among the symbols of the stopped symbol sequence, The process of re-scrolling the symbol,
(E) a process for determining whether or not to move to the bonus game based on the displayed bonus symbol and the remaining bonus symbol after the re-scrolling is stopped;
(F) A process of executing the bonus game based on the result of the determination.

  In this configuration, the symbols that are stopped in a gaming machine that randomly determines a symbol to be displayed to the player when the scrolling of a plurality of symbol rows is stopped and gives a player a payout based on the stopped symbols. If the bonus symbol is included, the bonus symbol is left, the symbol is re-scrolled, and the bonus game is executed based on the remaining bonus symbol and the bonus symbol displayed by the re-scrolling. By determining whether or not, at the time of re-scrolling, the symbols to be stopped and displayed in the display area are randomly determined for a smaller number of symbols. For example, if a bonus symbol is assigned to each of a plurality of reels, and a symbol that is stopped and displayed on two reels has a bonus symbol, the other reels are scrolled again. The probability that the bonus symbols included in the other reels are aligned as a result of re-scrolling is higher than the probability that the bonus symbols are aligned as a result of scrolling all reels. Thereby, it is possible to increase the probability that bonus symbols are aligned including the first scroll and the re-scroll.

  Thereby, it is possible to increase the probability of shifting to the bonus game and increase the chance of increasing the payout to the player.

  Further, by increasing the probability of shifting to the bonus game by an effective presentation such as re-scrolling, the player can be informed of the possibility that the payout rate will increase.

  In addition, in games where re-scrolling is performed, slot machine providers (for example, stores such as casinos) are realized while shortening the time from the start to the end of the unit game, thereby realizing an attractive payout rate for the player. ) Can be secured.

  With an effective performance, it is possible to provide a gaming machine that can inform the player of the possibility of a high payout rate.

FIG. 2 is a block diagram illustrating an overview of a gaming machine according to an embodiment of the present invention. FIG. 4 is a view illustrating a function flow of the gaming machine according to the embodiment of the present invention. 1 is a view illustrating a game system including a gaming machine according to an embodiment of the present invention. 1 is a view illustrating an overall configuration of a gaming machine according to an embodiment of the present invention. FIG. 4 is a view illustrating symbol groups drawn on a peripheral surface of a reel of the gaming machine according to the embodiment of the present invention. FIG. 3 is a block diagram illustrating an internal configuration of the gaming machine according to the embodiment of the present invention. FIG. 10 is a view illustrating a symbol combination table of the gaming machine according to the embodiment of the present invention. FIG. 10 is a view illustrating a flowchart of main control processing of the gaming machine according to the embodiment of the present invention. FIG. 10 is a view illustrating a flowchart of coin insertion / start check processing of the gaming machine according to the embodiment of the present invention. FIG. 10 is a view illustrating a flowchart of jackpot-related processing for the gaming machine according to the embodiment of the present invention. FIG. 10 is a view illustrating a flowchart of insurance-related processing for the gaming machine according to the embodiment of the present invention. FIG. 10 is a view illustrating a flowchart of symbol lottery processing for the gaming machine according to the embodiment of the present invention. FIG. 10 is a view illustrating a flowchart of symbol display control processing of the gaming machine according to the embodiment of the present invention. FIG. 10 is a view illustrating a flowchart of a payout amount determination process of the gaming machine according to the embodiment of the present invention. FIG. 10 is a view illustrating a flowchart of insurance check processing for the gaming machine according to the embodiment of the present invention. FIG. 10 is a view illustrating a flowchart of insurance selection processing for the gaming machine according to the embodiment of the present invention; FIG. 10 is a view illustrating a flowchart of bonus game processing for the gaming machine according to the embodiment of the present invention. FIG. 18 is a view illustrating symbols displayed on the lower image display panel of the gaming machine according to the embodiment of the present invention. FIG. 18 is a view illustrating symbols displayed on the lower image display panel of the gaming machine according to the embodiment of the present invention. FIG. 10 is a view illustrating a flowchart of a triple WILD bonus game process of the gaming machine according to the embodiment of the present invention. FIG. 27 is a view illustrating an example of a rendering image displayed on the lower image display panel of the gaming machine according to the embodiment of the present invention. FIG. 27 is a view illustrating an example of a rendering image displayed on the lower image display panel of the gaming machine according to the embodiment of the present invention. FIG. 27 is a view illustrating an example of a rendering image displayed on the lower image display panel of the gaming machine according to the embodiment of the present invention. FIG. 25 is a view illustrating a flowchart of three-choice bonus game processing for the gaming machine according to the embodiment of the present invention. FIG. 10 is a view illustrating a flowchart of first bonus game processing of the gaming machine according to the embodiment of the present invention. FIG. 27 is a view illustrating an example of a rendering image displayed on the lower image display panel of the gaming machine according to the embodiment of the present invention. FIG. 27 is a view illustrating an example of a rendering image displayed on the lower image display panel of the gaming machine according to the embodiment of the present invention. FIG. 25 is a view illustrating a flowchart of first bonus game processing of the gaming machine according to another embodiment of the present invention. FIG. 20 is a view illustrating a flowchart of second bonus game processing of the gaming machine according to the embodiment of the present invention. FIG. 27 is a view illustrating an example of a rendering image displayed on the lower image display panel of the gaming machine according to the embodiment of the present invention. FIG. 27 is a view illustrating an example of a rendering image displayed on the lower image display panel of the gaming machine according to the embodiment of the present invention. FIG. 30 is a view illustrating a flowchart of second bonus game processing of the gaming machine according to another embodiment of the present invention. FIG. 20 is a view illustrating a flowchart of third bonus game processing of the gaming machine according to the embodiment of the present invention. FIG. 20 is a view illustrating a flowchart of third bonus game processing of the gaming machine according to the embodiment of the present invention. FIG. 27 is a view illustrating an example of a rendering image displayed on the lower image display panel of the gaming machine according to the embodiment of the present invention. FIG. 26 is a view illustrating an example of a rendering image displayed on the upper image display panel of the gaming machine according to the embodiment of the present invention. FIG. 26 is a view illustrating an example of a rendering image displayed on the upper image display panel of the gaming machine according to the embodiment of the present invention. FIG. 26 is a view illustrating an example of a rendering image displayed on the upper image display panel of the gaming machine according to the embodiment of the present invention. FIG. 26 is a view illustrating an example of a rendering image displayed on the upper image display panel of the gaming machine according to the embodiment of the present invention. FIG. 26 is a view illustrating an example of a rendering image displayed on the upper image display panel of the gaming machine according to the embodiment of the present invention. FIG. 27 is a view illustrating an example of a rendering image displayed on the lower image display panel of the gaming machine according to the embodiment of the present invention. FIG. 26 is a view illustrating an example of a rendering image displayed on the upper image display panel of the gaming machine according to the embodiment of the present invention. FIG. 27 is a view illustrating an example of a rendering image displayed on the lower image display panel of the gaming machine according to the embodiment of the present invention.

  Embodiments of the present invention will be described below with reference to the drawings.

[Outline of the embodiment]
A gaming machine according to an embodiment is a gaming machine having the following configuration, an input device (spin button, spin switch) for starting a basic game, and a plurality of reels (videos) each having a plurality of symbol groups drawn therein. Reel), displays for displaying images (upper image display panel, lower image display panel), an operation unit (high power button) that can be operated by the player and designates a change in the payout rate, and the following processing And a controller (main CPU) for executing.
(A) A process of starting a basic game by randomly determining symbols to be displayed to a player when scrolling of a plurality of symbol rows is stopped based on an input to the input device (spin button, spin switch) ,
(B) a process of scrolling each of a plurality of symbol strings displayed on the display (lower image display panel);
(C) a process of sequentially stopping each of the plurality of scrolled symbol strings based on the result of the random determination;
(D) A process of re-scrolling the symbols, leaving a bonus symbol for shifting to the bonus game among the symbols of the stopped symbol row in accordance with the operation of the operation unit (high power button);
(E) a process for determining whether or not to move to the bonus game based on the displayed bonus symbol and the remaining bonus symbol after the re-scrolling is stopped;
(F) A process of executing the bonus game based on the result of the determination.

  In this configuration, the symbols that are stopped in a gaming machine that randomly determines a symbol to be displayed to the player when the scrolling of a plurality of symbol rows is stopped and gives a player a payout based on the stopped symbols. If the bonus symbol is included, the bonus symbol is left, the symbol is re-scrolled, and the bonus game is executed based on the remaining bonus symbol and the bonus symbol displayed by the re-scrolling. By determining whether or not, at the time of re-scrolling, the symbols to be stopped and displayed in the display area are randomly determined for a smaller number of symbols. For example, if a bonus symbol is assigned to each of a plurality of reels, and a symbol that is stopped and displayed on two reels has a bonus symbol, the other reels are scrolled again. The probability that the bonus symbols included in the other reels are aligned as a result of re-scrolling is higher than the probability that the bonus symbols are aligned as a result of scrolling all reels. Thereby, it is possible to increase the probability that bonus symbols are aligned including the first scroll and the re-scroll.

  Thereby, it is possible to increase the probability of shifting to the bonus game and increase the chance of increasing the payout to the player.

  Further, by increasing the probability of shifting to the bonus game by an effective presentation such as re-scrolling, the player can be informed of the possibility that the payout rate will increase.

Further, the gaming machine according to the embodiment is a gaming machine having the following configuration, an input device (spin button, spin switch) for starting a basic game, and a plurality of reels each depicting a plurality of symbol groups. (Video reel), displays (upper image display panel, lower image display panel) for displaying images, an operation unit (high power button) that can be operated by the player and designates a change in the payout rate, and the following And a controller (main CPU) for executing the process.
(A) A process of starting a basic game by randomly determining symbols to be displayed to a player when scrolling of a plurality of symbol rows is stopped based on an input to the input device (spin button, spin switch) ,
(B) a process of scrolling each of a plurality of symbol strings displayed on the display (lower image display panel);
(C) a process of sequentially stopping each of the plurality of scrolled symbol strings based on the result of the random determination;
(D) Depending on the operation of the operation unit (high power button), it is randomly determined whether to re-scroll the symbols, leaving a bonus symbol for shifting to the bonus game among the symbols of the stopped symbol row Processing to determine,
(E) a process of re-scrolling the symbol based on the determined result;
(F) Processing for determining whether or not to move to the bonus game based on the displayed bonus symbol and the remaining bonus symbol after the re-scrolling is stopped;
(G) A process of executing the bonus game based on the result of the determination.

  In this configuration, the symbols that are stopped in a gaming machine that randomly determines a symbol to be displayed to the player when the scrolling of a plurality of symbol rows is stopped and gives a player a payout based on the stopped symbols. If a bonus symbol is included, the bonus symbol is left and whether or not to re-scroll the symbol is determined at random. Based on the bonus symbol displayed by re-scrolling and the remaining bonus symbol By determining whether or not to execute the bonus game, at the time of re-scrolling, the symbols that are stopped and displayed in the display area are randomly determined for fewer symbols. For example, if a bonus symbol is assigned to each of a plurality of reels, and a symbol that is stopped and displayed on two reels has a bonus symbol, the other reels are scrolled again. The probability that the bonus symbols included in the other reels are aligned as a result of re-scrolling is higher than the probability that the bonus symbols are aligned as a result of scrolling all reels. Thereby, it is possible to increase the probability that bonus symbols are aligned including the first scroll and the re-scroll.

  Thereby, it is possible to increase the probability of shifting to the bonus game and increase the chance of increasing the payout to the player.

  Further, by increasing the probability of shifting to the bonus game by an effective presentation such as re-scrolling, the player can be informed of the possibility that the payout rate will increase. Furthermore, by determining at random whether or not to re-scroll, it is possible to further improve the game performance.

Further, the gaming machine according to the embodiment is a gaming machine having the following configuration and capable of repeatedly executing a unit game, and includes an input device (spin button, spin switch) for starting a basic game, and a plurality of symbol groups. A plurality of reels (video reels) drawn, a display (an upper image display panel, a lower image display panel) for displaying images, and an operation unit that can be operated by a player and designates a change in payout rate ( High power button) and a controller (main CPU) for executing the following processing.
(A) A process of starting a basic game by randomly determining symbols to be displayed to a player when scrolling of a plurality of symbol rows is stopped based on an input to the input device (spin button, spin switch) ,
(B) a process of scrolling each of a plurality of symbol strings displayed on the display (lower image display panel);
(C) a process of sequentially stopping each of the plurality of scrolled symbol strings based on the result of the random determination;
(D) A bonus for reducing the time from the start to the end of the unit game in accordance with the operation of the operation unit (high power button) and for shifting to the bonus game among the symbols of the stopped symbol row The process of re-scrolling the symbol, leaving the symbol
(E) a process for determining whether or not to move to the bonus game based on the displayed bonus symbol and the remaining bonus symbol after the re-scrolling is stopped;
(F) A process of executing the bonus game based on the result of the determination.

  In this configuration, the symbols that are stopped in a gaming machine that randomly determines a symbol to be displayed to the player when the scrolling of a plurality of symbol rows is stopped and gives a player a payout based on the stopped symbols. If the bonus symbol is included, the bonus symbol is left, the symbol is re-scrolled, and the bonus game is executed based on the remaining bonus symbol and the bonus symbol displayed by the re-scrolling. By determining whether or not, at the time of re-scrolling, the symbols to be stopped and displayed in the display area are randomly determined for a smaller number of symbols. For example, if a bonus symbol is assigned to each of a plurality of reels, and a symbol that is stopped and displayed on two reels has a bonus symbol, the other reels are scrolled again. The probability that the bonus symbols included in the other reels are aligned as a result of re-scrolling is higher than the probability that the bonus symbols are aligned as a result of scrolling all reels. Thereby, it is possible to increase the probability that bonus symbols are aligned including the first scroll and the re-scroll.

