JP2012147987A - Game machine - Google Patents

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JP2012147987A
JP2012147987A JP2011009768A JP2011009768A JP2012147987A JP 2012147987 A JP2012147987 A JP 2012147987A JP 2011009768 A JP2011009768 A JP 2011009768A JP 2011009768 A JP2011009768 A JP 2011009768A JP 2012147987 A JP2012147987 A JP 2012147987A
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game
stop
condition
effect
control unit
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JP2011009768A
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JP5344439B2 (en
Inventor
Masayuki Kondo
雅幸 近藤
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Daito Giken:Kk
株式会社大都技研
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Abstract

PROBLEM TO BE SOLVED: To prevent the interest of a game from being declined by stopping a start interlocking performance when an operation result and a prohibited operation condition match.SOLUTION: In a game which, as an interlocking performance, controls a performance means in order to perform the start interlocking performance which is continuously performed until a predetermined game in which a start condition is met and gives notification that affirms the start condition is met with the predetermined game and in which, as the interlocking performance, the start interlocking performance which is continuously performed until a predetermined game in which a start condition is met and gives notification that affirms the start condition is met is performed in a state where a predetermined condition is met, the performance means is controlled to continuously perform the start interlocking performance when the state is not a prohibited operation state where the operation result of a stopped operation means is determined to match the prohibited operation condition by a prohibited operation condition determining means, and the performance means is controlled to stop the start interlocking performance when the prohibited operation state is assumed.

Description

  The present invention relates to a game machine represented by a spinning machine (slot machine) and a ball game machine (pachinko machine).

    In general, a slot machine rotates a reel with a plurality of types of symbols, determines the winning combination by internal lottery, stops the reel based on the result of the internal lottery and the operation result of the stop button, and stops the reel. The winning combination is determined according to the display mode displayed by all the reels.

There are several types of such winning combinations, but in particular, the player is highly interested in the special role that shifts to an advantageous game by winning, and this special role will win once the internal winning is decided. Since the right (flag) to win is maintained, many slot machines are not limited to the case where the special role is won internally to enhance the fun of the game. Interlocking effects are performed over a plurality of consecutive games that are expected to win an internal winning of the special role (for example, Patent Document 1)
Also, many slot machines derive lottery results with different profits depending on the display mode stopped by the stop button operation result in addition to the lottery result that the special role has won internally, and the lottery result is derived. In this case, providing a notification period (AT game in the present embodiment) for notifying an advantageous operation condition for deriving the most advantageous display mode further enhances the interest of the game. Such a notification period is an advantageous state for the player, and generally, the start of the notification period is expected using the above-described interlocking effects.

  Furthermore, in order to further enhance the interest of such a slot machine, not only a notification period is provided, but an advantageous operation condition corresponding to the internal winning result is permitted only under specific conditions. There is one that gives a penalty for delaying the start of the notification period when the information is biased and associated with the condition and operated according to the prohibited operation condition except under a specific condition (for example, Patent Document 2).

JP 2007-37603 A Japanese Patent No. 4530343

  However, in such a slot machine, when an operation is performed in accordance with the prohibited operation condition during an interlocking effect that notifies the result of affirming the start of the notification period, the expectation for the start of the notification period in the remaining interlocking effects is lost. At the same time, although the result of affirming the start of the notification period is notified by the interlocking production, a contradiction in which the notification period is not started may occur, which may lead to a decrease in the interest of the game.

  The present invention has been made in view of the above problems, and an object of the present invention is to provide a slot machine that can suppress a decrease in the interest of a game while giving a penalty for delaying the start of the notification period. .

  The game table of the present invention that solves the above problems is provided with a plurality of symbols and is provided for each of the reels that are rotationally driven, and a stop operation means for individually stopping the reels, and a plurality of predetermined types. A lottery means for deriving a predetermined lottery result from the lottery result, a stop control means for controlling the stop of the rotating reel based on the operation result of the stop operation means and the lottery result of the lottery means, and an effect for effecting the game An effect that controls the effect means so as to perform a plurality of types of effects related to the game, including a notification effect that notifies the operation condition of the stop operation means, and a linked effect in which an effect that continues for a plurality of consecutive games is performed. A notification game for setting a notification game in which a notification effect is performed, which is started at a timing when a predetermined start condition is satisfied and continues until a predetermined end condition is satisfied. A prohibition operation condition setting means for setting a predetermined operation condition as a prohibition operation condition, and a prohibition for determining whether the operation result of the stop operation means matches the prohibition operation condition. When the operation condition determining means and the start condition are satisfied at a predetermined timing, and the prohibited operation condition determining means determines that the operation result of the stop operation means matches the prohibited operation condition at a timing before the predetermined timing. And a penalty granting means for granting a penalty that does not start the notification game at the predetermined timing, and the effect control means continues as a linked effect until a specific game where the start condition is satisfied. Controls the production means so as to perform a start interlocking effect informing that the start condition is satisfied in the specific game, and the start interlocking effect satisfies a predetermined condition. In a game that is being played, if the prohibited operation condition determination means determines that the operation result of the stop operation means matches the prohibited operation condition, the start linked effect is continued. The effect means is controlled to perform, and the effect means is controlled to stop the start-linked effect when the prohibited operation state is entered.

  By stopping the start-linked effect when the operation result matches the prohibited operation condition, it is possible to prevent a decrease in the interest of the game.

FIG. 3 is an external perspective view of the slot machine 100 as viewed from the front side (player side). 3 is a front view of a symbol display window 113 and reels 110 to 112 provided in the slot machine 100 as viewed from the front. FIG. FIG. 3 is a front view showing the slot machine 100 with the front door 102 opened. It is the figure which showed the circuit block diagram of a control part. It is the figure which expanded and showed the arrangement | sequence of the symbol given to each reel (left reel 110, middle reel 111, right reel 112) planarly. It is a figure which shows the kind of winning combination (including an operating combination), the symbol combination corresponding to each winning combination, and the operation or payout of each winning combination. (A) is a transition transition diagram of the gaming state of the slot machine 100, and (b) is a table summarizing the transition conditions. It is a figure which shows the lottery table of the winning combination in each game state. The symbol combination displayed when the first stop operation is set to the left reel 110 and the probability thereof are compared with the symbol combination displayed when the first stop operation is set to the middle reel 111 or the right reel 112 and the probability thereof. FIG. 5 is a flowchart showing a flow of main processing of the main control unit 300. 4 is a flowchart showing a flow of timer interrupt processing performed by a main control unit 300. (A) is a flowchart of the main process which CPU404 of the 1st sub control part 400 performs. (B) is a flowchart illustrating in detail the command input process executed in step S704 of (a). (C) is a flowchart of a command reception interrupt process of the first sub-control unit 400. (D) is a flowchart of the timer interrupt process of the first sub-control unit 400. It is a flowchart of the effect control process which the 1st sub control part 400 performs. It is a flowchart of the process at the time of internal winning command reception which the 1st sub control part 400 performs. (A) is a figure which shows the AT lottery table referred at the time of a non-penalty among AT lottery tables memorize | stored in ROM406 of the 1st sub control part 400, (b) is a figure of the 1st sub control part 400. It is a figure which shows the AT lottery table referred at the time of a penalty among AT lottery tables memorize | stored in ROM406. It is a flowchart of the process at the time of the 1st stop command reception which the 1st sub control part 400 performs. It is a flowchart of the process at the time of the game state update command reception which the 1st sub control part 400 performs. 5 is a flowchart of each counter update process executed by the first sub-control unit 400. It is a flowchart of the precursor flag update process which the 1st sub control part 400 performs. It is a flowchart of the warning effect setting process which the 1st sub-control part 400 performs. It is a flowchart of the start production preparation process which the 1st sub control part 400 performs. (A) is a flowchart of the main process which CPU504 of the 2nd sub control part 500 performs. (B) is a flowchart of command reception interrupt processing of the second sub-control unit 500. (C) is a flowchart of the timer interrupt process of the second sub-control unit 500. (D) is a flowchart of image control processing of the second sub-control unit 500. It is the figure which showed the outline | summary about a start interlocking production in time series. It is the figure which showed the outline | summary about a false start interlocking production in time series. It is the figure which showed the outline | summary about the outline | summary of the effect at the time of operating on the operation conditions which are prohibition operation conditions in time series. It is the figure which showed the outline | summary about the outline | summary of the production | presentation at the time of carrying out the internal winning of a specific combination and operating on the operation condition which is a prohibition operation condition in conjunction production execution. It is a figure explaining another apparatus.

  Hereinafter, with reference to the drawings, a gaming machine according to the first embodiment of the present invention (for example, a spinning machine such as a slot machine 100 or a ball game machine) will be described in detail.

  First, the basic configuration of the slot machine 100 will be described with reference to FIGS. 1 and 2. FIG. 1 is an external perspective view of the slot machine 100 as viewed from the front side (player side). FIG. 2 is a front view of the symbol display window 113 and the reels 110 to 112 provided in the slot machine 100 as viewed from the front.

  A slot machine 100 shown in FIG. 1 includes a main body 101 and a front door 102 that is attached to the front surface of the main body 101 and can be opened and closed with respect to the main body 101. Three reels (left reel 110, middle reel 111, and right reel 112) having a plurality of types of symbols arranged on the outer peripheral surface are housed inside the center of the main body 101, and can be rotated inside the slot machine 100. Has been. These reels 110 to 112 are rotationally driven by a driving device such as a stepping motor.

  In the present embodiment, an appropriate number of symbols are printed on the belt-like member at equal intervals, and the reels 110 to 112 are configured by affixing the belt-like member to a predetermined circular cylindrical frame member. When viewed from the player, the symbols on the reels 110 to 112 are generally displayed three in the vertical direction from the symbol display window 113 so that a total of nine symbols can be seen. Specifically, referring to FIG. 2, the symbols displayed on the upper stage of the left reel 110 (position 1 shown in the figure) are displayed on the upper stage of the left reel 110 and the middle stage of the left reel 110 (position 2 shown in the figure). The symbol to be displayed is displayed in the middle stage of the left reel, the symbol displayed in the lower stage of the left reel 110 (position 3 in the figure), the symbol displayed in the lower stage of the left reel, and the upper stage of the middle reel 111 (position 4 in the figure). The symbol is displayed on the middle reel upper symbol, the symbol displayed on the middle reel 111 (position 5 in the drawing) is the middle reel middle symbol, and the symbol displayed on the lower reel 111 (position 6 in the drawing) is displayed. The symbol displayed on the lower stage of the middle reel, the upper stage of the right reel 112 (position 7 in the figure) is the upper stage of the right reel, and the picture displayed on the middle stage of the right reel 112 (position 8 in the figure) is the right reel. Middle design, bottom of right reel 112 (in the figure The symbol displayed at the position 9) is called the right reel lower symbol, and the symbols of the reels 110 to 112 are three in the vertical direction on the reels 110 to 112 through the symbol display window 113, for a total of nine symbols. Is displayed. Then, by rotating each of the reels 110 to 112, the combination of symbols that can be seen by the player varies. That is, each of the reels 110 to 112 functions as a display device that displays a plurality of combinations of symbols in a variable manner. In other words, each of the reels 110 to 112 is provided on the gaming table 100 so that a plurality of types of symbols are applied and rotated. In addition to the reel, an electronic image display device such as an effect image display device 157 can also be adopted as such a display device. In this embodiment, three reels are provided in the center of the slot machine 100. However, the number of reels and the installation position of the reels are not limited to this.

  A backlight (not shown) for illuminating the individual symbols displayed on the symbol display window 113 is disposed on the back of each of the reels 110 to 112. It is desirable that the backlight is shielded for each symbol so that the individual symbols can be illuminated evenly. In the slot machine 100, an optical sensor (not shown) including a light projecting unit and a light receiving unit is provided in the vicinity of each of the reels 110 to 112. The light projecting unit and the light receiving unit of the optical sensor are provided. A light shielding piece of a certain length provided on the reel passes between the two. The main control unit 300 determines the position of the symbol in the rotation direction on the reel based on the detection result of the sensor, and stops the reels 110 to 112 so that the target symbol is displayed on the winning line.

The winning line display lamp 120 is a lamp that indicates an effective winning line. The winning line is a line for determining whether or not a symbol combination corresponding to a winning combination described in FIG. 6 to be described later is displayed. In this embodiment, the left reel middle symbol, the middle reel middle symbol, and the right reel Consists of middle line L1 composed of reel middle design, left reel upper design, middle reel upper design and right reel upper design L2, left reel lower design, middle reel lower design and right reel lower design Lower line L3, left reel lower symbol, middle reel middle symbol and right reel upper symbol consisting of a right rising prize line L4, left reel upper symbol, middle reel middle symbol and right reel lower symbol consisting of a right reel Five winning lines of line L5 are provided. An effective winning line (hereinafter sometimes simply referred to as “effective line”) is determined in advance by the number of medals bet as a game medium. In each case, for example, when one medal is bet, the middle line is valid, when two medals are bet, three lines with the upper line and the lower line are added, and three medals are bet The five lines to which the upper right winning line and the lower right winning line are added are valid as the winning line. The number of winning lines is not limited to 5 lines.

  The notification lamp 123 is, for example, a lamp that informs the player that a specific winning combination (specifically, a special combination) has been won internally in an internal lottery described later, or that the player is in the BB gaming state. The game medal insertable lamp 124 is a lamp for notifying that the player can insert a game medal. The replay lamp 122 informs the player that the current game can be replayed (the medal insertion is not required) when a replay game that is one of the winning games in the previous game is won. It is a lamp to inform. The reel panel lamp 128 is an effect lamp.

  The bet buttons 130 to 132 are buttons for inserting a predetermined number of medals (referred to as credits) stored electronically in the slot machine 100. In this embodiment, every time the 1-bet bet button 130 is pressed, up to 3 cards are inserted, and when the 2-bet bet button 131 is pressed, 2 cards are inserted and the MAX bet button 132 is pressed. When it is done, 3 sheets are inserted. The game medal insertion lamp 129 lights up the number of lamps corresponding to the number of inserted medals, and when a prescribed number of medals are inserted, the game start is informed that the game can be started. The lamp 121 is turned on. Note that the one-bet bet button 130, the two-bet bet button 131, and the MAX bet button 132 are operation units that receive a predetermined insertion instruction operation for game media electronically stored in the storage means. Further, further limiting, the one-bet bet button 130, the two-bet bet button 131, and the MAX bet button 132 are game media stored electronically in storage means for electronically storing game media for use in the game. It is a throwing-in operation part which receives the operation for the instruction | indication for using for game.

  The medal slot 141 is an slot for a player to insert a medal when starting a game. That is, the medal can be inserted electronically by the bet buttons 130 to 132, or an actual medal can be inserted (insertion operation) from the medal insertion slot 134. is there. The stored number display 125 is a display for displaying the number of medals stored electronically in the slot machine 100. The game information display 126 is a display for displaying various types of internal information (for example, the number of medals paid out during a bonus game) as numerical values. The payout number display 127 is a display for displaying the number of medals to be paid out to the player as a result of winning a winning combination. The stored number display 125, the game information display 126, and the payout number display 127 are 7 segment (SEG) displays.

  The start lever 135 is a lever type switch for starting the rotation of the reels 110 to 112. That is, when a desired number of medals is inserted into the medal insertion slot 134 or the bet buttons 130 to 132 are operated and the start lever 135 is operated, the reels 110 to 112 start rotating. The operation on the start lever 135 is referred to as a game start operation. The start lever 135 is a predetermined operation unit among a plurality of operation units that accepts the player's operation. More specifically, the start lever 135 is a rotation instruction operation unit that receives an operation for instructing the reels 110 to 112 to start rotating by an operation by the player. That is, the start lever 135 instructs the start of rotation of a plurality of reels with a plurality of types of symbols, and corresponds to a start switch.

  The stop button unit 136 is provided with stop buttons 137 to 139 including a left stop button 137, a middle stop button 138, and a right stop button 139. The stop buttons 137 to 139 are button-type switches for individually stopping the reels 110 to 112 that have started rotating by operating the start lever 135, and are associated with the reels 110 to 112. More specifically, the left reel 110 can be stopped by operating the left stop button 137, the middle reel 111 can be stopped by operating the middle stop button 138, and the right stop button 139 can be The right reel 111 can be stopped by operating. That is, the stop switches 137 to 139 are provided for each of the reels 110 to 112 and individually stop the reels 110 to 112, and correspond to stop operation means. In other words, each of the stop switches 137 to 139 is provided in one-to-one correspondence with the plurality of reels and instructs to stop the rotation of the plurality of reels, and corresponds to the plurality of stop switches. Hereinafter, the operation on the stop buttons 137 to 139 is referred to as a stop operation, the first stop operation is referred to as a first stop operation, the next stop operation is referred to as a second stop operation, and the last stop operation is referred to as a third stop operation. The order in which stop buttons 137 to 139 are stopped to stop all the rotating reels 110 to 112 is called a stop operation order. A light emitter may be provided inside each stop button 137 to 139, and when the stop button 137 to 139 can be operated, the light emitter can be turned on to notify the player. The stop buttons 137 to 139 receive a stop operation for individually stopping the rotation of the reels 110 to 112. Further, the left stop button 137, the middle stop button 138, and the right stop button 139 are each a predetermined operation unit among a plurality of operation units that receive the operation of the player.

  The medal return button 133 is a button that is pressed to remove a medal when the inserted medal is jammed. The payment button 134 is a button for adjusting the medals electronically stored in the slot machine 100 and the bet medals and discharging them from the medal payout exit 155. The door key hole 140 is a hole into which a key for unlocking the front door 102 of the slot machine 100 is inserted.

  Below the stop button unit 136 is provided a title panel 162 for displaying the model name and pasting various types of certificate. At the lower part of the title panel 162, a medal payout opening 155 and a medal tray 161 are provided.

The sound hole 180 is a hole for outputting the sound of a speaker provided inside the slot machine 100 to the outside. The side lamps 144 provided on the left and right portions of the front door 102 are decorative lamps for exciting games. An effect device 160 is disposed above the front door 102, and a sound hole 143 is provided above the effect device 160. The effect device 160 includes a shutter (shielding device) 163 including two right shutters 163a and a left shutter 163b that can be opened and closed in the horizontal direction, and an effect image display device 157 disposed on the back side of the shutter 163. When the right shutter 163a and the left shutter 163b are opened outward in the horizontal direction before the effect image display device 157, the display screen of the effect image display device 157 appears on the front side (player side) of the slot machine 100. Yes. The effect image display device 157 displays various information related to the game or displays an effect image, and corresponds to an example of effect means. The display member shielded by the shutter 163 is not limited to the effect image display device 157, but may be any display device capable of displaying various effect images and various game information. For example, a multi-segment display (7-segment display) , A dot matrix display, an organic EL display, a plasma display, a reel (drum), or a display device including a projector and a screen. These may be used as production means. Note that the speaker 272, the speaker 277, various lamps, and the like also correspond to the rendering means. That is, the effect means according to the present invention refers to the effect image display device 157, various speakers 272 and 277, various lamps, etc., and the effect control means according to the present invention is a control unit (for example, a first sub-control unit) that controls them. 400, second sub-control unit 500, etc.). The effect control means controls the effect means so as to cause effects related to a plurality of types of games including an interlocking effect described later.
Further, the display screen has a rectangular shape and is configured so that the player can visually recognize the entire display screen. In the case of this embodiment, the display screen is rectangular, but may be square. In addition, a decorative object (not shown) may be provided on the periphery of the display screen, and a part of the peripheral edge of the display screen may be hidden by the decorative object, so that the display screen looks irregular. In the present embodiment, the display screen is a flat surface, but may be a curved surface.

  FIG. 3 is a front view showing the slot machine 100 with the front door 102 opened. The main body 101 is a box that is surrounded by the upper surface plate 261, the left side plate 260, the right side plate 260, the lower surface plate 264, and the back plate 242, and that opens to the front. Inside the main body 101, a main control board storage case 210 that stores the main control board is disposed at a position that does not overlap with the ventilation port 249 provided on the upper portion of the back plate 242. Below the three reels 110 to 112 are arranged. On the side plate 260 on the left side of the main control board storage case 210 and the reels 110 to 112, a sub control board storage case 220 containing a sub control board is disposed. Further, an external concentrated terminal plate 248 that is connected to the main control board and outputs the information of the slot machine 100 to an external device is attached to the side plate 260 on the right side.

  The lower surface plate 264 is provided with a medal payout device 180 (a device for paying out medals accumulated in a bucket, sometimes called a “hopper”), above the medal payout device 180, that is, the reels 110 to 112. A power supply device 252 having a power supply board is disposed below the power supply device 252, and a power switch 244 is disposed on the front surface of the power supply device 252. The power supply device 252 converts the AC power supplied from the outside to the slot machine 100 into a direct current, converts it into a predetermined voltage, and supplies it to each control unit and each device such as a main control unit 300 and sub-control units 400 and 500 described later. To do. Furthermore, a power storage circuit (for example, a capacitor) for supplying power to a predetermined part (for example, the RAM 308 of the main control unit 300) for a predetermined period (for example, 10 days) even after the external power source is cut off is provided. Yes.

  A medal auxiliary storage 240 is arranged on the right side of the medal payout device 180, and an overflow terminal is arranged behind this (not shown). The power supply device 252 is provided with a power cord connecting portion for connecting a power cord 264, and the power cord 264 connected thereto extends to the outside through a power cord hole 262 provided in the back plate 242 of the main body 101. Yes.

  The front door 102 is hinged to the left side plate 260 of the main body 101 via a hinge device 276, and an effect device 160 and an effect control board (which controls the effect device 160) are provided above the symbol display window 113. An upper speaker 272 is provided. Below the symbol display window 113, there are provided a medal selector 170 for selecting inserted medals, and a passage 266 through which medals pass when the medal selector 170 drops illegal medals etc. on the medal tray 161. Yes. Further, a bass speaker 277 is provided at a position corresponding to the sound hole 180.

  Next, the circuit configuration of the control unit of the control unit of the slot machine 100 will be described in detail with reference to FIG. FIG. 4 is a circuit block diagram of the control unit.