  Thereby, it is possible to increase the probability of shifting to the bonus game and increase the chance of increasing the payout to the player.

Further, by increasing the probability of shifting to the bonus game by an effective presentation such as re-scrolling, the player can be informed of the possibility that the payout rate will increase.
In addition, in games where re-scrolling is performed, slot machine providers (for example, stores such as casinos) are realized while shortening the time from the start to the end of the unit game, thereby realizing an attractive payout rate for the player. ) Can be secured.

  FIG. 1 is a block diagram for explaining an outline of an embodiment of the present invention. As shown in FIG. 1, in the gaming machine according to the embodiment of the present invention, in the bonus game trigger determination process, it is determined whether or not to shift to the bonus game.

  In the bonus game trigger determination process, it is determined whether to shift to the triple WILD game. In the triple WILD game, the video reels displayed on the lower image display panel among the upper and lower image display panels (upper image display panel 131 (described later) and lower image display panel 141 (described later)). Is a game in which a triple WILD symbol is displayed on the reel on which the shadow is displayed after an effect is displayed in which the shadow is displayed behind the screen.

  It is determined by lottery whether to shift from the triple WILD game to the three-choice bonus game or to end the bonus game when a payout is awarded. The three-choice bonus game is a game that shifts directly from the bonus game trigger determination process or through a triple WILD game. The three-choice bonus game is a game that can be shifted to when three bonus symbols are stopped and displayed on any of the video reels displayed on the lower image display panel.

  In the three-choice bonus game, the video reel may be re-scrolled with two bonus symbols. In this re-scrolling, the reels on which two bonus symbols have already been stopped are fixed, and the remaining reels are re-scrolled after re-lotting. Thereby, even if re-lotting is performed without changing the probability table used for re-lotting, it is possible to increase the probability that three bonus symbols are arranged as a whole after re-lotting (re-scrolling).

  When the three bonus symbols are stopped and displayed in the three-choice bonus game, the player is given an opportunity to select one of the three bonus symbols that are stopped and displayed. When any one of the bonus symbols is selected by this selection, one of the first bonus game (Koharu bonus game), the second bonus game (Konatsu bonus game), or the third bonus game (Koyuki bonus game). Is executed.

  The first bonus game is a non-participant game in which a payout is randomly determined. Specifically, it is a game in which a payout according to the duration of the first bonus game is awarded to the player. The second bonus game is a game in which a payout is randomly determined with no player participation. In the second bonus game, one or two WILD symbols are inserted into each reel for each unit game, and scrolling is performed. A payout corresponding to the number of all WILD symbols inserted after a plurality of unit games is awarded to the player. In the first and second bonus games described above, after the first and second bonus games, a lottery is performed as to whether or not to shift to the third bonus game.

  The third bonus game is a player-participation-type game, and when the player selects in the three-choice bonus game, or when it is decided to shift by lottery in the first and second bonus games. It is a game to be executed.

  In the third bonus game, the lower image display panel (touch panel) is used for player operation input, and the progress of the game is displayed on the upper image display panel. In the upper image display panel, the game display moves from the lower part to the upper part as the game progresses in accordance with the player's input operation. Thereby, the game starts from the lower part of the upper image display panel, which is close to the lower image display panel on which the video reel that the player pays attention to in the normal game is displayed, and moves upward, so that the player The movement of the line of sight can be reduced and attention can be directed to the game content naturally.

  Further, in the upper image display panel, it is possible to avoid an increase in the horizontal size of the image display panel by using the upper and lower areas as the game progresses from below.

  After the goal is reached in the third bonus game, one of the awarding of the payout of the third bonus game by the goal, the transition to the first bonus game, or the transition to the second bonus game is selected by lottery. . When shifting to the first or second bonus game, as described above, there may be a case of shifting to the third bonus game after the first or second bonus game. As described above, a loop may be formed in which the third bonus game is shifted to the first or second bonus game and further transferred to the third bonus game. This loop may be repeated with a predetermined number of times (for example, 5 times) as an upper limit. This loop is a lottery for shifting to the third bonus game in the first or second bonus game if the lottery result for shifting to the first or second bonus game after the goal is not obtained in the third bonus game. When the result is not obtained, or when a specific game result is obtained in the middle of the third bonus game (for example, when a specific character appears), the process ends.

[Explanation of function flow diagram]
With reference to FIG. 2, a basic function of the gaming machine according to the present embodiment will be described.
<Coin insertion / start check>
First, the gaming machine checks whether or not the BET button has been pressed by the player, and subsequently checks whether or not the spin button has been pressed by the player.

<Symbol decision>
Next, the gaming machine extracts a random number for symbol determination when the spin button is pressed by the player, and stops scrolling the symbol row in accordance with each of the plurality of video reels displayed on the display. The symbol to be displayed to the player is determined.

<Symbol display>
Next, the gaming machine starts scrolling the symbol column of each video reel, and stops scrolling so that the determined symbol is displayed to the player.

<Winning determination>
Next, when the scrolling of the symbol column of each video reel is stopped, the gaming machine determines whether or not the combination of symbols displayed to the player is related to winning.

<Payout>
Next, when the combination of symbols displayed to the player is related to winning, the gaming machine gives the player a privilege according to the type of combination of symbols.
For example, when a combination of symbols related to coin payout is displayed, the gaming machine pays out to the player a number of coins corresponding to the combination of symbols.

  Further, the gaming machine starts a bonus game when a symbol combination related to the bonus game trigger is displayed. In the present embodiment, as a bonus game, a game (free game) in which lottery related to the determination of the symbols to be stopped is performed a predetermined number of times without consuming coins.

  Further, the gaming machine pays out the jackpot amount to the player when the symbol combination related to the jackpot trigger is displayed. The jackpot accumulates a part of the coins consumed by the player in each gaming machine as a jackpot amount, and when there is a gaming machine for which the jackpot trigger is established, A function that pays out the pot amount.

  The gaming machine calculates the amount (accumulated amount) accumulated in the jackpot amount for each game and transmits it to the external control device. The external control device accumulates the accumulated amount transmitted from each gaming machine into the jackpot amount.

  In addition to the above benefits, the gaming machine is provided with benefits such as a mystery bonus and insurance.

  The mystery bonus is a payout of a predetermined amount by winning a dedicated lottery. When the spin button is pressed, the gaming machine extracts a random value for the mystery bonus and determines whether or not to establish the mystery bonus by lottery.

  Insurance is a function provided for the purpose of relieving a player from a situation where a bonus game has not been played for a long period of time. In the present embodiment, the player can arbitrarily select whether or not the insurance is valid. When insurance is activated, it is exchanged for a predetermined amount of insurance.

  When insurance is validated, the gaming machine starts counting the number of games. Then, the gaming machine pays out an amount set for insurance when the counted number of games reaches a predetermined number without paying out a large amount due to a bonus game or the like.

<Determination of production>
The gaming machine produces effects by displaying an image on a display, outputting light from a lamp, and outputting sound from a speaker. The gaming machine extracts a random number for production, and determines the content of the production based on the symbol determined by lottery.

[Overall game system]
This completes the description of the basic functions of the gaming machine. Next, a game system including a gaming machine will be described with reference to FIG.
The game system 300 includes a plurality of gaming machines 1 and an external control device 200 connected to each gaming machine 1 via a communication line 301.

  The external control device 200 controls a plurality of gaming machines 1. In the present embodiment, the external control device 200 is a so-called hall server installed in a gaming facility having a plurality of gaming machines 1. Each gaming machine 1 is assigned a unique identification number, and the external control device 200 determines the origin of data sent from each gaming machine 1 based on the identification number. Also, when data is transmitted from the external control device 200 to the slot machine 1, the transmission destination is specified using the identification number.

  Note that the game system 300 may be constructed in one gaming facility capable of performing various games, such as a casino, or may be constructed among a plurality of gaming facilities. Further, when the game system 300 is constructed within one game facility, the game system 300 may be constructed for each floor or section of the game facility. The communication line 301 may be wired or wireless, and a dedicated line or an exchange line can be employed.

[Overall structure of gaming machine]
This completes the description of the game system according to the present embodiment. Next, the overall structure of the gaming machine 1 will be described with reference to FIG.

  In the gaming machine 1, coins, bills, or electronic valuable information corresponding to these are used as game media. In the present embodiment, a ticket with a barcode, which will be described later, is also used. Note that game media is not limited to these, and for example, medals, tokens, electronic money, and the like can be employed.

  The gaming machine 1 includes a cabinet 11, a top box 12 installed on the upper side of the cabinet 11, and a main door 13 provided on the front surface of the cabinet 11.

  A lower image display panel 141 is provided at the center of the main door 13. The lower image display panel 141 includes a liquid crystal panel and constitutes a display. The lower image display panel 141 has a symbol display area 4. In the symbol display area 4, five video reels 3 (3a, 3b, 3c, 3d, 3e) are displayed.

  In the present embodiment, the video reel is a video representing a rotation and stop operation of a mechanical reel having a plurality of symbols drawn on its peripheral surface. Each video reel 3 is assigned a symbol string composed of a plurality of predetermined symbols (22 symbols in this embodiment) (see FIG. 5 described later).

  In the symbol display area 4, the symbol strings assigned to the respective video reels 3 are scrolled and stopped after a predetermined time. As a result, a part of each symbol row (three consecutive symbols in this embodiment) is displayed to the player.

In the symbol display area 4, one symbol is displayed in each of the three areas of the upper stage, the center stage, and the lower stage according to each video reel 3. That is, in the symbol display area 4, 15 symbols of 5 columns × 3 are displayed.
In the present embodiment, any one of the above three areas is selected according to each video reel 3, and a line formed by connecting the respective areas is used as a winning line.

  Although the specific mode of the winning line can be arbitrarily adopted, for example, in addition to the straight line connecting the upper central regions corresponding to the respective video reels 3, a V-shaped or bent shape is used. Lines can be used. Also, the number of winning lines can be arbitrarily adopted, for example, 30.

  The lower image display panel 141 includes a credit amount display area 142 and a payout number display area 143. In the credit amount display area 142, the number of coins owned by the player and deposited in the gaming machine 1 (hereinafter, the number of credits) is displayed. In the payout number display area 143, the number of coins to be paid out to the player when a winning is established (hereinafter, the number of payouts) is displayed.

The lower image display panel 141 includes a touch panel 114. The player can input various instructions by touching the lower image display panel 141.
Below the lower image display panel 141, various buttons that are arranged on the control panel 30 and various devices to be operated by the player are arranged.

  The spin button 31 is used when starting to scroll the symbol column of each video reel 3. The change button 32 is used when requesting a change of money from an attendant of the game facility. The CASHOUT button 33 is used when paying out coins deposited in the gaming machine 1 to the coin tray 15.

  The high power button 38 is also used when starting the scrolling of the symbol row of each video reel 3 by the player's operation. When the spin button 31 is operated by the player, the unit game is started in a normal state (hereinafter referred to as a non-high power state). On the other hand, when the high power button 38 is operated by the player, the unit game is started in the high power state.

  The high power state is a state in which the payout rate is higher than the payout rate in the non-high power state. A high payout rate is realized by increasing the winning probability of the bonus game by re-scrolling other reels while leaving a bonus symbol stopped and displayed in a bonus game described later. By doing so, the payout rate can be increased without changing the lottery probability of the lottery process.

  The payout rate is a value obtained by dividing the number of coins and credits paid out to the player as a result of executing the unit game by the number of coins and credits determined (betting) to start the unit game. Say. A state in which the payout rate is high is a state in which the number of coins and the number of credits paid out tend to increase. A state where the payout rate is high is a state advantageous to the player, but is disadvantageous to the store. On the other hand, a state where the payout rate is low is a state where the number of coins or credits paid out tends to decrease. When the payout rate is low, the player is disadvantageous, but the store is advantageous.

  The unit game is a game from the start of symbol scroll display and rearrangement to stop display. The unit game may be started when the player operates the BET buttons such as the 1-BET button 34, the maximum BET button 35, and the five BET buttons 39a to 39e. The unit game may be started when the spin button 31 or the high power button 38 is operated. Further, the end of the unit game may be performed when the payout process for the combination of symbols displayed in a stopped state is ended.

  The high power state or the non-high power state can be determined by the value of a flag stored in a RAM 73 of the mother board 70 described later. The flag value is set to 1 in the high power state, and the flag value is set to 0 in the non-high power state. When the player is in the high power state, the player can return to the non-high power state by operating the spin button 31. The process of returning from the high power state to the non-high power state will be described in detail later.

  It is preferable that the player enters the high power state by operating the high power button 38 when the game state of the unit game is the basic game state. In this case, even if the high power button 38 is operated in the bonus game state or free game state that is more advantageous to the player than in the basic game state, the high power state is not entered. By doing in this way, the profit given to a player can be suppressed and the disadvantage of a store can be prevented. On the other hand, even in a bonus game state or a free game state, a high power state may be set. In such a case, it is possible to increase the profit given to the player and attract the player to the game.