  The control unit of the slot machine 100 can be broadly divided into main effects according to a main control unit 300 that controls the progress of the game and a command signal (hereinafter simply referred to as “command”) transmitted by the main control unit 300. And a second sub-control unit 500 that controls various devices based on a command transmitted from the first sub-control unit 400.

<Main control unit>
First, the main control unit 300 of the slot machine 100 will be described. The main control unit 300 includes a basic circuit 302 that controls the entire main control unit 300. The basic circuit 302 includes a CPU 304, control program data, lottery data used in the internal lottery of a winning combination, and reel stop. ROM 306 for storing position, RAM 308 for temporarily storing data, I / O 310 for controlling input / output of various devices, counter timer 312 for measuring time, number of times, and the like WDT (watchdog timer) 314 is mounted. Note that other storage devices may be used for the ROM 306 and the RAM 308, and this is the same for the first sub-control unit 400 and the second sub-control unit 500 described later. The CPU 304 of the basic circuit 302 operates by inputting a clock signal of a predetermined period output from the crystal oscillator 314 as a system clock. Further, when the power is turned on, the CPU 304 transmits the frequency division data stored in the predetermined area of the ROM 306 to the counter timer 312. The counter timer 312 sets the interrupt time based on the received frequency division data. An interrupt request is transmitted to the CPU 304 at every interrupt time. In response to this interrupt request, the CPU 304 monitors each sensor and transmits a drive pulse. For example, when the clock signal output from the crystal oscillator 314 is set to 8 MHz, the frequency division value of the counter timer 312 is set to 1/256, and the data for frequency division of the ROM 306 is set to 47, the interrupt reference time is 256 × 47 ÷ 8 MHz. = 1.504 ms.

  The main control unit 300 includes a random number generation circuit 316 that is used as a hardware random number counter that fluctuates a numerical value in the range of 0 to 65535, and a start signal output circuit that outputs a start signal (reset signal) when the power is turned on. When the activation signal is input from the activation signal output circuit 338, the CPU 304 starts game control (starts main processing main processing described later).

  In addition, the main control unit 300 includes a sensor circuit 320, and the CPU 304 is inserted from various sensors 318 (a bet button 130 sensor, a bet button 131 sensor, a bet button 132 sensor, and a medal slot 141 at every interruption time. Medal reception sensor, start lever 135 sensor, stop button 137 sensor, stop button 138 sensor, stop button 139 sensor, checkout button 134 sensor, medal payout sensor for medals paid out from the medal payout device 180, index sensor for reel 110 , The index sensor of the reel 111, the index sensor of the reel 112, etc.).

  When the sensor circuit 320 detects the H level of the start lever sensor, a signal indicating this detection is output to the random number generation circuit 316. The random number generation circuit 316 that has received this signal latches the value at that timing, and stores it in a register that stores the random value used for the lottery.

  Two medal acceptance sensors are installed in the internal passage of the medal insertion slot 134 and detect whether or not a medal has passed. Two start lever 135 sensors are installed inside the start lever 135 and detect a start operation by the player. The stop button 137 sensor, the stop button 138 sensor, and the stop button 139 are installed in each of the stop buttons 137 to 139, and detect the operation of the stop button by the player.

  The bet button 130 sensor, the bet button 131 sensor, and the bet button 132 sensor are installed in each of the medal insertion buttons 130 to 132, and the medals stored electronically in the RAM 308 are inserted as inserted medals into the game. Detecting the input operation when The settlement button 134 sensor is provided on the settlement button 134. When the settlement button 134 is pressed once, the medals stored electronically are settled. The medal payout sensor is a sensor for detecting a medal paid out by the medal payout device 180. Each of the above sensors may be a non-contact type sensor or a contact type sensor.

  The index sensor of the reel 110, the index sensor of the reel 111, and the index sensor of the reel 112 are installed at predetermined positions on the mounting bases of the reels 110 to 112, and each time a light shielding piece provided on the reel frame passes. Becomes L level. When detecting this signal, the CPU 304 determines that the reel has made one rotation, and resets the rotational position information of the reel to zero.

  The main control unit 300 is provided in a drive circuit 322 for driving a stepping motor provided in the reel devices 110 to 112, a drive circuit 324 for driving a solenoid provided in a medal selector 170 for selecting inserted medals, and a medal payout device 180. A driving circuit 326 for driving the motor, various lamps 340 (a winning line display lamp 120, a notification lamp 123, a game medal insertion enable lamp 124, a re-game lamp 122, a game medal insertion lamp 129, a game start lamp 121, and a stored number display. A driving circuit 328 for driving the device 125, the game information display 126, and the payout number display 127).

  Further, an information output circuit 334 (external concentration terminal board 248) is connected to the basic circuit 302, and the main control unit 300 is connected to an external hall computer (not shown) or the like via the information output circuit 334. The game information (for example, game state) of the slot machine 100 is output to the information input circuit 652 provided.

  Further, the main control unit 300 includes a voltage monitoring circuit 330 that monitors the voltage value of the power source supplied from the power management unit (not shown) to the main control unit 300, and the voltage monitoring circuit 338 includes the voltage of the power source. When the value is less than a predetermined value (9 v in this embodiment), a low voltage signal indicating that the voltage has decreased is output to the basic circuit 302.

  In addition, the main control unit 300 includes an output interface for transmitting a command to the first sub control unit 400 and enables communication with the first sub control unit 400. Note that information communication between the main control unit 300 and the first sub control unit 400 is one-way communication, and the main control unit 300 is configured to be able to transmit signals such as commands to the first sub control unit 400. However, the first sub-control unit 400 is configured not to transmit a signal such as a command to the main control unit 300. The main control unit 300 outputs (or enables output) information to the first sub-control unit 400, but the first sub-control unit 400 does not output information to the main control unit 300 (or does not output it). The reason (that is, the reason for the one-way communication) is that an illegal signal is input to the main control unit 300 from an external device or an illegally modified first sub-control unit. This is to prevent unauthorized processing from being performed in the winning lottery processing performed by the control unit. Another reason is that the one-way communication reduces the inspection burden of the inspection organization that inspects the game machine program. The main control unit 300 in this embodiment is provided so that the result of the process performed by the first sub-control unit 400 cannot be input.

<Sub control unit>
Next, the first sub control unit 400 of the slot machine 100 will be described. The first sub-control unit 400 includes a basic circuit 402 that receives a control command transmitted from the main control unit 300 via an input interface and controls the entire first sub-control unit 400 based on the control command. The basic circuit 402 includes a CPU 404, a RAM 408 for temporarily storing data, an I / O 410 for controlling input / output of various devices, and a counter timer 412 for measuring time and frequency. It is equipped with. The CPU 404 of the basic circuit 402 operates by inputting a clock signal of a predetermined period output from the crystal oscillator 414 as a system clock. The ROM 406 stores a control program and data for controlling the entire first sub-control unit 400, a backlight lighting pattern, data for controlling various displays, and the like.

  The CPU 404 transmits the frequency division data stored in the predetermined area of the ROM 406 to the counter timer 412 via the data bus at a predetermined timing. The counter timer 412 determines an interrupt time based on the received frequency dividing data, and transmits an interrupt request to the CPU 404 at each interrupt time. The CPU 404 controls each IC and each circuit based on the interrupt request timing.

  The first sub-control unit 400 is provided with a sound source IC 418, and the sound source IC 418 is provided with speakers 272 and 277 via an output interface. The sound source IC 418 controls sound output from the amplifiers and speakers 272 and 277 in accordance with a command from the CPU 404. The sound source IC 418 is connected to an S-ROM (sound ROM) in which audio data is stored. The audio data acquired from the ROM is amplified by an amplifier and output from the speakers 272 and 277.

  The first sub-control unit 400 is provided with a drive circuit 422, and various lamps 420 (upper lamp, lower lamp, side lamp 144, title panel 162 lamp, etc.) are provided to the drive circuit 422 via an input / output interface. It is connected.

  In addition, the CPU 404 transmits and receives signals to the second sub control unit 500 via the output interface. Second sub-control unit 500 performs various controls of effect device 160 including display control of effect image display device 157. The second sub-control unit 500 is, for example, a control unit that controls display of the effect image display device 157, a control unit that controls various drive devices for effect (for example, a control unit that controls motor driving of the shutter 163). ), And the like.

  The second sub-control unit 500 includes a basic circuit 502 that receives the control command transmitted from the first sub-control unit 400 via the input interface and controls the entire second sub-control unit 500 based on the control command. The basic circuit 502 includes a CPU 504, a RAM 508 for temporarily storing data, an I / O 510 for controlling input / output of various devices, and a counter timer for measuring time and frequency 512. The CPU 504 of the basic circuit 502 operates by inputting a clock signal of a predetermined period output from the crystal oscillator 514 as a system clock. The ROM 506 stores a control program and data for controlling the entire second sub control unit 500, data for image display, and the like.

  The CPU 504 transmits the frequency dividing data stored in the predetermined area of the ROM 506 to the counter timer 512 via the data bus at a predetermined timing. The counter timer 512 determines an interrupt time based on the received frequency division data, and transmits an interrupt request to the CPU 404 at each interrupt time. The CPU 504 controls each IC and each circuit based on the interrupt request timing.

  The second sub-control unit 500 is provided with a drive circuit 530 that drives a motor of the shutter 163, and the drive circuit 530 is provided with a shutter 163 via an output interface. The drive circuit 530 outputs a drive signal to a stepping motor (not shown) provided in the shutter 163 in response to a command from the CPU 504.

  The second sub-control unit 500 is provided with a sensor circuit 532, and a shutter sensor 538 is connected to the sensor circuit 532 via an input interface. The CPU 504 monitors the state of the shutter sensor 538 every interruption time.

  The second sub-control unit 500 is provided with a VDP 534 (video display processor), and a ROM 506 and a VRAM 536 are connected to the VDP 534 via a bus. The VDP 534 reads out image data and the like stored in the ROM 306 based on a signal from the CPU 504, generates a display image using the work area of the VRAM 536, and displays the image on the effect image display device 157.

  Next, the symbol arrangement applied to each of the reels 110 to 112 will be described with reference to FIG. FIG. 5 is a diagram in which the arrangement of symbols applied to each reel (left reel 110, middle reel 111, right reel 112) is developed in a plane.

<Pattern arrangement>
In each reel 110 to 112, a plurality of types (10 types in this embodiment) of symbols shown on the right side of the figure are arranged in a predetermined number of frames (21 frames of numbers 0 to 20 in this embodiment). Also, numbers 0 to 20 shown at the left end of the figure are numbers indicating the arrangement positions of symbols on the reels 110 to 112. For example, in the present embodiment, a “watermelon” symbol is assigned to the number 1 frame of the left reel 110, a “bell” symbol is assigned to the number 0 frame of the middle reel 111, and a “bell” symbol is assigned to the number 2 frame of the right reel 112. The symbols “Seven 1” are arranged.

<Type of winning prize>
Next, the types of winning combinations of the slot machine 100 will be described with reference to FIG. FIG. 6 is a diagram showing the types of winning combinations (including actuating combinations), symbol combinations corresponding to each winning combination, and the operation or payout of each winning combination.

  Among the winning combinations in this embodiment, special combination 1 (BB (big bonus)) and special combination 2 (RB (regular bonus)) are assumed to be transferred to bonus games (special games). In addition, the re-playing role 1 to the re-playing role 7 may be referred to as “acting roles”, which are distinguished from winning roles as roles that can be replayed without newly inserting medals. The “winning combination” in FIG. 2 includes operating bonuses such as a big bonus, a regular bonus, and a re-game 1 to a re-game 7. In addition, “winning” in the present embodiment includes a case where a symbol combination of an actuator not accompanied by a medal payout (without medal payout) is displayed on an active line, for example, a big bonus, regular Bonuses and winnings for re-game players 1 to 7 are included.

  The winning combination of the slot machine 100 includes a big bonus (BB), a regular bonus (RB), a small combination (small combination 1 to small combination 8), and a replaying combination (replaying 1 to replaying 7). . Needless to say, the type of winning combination is not limited to this and can be arbitrarily adopted.

  “Big Bonus (BB)” (hereinafter sometimes simply referred to as “BB”) is a special combination (operating combination) in which a big bonus game (BB game), which is a special game, is started by winning. As for the corresponding symbol combination, BB is “Seven 1-Seven 1-Seven 1” or “Seven 2-Seven 2-Seven 2”. For BB, the flag is carried over. That is, when the BB is won internally, a flag indicating this is set (stored in a predetermined area of the RAM 308 of the main control unit 300), but even if the BB is not won in the game, the internal winning until the win is won. The BB flag is maintained, and even after the next game, the BB is currently elected internally, and the symbol combination “Seven 1-Seven 1-Seven 1” or “Seven 2-Seven 2-Seven 2” corresponding to the BB is selected. , It is in a state to win all together. The main control unit 300 shifts the gaming state to the RT5 gaming state (this is a special gaming state, which will be described in detail later in FIG. 7) based on the display of this symbol combination. Also, in this embodiment, two different symbol combinations are displayed when the BB flag is established, but there are a plurality of BB flags (first BB flag and second BB flag). One symbol combination may be displayed for the flag.

  The “regular bonus (RB)” is a special combination (operating combination) in which a special game is started by winning a prize. The corresponding symbol combination is “BAR-BAR-BAR”. For RB, the flag is carried over. That is, when the RB is won internally, a flag indicating this is set (stored in a predetermined area of the RAM 308 of the main control unit 300), but even if the RB is not won in the game, the internal winning until the win is won. The RB flag is maintained, and the RB is in the internal winning state even after the next game, and the symbol combination “BAR-BAR-BAR” corresponding to the RB is in a state of winning a prize. The main control unit 300 shifts the gaming state to the RT5 gaming state (this is a special gaming state, which will be described in detail later in FIG. 7) based on the display of this symbol combination. Note that the special gaming state ends when a condition for ending the special gaming state (in this embodiment, the number of paid-out medals exceeds a predetermined number) is satisfied, but the predetermined number of BBs is more than that of RBs. The value set as is a large value. Therefore, BB has a greater benefit to the player than RB.

  The “re-playing role (re-playing role 1 to re-playing role 7)” is a winning combination (operating role) that allows the player to play a game without inserting a medal (game medium) in the next game by winning, No medals will be paid out. The corresponding symbol combinations are “replay-replay-replay (ordinary replay)” for replay player 1, “replay-replay-bell (preparation replay)” for replay player 2, and “bell-” for replay player 3. "Replay-Bell (Promotion Replay)", Replayer 4 is "Belle-Replay-Replay (Punk Play)", Replayer 5 is "Replay-Belle-Replay (Control Replay 1)", Replayer 6 is " “Bell-Bell-Replay (Control Replay 2)”, and the re-playing role 7 is “Replay-Bell-Bell (Control Replay 3)”.

  The “small role (small role 1 to small role 8)” is a winning combination in which a predetermined number of medals are paid out by winning, and the corresponding symbol combination is that the small role 1 is “Cherry-ANY--ANY (Cherry)”, The small role 2 is “watermelon-watermelon-watermelon (watermelon)”, and the small roles 3 to 8 are “ANY-bell-ANY (bell)”. The corresponding payout number is as shown in FIG. In the case of “cherry-ANY-ANY”, the upper reel, the suspended symbol or the lower symbol of the left reel 110 may be “cherry”, and the symbols of the middle reel 111 and the right reel 112 may be any symbols. The meaning of ANY in the small roles 3-8 is the same as cherry.

<Type of gaming state>
Next, with reference to FIG. 7 and FIG. 8, the types and transitions of the gaming state of the slot machine 100 will be described. FIG. 7A is a transition transition diagram of the gaming state of the slot machine 100, and FIG. 7B is a table summarizing the transition conditions. FIG. 8 is a diagram showing a lottery table for winning combinations in each gaming state.

  FIG. 7A is a state transition diagram of the gaming state. The game state of the main control unit 300 includes a low replay probability state (RT1), a replay high probability preparation state (RT2), a replay high probability state (RT3), a special role internal winning state (RT4), and a special game state ( RT5) is roughly divided into five game states. In addition, there are cases where the game is roughly divided into a normal game state (RT1 to RT4) and a special game state (RT5). Moreover, the alphabet shown on the arrow which connects between each game state respond | corresponds with the table | surface which put together the transition conditions of FIG.7 (b), and when the conditions described in this table are satisfied, it plays a game toward the arrow direction. State transitions. For example, the condition for shifting from RT1 to RT2 is winning of the re-gamer 2 as shown in FIG.

  FIG. 8 shows a lottery table for winning combinations in each gaming state. The horizontal axis represents each gaming state, and the vertical axis represents the lottery value for each winning combination. The lottery probability is a value obtained by multiplying the lottery value divided by 65536 by 100. For example, in RT3, the lottery value of the small combination 1 is 512, and the winning probability of the small combination 1 is 512/65536 * 100≈8%.

<Replay low probability state (RT1)>
The re-game low probability state is a game state having the lowest internal winning probability of re-game in the normal game state, and is also an initial game state. In the replay low probability state, a winning combination to be internally won is drawn by referring to the lottery table in the column “RT1” on the horizontal axis shown in FIG.

  In the replay low-probability state, the condition device (winning combination or combination of winning combinations) that is won internally includes special combination 1, special combination 2, re-play combination 1, re-play combination 1-2, and re-play combination. 1-2-5, replay role 1-2-6, replay role 1-2-7, small role 1, small role 2, small role 3, small role 4 and small role 5 There are a small role 6 and a small role 7. If the winning combination is not won, the game is lost, and the symbol combination corresponding to the winning combination is not displayed. In addition, the fact that the winning combination has not been won may be expressed as “winning”. The condition device is a concept in which a winning combination that is won simultaneously is regarded as one winning combination, and the lottery result referred to in the present invention refers to a conditional device or a winning combination. It may be just the winning combination.

  Here, “re-playing combination 1-2” indicates that re-playing combination 1 and re-playing combination 2 are won at the same time. In this case, it is determined which symbol combination corresponding to which combination is displayed according to the stop operation order of the player. In the present embodiment, when the “re-game player 1-2” is won, the stop operation order of the stop buttons 137 to 139 is medium (the middle stop button 138. Hereinafter, it may be simply abbreviated as “medium”). , Left (left stop button 137, hereinafter simply abbreviated as “left”), right (right stop button 139, hereinafter abbreviated as “right”) In this case, the re-game combination 2 is arranged, and the re-game combination 1 is arranged when the operation is not performed.

  The description of “re-gamer 1-2” is based on the description of “re-gamer 1-2-5”, “re-gamer 1-2-6”, Also applies to roles 1-2-7. That is, in the case of the replaying role 1-2-5, the stop operation order in which the replaying role 2 is aligned is “middle, right, left”, and in the case of the replaying role 1-2-6, the replaying role 2 The stop operation sequence in which the re-game players 1-2-7 are aligned is “right, left, middle”, and the stop operation sequence in which the re-game players 2 are aligned is “right, middle, left”.

  In addition, with respect to “pocket 3” to “pocket 7”, if the stop operation is performed in a specific stop operation sequence, the middle reel middle symbol becomes a bell symbol, and the bell symbols are aligned on three effective lines. 12 sheets are paid out. On the other hand, if the stop operation is performed in a stop operation sequence different from the specific stop operation sequence, the upper symbol of the middle reel becomes a bell symbol, and four symbols are paid out because the bell symbols are aligned on one effective line. The specific stop operation order is “small role 3” is “left, middle, right”, “small role 4” is “left, right, middle”, and “small role 5” is “middle, right” , Left or middle, left, right ”,“ small role 6 ”is“ right, left, middle ”, and“ small role 7 ”is“ right, middle, left ”.

  Further, the AT gaming state will be described.

  The player cannot recognize which stop operation order is an advantageous stop operation order for the player unless the game stand 100 notifies the stop operation order.

  Here, as will be described later, when the first sub-control unit 400 and the second sub-control unit 500 win a winning combination having a stop operation sequence advantageous to the player described above when a predetermined condition is satisfied. In addition, the stop operation order that is advantageous is notified. In this way, the effect of notifying the operation conditions of the stop buttons 137 to 139 (a concept including the stop operation order or stop operation timing, which may be replaced with the operation procedure) such as the stop operation order that is advantageous to the player. This is called a notification effect. Also, a notification game in which a notification effect is performed is started at the timing when a predetermined start condition is satisfied and continues until a predetermined end condition is satisfied, and is called an AT game, and a state in which this AT game is set is called an AT game. Call the state. The operation condition notified by the first sub-control unit 400 in the AT gaming state is an operation condition recommended by a game machine or a game machine manufacturer. Note that the AT gaming state set by the first sub-control unit 400 is more advantageous for the player than the non-AT gaming state, and continues for a plurality of games.

  In addition, it has the meaning that the wave of a ball can be created by having an AT gaming state and a non-AT gaming state. In other words, the first sub-control unit 400 does not make a notification to shift to RT2 or RT3 when it is in a non-AT gaming state, and performs a notification to not display the re-gamer 4 even if it has shifted to RT2. In addition, the notification for displaying the re-playing combination 3 is not performed. On the other hand, when the AT gaming state is entered, a notification is made to make a transition to RT2 or RT3, and a stop operation order to avoid the display of the symbol combination of the re-gamer 4 to prevent the transition from RT2 to RT1 is made. When a small combination 3 to a small combination 7 is won, a stop operation sequence for stopping the bell symbol is notified to the middle stage of the middle reel 111. From these things, it is provided so that the difference between an advantageous state and an unfavorable state can be increased, and a wave of emergence can be created. Furthermore, since the first sub-control unit 400 performs switching between the AT gaming state and the non-AT gaming state, there is an advantage that various play management can be performed within the range of the lottery program performed by the main control unit 300. In the AT gaming state, the probability of performing the notification effect may be higher than that in the non-AT gaming state, and in the AT gaming state, the notification effect may be always performed.