  The 1-BET button 34 and the maximum BET button 35 are for determining the number of coins (hereinafter referred to as “BET number”) used in the game from the coins deposited in the gaming machine 1. The 1-BET button 34 is used when determining the BET number in units of one sheet. The maximum BET button 35 is used when the BET number is set to the specified upper limit number.

  The coin receiving slot 36 is provided for receiving coins. The bill validator 115 is provided for receiving bills. The banknote discriminator 115 sorts whether or not the banknote is appropriate, and accepts the appropriate banknote into the cabinet 11. Note that the bill validator 115 may be configured to be able to read a barcoded ticket 175 described later.

  An upper image display panel 131 is provided on the front surface of the top box 12. The upper image display panel 131 constitutes an upper display. The upper image display panel 131 displays an image related to the effect, an introduction of the contents of the game, and an image showing the explanation of the rules. Further, the top box 12 is provided with a speaker 112 and a lamp 111. In the gaming machine 1, an effect is executed by displaying an image, outputting sound, and outputting light.

  Below the upper image display panel 131, a ticket printer 171, a card slot 176, a data display 174, and a keypad 173 are provided.

  The ticket printer 171 prints on a ticket a bar code in which data such as the number of credits, date and time, and an identification number of the gaming machine 1 are encoded, and outputs it as a ticket 175 with a bar code. A player can play a game by having the gaming machine read the ticket 175 with a barcode, or can exchange the ticket 175 with a barcode with a bill or the like at a predetermined location of the gaming facility (for example, a cashier in a casino). .

  The card slot 176 is for inserting a card storing predetermined data. For example, the card stores data for identifying a player and data relating to a history of games played by the player.

  The card inserted into the card slot 176 is read and written by a card reader 172 described later. The card may store data corresponding to coins, bills or credits.

  The data display unit 174 includes a fluorescent display, an LED, and the like, and displays data read by the card reader 172 or data input by the player via the keypad 173, for example. The keypad 173 is for inputting instructions and data related to ticket issuance and the like.

[Video reel symbol column]
This completes the description of the overall structure of the gaming machine 1. Next, with reference to FIG. 5, the configuration of the symbol column included in the video reel 3 of the gaming machine 1 will be described.

  The first video reel 3a, the second video reel 3b, the third video reel 3c, the fourth video reel 3e and the fifth video reel 3d are respectively composed of 22 symbols corresponding to the code numbers “00” to “21”. Configured symbol strings (first symbol group, second symbol group, third symbol group, fourth symbol group, and fifth symbol group) are allocated.

  As the symbol types, a plurality of types of symbols including “JACKPOT 7” and “bonus symbols” are provided. The number of these symbols is less than the number of symbols (22) on each reel, and accordingly, a plurality of the same type of symbols may be assigned to one reel. Depending on the number of allocations, the winning probabilities when the symbols are aligned differ, and the number of payouts is set according to the winning probabilities. That is, when symbols with a small number of allocations are prepared, more payouts are made.

[Circuit configuration of the gaming machine]
This completes the description of the configuration of the symbol columns included in the video reel 3 of the gaming machine 1. Next, a configuration of a circuit included in the gaming machine 1 will be described with reference to FIG.

  The gaming board 50 includes a CPU 51, a ROM 52 and a boot ROM 53, which are connected to each other via an internal bus, a card slot 55 corresponding to the memory card 54, and an IC socket 57 corresponding to a GAL (Generic Array Logic) 56.

  The memory card 54 is composed of a nonvolatile memory and stores a game program and a game system program. The game program includes a program related to game progression, a lottery program, and a program for executing effects by images and sounds (see, for example, FIGS. 8 to 34 described later). Further, the game program includes data defining the configuration of the symbol sequence assigned to each video reel 3.

  The lottery program is a program for determining a stop scheduled symbol of each video reel 3 by lottery. The scheduled stop symbol is data for determining three symbols to be displayed by the symbol display area 4 among the 22 symbols constituting the symbol row. The gaming machine 1 of this embodiment determines a symbol to be displayed in a predetermined area (for example, the upper area) among the three areas corresponding to each video reel 3 in the symbol display area 4 as a scheduled stop symbol.

  The lottery program includes symbol determination data. According to each video reel 3, the symbol determination data is determined with an equal probability (that is, 1/22) for each of the 22 symbols (code numbers “00” to “21”) constituting the symbol row. In this way, it is data defining a random value.

  The probability that each of the 22 symbols is determined is basically equal. However, since the number of various symbols included in the 22 symbols is different, the probability that various symbols are determined is different (that is, a weight is generated). For example, referring to FIG. 5, the symbol sequence of the first video reel 3a includes one symbol “JACKPOT7”, but includes seven symbols. Therefore, the former is determined with a probability of “1/22”, while the latter is determined with a probability of “7/22”.

  In the present embodiment, the data is defined so that the number of symbols constituting the symbol column of each video reel 3 is the same. However, according to each video reel 3, the number of symbols constituting the symbol column is determined. The number may be different. For example, the symbol sequence of the first video reel 3a may be composed of 22 symbols, while the symbol sequence of the second video reel 3b may be composed of 30 symbols. This increases the degree of freedom in setting the probability that various symbols are determined for each video reel 3.

The card slot 55 is configured so that the memory card 54 can be inserted and removed, and is connected to the motherboard 70 via an IDE bus.
The GAL 56 is a kind of PLD (Programmable Logic Device) having an OR fixed type array structure. The GAL 56 includes a plurality of input ports and output ports. When a predetermined input is input to the input port, the corresponding data is output from the output port.

  The IC socket 57 is configured so that the GAL 56 can be attached and detached, and is connected to the mother board 70 by a PCI bus. The contents of the game played in the gaming machine 1 can be changed by replacing the memory card 54 with another program written therein or rewriting the program written in the memory card 54 with another one. .

  The CPU 51, ROM 52, and boot ROM 53 connected to each other via an internal bus are connected to the motherboard 70 via a PCI bus. The PCI bus transmits signals between the motherboard 70 and the gaming board 50 and supplies power from the motherboard 70 to the gaming board 50.

  The ROM 52 stores an authentication program. The boot ROM 53 stores a preliminary authentication program and a program (boot code) for the CPU 51 to start the preliminary authentication program.

  The authentication program is a program (tamper check program) for authenticating the game program and the game system program. The preliminary authentication program is a program for authenticating the authentication program. The authentication program and the preliminary authentication program are described in accordance with a procedure (authentication procedure) for authenticating that the target program has not been tampered with.

  The motherboard 70 includes a main CPU 71, a ROM 72, a RAM 73, and a communication interface 82.

  The ROM 72 includes a memory device such as a flash memory, and stores a program such as a BIOS executed by the main CPU 71 and permanent data. When the BIOS is executed by the main CPU 71, initialization processing of predetermined peripheral devices is performed. In addition, the game program and the game system program fetching process stored in the memory card 54 is started via the gaming board 50.

  The RAM 73 stores data and programs used when the main CPU 71 operates. For example, when the above-described game program, game system program, and authentication program are loaded, these can be stored. The RAM 73 is provided with a work area for executing the program. For example, an area for storing a counter for managing the number of games, the number of BETs, the number of payouts, the number of credits, an area for storing a symbol (code number) determined by lottery, and the like are provided.

  The communication interface 82 is for communicating with the external control device 200 such as a server via the communication line 301. The motherboard 70 is connected to a later-described door PCB (Printed Circuit Board) 90 and a main body PCB 110 by USB. Further, a power supply unit 81 is connected to the motherboard 70.

  When power is supplied from the power supply unit 81 to the motherboard 70, the main CPU 71 of the motherboard 70 is activated, and power is supplied to the gaming board 50 via the PCI bus to activate the CPU 51.

Input devices such as switches and sensors and peripheral devices whose operations are controlled by the main CPU 71 are connected to the door PCB 90 and the main body PCB 110.
A control panel 30, a reverter 91, a coin counter 92C, and a cold cathode tube 93 are connected to the door PCB 70.

  The control panel 30 is provided with a spin switch 31S, a change switch 32S, a CASHOUT switch 33S, a 1-BET switch 34S, a maximum BET switch 35S, and a high power switch 38S corresponding to the above-described buttons. Each switch detects that the corresponding button has been pressed by the player, and outputs a signal to the main CPU 71.

  The coin counter 92C determines whether or not the coins inserted into the coin receiving slot 36 are appropriate in material and shape, and outputs a signal to the main CPU 71 when an appropriate coin is detected. Inappropriate coins are discharged from the coin payout exit 15A.

  The reverter 91 operates based on a control signal output from the main CPU 71, and distributes appropriate coins selected by the coin counter 92C to a hopper 113 or a cash box (not shown). When the hopper 113 is not filled with coins, it is sorted into the hopper 113, and when the hopper 113 is filled with coins, it is sorted into the cash box.

  The cold cathode tube 93 functions as a backlight installed on the back side of the upper image display panel 131 and the lower image display panel 141, and lights up based on a control signal output from the main CPU 71.

  Connected to the main body PCB 110 are a lamp 111, a speaker 112, a hopper 113, a coin detection unit 113S, a touch panel 114, a bill validator 115, a graphic board 130, a ticket printer 171, a card reader 172, a key switch 173S, and a data display 174. ing.

  The lamp 111 is lit based on a control signal output from the main CPU 71. The speaker 112 outputs a sound such as BGM based on a control signal output from the main CPU 71.

  The hopper 113 operates based on a control signal output from the main CPU 71, and pays out a designated payout number of coins from the coin payout exit 15 </ b> A to the coin tray 15. The coin detection unit 113 </ b> S detects coins paid out by the hopper 113 and outputs a signal to the main CPU 71.

  The touch panel 114 detects a position touched by a player's finger or the like on the lower image display panel, and outputs a signal corresponding to the detected position to the main CPU 71. When the banknote discriminator 115 receives an appropriate banknote, it outputs a signal corresponding to the amount of the banknote to the main CPU 71.

  The graphic board 130 controls display of images performed by each of the upper image display panel 131 and the lower image display panel 141 based on a control signal output from the main CPU 71. In the symbol display area 4 of the lower image display panel 141, five video reels 3 are displayed, and the operation of scrolling and stopping the symbol columns of each video reel 3 is displayed. The graphic board 130 includes a VDP that generates image data, a video RAM that stores image data generated by the VDP, and the like. The credit amount display section 142 of the lower image display panel 141 displays the credit amount stored in the RAM 73. The payout amount display portion 143 of the lower image display panel 141 displays the number of coins paid out.

  Further, the upper image display panel 131 has a bonus game image, which will be described later, drawn on the surface of a board that can transmit light, and a plurality of light-emitting elements provided at positions corresponding to the image behind the panel. By emitting a means (lamp or the like), a part of the image is brightened so that various information is transmitted to the player. The upper image display panel 131 may be configured to use a liquid crystal panel.

  The graphic board 130 includes a VDP (Video Display Processor) that generates image data based on a control signal output from the main CPU 71, a video RAM that temporarily stores image data generated by the VDP, and the like. ing. Note that the image data used when generating image data by VDP is included in the game program read from the memory card 54 and stored in the RAM 73. In addition, the graphic board 130 performs control to turn on or off a plurality of lamps provided behind the upper image display panel 131 according to the progress of the game.

  Based on the control signal output from the main CPU 71, the ticket printer 171 prints on the ticket a bar code in which data such as the number of credits, date and time, and identification number of the gaming machine 1 stored in the RAM 73 is encoded. Output as a ticket 175 with code.

  The card reader 172 reads the data stored in the card inserted in the card slot 176 and transmits it to the main CPU 71 or writes data based on a control signal from the main CPU 71.

The key switch 173S is provided on the keypad 173, and outputs a predetermined signal to the main CPU 71 when the keypad 173 is operated by the player.
The data display 174 displays data read by the card reader 172 and data input by the player via the keypad 173 based on a control signal output from the main CPU 71.

[Configuration of symbol combination table]
This completes the description of the circuit configuration of the gaming machine 1. Next, the symbol combination table will be described with reference to FIG.

  The symbol combination table defines combinations of symbols related to winning and the number of payouts. In the gaming machine 1, the scrolling of the symbol column of each video reel 3 is stopped, and the winning combination is established when the symbol combination displayed on the winning line matches the symbol combination defined by the symbol combination table. To do. Then, according to the winning combination, a privilege such as paying out coins or starting a bonus game is given to the player. If the combination of symbols displayed on the winning line does not match any of the symbol combinations defined by the symbol combination table, the winning is not established (so-called “losing”).

  Basically, when any symbol is displayed on the winning line by all the video reels 3, a winning is established. However, even if a specific symbol is displayed on the winning line by one or three video reels 3, a winning is established.

  For example, when the third symbols are displayed together on the winning line by all the video reels 3, the winning combination becomes the third winning combination, and “10” is determined as the number of payouts. Then, coins are paid out based on the determined payout number. The coin is paid out by actually discharging the coin from the coin payout exit 15A, adding to the number of credits, or issuing a bar code ticket.

  The first symbol is a jackpot trigger. When all the video reels 3 display the first symbols on the winning line, the winning combination is “Jackpot”, and the jackpot amount is determined as the number of payouts.

  The second symbol is a bonus game trigger. When the second symbols are displayed together on the pay line by all the video reels 3 or a specific part of the video reels, the winning combination is a “bonus game”, and the bonus game is started from the next game.

[Program contents]
This completes the description of the symbol combination table. Next, a program executed by the gaming machine 1 will be described with reference to FIGS.