  In addition, as shown in FIG. 7, in the replay low probability state, the replay role 1-2, the replay role 1-2-5, the replay role 1-2-6, and the replay role 1-2-7 If one of them is won and a symbol combination corresponding to the re-playing player 2 is further displayed, the re-game high probability preparation state is entered.

<Replay high probability ready state (RT2)>
The re-game high probability ready state is a game state in which the internal winning probability of the re-gamer is higher than that in the low re-game probability state. In the replay high probability preparation state, a winning combination to be internally won is drawn by referring to the lottery table in the column “RT2” on the horizontal axis shown in FIG.

  In the re-game high probability ready state, the condition device (winning combination) that is won internally includes special combination 1, special combination 2, re-play combination 1, re-play combination 3-4-5, and re-play combination 3- 4-6, replaying role 3-4-7, replaying role 3-4-5-6, replaying role 3-4-5-7, and replaying role 3-4-6-7 There are a small part 1, a small part 2, a small part 3, a small part 4, a small part 5, a small part 6, and a small part 7. If the winning combination is not won, the game is lost, and the symbol combination corresponding to the winning combination is not displayed. In addition, each re-game player displays a symbol combination corresponding to the re-game player 3 when the stop operation is performed in a specific stop operation sequence, and when the stop operation is performed in the other stop operation sequence. The operation condition is set so as to display the symbol combination corresponding to the re-game player 4. Each operation condition is as described in the “Remarks” column. That is, the re-game player 3-4-5 has a stop operation order of “left, middle, right”, and the re-game player 3-4-6 has a stop operation order of “left, right, middle”. The combination 3-4-7 is a stop operation sequence of “middle, left, right”, and the re-game combination 3-4-5-6 is a stop operation sequence of “middle, right, left”, and the re-game combination 3 -4-5-7 is a stop operation order of “right, left, middle”, and the re-game player 3-4-6-7 is a stop operation order of “right, middle, left”.

  Further, as shown in FIG. 7, in the replay high probability ready state, a replaying role that may be displayed as the replaying role 3 is won, and a symbol combination corresponding to the replaying role 3 is further displayed. In this case, a transition is made to the replay high probability state. On the other hand, in the re-playing high probability ready state, when the re-playing role for which the re-playing role 4 may be displayed is won and the symbol combination corresponding to the re-playing role 4 is further displayed, the re-playing low-probability state Migrate to

<Replay high probability state (RT3)>
The re-game high probability state is a game state in which the internal winning probability of the re-gamer is higher than that in the re-game high probability ready state. In the replay high probability state, a winning combination to be internally won is drawn by referring to the lottery table in the column “RT2” on the horizontal axis shown in FIG.

  In the replay high probability state A, the condition device (winning combination) for internal winning includes special combination 1, special combination 2, replay combination 1, small combination 1, small combination 2, small combination 3, There are a small role 4, a small role 5, a small role 6, and a small role 7. If the winning combination is not won, the game is lost, and the symbol combination corresponding to the winning combination is not displayed.

  In addition, as shown in FIG. 7, in the replay high probability preparation state, when the prescribed number of games (50 games in this embodiment) is consumed, the replay low probability state is entered.

<Special role 1 internal winning status (RT4)>
In the case of being in RT1, RT2 and RT3, if the special combination 1 or special combination 2 is won internally, it shifts to the special combination internal winning state (RT4).

  The special combination internal winning state is a gaming state in which the special combination 1 or the special combination 2 is internally selected and the player can display a symbol combination corresponding to the special combination by performing a stop operation at a predetermined timing. In the special combination internal winning state, a winning combination to be internally won is drawn by referring to the lottery table in the column “RT4” on the horizontal axis shown in FIG. The winning combination for internal winning in the special role internal winning state includes a replaying role 1, a small role 1, a small role 2, a small role 3, a small role 4, a small role 5, a small role 6, There is a small role 7. If the winning combination is not won, the game is lost, and the symbol combination corresponding to the winning combination is not displayed.

In addition, as shown in FIG. 7, when a symbol combination corresponding to the special combination is displayed in the special combination internal winning state, the state shifts to a special game state described later.
<Special gaming state (RT5)>
The special gaming state is a gaming state that is more advantageous than the normal gaming state. In the special game state, the winning combination to be won internally is drawn by referring to the lottery table in the column “RT5” on the horizontal axis shown in FIG. In the special game state, there are a small combination 1, a small combination 2 and a small combination 8 in the internal winning combination.

  In addition, as shown in FIG. 7, when the specified number (for example, 345 for RT5 based on special role 1 is 108, for RT5 based on special role 2 is 108), replay is low. Transition to a probability state.

  Note that the internal winning probability of each combination is obtained from the lottery data prepared in the ROM 306 by calculating numerical data corresponding to the range of the lottery data associated with each combination from the range of random number values acquired during the internal lottery. It is obtained by a value divided by numerical data (for example, 65535). The lottery data is divided into several numerical ranges in advance, and each combination and lose is associated with each numerical range. It is determined whether the random number value obtained as a result of executing the internal lottery is a value corresponding to the lottery data corresponding to which combination, and the internal lottery combination is determined. This lottery data is provided with settings 1 to 6 in which the winning probabilities of at least one combination are different, and a game shop clerk can arbitrarily select and set any set value.

  Further, the low replay probability state and the special role internal winning state are game states in which the total number of medals to be acquired is less than the total number of medals inserted. Therefore, it is a gaming state that is disadvantageous for the player. In the re-gaming high probability ready state and the re-gaming high probability state, the total number of medals to be acquired may exceed the total number of inserted medals, resulting in a gaming state that is beneficial to the player. The special game state is set so as to be a game state that is beneficial to the player. That is, the special gaming state is a gaming state in which the total number of medals to be acquired exceeds the total number of medals inserted. In the present embodiment, the special gaming state ends when a predetermined payout amount is paid out, and during that time there is no transition to the gaming state, but it is started by winning a special role 1 and other special gaming states (A so-called RB gaming state or the like) may be executed continuously and repeatedly. In the special game state, when the BB general game excluding the RB game in the special game is executed a predetermined number of times (for example, 30 times), or the number of RB games executed during the BB game is a predetermined number of times. It may be made to end when it reaches (for example, three times).

  Next, the benefits that a player can receive when the first stop operation is performed on the left reel 110 and when the first stop operation is performed on the middle reel 111 or the right reel 112 will be described with reference to FIG. FIG. 9 shows symbol combinations and probabilities displayed when the first stop operation is performed on the left reel 110, and symbol combinations and probabilities displayed when the first stop operation is performed on the middle reel 111 or the right reel 112. It is the figure shown in comparison.

  FIG. 9 includes a column in which operation conditions and game states are classified, and a row indicating a winning combination.

  First, as shown by the bold frame in the figure, when the stop operation order is “left, middle, right”, the possibility that the re-game player 2 wins is 0 (whichever game is won, Role 2 will not win.) This is the same even when the stop operation order is “left, right, middle”. On the other hand, when the stop operation order is “middle, left, right”, if the replaying player 1-2 who wins with the probability of 512/65536 is won, the replaying player 2 wins. Also, if the stop operation order is “right, middle, left”, the replaying combination 2 wins if the replaying combination 1-2-7 winning with a probability of 512/65536 is won.

  Thus, when the first stop operation is the operation condition (first operation condition) for the left reel 110, the operation condition (second operation condition) is for the middle reel 111 or the right reel 112. However, since the re-gamer 1 who does not shift to an advantageous gaming state is likely to win a prize, it is considered a disadvantageous operation. A similar conclusion is derived from the winning probabilities of the small roles 3 to 7.

  However, as will be described later, the gaming table 100 gives a penalty to the player when the first stop operation is set to the middle reel 111 or the right reel 112 in the non-AT gaming state. Thus, by giving a penalty when an operation that satisfies the second operation condition is performed in the non-AT gaming state, the operation that satisfies the second operation condition is restricted, and the non-AT gaming state and the non-AT gaming state. It is possible to realize a game with a large difference in the advantage of the AT game state, and improve the interest of the game.

  Next, the main process of the main control unit 300 will be described with reference to FIG. FIG. 10 is a flowchart showing the flow of main processing of the main control unit 300.

  Basic control of the game is performed mainly by the CPU 310 of the main controller 300, and the CPU 310 repeatedly executes the main process of the main controller shown in FIG.

  When power is supplied to the slot machine 100, first, various initialization processes are executed in step S101 of the main control part main process.

  In step S102, processing related to medal insertion is performed. Here, it is checked whether or not medals have been inserted, and the winning line display lamp 120 is turned on according to the number of medals inserted. In the case where the player has won the re-game player in the previous game, the same number of bets as the previous game can be played without additional insertion of medals. Also, processing related to the game start operation is performed. Here, it is checked whether or not the start lever 135 has been operated. If it is determined that the start operation has been performed, the number of inserted medals is determined. Note that the start operation is not accepted when the bet number is not set.

  In step S103, a valid winning line is determined.

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

  In step S105, the internal lottery of the winning combination is performed using the random number value acquired in step S104 and the winning combination lottery table stored in the ROM 306. In addition, preparation for transmitting an internal winning command is made based on the determination of the winning combination as a result of the internal lottery. The command prepared here is transmitted to the first sub control unit 400 in step S208 of the main control unit timer interrupt process of FIG. In this process, the main control unit 300 determines a predetermined lottery result from a plurality of predetermined lottery results based on the operation of the start lever 135, and corresponds to a lottery means. The plurality of types of lottery results include “small role 3” or “small role 4” that is the first lottery result, and “replaying role 1-2”, “ Includes "replaying role 1-2-5", "replaying role 1-2-6", "replaying role 1-2-7", "small role 5", "small role 6" or "small role 7" .

  In addition, the plurality of types of lottery results include special combination 1 or special combination 2 which is a specific lottery result that is most advantageous to the player. The special combination 1 or special combination 2 is provided so that the symbol combination is displayed after the next game unless the corresponding symbol combination is displayed. That is, when the special combination 1 or special combination 2 is derived, the main control unit 300 is controlled to stop the reel in a specific stop display mode (a symbol combination corresponding to the special combination 1 or special combination 2). This specific lottery result is carried forward until the time is, and corresponds to the specific lottery result carry-over means referred to in the present invention.

  In step S106, reel stop table candidates are selected for each stop operation sequence of the reels 110 to 112 based on the internal lottery result in step S105. For example, in the internal lottery in step S105, if it is determined that the small combination 1 has been internally won, the small reel 1 can be used as a reel stop table candidate for each of the left reel 110, the middle reel 111, and the right reel 112. A stop table for each reel 110 to 112 is selected.

  In step S107, rotation of all reels 110 to 112 is started by reel rotation start processing.

  In step S108, based on the operation of the stop buttons 137 to 139, the reels 110 to 112 corresponding to the respective stop buttons are stopped, and it is determined whether or not all the reels, that is, the reels 110 to 112 are all stopped. If all reels have stopped, the process proceeds to step S109. In addition, every time the first stop operation, the second stop operation, and the third stop operation are accepted, preparation for transmitting information including information regarding which stop button has been operated and information regarding at which timing the stop button has been operated is prepared. Do. A command related to the first stop operation is called a first stop operation command, a command related to the second stop operation is called a second stop operation command, and a command related to the third stop operation is called a third stop operation command. These prepared commands are transmitted to the first sub control unit 400 in step S208 of the main control unit timer interrupt process of FIG.