<Main control processing>
First, the main control process will be described with reference to FIG.
First, when the gaming machine 1 is powered on, the main CPU 71 reads the authenticated game program and game system program from the memory card 54 via the gaming board 50 and writes them to the RAM 73 (step (hereinafter abbreviated as S). 11).

  Next, the main CPU 71 performs an initialization process at the end of one game (S12). For example, unnecessary data for each game is cleared in the work area of the RAM 73, such as the number of BETs and symbols determined by lottery.

  Next, the main CPU 71 performs a coin insertion / start check process which will be described later with reference to FIG. 9 (S13). In this process, input of a BET switch or a spin switch is checked.

  Next, the main CPU 71 performs symbol lottery processing which will be described later with reference to FIG. 12 (S14). In this process, the symbol to be stopped is determined based on the random number for symbol determination.

  Next, the main CPU 71 performs a mystery bonus lottery process (S15). In this process, lottery is performed to determine whether to establish a mystery bonus trigger. For example, the main CPU 71 extracts a mystery bonus random value from a range of “0 to 99”, and establishes a mystery bonus trigger when the extracted random value is “0”.

  Next, the main CPU 71 performs effect content determination processing (S16). The main CPU 31 extracts an effect random number value and determines any of a plurality of predetermined effect contents by lottery.

  Next, the main CPU 71 performs a symbol display control process which will be described later with reference to FIG. 13 (S17). In this process, scrolling of the symbol column of each video reel 3 is started, and the scheduled stop symbol determined in the symbol lottery process of S14 is stopped at a predetermined position (for example, the upper area in the symbol display area 4). That is, four symbols including the scheduled stop symbol are displayed in the symbol display area 4. For example, if the symbol to be stopped is the symbol with the code number “10” and is displayed in the upper area, the symbols with the code numbers “11”, “12”, and “13” are displayed in the symbol display area 4. It is displayed in each of the upper middle, lower middle and lower stages.

  Next, the main CPU 71 performs a payout amount determination process which will be described later with reference to FIG. 14 (S18). In this process, the number of payouts is determined based on the combination of symbols displayed on the winning line L and stored in a payout number counter provided in the RAM 73.

  Next, when the second symbols shown in FIG. 7 are prepared among the symbols stopped and displayed in the symbol display area 4, the main CPU 71 establishes a bonus game trigger and determines the contents of the bonus game. The bonus trigger determination process is executed (S19). In the bonus trigger determination process, the main CPU 71 determines whether to execute a bonus game described later or a triple WILD game described later by random number lottery. The determined contents are stored in the RAM 73.

  Next, the main CPU 71 determines whether or not a bonus game trigger has been established (S20). When determining that the bonus game trigger has been established, the main CPU 71 performs a bonus game process which will be described later with reference to FIG. 16 (S21).

  Next, the main CPU 71 determines whether or not a mystery bonus trigger has been established after the processing of S21 or when it is determined in S20 that a bonus game trigger has not been established (S22). When determining that the mystery bonus trigger has been established, the main CPU 71 performs a mystery bonus process (S23). In this process, the number of payouts set for the mystery bonus (for example, 300) is stored in a payout number counter provided in the RAM 73.

  The main CPU 71 performs insurance check processing described later with reference to FIG. 15 after the processing of S23 or when it is determined in S21 that the mystery bonus trigger is not established (S24). In this process, it is checked whether or not to pay out by insurance.

  Next, the main CPU 71 performs a payout process (S25). The main CPU 71 adds the value stored in the payout number counter to the credit number counter provided in the RAM 73. The driving of the hopper 113 may be controlled based on the input of the CASHOUT switch 33S, and coins corresponding to the value stored in the payout number counter may be discharged from the coin payout exit 15A. Alternatively, the ticket printer 171 may be driven to issue a barcoded ticket in which the value stored in the payout counter is recorded. After this processing is performed, the process proceeds to S12.

<Coin insertion / start check process>
Next, the coin insertion / start check process will be described with reference to FIG.
First, the main CPU 71 determines whether or not coin insertion has been detected by the coin counter 92C (S41). When determining that coin insertion has been detected, the main CPU 71 adds a credit counter (S42). In addition to the insertion of coins, it is determined whether or not the insertion of banknotes is detected by the banknote discriminator 115, and when it is determined that the insertion of banknotes is detected, the value corresponding to the banknotes is added to the credit counter. You may make it do.

  The main CPU 71 determines whether or not the credit number counter is 0 after S42 or when it is determined in S41 that coin insertion has not been detected (S43). When the main CPU 71 determines that the credit counter is not 0, the main CPU 71 permits operation acceptance of the BET button (S44).

  Next, the main CPU 71 determines whether or not an operation of the BET button is detected (S45). When the main CPU 71 detects that the BET button has been pressed by the player using the BET switch, the main CPU 71 adds the BET number counter provided in the RAM 73 and subtracts the credit number counter based on the type of the BET button. (S46).

  Next, the main CPU 71 determines whether or not the BET number counter is maximum (S47). When the main CPU 71 determines that the BET number counter is maximum, the main CPU 71 prohibits updating of the BET number counter (S48). The main CPU 71 permits the operation reception of the spin button after S48 or when it is determined in S47 that the BET number counter is not the maximum (S49).

  When the main CPU 71 determines after S49 that the operation of the BET button is not detected in S45, or when it is determined that the credit number counter is 0 in S43, the main CPU 71 determines whether or not the operation of the spin button is detected. It discriminate | determines (S50). When determining that the operation of the spin button has not been detected, the main CPU 71 shifts to S41.

  When determining that the operation of the spin button has been detected, the main CPU 71 performs jackpot-related processing which will be described later with reference to FIG. 10 (S51). In this process, the amount accumulated in the jackpot amount is calculated and transmitted to the external control device 200.

  Next, the main CPU 71 performs insurance-related processing which will be described later with reference to FIG. 11 (S52). In this process, the number of games that triggers payout by insurance is counted. When this process is performed, the coin insertion / start check process is terminated.

<Jackpot-related processing>
Next, jackpot-related processing will be described with reference to FIG.
First, the main CPU 71 calculates an accumulated amount (S71). The main CPU 71 obtains the product of the value of the BET number counter and a preset cumulative ratio, and calculates the cumulative amount to the jackpot amount.

  Next, the main CPU 71 transmits the calculated accumulated amount to the external control device 200 (S72). When receiving the accumulated amount, the external control device 200 updates the jackpot amount. When this process is performed, the jackpot-related process is terminated.

<Insurance-related processing>
Next, insurance-related processing will be described with reference to FIG.
First, the main CPU 71 determines whether or not the insurance effective flag is on (S91). The insurance-effective flag is set to ON when an instruction to enable insurance is input by the player in the insurance selection process described later with reference to FIG.

  When the main CPU 71 determines that the insurance-effective flag is not on, the main CPU 71 ends the insurance-related processing. On the other hand, when the main CPU 71 determines that the insurance-effective flag is on, the main CPU 71 updates the insurance game number counter provided in the RAM 73 (S92). The insurance game number counter is a counter for managing the number of games until the payout by insurance is performed. In the process of S92, the main CPU 31 adds 1 to the insurance game number counter. When this process is performed, the insurance-related process is terminated.

<Symbol lottery processing>
Next, the symbol lottery process will be described with reference to FIG.
First, the main CPU 71 extracts a random number for symbol determination (S111). Next, the main CPU 71 determines to-be stopped symbols for each video reel 3 by lottery (S112). The main CPU 71 performs lottery according to each video reel 3, and determines any of the 22 symbols (code numbers “00” to “21”) as the scheduled stop symbols. At this time, each of the 22 symbols (code numbers “00” to “21”) is determined with an equal probability (that is, 1/22).

  Next, the main CPU 71 stores the determined to-be stopped symbols for each video reel 3 in a symbol storage area provided in the RAM 73 (S113). Next, the main CPU 71 refers to the symbol combination table (FIG. 7) and determines a winning combination based on the symbol storage area (S114). The main CPU 31 determines whether the combination of symbols displayed on the winning line by each video reel 3 matches the combination of symbols specified in the symbol combination table, and determines the winning combination. When this process is performed, the symbol lottery process is terminated.

<Symbol display control processing>
Next, the symbol display control process will be described with reference to FIG.
First, the main CPU 71 starts scrolling the symbol column of each video reel 3 displayed in the symbol display area 4 of the lower image display panel 141 (S131). Next, the main CPU 71 stops scrolling the symbol column of each video reel 3 based on the above-described symbol storage area (S132). When this process is performed, the symbol display control process is terminated.

<Payout number determination process>
Next, the payout number determination process will be described with reference to FIG.
First, the main CPU 71 determines whether or not the winning combination is a jackpot (S151). When determining that the winning combination is not a jackpot, the main CPU 71 determines the number of payouts corresponding to the winning combination (S152). For example, when the winning combination is the fourth winning combination, “8” is determined as the number of payouts (see FIG. 7). In the case of a loss, “0” is determined as the number of payouts. Next, the main CPU 71 stores the determined number of payouts in the payout number counter (S153). When this process is performed, the payout number determination process is terminated.

  When determining that the winning combination is a jackpot, the main CPU 71 notifies the external control device 200 that the jackpot has been won (S154). When receiving the notification, the external control device 200 transmits the jackpot amount that has been updated so far to the gaming machine 1. At this time, a part of the jackpot amount (for example, 80%) may be paid out, and the remaining part (for example, 20%) may be carried over in preparation for the next jackpot trigger establishment.

  Next, the main CPU 71 receives the amount of jackpot from the external control device 200 (S155). Next, the main CPU 71 stores the received jackpot amount in the payout counter (S156). When this process is performed, the payout number determination process is terminated.

<Insurance check processing>
Next, the insurance check process will be described with reference to FIG.
First, the main CPU 71 determines whether or not the insurance effective flag is on (S171). When the main CPU 71 determines that the insurance-effective flag is not on, the main CPU 71 ends the insurance-check process.

  When determining that the insurance-effective flag is on, the main CPU 71 determines whether or not a predetermined winning combination has been established (S172). In the present embodiment, “bonus game trigger”, “jackpot”, and “mystery bonus” are targeted as predetermined winning combinations.

  When determining that the predetermined winning combination has not been established, the main CPU 71 determines whether or not the insurance game number counter has reached a predetermined number (for example, 300) (S173). When the main CPU 71 determines that the insurance game number counter has not reached the predetermined number of times, the main CPU 71 ends the insurance check process.

  When determining that the insurance game number counter has reached the predetermined number, the main CPU 71 conducts payout processing based on the insurance amount (S174). The main CPU 31 adds a predetermined amount (for example, 200) as the insurance amount to the credit number counter.

  The main CPU 71 resets the insurance game number counter after S174 or when determining that a predetermined winning combination has been established in S172 (S175). Next, the main CPU 71 turns off the insurance effective flag (S176). When this process is performed, the insurance check process is terminated.

<Insurance selection process>
Next, the insurance selection process will be described with reference to FIG.
First, the main CPU 71 determines whether or not the insurance effective flag is on (S221). When determining that the insurance-effective flag is not on, the main CPU 71 displays an insurance-ineffective image (S222). The main CPU 71 transmits a command to display the insurance invalid image to the graphic board 130. Based on the command, the graphic board 130 generates an insurance invalid image and displays it on the lower image display panel 141.

  As the insurance invalid image, for example, an image indicating “INSURANCE BET $ 1.00 TOUCH TO BET” is displayed. This image is an image for prompting the player to select whether or not to activate insurance and notifying the player of the amount necessary to activate insurance. The player can input an instruction to activate insurance by touching a predetermined location on the touch panel 114.

  Subsequently, the main CPU 71 determines whether there is an insurance-effective instruction input (S223). If the main CPU 71 determines that there is no insurance-effective instruction input, the main CPU 71 keeps the insurance-effective flag off and proceeds to S221. On the other hand, when the main CPU 71 determines that there is an insurance-effective instruction input, the main CPU 71 turns on the insurance-effective flag (S224).

  Next, the main CPU 71 subtracts the insurance participation value from the credit number counter (S225). In the present embodiment, for example, a value corresponding to 1 dollar is subtracted from the credit number counter. The main CPU 71 displays an insurance-effective image after S225 or when it is determined in S221 that the insurance-effective flag is on (S226).

  As the insurance effective image, for example, an image indicating “INSURANCE continuing WIN 200 CREDIT” is displayed. This image is an image that informs the player that the insurance is valid and that the value of “200” is added to the credit counter when the insurance condition is satisfied. When this process is performed, the process proceeds to S221.

<Bonus game processing>
Next, the bonus game process will be described with reference to FIG.
First, the main CPU 71 determines the bonus game based on the content of transition to the bonus game determined in step S19 of FIG. 8 and stored in the RAM 73 (whether the transition is to the bonus game or the triple WILD game). It is determined whether or not to shift directly to (S301).

  If the selection to shift to the triple WILD game is made in step S19, the main CPU 71 obtains a negative result in step S301, thereby moving the process from step S301 to step S302 to execute the triple WILD game process. .

  On the other hand, when the selection to directly shift to the bonus game is made in step S19, the main CPU 71 shifts the process from step S301 to step S303 by obtaining an affirmative result in step S301, and displays the symbol display area 4. The symbols to be stopped are determined by random number lottery based on the symbol determination random value for the 15 symbols of 5 columns × 3 displayed in FIG. Specifically, for each of the video reels 3a to 3e, the position of the video reel to be stopped at the center stage in the symbol display area 4 (upper stage, middle stage, lower stage) is selected at random. Since each video reel 3a to 3e is assigned a symbol column composed of a plurality of types of symbols, determining the stop position of the video reel means that any one of the symbols constituting the symbol column of the video reel is determined. It means selecting at random. In the symbol lottery process, it is determined that the selected symbol stops at the center stage. Further, the symbols to be stopped and displayed on the upper and lower sides of the central stage are determined based on the arrangement of the symbol columns of the video reel.