  The main control unit 300 performs stop control of the reels 110 to 112 according to the stop table determined in step S106, and therefore the reels 110 to 110 are based on the operation results of the stop buttons 137 to 139 and the internal lottery result. The stop control related to the stop 112 is performed and corresponds to a stop control means.

  Further, the main control unit 300 internally wins (derived) the “small role 3” or “small role 4”, which is the first lottery result, and the stop buttons 137 to 139 have the first operating condition. (In this case, the operation condition includes an operation condition in which the first stop operation is a stop operation of the left reel 110, and the operation condition “left, middle, right” or “left, right, middle” When the operation is performed in accordance with the first stop display mode (a stop display mode in which the bell symbol stops at the upper stage of the middle reel 111). The second stop display mode (stop display mode in which the bell symbol stops at the middle stage of the middle reel 111) is controlled to stop the reels 110 to 112, and the stop buttons 137 to 139 are different from the predetermined operation conditions. Operating conditions (this , "Middle, Left, Right" operation condition, "Middle, Right, Left" operation condition, "Right, Left, Middle" operation condition or "Right, Middle, Left" operation condition In the first stop display mode, the reels are controlled to be stopped.

  Further, the main control unit 300 internally wins (derived) the “small role 5”, “small role 6” or “small role 7”, which is the second lottery result, and the stop buttons 137 to 139 is a specific operation condition including the second operation condition (here, an operation condition including an operation condition in which the first stop operation is a stop operation of the middle reel 111 or the right reel 112, and “middle, left, right ”,“ Middle, Right, Left ”,“ Right, Left, Middle ”or“ Right, Middle, Left ” In the second stop display mode, the reels 110 to 112 are controlled to stop, and the stop buttons 137 to 139 are operated differently from the predetermined operating conditions (here, “left, middle, right”). Operating conditions or “left, right, middle” operating conditions When operated in that in a) is for controlling to stop the reel in the first stop display mode.

  In step S109, the winning determination (display determination) of the symbol stopped by pressing the stop buttons 137 to 139 is performed. Here, when the symbol combination corresponding to the winning combination internally or the winning combination is displayed (displayed) on the active line, it is determined that the winning combination has been won. In step S109, a setting corresponding to the result of the winning determination is transmitted to the sub-control unit 400. The command prepared here is transmitted to the first sub control unit 400 in step S208 of the main control unit timer interrupt process of FIG. Further, information on the number of payouts corresponding to the symbol combination stored in the ROM 306 is acquired, and the information is stored in a predetermined area of the RAM 308 as a payout request number. The main control unit 300 performs a determination process for determining whether or not the symbol combination that is stopped and displayed on the active line is a symbol combination determined in advance corresponding to each of the roles, It can be said that it constitutes determination means.

  In step S110, a medal payout process is performed. In this medal payout process, if a winning combination with a payout is won, the number of medals corresponding to the winning combination is paid out. In other words, the main control unit 300 gives the player a profit based on the determination result of the determination means. In addition, in the process of step S108-step S110, since the main control part 300 performs the process which provides a predetermined | prescribed privilege to a player based on the stop display aspect of the stopped reels 110 to 112, it says to this invention. It corresponds to privilege grant means. Note that the privilege granting means here is not limited to the benefits that will benefit the player with respect to the increase or decrease of the game media, but the game with respect to the increase or decrease of the game media, such as paying out medals, setting a replay or increasing the number of ATs. Benefits that benefit the person may be included.

  In step S111, game state control processing is performed. In this gaming state control process, control for shifting the gaming state is performed. For example, when the special role 1 wins, a special gaming state (RT5) is prepared so as to start from the next game. If the payout number equal to or greater than the specific number is paid out, preparations are made so that the next game low-probability gaming state (RT1) can be started. In addition, preparation for transmitting a command including information on the updated gaming state is made. The command prepared here is transmitted to the first sub control unit 400 in step S208 of the main control unit timer interrupt process of FIG. In this process, the gaming table 100 (main control unit 300) sets a predetermined gaming state from a plurality of types of gaming states including a special gaming state which is a specific gaming state that is most advantageous for the player. This corresponds to the game state setting means referred to in the present invention.

  As described above, the main control unit 300 starts from using a game medium electronically stored in the storage means for electronically storing game media, and is electronically stored in the storage means. A plurality of reels, each of which is provided with a plurality of types of symbols, starts rotating when a predetermined rotation start instruction operation is received, and the rotation is performed. Based on the acceptance of the start instruction operation, whether or not the internal winning of a plurality of types of winning combinations is determined by lottery, each of the plurality of reels individually stops rotation by receiving a predetermined rotation stop instruction operation, If the condition based on the combination based on the lottery result and the combination of symbols when the reels are stopped matches the predetermined payout condition, the game medium is paid out and the match ends. Unless it is intended to execute the game progress processing proceeds to a series of game is terminated without paid game media (corresponding to one game), and constitutes a game progress unit. Further, the bet buttons 130 to 132, the start lever 135, and the stop buttons 137 to 139 that accept the insertion instruction operation advance the game based on the accepted operation. In the case of a re-game, since it is automatically inserted, the end timing of one game is the timing at which the automatic insertion process ends.

  Further, the main control unit 300, based on accepting the operation of the start lever 135, determines whether the plurality of reels start rotating and whether or not the internal winning of a plurality of types of predetermined roles is won by lottery, Each of the plurality of reels 110 to 112 individually stops rotation based on receiving the operation of the plurality of stop switches 137 to 139, and there is a condition determined by the symbol combination when the plurality of reels 110 to 112 are stopped. If a predetermined payout condition (specifically, a specific symbol combination is displayed on the activated line) is met, the game medium is paid out.

  In addition, it is 1 to obtain a lottery result (that is, to give a profit to the player based on the stop of the reels 110 to 112) with a predetermined lottery opportunity (that is, whether or not the internal winning is determined by lottery). It may be a game of times.

  Next, timer interrupt processing executed by the CPU 310 of the main control unit 300 will be described with reference to FIG. FIG. 11 is a flowchart showing the flow of timer interrupt processing performed by the main control unit 300.

  The main control unit 300 includes a timer circuit 315 that generates a timer interrupt signal at a predetermined cycle (in this embodiment, about once every 2 ms). The main control unit timer interrupt is triggered by this timer interrupt signal. The process is started at a predetermined cycle.

  In step S201, a timer interrupt start process is performed. In this timer interrupt start process, a process of temporarily saving each register value of the CPU 310 to the stack area is performed.

  In step S202, WDT (watchdog timer) is restarted.

  In step S203, input port state update processing is performed. In this input port state update process, detection signals from various sensors (for example, medal insertion sensor 320, start lever sensor 321, stop button sensor 322, etc.) are input via the input interface 360, and the presence or absence of the detection signal is monitored. The signal is stored in a signal state storage area provided for each sensor in the RAM 313.

  In step S204, various game processes are performed. Specifically, an interrupt status is acquired (various interrupt statuses are acquired based on signals from various sensors), and processing according to this status is performed. For example, if the interrupt status is in the medal insertion process, the medal insertion acceptance process is performed. If the interrupt status is in the payout process, the medal payout process is performed.

  In step S205, timer update processing is performed. Various timers are updated for each time unit.

  In step S206, device monitoring / control processing is performed. Regarding the device monitoring / control processing, the signal states of various sensors stored in the signal state storage area in step S203 are read to monitor the presence or absence of an error, and when an error is detected, error processing is executed. For example, the error state of the start lever 135 is monitored based on the signal state of the start lever sensor 321, and the error state of the stop buttons 137 to 139 is monitored based on the signal state of the stop button sensor 322.

  In step S207, if the status of each reel is “start rotation”, a reel control process is performed. In this reel control process, the rotation of the reels is controlled and the rotation of the reels 110 to 112 corresponding to the pressed stop buttons 137 to 139 is stopped based on the reel stop table determined in step S505 in FIG. .

  In step S208, command setting transmission processing is performed, and various set commands are transmitted to the sub-control unit 400. The output schedule information transmitted to the sub-control unit 400 is composed of 16 bits in this embodiment, and bit 15 is strobe information (indicating that data is set when ON), bits 11 to 14. Is a command type (in this embodiment, a basic command, a start lever reception command, an effect command accompanying an effect lottery process, a rotation start command accompanying the start of rotation of the reels 110 to 112, and an operation of the stop buttons 137 to 139. Stop button reception command, stop position information command accompanying the stop processing of reels 110 to 112, payout number command and payout end command accompanying medal payout processing, etc., bits 0 to 10 are command data (predetermined information corresponding to the command type) ).

  In the sub-control unit 400, it is possible to determine the effect control according to the change of the game control in the main control unit 300 by the command type included in the received output schedule information, and the command data included in the output schedule information Based on this information, the contents of the effect control can be determined.

  In step S209, external signal output processing is performed. Here, predetermined information (for example, information relating to the gaming state) is transmitted from the information output circuit 334 to the information input circuit 652 of the external device.

  In step S210, it is monitored whether the low voltage signal is on. Then, when the low voltage signal is on (when power supply shutoff is detected), the process proceeds to step S212, and when the low voltage signal is off (power supply shutoff is not detected), the process proceeds to step S211.

  In step S211, various processes for ending the timer interrupt end process are performed. In this timer interrupt end process, the value of each register temporarily saved in step S201 is set in each original register.

  On the other hand, in step S212, a specific variable or stack pointer for returning to the power-off state at the time of power recovery is saved as a return data in a predetermined area of the RAM 308, and power-off processing such as initialization of input / output ports is performed. Do.

  Next, processing of the first sub control unit 400 will be described with reference to FIG. FIG. 11 is a flowchart of the processing executed by the first sub control unit 400. FIG. 6A of the first sub control unit 400 is a flowchart of main processing executed by the CPU 404 of the first sub control unit 400. FIG. 6B is a flowchart illustrating in detail the command input process executed in step S704 of FIG. FIG. 6C is a flowchart of command reception interrupt processing of the first sub control unit 400. FIG. 4D is a flowchart of the timer interrupt process of the first sub control unit 400.

  The main process of the first sub control unit 400 is executed when a reset signal is input to the first sub control unit 400. First, in step S301 in FIG. 9A, various initial settings are performed. When the power is turned on, an initialization process is first executed in step S301. In this initialization processing, initialization of input / output ports, initialization processing of a storage area in the RAM 408, and the like are performed.

  In step S302, it is determined whether or not the timer variable stored in the timer variable storage area which is a predetermined storage area of the RAM 408 of the first sub-control unit 400 is 10 or more, and this process is repeated until the timer variable becomes 10. When the timer variable becomes 10 or more, the process proceeds to step S303.

  In step S303, 0 is substituted into the timer variable.

  In step S304, first sub-control unit command processing is performed. The CPU 404 of the first sub-control unit 400 determines whether or not a command has been received from the main control unit 300, and when receiving a command, performs a predetermined process according to the received command.

  In step S305, an effect control process is performed. Here, processing related to effect control, such as setting effect data, is performed based on the processing executed in step S304. Details will be described later.

  In step S306, if there is a command to the sound source IC 418 in the effect data read in step S305, this command is output to the sound source IC 418.

  In step S307, if there is a command to various lamps 420 in the effect data read in step S305, this command is output to the drive circuit 422.

  In step S308, if there is a control command to be transmitted to the second sub control unit 500 in the effect data read in step S305, the control command is set to be output, and the process returns to step S302.

  Next, the command input process in step S704 in FIG. 10A will be described in detail with reference to FIG. FIG. 5B is a flowchart of command input processing executed by the first sub control unit 400.

  In step S401, it is determined whether there is an unprocessed command. In this process, it is determined what command the command received from the main control unit 300 in the command reception process described in detail in FIG.

  In step S402, a predetermined process corresponding to the unprocessed command acquired in step S401 is executed. Specifically, when an internal winning command is acquired in step S401, processing based on the acquisition of the internal winning command is executed.

  Next, the command reception interrupt process of the first sub-control unit 400 will be described with reference to FIG. This command reception interrupt process is a process executed when the first sub-control unit 400 detects a strobe signal output from the main control unit 300.

  In step S501, the command output from the main control unit 300 is stored in the command storage area provided in the RAM 408 as an unprocessed command.

  Next, the first sub control unit timer interrupt process executed by the CPU 404 of the first sub control unit 400 will be described with reference to FIG. The first sub-control unit 400 includes a hardware timer that generates a timer interrupt at a predetermined cycle (in this embodiment, once every 2 ms), and the timer interrupt process is performed by using the timer interrupt as a trigger. Execute in the cycle.

  In step S601, 1 is added to the value of the timer variable storage area of the RAM 408 described in step S302 in the first sub-control unit main process shown in FIG. Therefore, in step S302 of FIG. 9A, the value of the timer variable is determined to be 10 or more every 20 ms (2 ms × 10).

  In step S602, transmission of a control command to the second sub-control unit 500 set in step S308 of FIG. 10A, update processing of various random numbers such as a rendering random value, and the like are performed.

  Next, the effect control process executed by the first sub control unit 400 in step S305 in FIG. 12A will be described in detail with reference to FIG. FIG. 13 is a flowchart of the effect control process executed by the first sub-control unit 400.

  In step S701, it is determined whether or not an internal winning command has been received in step S304 of FIG. If there is, the process proceeds to step S702, and if not, the process proceeds to step S703.

  In step S702, an internal winning command reception process is performed. Details will be described later.

  In step S703, it is determined whether or not a first stop command has been received in step S304 of FIG. If there is, the process proceeds to step S704, and if not, the process proceeds to step S705.

  In step S704, a first stop command reception process is performed. Details will be described later.

  In step S705, it is determined whether or not an internal winning command has been received in step S304 of FIG. If there is, the process proceeds to step S706, and if not, the process proceeds to step S707.

  In step S706, a game state update command reception process is performed. Details will be described later.

  In step S707, processing when other commands are received is performed.

  Next, the internal winning command reception process executed by the first sub-control unit 400 in step S702 of FIG. 12 will be described in detail with reference to FIGS. FIG. 14 is a flowchart of the internal winning command reception process executed by the first sub-control unit 400. FIG. 15A is a diagram showing an AT lottery table that is referred to during a non-penalty out of the AT lottery tables stored in the ROM 406 of the first sub-control unit 400, and FIG. It is a figure which shows the AT lottery table referred at the time of a penalty among AT lottery tables memorize | stored in ROM406 of the control part 400. FIG.

  In step S801, internal winning information is updated. Here, the internal winning information included in the internal winning command is stored in a predetermined storage area of the RAM 408.

  In step S802, it is determined whether or not an internal lottery combination has been won. The AT lottery is a winning combination that triggers the AT lottery. In this embodiment, the special combination 1, the special combination 2, the small combination 1 and the small combination 2 correspond to the winning combination.

  In step S803, it is determined whether a penalty flag is set. The penalty flag is a flag stored in a predetermined storage area of the RAM 408. When this penalty flag is set, a lottery is received with a disadvantageous setting in the AT lottery compared to the case where the penalty flag is not set (see step S804 and step S805 described later), and the AT gaming state is started. There is a penalty that the game is delayed (see FIG. 18 described later).

  In step S804, the remaining number of ATs is set based on the AT lottery table (non-penalty).

  In step S805, the remaining number of ATs is set based on the AT lottery table (at the time of a penalty).

  Here, each of the AT lottery table (non-penalty) and the AT lottery table (penalty) will be described with reference to FIG. The AT lottery table (during non-penalty) shown in FIG. 15A is a table that is referred to during AT lottery performed in step S804 that is executed when the penalty flag is not set. On the other hand, the AT lottery table (at the time of a penalty) shown in FIG. 15B is a table that is referred to during the AT lottery performed in step S805 executed when the penalty flag is set. FIG. 15A and FIG. 15B show the number of winning ATs and their probabilities corresponding to each internal winning combination. For example, when a special combination 1 is won at a non-penalty, the probability that the number of ATs set as a result of the lottery is 0 is 50%, and the probability that it is 1 to 5 is 10%. When comparing the AT lottery table (non-penalty) and the AT lottery table (penalty), the A lottery table (non-penalty) is more advantageous for the AT number acquisition ratio. Expected values are also set advantageously. As will be described later, since the penalty flag is set when the first stop operation is operated to become the middle reel 111 or the right reel 112 in the non-AT gaming state, the first stop operation is performed by giving a penalty to the middle reel. It is possible to suppress operation with the 111 or right reel 112. It is up to the producer to decide how much to penalize this penalty. However, in this embodiment, when the first stop operation is set to the middle stop button 138 or the right stop button 139 during the non-AT game. The penalty is such that it is disadvantageous as a result even considering that it is advantageous for the transition of the gaming state than when the first stop operation is the left stop button 137.

  In step S806, it is determined whether the AT flag is set. The AT flag is a flag stored in a predetermined storage area of the RAM 408, and the first sub-control unit determines whether or not the AT gaming state is based on whether the AT flag is set. If it is set, the process proceeds to step S807, and if it is not set, the process proceeds to S809.

  In step S807, it is determined whether or not the AT combination is won internally. The AT combination is a combination for which an operation condition advantageous to the player is set. The replay combination 1-2, the replay combination 1-2-5, the replay combination 1-2-6, and the replay combination 1-2-7, replay role 3-4-5, replay role 3-4-6, replay role 3-4-7, replay role 3-4-5-6, replay role 3-4 Each of -5-7, replay combination 3-4-6-7, and small combination 3 to small combination 7 corresponds.

  In step S807, effect data for notification effect is set. The data set here is notified as a sound effect and a lamp effect based on the processing in steps S306 and S307 in FIG. 12, and is output to the second sub-control unit 500 in step S308 in FIG. Based on the information input by the second sub-control unit 500, the effect image display device 157 performs a notification effect by an image. From the processing of step S806 and step S807, the first sub-control unit 400 serves as the effect control means during the period in which the notification game (AT game) is set, by the main control unit 300, the first lottery result or the second lottery. When the result is derived, the effect image display device 157 and the like are controlled so as to perform the notification effect of notifying the operation condition of the stop buttons 137 to 139 for stopping the reels 110 to 112 in the second stop display mode. Is.

  In step S809, processing such as updating of production data based on information prepared in the game state update command reception processing of FIG.

  Next, the first stop command reception process executed by the first sub control unit 400 in step S704 of FIG. 13 will be described in detail with reference to FIG. FIG. 16 is a flowchart of the first stop command reception process executed by the first sub-control unit 400.

  In step S901, it is determined whether the AT flag is set. If it is not set, the process proceeds to step S902. If it is set, the process proceeds to step S910.

  In step S902, it is determined whether the current gaming state is RT4 or RT5, and if not, the process proceeds to step S903, and if any, the process proceeds to step S910.

  In step S903, the prohibited operation condition is acquired. The prohibited operation condition here refers to the second operation condition described above (an operation condition that is a stop operation with the first stop operation as the middle reel 111, or an operation that is a stop operation with the first stop operation as the right reel 112. The first sub-control unit 400 inputs information related to the prohibited operation condition from the ROM 406 and stores it in the RAM 408. That is, the first sub-control unit 400 determines the operation conditions of the stop operation means (stop buttons 137 to 139) (in what stop operation order the stop operation is performed, or at what timing the stop operation is performed, A predetermined operation condition (a stop operation condition in which the first stop operation is the middle reel 111 or a stop operation condition in which the first stop operation is the right reel 112) is set as the prohibited operation condition. Yes, this corresponds to the prohibited operation condition setting means in the present invention.

  Further, this process is executed when the AT flag is not set in step S901. That is, the first sub-control unit 400 sets the second operation condition as the prohibited operation condition when the AT game is not set.

  In step S904, the information regarding which reel is targeted for the first stop operation included in the first stop command matches the prohibited operation condition, that is, the first stop operation is the middle reel 111 or It is determined whether or not it is the right reel 112. If they match, the process proceeds to step S905, and if not, the process proceeds to step S910. In this process, the first sub-control unit 400 determines whether or not the operation result of the stop operation unit matches the prohibited operation condition, and corresponds to the prohibited operation condition determination unit according to the present invention. In the present embodiment, the determination as to whether or not the prohibited operation condition is met is made during the first stop operation, but this timing may be any time during the game.

  In step S905, the penalty flag is updated. Here, when the penalty flag is not set, processing for setting the penalty flag is performed.

  In step S906, the penalty counter is updated. The penalty counter is a counter stored in a predetermined storage area of the RAM 408, and is subtracted in step S1110 of FIG. 18 executed once in one game described later. Here, five values are set as the penalty counter. As will be described later, the penalty flag is not cleared while the penalty counter is set, and the AT flag is not set unless the penalty flag is cleared. Therefore, when the penalty counter is set, when it is determined that the AT game is executed after a predetermined number of games, the AT game start timing is delayed by the set value. As described above, the first sub-control unit 400 is stopped by the prohibited operation condition determination unit in a state in which the AT game start condition is satisfied at a predetermined timing (which will be described later, the timing at which the counter value called the precursor counter becomes 0). When it is determined at the timing before the predetermined timing that the operation result of the operating means matches the prohibited operation condition (that is, the timing at which the value of the precursor counter is still set), the AT game is played at the predetermined timing. A penalty that is not started is given, and corresponds to the penalty giving means in the present invention.

  In step S907, it is determined whether an effect is currently being executed. If the effect is being executed, the process proceeds to step S908. If the effect is not being executed, the process proceeds to step S910.

  In step S908, the effect data for default is updated. Here, default effect data is set, and based on the setting of the effect data, the first sub control unit 400 and the second sub control unit 500 execute the default effect. The default effect is an effect that is displayed in a state where the linked effect is not executed and before the start operation is performed after the input operation is performed. In addition, the linked performance is an effect that is continuously performed over a plurality of consecutive games. To further limit, a predetermined information over a plurality of games (for example, winning a special role, starting an AT game) This is an effect for informing the player of what is being done. The effect for default may be an effect that is executed first after the game machine 100 is turned on with the RAM 408 being cleared and a turning-on operation is performed. In addition, making a device used for performing a linked effect as a default effect may be referred to as canceling the effect.