  As described above with reference to FIG. 7, there may be a case where a plurality of symbols of the same type are assigned to each symbol constituting the symbol column of each video reel. Depending on the assigned number, each symbol Is set to the probability that the symbol is selected. For example, since the symbol representing the eighth symbol (clogs) is assigned to the symbol column more than the symbol representing the seventh symbol (shamisen), the symbol of the eighth symbol (clogs) is selected. The probability is higher than the probability that the symbol of the seventh symbol (shamisen) is selected. In this way, for each of the video reels 3a to 3e, symbols to be stopped and displayed in the symbol display area 4 (upper, middle, and lower) are determined by lottery.

  When the lottery process in step S303 ends, the main CPU 71 determines whether or not a lottery result in which a bonus symbol is displayed in the symbol display area 4 is obtained as a result of the lottery process (S304). If the result that the bonus symbol is displayed in the symbol display area 4 is not obtained, the main CPU 71 obtains a negative result in step S304, thereby moving the process from step S304 to step S305, so that all of the symbol display area 4 is displayed. After the symbols are scrolled, the symbols determined by lottery are stopped so as to stop in the symbol display area 4. In this process, when a winning combination (FIG. 7) is established by the symbols displayed in a stopped state, a payout corresponding to the established winning combination is awarded to the player. As a result, when the bonus symbol is not stopped and displayed in the symbol display area 4, the bonus game process ends.

  On the other hand, when a lottery result for displaying at least one bonus symbol in any of the symbol display areas 4 is obtained in step S303, the main CPU 71 obtains a positive result in step S304. The process moves to S306, and it is determined whether or not the number of bonus symbols among the symbols that are stopped and displayed in the symbol display area 4 lottered in step S303 is three.

  When a lottery result with three bonus symbols displayed is obtained, the main CPU 71 obtains an affirmative result in step S 306, thereby moving the process from step S 306 to step S 308. After the symbols are scrolled, the symbols determined by lottery are stopped so as to stop in the symbol display area 4. Specifically, as shown in FIG. 18, symbols determined by lottery including three bonus symbols B <b> 1 are stopped and displayed in the symbol display area 4. In this process, when a winning combination (FIG. 7) is established by the symbols displayed in a stopped state, a payout corresponding to the established winning combination is awarded to the player. Then, the main CPU 71 shifts the processing to the three-choice bonus game (S317).

  On the other hand, when the number of displayed bonus symbols lottery in step S303 is not three (that is, one or two), the main CPU 71 obtains a negative result in step S306, The process moves from step S306 to step S307 to determine whether or not the high power button 38 (FIG. 4) is turned on. When the high power button 38 is turned on, the main CPU 71 obtains an affirmative result in step S307, shifts the process from step S307 to step S309, and displays the number of bonus symbols lottered in the above-described step S303. It is determined whether or not there are two.

  When the number of bonus symbols is two, the main CPU 71 obtains a positive result in step S309, moves the process from step S309 to step S311, and the value of the counter is smaller than a preset value α. Determine whether or not. If the value of the counter has not reached the value α, the main CPU 71 obtains a positive result in step S311, moves the process from step S311 to step S312 and scrolls all symbols in the symbol display area 4 The symbols determined by lottery are stopped so as to stop in the symbol display area 4. In this process, when a winning combination (FIG. 7) is established by the symbols displayed in a stopped state, a payout corresponding to the established winning combination is awarded to the player. As a result, as shown in FIG. 19, two bonus symbols B1 are stopped and displayed in the symbol display area 4.

  Then, the main CPU 71 performs a lottery as to whether or not to execute re-scrolling (S313). The re-scrolling to be described later is a process executed by lottery when two bonus symbols are included in symbols stopped and displayed in the symbol display area 4, and the main CPU 71 determines whether or not to perform this re-scrolling. The lottery is executed in step S313.

  A plurality of probability tables used in the lottery process in step S313 are prepared, and a probability table set with a higher probability that re-scrolling is executed as the BET number increases. That is, the main CPU 71 determines which probability table to use based on the value of the BET number counter added according to the BET number in the coin insertion / start check process shown in FIG.

  The main CPU 71 determines the lottery result as to whether or not to execute re-scrolling (S314), and when the lottery result that does not execute re-scrolling is obtained, obtains a negative result in step S314, thereby ending the bonus game process. To do.

  On the other hand, when the lottery result for executing the re-scrolling is obtained, the main CPU 71 obtains a positive result in step S314, thereby moving the process from step S314 to step S315 so as to shorten the unit game time. In the shortened state, except for the video reels including the two bonus symbols stopped in the symbol display area 4, the re-lotting of symbols to be stopped and displayed in the symbol display area 4 is performed for the other video reels. This is performed (S316). In this re-lotting, lottery is performed without changing the probability table used for symbol lottery. As a method of shortening the unit game time, a method of shortening the scroll time of each video reel is used.

  In this way, symbol lottery is performed without changing the probability table (without changing the probability of lottery of each symbol) by performing symbol lottery only for other video reels, except for the video reel where the bonus symbol is stopped. However, it is possible to increase the probability that three bonus symbols are arranged for all video reels (all symbols of five reels). For example, in a state where two bonus symbols are already stopped in the symbol display area 4, symbol lottery is performed only for the remaining video reels except for the video reels in which the bonus symbol is stopped in the symbol display area 4. If one bonus symbol is selected in the remaining video reels, a total of three bonus symbols are prepared for all the video reels displayed in the symbol display area 4, and the lottery in the re-lotting (re-scrolling) process is completed. As a result, the probability of having three bonus symbols can be increased.

  As described above, when two high-power buttons are turned on in a state where two bonus symbols are arranged, there is a possibility that three bonus symbols are arranged as a whole with a high probability. As a method of increasing the probability that bonus symbols are aligned when re-scrolling, a reel to which many bonus symbols are assigned may be used, or the number of symbols other than bonus symbols may be reduced on each reel.

  In the present embodiment, the player is benefited by a game that has a high probability of having three bonus symbols, and in this re-lotting (re-scrolling) game, the unit game time is shortened to speed up the progress of the game. Can increase the profit of the store and can balance the profit of the player and the profit of the store.

  When the re-lotting process is finished, the main CPU 71 determines the lottery after scrolling other video reels except for the video reels in which the bonus symbols in the symbol display area 4 have already been stopped and displayed in the symbol display area 4. The symbol is stopped so as to stop in the symbol display area 4. In this process, when a winning combination (FIG. 7) is established by the symbols displayed in a stopped state, a payout corresponding to the established winning combination is awarded to the player.

  Then, after counting up (S318), the main CPU 71 shifts the processing to the above-described step S306, and determines whether or not the number of lottery bonus symbols to be displayed is three at this time. That is, it is determined whether or not the total number of the symbols re-lotted in the above-described step S316 and the bonus symbols whose display is maintained in the previous lottery is three.

  When the total number of bonus symbols is not three (that is, two), the main CPU 71 sequentially executes the processes of step S307, step S309, and step S311. When the value of the counter reaches the value α, the main CPU 71 obtains a negative result in step S311, thereby resetting the counter (S310) and ending the bonus game process. As a result, when three bonus symbols do not appear in the first re-scrolling, the re-scrolling is executed for the preset number of times α.

  When three bonus symbols are prepared while the re-scrolling is executed a preset number of times α, the main CPU 71 obtains a positive result in step S306, thereby sequentially executing the process of step S308, Three bonus symbols and other symbols are displayed in the symbol display area 4. Then, a three-choice bonus game is executed (S312).

  On the other hand, if the number of bonus symbols lottered in step S303 described above is 1, the main CPU 71 obtains a negative result in step S309, thereby moving the process from step S309 to step S320 to display the symbol display. After all the symbols in the area 4 are scrolled, the symbols determined by lottery are stopped so as to stop in the symbol display area 4. In this process, when a winning combination (FIG. 7) is established by the symbols displayed in a stopped state, a payout corresponding to the established winning combination is awarded to the player. Then, the main CPU 71 ends the bonus game process.

  As a result, when one bonus symbol appears in the first scroll, the bonus symbol is terminated because the condition for re-scrolling other symbols while leaving the bonus symbol is not satisfied.

  On the other hand, when the high power button 38 is not operated, the main CPU 71 obtains a negative result in step S307, thereby moving the process from step S307 to step S320 to scroll all symbols in the symbol display area 4. Thereafter, the symbol determined by lottery is stopped so as to stop in the symbol display area 4. In this process, when a winning combination (FIG. 7) is established by the symbols displayed in a stopped state, a payout corresponding to the established winning combination is awarded to the player. Then, the main CPU 71 ends the bonus game process.

  As described above, when the high power button 38 is not operated, the main CPU 71 executes the bonus game as to whether or not three bonus symbols are aligned only once, and 2 bonus symbols appear as a result of lottery. If the number is less than or equal to the number, the bonus game is terminated without re-scrolling with the remaining bonus symbols.

  As described above, in the bonus game process, when two bonus symbols are prepared, the bonus symbols are left and other symbols are re-blotted and scrolled again.

  Further, when two bonus symbols are arranged in a state where the high power button 38 is operated, the bonus game is reduced until the three bonus symbols are arranged up to α times while reducing the unit game time. Will be repeated.

<Triple WILD bonus game processing>
Next, a triple WILD bonus game will be described with reference to FIG.
In the bonus game process of FIG. 17, the main CPU 71, which has shifted to step S302, enters the triple WILD bonus game shown in FIG. 20, and first selects the contents of the triple WILD bonus game by random number lottery (S331).

  In the case of the present embodiment, whether or not to display a triple WILD symbol, the contents of a plurality of triple WILD bonus games with different display video reels or the like when being displayed are prepared in the RAM 73 in advance, and the main CPU 71 In the process of step S331, any one of the plurality of prepared triple WILD bonus games is selected by random number lottery.

  Then, the main CPU 71 determines a symbol displayed in the symbol display area 4 by random lottery (S332). Further, the main CPU 71 reads out the triple WILD effect movie data and effect sound data corresponding to the contents selected in step S331 from the RAM 73, displays the triple WILD movie on the lower image display panel 141, and the speaker 112. The production sound is output from (S333).

  For example, as shown in FIG. 21, in a state where each symbol in the symbol display area 4 displayed on the lower image display panel 141 is scrolled, the scroll screen is gradually covered with an image G1 representing a shoji, Eventually, an effect that covers the entire symbol display area 4 is executed on the lower image display panel 141. In this effect, two frames are prepared on the graphic board 130 (FIG. 6), an image of a symbol displayed in the symbol display area 4 is written in the first frame, and the symbol display area 4 is written in the second frame. The movie data of the image of the shoji that covers is written.

  The graphic board 130 displays the image of the area covered by the shoji in one screen by the instruction of the main CPU 71 by the image data of the second frame, and displays the state of the scrolling symbol (not covered by the shoji). Area) is displayed by the image data of the first frame. As a result, as shown in FIG. 21, the image G1 representing the shoji is gradually closed, and an image effect is produced in which the state in which the symbols behind are scrolled is obscured.

  When all the symbols in the symbol display area 4 are covered with the shoji, the main CPU 71 displays an image G2 representing the shadow of the groom at a position corresponding to one of the video reels as shown in FIG. Is displayed. As a result, it is possible to make the player feel that triple WILD will appear.

  Depending on the selected content, the triple WILD bonus game may be terminated without causing the triple WILD to appear after the shadow is displayed. On the other hand, after the shadow is displayed, when the production content in which the triple WILD appears is selected, the main CPU 71 is temporarily closed by controlling the graphic board 130 as shown in FIG. The shoji is opened, and among the video reels scrolling behind it, the image G3 of the groom representing the triple WILD is displayed on the video reel on which the shadow is displayed. This groom image is displayed in place of three symbols that are continuously displayed on one video reel. The flower image representing the triple WILD is a symbol used in place of all the symbols regardless of the symbol lottery result in step S332 described above. That is, the winning combination (FIG. 7) is determined in the display area for three symbols on which the image of the groom is displayed, instead of all other symbols.

  The main CPU 71 determines the winning combination including the image of the groom representing the triple WILD, and gives the player a payout according to the determination result (S334). Then, the main CPU 71 executes an extended lottery process for determining by random number lottery whether or not to shift to the three-choice bonus game (S335). When the result of the extended lottery process is a result of shifting to the three-choice bonus game, the main CPU 71 obtains a positive result in step S336, thereby moving the process from step S336 to step S337 and shifting to the three-choice bonus game. The effect movie data and the effect sound data are read from the RAM 73, the effect movie is displayed on the lower image display panel 141, and the effect sound is output from the speaker 112. For example, after an image effect that covers the symbol display area 4 with a shoji is made, the shoji is opened again, and the image of the bridegroom is displayed in a large size. Then, three bonus symbols are displayed, and the player operates the touch panel 114. In response to selecting one of the three bonus symbols, a three-choice bonus game is executed in which a bonus game associated with the selected bonus symbol is executed (S338).

  On the other hand, if a result that does not shift to the three-choice bonus game is obtained as the lottery result in step S335, the main CPU 71 ends the triple WILD bonus game by obtaining a negative result in step S336.

<Three choice bonus game processing>
Next, the three-choice bonus game will be described with reference to FIG.
In the bonus game process of FIG. 17, the main CPU 71, which has shifted the process to step S317, enters the three-choice bonus game shown in FIG. 24, and starts counting by an internal counter (S351).

  Then, the main CPU 71 selects any one of the three bonus symbols displayed on the lower image display panel 141 when the player operates the touch panel 114 provided on the lower image display panel 141. (S352). When the player does not operate the touch panel 114, the main CPU 71 does not input a signal output according to the operation result from the touch panel 114, and obtains a negative result in step S352, thereby performing the process from step S352 to step S353. Then, a display (character display or the like) for prompting an input operation is performed on the lower image display panel 141.

  When a predetermined time has elapsed in this state, the main CPU 71 obtains a positive result in the step S354, thereby ending the three-choice bonus game. On the other hand, if the predetermined time has not elapsed, the main CPU 71 obtains a negative result in step S354, moves to the above-described step S352, and waits for a selection input by the player.

  On the other hand, when the player operates the touch panel 114 to select one of the three bonus symbols, the main CPU 71 is selected based on a signal output from the touch panel 114 according to the selection result. A bonus symbol is determined (S355). When the selected bonus symbol is the first bonus symbol, the main CPU 71 obtains an affirmative result in step S355, moves the process from step S355 to step S356, and performs the first bonus game (Koharu bonus game). Execute. In this case, the main CPU 71 switches the first bonus symbol (bonus symbol selected by the player) displayed on the lower image display panel 141 to the character (Koharu) representing the first bonus game. This suggests the transition to the first bonus game.

  On the other hand, if the bonus symbol selected by the player is not the first bonus symbol, the main CPU 71 obtains a negative result in step S355, moves the process from step S355 to step S357, and selects it. It is determined whether or not the bonus symbol is the second bonus symbol.

  If the selected bonus symbol is the second bonus symbol, the main CPU 71 obtains an affirmative result in step S357, shifts the processing from step S357 to step S358, and performs the second bonus game (small summer bonus game). ). In this case, the main CPU 71 switches the second bonus symbol (bonus symbol selected by the player) displayed on the lower image display panel 141 to a character (small summer) representing the second bonus game. This suggests the transition to the second bonus game.

  On the other hand, if the bonus symbol selected by the player is not the second bonus symbol, this means that the bonus symbol selected by the player was the third bonus symbol, When the main CPU 71 obtains a negative result in step S357, the main CPU 71 shifts the processing from step S357 to step S359, and executes the third bonus game (Koyuki bonus game). In this case, the main CPU 71 switches the third bonus symbol (bonus symbol selected by the player) displayed on the lower image display panel 141 to a character (light snow) representing the third bonus game. This suggests the transition to the third bonus game.

  Thus, a bonus game corresponding to the operated bonus symbol by the player operating one of the three bonus symbols among the symbols stopped after being scrolled in the symbol display area 4 of the lower image display panel 141. (First, second or third bonus game) is selected and executed.

<First Bonus Game (Koharu Bonus Game) Processing>
Next, the first bonus game (Koharu bonus game) will be described with reference to FIG.
In the three-choice bonus game process of FIG. 24, the main CPU 71 that has shifted the process to the first bonus game (Koharu bonus game) in step S356 enters the first bonus game (Koharu bonus game) shown in FIG. Then, timing by the internal counter is started (S371).

  Then, the main CPU 71 reads out the performance movie data and performance sound data corresponding to the passage of time from the RAM 73, displays the performance movie data and the performance sound data on the lower image display panel 141 as a performance movie, and outputs the performance sound from the speaker 112 (S372). As shown in FIG. 26, the performance movie is a movie in which an image G4 in which Koharu, the character of the first bonus game, plays the shamisen is displayed, and a plurality of patterns are prepared in advance according to the elapsed time. Yes. For example, if the time is between 0 and the first elapsed time, each of the relatively slow tempo performance movie and performance sound data is prepared in the RAM 73 as the performance movie corresponding to the first elapsed time. Has been.

  On the other hand, for example, in correspondence with the case where the elapsed time is between the first elapsed time and the second elapsed time, the performance movie and the performance sound corresponding to the first elapsed time are relatively compared. Each data of performance movie and performance sound with fast tempo is prepared. Further, in the performance movie, as shown in FIG. 26, the image G5 representing the bag is closed as time passes, and when the time elapses, the state that the bag is completely closed as shown in FIG. 27 is image data. It is prepared as. As described above, performance movie and performance sound data are prepared in which the tempo is sequentially increased with the passage of time. The main CPU 71 reads out the performance movie and performance sound data corresponding to the passage of time from the RAM 73, Are output from the lower image display panel 141 and the speaker 112.

  When the main CPU 71 outputs the performance movie and the performance sound corresponding to the passage of time, the main CPU 71 determines whether or not a predetermined time has passed (S373). If it is determined that the predetermined time has not elapsed, the main CPU 71 obtains a negative result in step S373, moves to the above-described step S372, and outputs a performance movie and performance sound corresponding to the passage of time. maintain.

  On the other hand, when the predetermined time has elapsed, the main CPU 71 obtains a positive result in step S373, thereby moving the process from step S373 to step S374 to increase the number of payouts to be paid out to the player. . The increased number of payouts is stored in the RAM 73.

  Further, the main CPU 71 displays the increased number of payouts on, for example, the lower image display panel 141 (S375). As shown in FIG. 26, this display includes various effect images suggesting an increase in addition to displaying the number of payouts by numbers.

  Then, the main CPU 71 determines whether or not to end the first bonus game (Koharu bonus game) by random number lottery (S376). When a lottery result that does not end the first bonus game (Koharu bonus game) is obtained, the main CPU 71 obtains a negative result in step S377, thereby moving the process from step S377 to step S374 and responding to the passage of time. Increase the number of payouts.

  On the other hand, when the lottery result for ending the first bonus game (Koharu bonus game) is obtained, the main CPU 71 obtains a positive result in step S377, thereby moving the process from step S377 to step S378, An extended lottery process is executed to determine whether or not to shift to the third bonus game (Koyuki bonus game) by random lottery (S378).

  When the result of the development lottery process is a result of shifting to the third bonus game (Koyuki bonus game), the main CPU 71 shifts the process from step S379 to step S380 by obtaining an affirmative result in step S379. The effect movie data and effect sound data for shifting to the bonus game 3 (Koyuki bonus game) are read from the RAM 73, the effect movie is displayed on the lower image display panel 141, and the effect sound is output from the speaker 112. For example, on the lower image display panel 141, as shown in FIG. 27, after an image in which the eyelids are completely closed is displayed, an effect movie is displayed in which an image in which the eyelids are opened again is displayed. After that, the main CPU 71 executes a third bonus game (Koyuki bonus game) in order to develop a transition to another bonus game (S381).

  On the other hand, if the result of lottery in step S378 is a result that does not shift to the third bonus game (Koyuki bonus game), the main CPU 71 ends the Koharu bonus game by obtaining a negative result in step S379. To do.

  For the processing of the first bonus game (Koharu bonus game), for example, the processing procedure shown in FIG. 28 may be adopted in addition to the processing procedure shown in FIG. That is, in the processing procedure shown in FIG. 25, whether or not to end the first bonus game (Koharu bonus game) is determined by lottery as time passes. In the processing procedure shown in FIG. At the start of the bonus game (Koharu bonus game), the game time is determined in advance by lottery.

  As shown in FIG. 28, when entering the first bonus game (Koharu bonus game), the main CPU 71 determines the duration (performance time) of the first bonus game (Koharu bonus game) by random number lottery ( S401). Then, the main CPU 71 reads out data of a plurality of types of performance movies and performance sounds previously stored in the RAM 73 in relation to the performance time determined in step S401 (S402), and the lower image display panel 141 and Output (reproduce) from the speaker 112 (S403). In this way, by outputting the performance movie and the performance sound prepared according to the performance time, the player can play the first bonus game (Koharu bonus game) for the player by the output performance movie and performance sound. The duration can be understood empirically.

  The main CPU 71 determines whether or not the reproduction of the selected performance movie and performance sound has been completed (S404). If the reproduction has not been completed, the process moves from step S404 to step S403 to reproduce the reproduction. to continue. On the other hand, when the reproduction is finished, the main CPU 71 obtains a positive result in step S404, thereby moving the process from step S404 to step S405 to move to the third bonus game (Koyuki bonus game). A development lottery process for determining whether or not by random lottery is executed (S406).

  If the result of the extended lottery process is a result of shifting to the third bonus game (Koyuki bonus game), the main CPU 71 shifts the process from step S406 to step S407 by obtaining an affirmative result in step S406. The effect movie data and effect sound data for shifting to the bonus game 3 (Koyuki bonus game) are read from the RAM 73, the effect movie is displayed on the lower image display panel 141, and the effect sound is output from the speaker 112. For example, on the lower image display panel 141, as shown in FIG. 27, after an image in which the eyelids are completely closed is displayed, an effect movie is displayed in which an image in which the eyelids are opened again is displayed. Thereafter, the main CPU 71 executes a third bonus game (Koyuki bonus game) in order to make a transition to another bonus game (S408).

On the other hand, if a result that does not shift to the third bonus game (Koyuki bonus game) is obtained as the lottery result in step S406, the main CPU 71 ends the Koharu bonus game by obtaining a negative result in step S406. To do.
As shown in FIG. 28, when executing the first bonus game (Koharu bonus game), the first bonus game (Koharu bonus game) duration (performance time) is determined in advance, and the determined duration is reached. A corresponding performance movie and performance sound may be output (reproduced).

<Second bonus game (small summer bonus game) processing>
Next, the second bonus game (small summer bonus game) will be described with reference to FIG.
In the three-choice bonus game process of FIG. 23, the main CPU 71, which has shifted the process to the second bonus game (Sonatsu bonus game) in step S358, enters the second bonus game (Sonatsu bonus game) shown in FIG. The counter is incremented (S431).

  Then, the main CPU 71 determines a symbol to be stopped and displayed in 5 columns × 3 15 symbol display areas 4 by random lottery (S432). When the symbol lottery process is completed, the main CPU 71 determines the number (one or two) of WILD symbols to be inserted into the first video reel 3a (FIG. 4) by random number lottery (S433). Further, the main CPU 71 determines the number of WILD symbols (one or two) to be inserted into the second video reel 3b (FIG. 4) by random number lottery (S434). Further, the main CPU 71 determines the number of WILD symbols (one or two) to be inserted into the third video reel 3c (FIG. 4) by random number lottery (S435). Further, the main CPU 71 determines the number of WILD symbols (one or two) to be inserted into the fourth video reel 3d (FIG. 4) by random number lottery (S436). Further, the main CPU 71 determines the number (one or two) of WILD symbols to be inserted into the fourth video reel 3e (FIG. 4) by random number lottery (S437).

  Thus, when the number of WILD symbols to be inserted is determined by lottery for the first video reel 3a to the fifth video reel 3e, the main CPU 71 determines the contents of the effect (S438), and the above-described step S432 The symbols are scrolled in a state where the symbols determined in step S 433 to step S 437 are covered by the WILD symbols determined in step S 433 to S 437, and an image to be stopped is displayed on the lower image display panel 141. (S439). Thus, as shown in FIG. 30, the lower image display panel 141 has 15 symbols in 5 columns × 3 15 symbol display areas 4 and the number determined by lottery for each video reel. A WILD symbol (an oval symbol) is displayed. FIG. 30 shows an example in which one WILD symbol (oval symbol) B11 is displayed on each video reel.

  The main CPU 71 determines the number of payouts including a determination of a winning combination including a WILD symbol (determination of a winning combination using a WILD symbol instead of any symbol) and a payout according to the number of inserted WILD symbols. Is stored in the RAM 73 (S440).

  The main CPU 71 executes an extended lottery process for determining whether or not to shift to the third bonus game (Koyuki bonus game) by random lottery (S441). If the result of the extended lottery process is a result of shifting to the third bonus game (Koyuki bonus game), the main CPU 71 obtains a positive result in step S442, and then shifts the process from step S442 to step S443. The fact that a lottery result for shifting to the bonus game 3 (Koyuki bonus game) has been obtained is stored in the RAM 73. The main CPU 71 obtains a negative result after step S443 or in step S442 (when the result of not shifting to the third bonus game (Koyuki bonus game) is obtained in the lottery in step S441 described above). It is determined based on the value of the counter whether or not the second bonus game (small summer bonus game) has been completed for a predetermined number of games (for example, 7 games) (S444).

  If the predetermined number of games has not been reached, the main CPU 71 obtains a negative result in step S444, moves the process from step S444 to step S431 described above, increments the counter, and repeats the game. As a result, each video reel has an increased number of WILD symbols B11 inserted as the number of games increases.

  On the other hand, when the predetermined number of games has been reached, the main CPU 71 obtains a positive result in step S444, shifts the processing from step S444 to step S445, resets the counter, and performs the third bonus game. It is determined whether or not the result of developmental shift to (Koyuki bonus game) is stocked in the RAM 73 (S446).

  If the result of the evolutionary transition to the third bonus game (the Koyuki bonus game) is stocked in the RAM 73, this means that the third lottery (S441) is the third in the development lottery (S441) during a predetermined number of games (for example, seven games). The main CPU 71 obtains a positive result in step S446, and moves the process from step S446 to step S447. The effect movie data and effect sound data for shifting to the third bonus game (Koyuki bonus game) are read from the RAM 73, the effect movie is displayed on the lower image display panel 141, and the effect sound is output from the speaker 112. Output. For example, on the lower image display panel 141, as shown in FIG. 31, an effect movie is displayed in which an image G11 representing a flower appears in the center of the symbol display area 4. After that, the main CPU 71 executes a third bonus game (Koyuki bonus game) in order to develop a different bonus game (S448).

  On the other hand, if the result of the developmental transition to the third bonus game (Koyuki bonus game) is not stocked in the RAM 73, this means that the development lottery ( This means that a lottery result for progressively shifting to the third bonus game (Koyuki bonus game) was not obtained in S441), and the main CPU 71 obtains a negative result in step S446, thereby obtaining the second result. End the bonus game (small summer bonus game).

  According to the processing of the second bonus game (small summer bonus game) described above with reference to FIG. 29, in each game of a predetermined number of games (for example, 7 games), the first video reel 3a to the fifth video reel 3e are loaded. The number and position of WILD symbols to be inserted are determined, and at the stage where all the numbers of games have been consumed, a payout (number of payouts) corresponding to the total number of WILD symbols inserted is determined.

  Note that the lottery process for the number of inserted WILD symbols is not performed for each game, but the number of inserted symbols in all games (for example, 7 games) is determined when the second bonus game (small summer bonus game) is entered. You may make it do. This processing procedure is shown in FIG.

  As shown in FIG. 32, the main CPU 71 that has shifted to the second bonus game (Konatsu bonus game) first puts all games (for example, seven games) of the second bonus game (Konatsu bonus game) on all video reels. The number (one or two) of WILD symbols to be input is determined by random number lottery, and the determined result is stored in the RAM 73 (S451).

  Then, after incrementing the counter (S452), the main CPU 71 determines symbols to be stopped and displayed in the 5 columns × 3 15 symbol display areas 4 by random lottery (S453). When the symbol lottery process ends, the main CPU 71 determines the contents of the effect (S454), and among the WILD symbols input for all the games determined in step S451, the WILD symbols determined for the game are The symbols are scrolled in a state where they cover all the symbols determined in step S453 described above, and an image to be stopped is displayed on the lower image display panel 141 (S455). As a result, as shown in FIG. 30, the lower image display panel 141 has 15 symbols in 15 symbols display area 4 of 5 rows × 3, and the number determined by lottery for each video reel. WILD symbols (oval symbols) are displayed.

  The main CPU 71 determines the number of payouts including a determination of a winning combination including a WILD symbol (determination of a winning combination using a WILD symbol instead of any symbol) and a payout according to the number of inserted WILD symbols. Is stored in the RAM 73 (S456).

  The main CPU 71 executes an extended lottery process for determining by random number lottery whether or not to shift to the third bonus game (Koyuki bonus game) (S457). When the result of the extended lottery process is a result of shifting to the third bonus game (Koyuki bonus game), the main CPU 71 obtains a positive result in step S458, thereby moving the process from step S458 to step S449. The fact that a lottery result for shifting to the bonus game 3 (Koyuki bonus game) has been obtained is stored in the RAM 73. When a negative result is obtained after step S459 or in step S458 (when the result of not shifting to the third bonus game (Koyuki bonus game) is obtained in the lottery in step S457 described above), It is determined based on the value of the counter whether or not the second bonus game (small summer bonus game) has been completed for a predetermined number of games (for example, 7 games) (S460).

  If the predetermined number of games has not been reached, the main CPU 71 obtains a negative result in step S460, moves the process from step S460 to step S452 described above, increments the counter, and repeats the game.

  On the other hand, when the predetermined number of games has been reached, the main CPU 71 obtains an affirmative result in step S460, shifts the processing from step S460 to step S461, resets the counter, and performs the third bonus game. It is determined whether or not the result of developmental shift to (Koyuki bonus game) is stocked in the RAM 73 (S462).

  If the result of the evolutionary transition to the third bonus game (Koyuki bonus game) is stocked in the RAM 73, this means that the third lottery game (S457) has a third game in the development lottery (S457). The main CPU 71 obtains a positive result in step S462, and moves the process from step S462 to step S463. The effect movie data and effect sound data for shifting to the third bonus game (Koyuki bonus game) are read from the RAM 73, the effect movie is displayed on the lower image display panel 141, and the effect sound is output from the speaker 112. Output. For example, on the lower image display panel 141, as shown in FIG. 31, an effect movie is displayed in which an image G11 representing a flower appears in the center of the symbol display area 4. Thereafter, the main CPU 71 executes a third bonus game (Koyuki bonus game) in order to make a transition to another bonus game (S464).

  On the other hand, if the result of the developmental transition to the third bonus game (Koyuki bonus game) is not stocked in the RAM 73, this means that the development lottery ( This means that a lottery result for progressively shifting to the third bonus game (Koyuki bonus game) was not obtained in S457), and the main CPU 71 obtains a negative result in step S462, thereby obtaining the second result. End the bonus game (small summer bonus game).

  According to the processing of the second bonus game (Konatsu bonus game) described above with reference to FIG. 32, the WILD symbol inserted in each of the total number of games (for example, seven games) of the second bonus game (Konatsu bonus game). The number and position of the game are determined by random lottery in advance for all games, and are sequentially inserted in each game. When all the games are digested, the dividend (payout) according to the total number of WILD symbols inserted Number) is determined.

<Third Bonus Game (Koyuki Bonus Game) Processing>
Next, the third bonus game (Koyuki bonus game) will be described with reference to FIG. 33 and FIG.

  The third bonus game (Koyuki bonus game) is a bonus game that is set so that it can be transferred by a plurality of routes. The first route is a case where the process shifts to the third bonus game (Koyuki bonus game) in step S359 in the three-choice bonus game process shown in FIG. The second route is a case where the process shifts to the third bonus game (Koyuki bonus game) in step S381 in the first bonus game (Koharu bonus game) process shown in FIG. Further, in the modified example of the first bonus game (Koharu bonus game) process shown in FIG. 28, the process may be shifted to the third bonus game (Koyuki bonus game) in step S408. The third route is a case where the process is shifted to the third bonus game (small snow bonus game) in step S448 in the second bonus game (small summer bonus game) process shown in FIG. Further, in the modified example of the second bonus game (small summer bonus game) process shown in FIG. 32, the process may be shifted to the third bonus game (small snow bonus game) in step S464.

  When the main CPU 71 enters the third bonus game (Koyuki bonus game) from these loops, first, in the lower image display panel 141, instead of the symbol display area 4 of 15 symbols of 5 columns × 3 symbols. The start operation image shown in FIG. 35 is displayed (S481). This image is an image representing the scenery at the start point, and the image includes a guidance display with characters such as “go forward”, “go left”, and “go right” along with the arrows. When the player presses these arrows displayed on the lower image display panel 141, the main CPU 71 determines which one of the main CPU 71 is based on the output signal of the touch panel 114 provided on the lower image display panel 141. It is determined whether or not an arrow is specified.

  Also, on the upper image display panel 131, an image representing the progress of the third bonus game as shown in FIG. 36 is drawn on the surface of a plate that transmits light. In this image, an image representing the start position of the game is drawn at the bottom of the upper image display panel 131, and an image representing the goal is drawn at the top. The light emission mode of the plurality of lamps provided behind the image display panel 131 is such that the light moves sequentially upward or laterally from the lower start position as the third bonus game progresses under the control of the main CPU 71. Change the light emission position.

  After displaying the start operation image shown in FIG. 35 on the lower image display panel 141 (S481), the main CPU 71 is behind the area P1 showing the start point on the upper image display panel 131 as shown in FIG. By emitting the lamp, the player is made aware that the third bonus game (Koyuki bonus game) is started through the light emission at the start point (S482). Then, the main CPU 71 waits for an input operation of the touch panel 114 of the lower image display panel 141 by the player (S483).

  When there is no player input operation, the main CPU 71 obtains a negative result in step S483, thereby moving the process from step S483 to step S482 and maintaining the light emission at the start point.

  On the other hand, when the player performs an input operation, the main CPU 71 obtains an affirmative result in step S483, shifts the processing from step S483 to step S484, and changes the upper image display panel according to the input operation. The light emission position 131 is changed. Specifically, when the player presses an arrow A1 (an arrow pointing upward) corresponding to “go forward” shown in FIG. 35, the main CPU 71 responds as shown in FIG. Then, the light emission position of the upper image display panel 131 is changed to a region P2 showing an intersection that is upward when viewed from the region P1 representing the start point. That is, the light emission of the lamp behind the area P1 representing the start point is stopped, and the lamp behind the area P2 representing the intersection is emitted. Thereby, the player can recognize that the game has progressed according to his / her own operation.

  Further, when the player presses the arrow A2 (arrow pointing to the left direction) corresponding to “go to the left” shown in FIG. 35, the main CPU 71 responds accordingly by pressing the upper side as shown in FIG. The light emission position of the image display panel 131 is changed to a region P3 representing the first store (tempura store) that is leftward as viewed from the region P1 representing the start point. That is, the light emission of the lamp behind the area P1 representing the start point is stopped, and the lamp behind the area P3 representing the first store (tempura shop) is caused to emit light. Thereby, the player can recognize that the game has progressed according to his / her own operation.

  Also, when the player presses the arrow A3 (arrow pointing to the right direction) corresponding to “go right” shown in FIG. 35, the main CPU 71 responds accordingly by pressing the upper side as shown in FIG. The light emission position of the image display panel 131 is changed to a region P4 representing the second store (tea shop) that is in the right direction when viewed from the region P1 representing the start point. That is, the light emission of the lamp behind the area P1 representing the start point is stopped, and the lamp behind the area P4 representing the second store (tea shop) is caused to emit light. Thereby, the player can recognize that the game has progressed according to his / her own operation.

  When the first store (tempura store) is selected, the first mini-game is executed, and when the second store (tea store) is selected, the second mini-game is executed. It has become. The main CPU 71 determines whether or not the game selected by the player is the first mini game (S485). When the player selects the first store (tempura store), the main CPU 71 obtains a positive result in step S485, thereby moving the process from step S485 to step S486, and in the lower image display panel 141, the first CPU The image of the mini game is displayed and the first mini game is executed. For example, as the first mini game, a game is executed in which the player selects one of the three tempuras and a payout corresponding to the selected tempura is given to the player.

  On the other hand, if the player's selection is not the first store (tempura store), the main CPU 71 obtains a negative result in step S485, thereby moving the process from step S485 to step S487, so that the player It is determined whether or not the game selected by is a second mini game. When the player selects the second store (tea store), the main CPU 71 obtains an affirmative result in step S487, shifts the processing from step S487 to step S488, and displays the second image on the lower image display panel 141. The mini-game image is displayed and the second mini-game is executed. For example, as the second mini game, a game is executed in which the player selects one of the three cups and a payout according to the selected cup is given to the player.

  The first mini-game executed in step S486 described above and the second mini-game executed in step S488 described above differ in the range of dividends given to the player depending on the game result, but the average It is a game with the same payout. For example, the payout width of three tempura selected in the first mini game is wider than the payout width of only three hot waters selected in the second mini game, but the three payout widths selected in the first mini game are three. The average payout of tempura is the same as the average payout of only three hot waters selected in the second mini game.

  After the process of step S486 described above or the process of step S488 described above, the main CPU 71 shifts the process to step S489 and gives a player a payout according to the result of the mini game.

  On the other hand, if the selection of the player in the above-described step S483 is neither the first store (tempura store) nor the second store (tea store), the main CPU 71 obtains a negative result in step S487, thereby obtaining a step. The processing moves from S487 to step S490. Step S490 is processing to display a landscape image of an area representing an intersection according to the progress of the game on the lower image display panel 141. For example, if a negative result is obtained in step S487 and the process proceeds to step S490, this means that the player has selected an upward intersection in the selection in the area P1 representing the start point, and the main CPU 71 Displays a selection operation image at the intersection as shown in FIG. 41 on the lower image display panel 141.

  In addition, after the first mini game in step S486 is executed or after the second mini game in step S488 is executed, a corresponding intersection (an area representing an intersection after the first mini game) After P5 (FIG. 36), after the second mini game, the game moves to the area P6 (FIG. 36) representing the intersection. Accordingly, in step S490, the image is displayed on the lower image display panel 141. A selection operation image at an intersection as shown in 41 is displayed.

  When the selection operation image at the intersection according to the progress of the game is displayed on the lower image display panel 141 (S490), the main CPU 71 waits for an input operation (selection operation) by the player. The selection operation image (FIG. 41) displayed on the lower image display panel 141 includes images D1 to D4 representing the shadows of a plurality of guides, and the player selects one of the images D1 to D4. When the pressing operation is performed, the main CPU 71 determines which of the images D1 to D4 is selected by the player based on an output signal output from the touch panel 114 in response to the pressing operation.

  If there is no selection operation by the player, the main CPU 71 obtains a negative result in step S491, moves the process from step S491 to step S490 described above, and continues to display the selection operation image (FIG. 41). On the other hand, when there is a selection operation by the player, the main CPU 71 obtains an affirmative result in step S491, shifts the processing from step S491 to step S492, and performs an image corresponding to the input operation (selection operation). Is displayed on the lower image display panel 141. For example, when the image D1 (FIG. 41) is selected, a good guide appears corresponding to the selected image D1, and is guided to move upward.

  For example, in the area P5 representing the intersection, the game proceeds to the area P9 representing the intersection in the upward direction, and in the area P6 representing the intersection, the game proceeds to the area P10 representing the intersection in the upward direction. In the area P2 that represents the game, the game proceeds to the area P11 that represents the intersection in the upward direction. In this way, when a good guide appears by the player's selection, the game proceeds so as to proceed to the top, which is the goal of the third bonus game (Koyuki bonus game).

  On the other hand, when, for example, the image D2 (FIG. 41) is selected by the player, a guide appears corresponding to the selected image D2, and is guided to the store in the horizontal direction. Further, a new selection operation image is displayed on the lower image display panel 141. In this new selection operation image, a shadow of a plurality of grooms is displayed on the shoji, and when the player selects any of them, the game proceeds to the game corresponding to the selection. For example, when a specific geisha appears, a certain payout is awarded, when a groom appears, a roulette lottery is executed, and when a thief appears, the third bonus game (Koyuki bonus game) ends. Different payouts are set for these characters.

  On the other hand, when the player selects, for example, the image D3 (FIG. 41), a thief appears corresponding to the selected image D3, and the third bonus game (Koyuki bonus game) ends.

  On the other hand, when the player selects, for example, the image D4 (FIG. 41), a groom appears corresponding to the selected image D4, and roulette lottery is executed. In this roulette lottery, a roulette is displayed on the lower image display panel 141, and a payout is made by this roulette.

  When any one of the images D1 to D4 is selected in this way, the main CPU 71 displays an image of the character corresponding to the selected image on the lower image display panel 141, and the selected image is displayed. Proceed with the game accordingly. Further, the main CPU 71 gives a player a payout according to the selected images D1 to D4 (S493). Further, the main CPU 71 changes the light emission position on the upper image display panel 131 according to the input operation (selection operation) by the player (according to the progress of the game) (S494).

  In addition, after moving from the intersection to the store in the horizontal direction by selecting the images D1 to D4, the main CPU 71 proceeds in the horizontal direction as it is and moves to another intersection. For example, when one of the images D1 to D4 is selected by the player at the intersection P5 and the game is executed at the store P7 in the lateral direction of the intersection P5, the intersection provided in the lateral direction of the store P7 is thereafter performed. The game can be advanced to P2. That is, when a store in the horizontal direction is selected at the intersection, after the game at the store is completed, the process proceeds in the direction opposite to the side that has arrived at the store. Specifically, if the player proceeds to the store P7 from the intersection P5 by the player's selection, after the game at the store P7, the store proceeds from the store P7 to the intersection P2, and then proceeds from the intersection P2 to the store P7. After the game, the game proceeds from the store P7 to the intersection P5.

  As described above, in the selection of the images D1 to D5 (FIG. 41), when a game at the store in the horizontal direction is selected, the game proceeds in the horizontal direction different from the upward direction to go to the goal. This results in a time-consuming transition to a lottery game after a goal where a large payout may be obtained. As described above, when the route to the goal is a detour, a payout can be obtained by a game at the store on the route, or the result of forcibly terminating the third bonus game (Koyuki bonus game). It may be advantageous or disadvantageous for the player as compared to the case where the goal is reached by a short route. In this respect, it is possible to enhance the interest of the game given to the player.

  The main CPU 71 determines whether or not the goal has been reached after the progress of the game after the selection of the images D1 to D4 at the intersection (S492, S493, S494) (S495). If the goal has not been reached, the main CPU 71 obtains a negative result in step S495, moves the process from step S495 to step S490 described above, and displays a selection operation image at the intersection according to the progress of the game.

  On the other hand, when the goal has been reached, the main CPU 71 emits a lamp behind the area P12 showing the goal point on the upper image display panel 131 as shown in FIG. In step S495, the process moves from step S495 to step S496 shown in FIG. 34 to determine whether the counter value has reached 5. If the value of the counter does not reach 5, this means that the number of repetitions of the loop for shifting to the first bonus game (Koharu bonus game) or the second bonus game (Koatsu bonus game) after the goal is 5 or less. The main CPU 71 obtains a negative result in step S496, shifts the processing from step S496 to step S497, increments the counter value, and performs game lottery (S498).

  The game lottery refers to any one of transition to the first bonus game (Koharu bonus game), transition to the second bonus game (Konatsu bonus game), or dividend payment in the third bonus game (Koyuki bonus game). As shown in FIG. 43, the main CPU 71 displays images E1 to E3 representing the shadows of three people suggesting the first to third bonus games on the lower image display panel 141, as shown in FIG. And let the player select one of these shadows. Based on the output signal of the touch panel 114 provided on the lower image display panel 141 when the player presses one of the three shadows displayed on the lower image display panel 141, the main CPU 71 Recognize the selected shadow.

  Then, the main CPU 71 plays the contents associated with the selected shadow (either the transition to the first bonus game, the transition to the second bonus game, or the payout in the third bonus game). It is determined as the progress content selected by the person. The correspondence between the shadows of the three players that can be selected by the player and the progress of the game is determined by lottery every time the game lottery (S498) is executed, but is not limited to this. Regardless of the selection, each time the game lottery (S498) is executed, one progress may be determined by lottery.

  The main CPU 71 determines whether or not the payout in the third bonus game (Koyuki bonus game) is selected as a result of the game lottery in step S498 (S499). If the payout is not selected in the third bonus game (Koyuki bonus game), the main CPU 71 obtains a negative result in step S499, moves the process from step S499 to step S500, and is selected in step S498. It is determined whether or not the progress is a transition to the first bonus game (Koharu bonus game).

  When the selected progress is the transition to the first bonus game (Koharu bonus game), the main CPU 71 obtains a positive result in step S500, thereby moving the process from step S500 to step S501, The bonus game (Koharu bonus game) is executed. This first bonus game (Koharu bonus game) is the game described above with reference to FIG. 25 or FIG. Thereby, in the third bonus game (Koyuki bonus game), when the first bonus game (Koharu bonus game) is selected in the selection after reaching the goal, the first bonus game (Koharu bonus game) is selected. ) Is executed.

  When the transition to the first bonus game (Koharu bonus game) is selected in step S496 described above, the right fan among the three fan patterns drawn above the goal of the upper image display panel 131 is selected. The first fan game (Koharu bonus game) is made so that the right fan looks brighter for the player by emitting the lamp behind the picture and the accompanying groom's picture. Can be recognized.

  On the other hand, if the progress selected in step S498 described above is neither a dividend grant in the third bonus game (Koyuki bonus game) nor a transition to the first bonus game (Koharu bonus game), When the main CPU 71 obtains a negative result in step S500, the main CPU 71 shifts the processing from step S500 to step S502, and executes the second bonus game (small summer bonus game). This second bonus game (small summer bonus game) is the game described above with reference to FIG. 29 or FIG. As a result, in the third bonus game (Koyuki bonus game), when the transition to the second bonus game (Konatsu bonus game) is selected in the selection after reaching the goal, the second bonus game ( A processing loop for shifting to the Konatsu bonus game) is executed.

  When the transition to the second bonus game (small summer bonus game) is selected in step S496 described above, the left fan among the three fan patterns drawn above the goal of the upper image display panel 131 is selected. The player will enter the second bonus game (Konatsu bonus game) by making the left fan appear brighter by making the lamps behind the picture and the accompanying groom picture light up. Can be recognized.

  If the game selected in step S498 described above is a payout in the third bonus game (Koyuki bonus game), the main CPU 71 obtains a negative result in step S499, and then proceeds from step S499 to step S504. The processing is shifted to a final payout (for example, 2000 credit payout given after the goal) in the third bonus game (Koyuki bonus game), and the third bonus game (Koyuki bonus game) is ended.

  As a result, in the third bonus game (Koyuki bonus game), when the payout in the third bonus game (Koyuki bonus game) is selected in the selection after reaching the goal, the first bonus game ( The third bonus game is terminated by executing the awarding in the third bonus game (Koyuki bonus game) without moving to the loop process for shifting to the Koharu bonus game) or the second bonus game (Konatsu bonus game). It will be. In this case, among the three fan patterns drawn above the goal of the upper image display panel 131, a lamp provided behind the pattern of the central fan and the associated floral pattern is made to emit light. It is possible for the player to recognize that the center fan looks bright and that the payout is determined in the third bonus game (Koyuki bonus game) and the game is over.

  On the other hand, if the value of the counter has reached 5, the main CPU 71 obtains a positive result in the above-described step S496, shifts the processing from step S496 to step S504, and performs the third bonus game (Koyuki bonus game). The third bonus game (Koyuki bonus game) is terminated. As a result, the loop process for shifting from the third bonus game (Koyuki bonus game) to the first bonus game (Koharu bonus game) or the second bonus game (Konatsu bonus game) is repeated up to five times. become.

  As described above, in the third bonus game (Koyuki bonus game) shown in FIGS. 33 and 34, the player operates the lower image display panel 141 (touch panel 114), and the game according to the operation result. Is displayed on the upper image display panel 131.

  In the upper image ideographic panel 131, the start point P1 of the game is provided at the bottom, and the light emitting area at the bottom moves sequentially upward as the game progresses. Thereby, a player's eyes | visual_axis can be moved upwards with the movement of a light emission area | region. When the progress of the game reaches the goal, the goal area P12 provided on the uppermost part of the upper image display panel 131 emits light, thereby attracting attention to the player's top three fan designs. Can do. When one of the three fan patterns emits light, the player can recognize the lottery result after the goal of the third bonus game (Koyuki bonus game). In addition, the third bonus game (Koyuki bonus game) has been scored against other players in the hall by performing an effect in which a fan or groom's pattern emits light at the top of the upper image display panel 131. Can also be appealed.

1 Gaming Machine 31 Spin Button 38 High Power Button 38S High Power Switch 71 Main CPU
114 Touch Panel 130 Graphic Board 131 Upper Image Display Panel 141 Lower Image Display Panel

Claims (3)

  1. A gaming machine having the following configuration, an input device for starting a basic game, a plurality of reels each having a plurality of symbol groups drawn thereon, a display for displaying images, and a payout rate that can be operated by a player An operation unit for designating a change and a controller that executes the following processing are provided.
    (A) a process of randomly determining a symbol to be displayed to the player when scrolling of a plurality of symbol rows is stopped based on an input to the input device, and starting a basic game;
    (B) a process of scrolling each of the plurality of symbol strings displayed on the display;
    (C) a process of sequentially stopping each of the plurality of scrolled symbol strings based on the result of the random determination;
    (D) A process of re-scrolling the symbols while leaving a bonus symbol for shifting to the bonus game among the symbols of the stopped symbol row in accordance with the operation of the operation unit;
    (E) a process for determining whether or not to move to the bonus game based on the displayed bonus symbol and the remaining bonus symbol after the re-scrolling is stopped;
    (F) A process of executing the bonus game based on the result of the determination.
  2. A gaming machine having the following configuration, an input device for starting a basic game, a plurality of reels each having a plurality of symbol groups drawn thereon, a display for displaying images, and a payout rate that can be operated by a player An operation unit for designating a change and a controller that executes the following processing are provided.
    (A) a process of randomly determining a symbol to be displayed to the player when scrolling of a plurality of symbol rows is stopped based on an input to the input device, and starting a basic game;
    (B) a process of scrolling each of the plurality of symbol strings displayed on the display;
    (C) a process of sequentially stopping each of the plurality of scrolled symbol strings based on the result of the random determination;
    (D) A process of randomly determining whether to re-scroll the symbols, leaving a bonus symbol for shifting to the bonus game among the symbols of the stopped symbol row in accordance with the operation of the operation unit;
    (E) a process of re-scrolling the symbol based on the determined result;
    (F) Processing for determining whether or not to move to the bonus game based on the displayed bonus symbol and the remaining bonus symbol after the re-scrolling is stopped;
    (G) A process of executing the bonus game based on the result of the determination.
  3. A gaming machine having the following configuration and capable of repeatedly executing a unit game, an input device for starting a basic game, a plurality of reels each having a plurality of symbol groups drawn thereon, a display for displaying an image, and a player And an operation unit for designating the change of the payout rate, and a controller for executing the following processing.
    (A) a process of randomly determining a symbol to be displayed to the player when scrolling of a plurality of symbol rows is stopped based on an input to the input device, and starting a basic game;
    (B) a process of scrolling each of the plurality of symbol strings displayed on the display;
    (C) a process of sequentially stopping each of the plurality of scrolled symbol strings based on the result of the random determination;
    (D) According to the operation of the operation unit, the time from the start to the end of the unit game is shortened, and a bonus symbol for shifting to the bonus game is left among the symbols of the stopped symbol sequence, The process of re-scrolling the symbol,
    (E) a process for determining whether or not to move to the bonus game based on the displayed bonus symbol and the remaining bonus symbol after the re-scrolling is stopped;
    (F) A process of executing the bonus game based on the result of the determination.
JP2010250313A 2010-11-08 2010-11-08 Gaming machine Pending JP2012100782A (en)

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JP2010250313A JP2012100782A (en) 2010-11-08 2010-11-08 Gaming machine
AU2011236076A AU2011236076A1 (en) 2010-11-08 2011-10-17 Gaming machine capable of realistically informing of a payout rate
US13/289,882 US20120115575A1 (en) 2010-11-08 2011-11-04 Gaming machine capable of realistically informing of a payout rate
CN 201110350083 CN102467784B (en) 2010-11-08 2011-11-08 Gaming machine capable of realistically informing of payout rate

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CN102467784A (en) 2012-05-23

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