  In step S909, an effect stop flag is set. The effect stop flag is a flag stored in a predetermined storage area of the RAM 408. When this flag is set, the first sub control unit 400 does not execute the start interlocking effect. The start-linked effect is an effect that notifies the start of an AT game or a special role winning among the linked effects. In other words, as a linked production, the game is continuously performed until a specific game for which the start condition is satisfied (that is, a game at a timing when the counter value of the precursor counter changes from 1 to 0). This is an effect of making a notification that affirms the establishment of.

  In step S910, other processing that is executed when the first stop command is received is performed.

  The first stop command reception process has been described above with reference to FIG. 16. The summary of the first stop command reception process is as follows. That is, the first sub-control unit 400 is not in the AT game (step S901), and when the gaming state set by the main control unit 300 is not RT4 or RT5 (step S902), When it is determined that the first stop operation is the middle reel 111 or the right reel 112 based on the command (steps S903 to S904), a penalty flag and a penalty counter are set to delay the AT game start timing ( In steps S905 to S906), if the effect is being executed, the effect is switched to a default effect (step S908), and execution of the start-linked effect described later is restricted (step S909).

  At this time, the effect switched to the effect for default includes a start-linked effect. Here, when the start timing of the AT game is delayed in step S905 and step S906, the expectation for the remaining start interlocking effects is lost, and the result of affirming the start of the AT game by the start interlocking effects is notified. In spite of this, there is a possibility that a contradiction in which the notification period is not started may occur, leading to a decrease in the interest of the game. In order to prevent such a situation, in the present embodiment, in a game in which a start interlocking effect is performed in a state where a predetermined condition (special role 1 or special role 2 is not internally won) is established, If the prohibited operation condition determination means determines that the operation result of the stop operation means matches the prohibited operation condition (that is, if it is not determined to match in step S904), the start-linked effect. The effect means is controlled to be continuously performed, and the effect means is controlled to stop the start-linked effect when the prohibited operation state is entered. Thereby, the occurrence of the contradiction can be prevented by switching to the effect for the default, and a decrease in the interest of the game can be suppressed while giving a penalty for delaying the start of the AT game described above.

  Further, the first sub-control unit 400, in the case of RT4 in step S902, that is, the specific lottery result derivation state in which the specific lottery result (special role 1 or special role 2) is carried over by the specific lottery result carry-over means In a game in which the predetermined condition referred to in the present invention is not satisfied, and the game in which the linked performance is performed, the specific lottery result derivation state is notified by the linked performance. The production means is controlled to do so.

  Next, with reference to FIG. 17, the gaming state update command reception process executed by the first sub-control unit 400 in step S706 of FIG. 13 will be described in detail. FIG. 17 is a flowchart of the game state update command reception process executed by the first sub-control unit 400.

  In step S1001, each counter is updated. Details will be described later.

  In step S1002, it is determined whether or not the AT flag is set. If it is set, the process proceeds to step S1003, and if not, the process proceeds to step S1005.

  In step S1003, based on the information included in the gaming state update command, it is determined whether or not the gaming state of the main control unit 300 has shifted from RT3 to RT1, and if it has shifted, the process proceeds to step S1004. If not, the process proceeds to step S1005.

  In step S1004, the AT flag is deleted. That is, a setting for shifting from the AT gaming state to the non-AT gaming state is performed. As described above, the first sub-control unit 400 controls the main control unit 300 to shift from the AT gaming state to the non-AT gaming state as the main control unit 300 shifts to the re-gaming low probability state.

  In step S1005, it is determined whether a penalty flag is set. If it is set, the process proceeds to step S1006, and if not, the process proceeds to step S1007.

  In step S1006, a warning flag update process is performed as described in detail later. The precursor flag is a flag stored in a predetermined storage area of the RAM 408, and the first sub-control unit 400 may execute a precursor effect while this flag is set. The sign effect includes a start interlocking effect described later and a false start interlocking effect (described later).

  In step S1007, a warning effect setting process is performed. Details will be described later.

  In step S1008, other processing is performed when the game state update command is received.

  Next, each counter update process executed by the first sub control unit 400 in step S1001 of FIG. 17 will be described in detail with reference to FIG. FIG. 18 is a flowchart of each counter update process executed by the first sub-control unit 400.

  In step S1101, it is determined whether or not a penalty flag is set. If it is not set, the process proceeds to step S1102, and if it is set, the process proceeds to step S1109.

  In step S1102, it is determined whether or not a precursor flag is set. If it is set, the process proceeds to step S1103, and if not, the process ends.

  In step S1103, a warning counter subtraction process is performed. The precursor counter is a counter stored in a predetermined storage area of the RAM 408, and an AT flag is set based on the fact that the precursor counter has become 0 after the subtraction process.

  In step S1104, it is determined whether or not the value of the precursor counter has become 0 as a result of the process in step S1103. If it is determined that the value has become 0, the process proceeds to step S1105. Note that the game for which the value of the precursor counter is determined to be 0 in step S1104 corresponds to the specific game according to the present invention. That is, the specific game is a game in which the precursor counter is 1 at the start of the game and the precursor counter is 0 in the game state update process.

  In step S1105, the effect cancellation flag is updated. Specifically, when the production stop flag is set, the production stop flag is cleared.

  In step S1106, the precursor flag is cleared.

  In step S1107, the remaining AT number counter is subtracted. The remaining AT number counter is a counter stored in a predetermined storage area of the RAM 408, and is set in step S804 or step S805 in FIG.

  In step S1108, an AT flag is set. The first sub-control unit 400 sets an AT game (notification game) by setting an AT flag, and corresponds to a notification game setting means. In the present embodiment, when the player is in a non-AT game, it is better for the player to play the game so as to avoid the penalty, so the player always plays the game with the first stop operation as the stop operation of the left reel 110. In the meantime, there is no transition to RT2. Further, once the AT flag is set, the AT flag is not erased until the main controller 300 shifts from RT3 to RT1 (see step S1303 and step S1304 in FIG. 17). From the above, until the AT flag is set and cleared, the process proceeds to RT1, transitions to RT2, and the process of ending 50 games at RT2 is followed.

  On the other hand, in step S1109, it is determined whether or not the penalty flag has been set in the current game. If the current game, the process ends. If not, the process proceeds to step S1110.

  In step S1110, the value of the penalty counter is subtracted.

  In step S1111, it is determined whether or not the value of the penalty counter has become 0. If 0, the process proceeds to step S1112, and if not, the process ends.

  In step S1112, the penalty flag is cleared.

  As described above, from step S1101 to step S1112, if it is determined in step S1101 that there is a penalty flag, the penalty flag is not cleared until the penalty counter becomes 0 as a penalty. Satisfaction of the start condition of the gaming state (the sign counter becomes 0) is delayed.

  Next, the precursor flag update process executed by the first sub-control unit 400 in step S1006 of FIG. 17 will be described in detail with reference to FIG. FIG. 19 is a flowchart of the precursor flag update process executed by the first sub-control unit 400.

  In step S1201, it is determined whether or not the AT flag or the precursor flag is set. If not set, the process proceeds to step S1202, and if set, the process ends.

  In step S1202, it is determined whether or not the remaining number of ATs is 0. If not 0, the process proceeds to step S1203, and if 0, the process is completed.

  In step S1203, a precursor counter setting process is performed. Here, the values from 1 to 32 are drawn with equal probability, and the lottery result is set as the value of the precursor counter. As described above, the prognostic counter set here is subtracted for each game if the penalty flag is not set in step S1103 of FIG. Then, the first sub-control unit 400 sets an AT game when it is determined as 0 in step S1104 of FIG. From the above, the precursor counter is a counter for determining the number of games from the setting to the start of the AT game. Further, since the first sub-control unit 400 executes the start interlocking effect while the precursor counter is set, the precursor counter is a counter for securing the number of games for executing the start interlocking effect. It can be said that.

  In step S1204, a precursor flag is set.

  Next, the precursor effect setting process executed by the first sub control unit 400 in step S1007 of FIG. 17 will be described in detail with reference to FIG. FIG. 20 is a flowchart of the indication effect setting process executed by the first sub-control unit 400.

  In step S1301, it is determined whether or not the precursor flag is set. If it is set, the process proceeds to step S1302, and if not set, the process proceeds to step S1304.

  In step S1302, it is determined whether or not the precursor counter is 5 or less. If it is 5 or less, the process proceeds to step S1303. If it is not 5 or less, the process proceeds to step S1304.

  In step S1303, a start effect preparation process is performed. As will be described in detail later, the start effect is an effect including a start interlocking effect and a start independent effect.

  In step S1304, a false start presentation preparation process is performed. The false start effect is an effect that is executed when the sign flag is not set or is 6 or more even if it is set, and includes a false start linked effect and a false start independent effect. .

  The fake start-linked effect is the same as the start-linked effect in that it is an effect executed across multiple games, but the start-linked effect notifies the result of affirming the start of an AT game or winning a special role On the other hand, the false start interlocking production differs in that the result of denying the start of the AT game or the special role winning is notified. In other words, the game is continuously performed up to a predetermined game (game in which the false start interlocking effect ends) different from the specific game (that is, the game at the timing when the counter value of the precursor counter becomes 1 to 0). Notification that denies the establishment of is performed. Moreover, in this embodiment, the production until the notification result of the start of the AT game is made the same. As a result, even if the start interlocking effect is executed, since the possibility of the false start interlocking effect is recalled, it is not known until the result is notified about whether the AT game starts or not, It is possible to play a game while having a sense of expectation and anxiety, and to improve the interest of the game.

  In addition, in step S908 of FIG. 16, not only a start interlocking effect but all the effects currently performed are updated to a default effect, and the following can be said. That is, in the game in which the false start interlocking effect is performed, the first sub-control unit 400 controls the effect means to continuously perform the false start interlocking effect when it is not in the prohibited operation state. When the operation state is entered, the effect means such as the effect image display device 157 is controlled so as to stop the false start interlocking effect. Thereby, when the operation result and the prohibited operation condition coincide with each other, the false start interlocking effect is also stopped, so that it is possible to prevent a decrease in the interest of the game. Also, if the fake start linked production is not canceled, the linked production that was not canceled can be determined as a fake start linked production, so by canceling the production in the same way as the start linked production, It is possible to make it difficult for the player to recognize the prohibited operation condition.

  In step S1303 and step S1304, the sign effect to be executed in the next game is determined. For example, processing such as reading out data for presentation to be executed when the operation of the start lever 135 is received next is performed. In addition, the sign setting process is set based on the reception of the game state update command, but is not limited to this timing and may be any timing.

  In addition, the false start independent effect is an effect that is performed in a game different from the game in which the start condition is satisfied, and is completed in one game and denies the establishment of the start condition. It is provided to raise expectations and improve the fun of the game.

  Next, the start effect preparation process executed by the first sub control unit 400 in step S1303 of FIG. 20 will be described in detail with reference to FIG. FIG. 21 is a flowchart of the start effect preparation process executed by the first sub-control unit 400.

  In step S1401, it is determined whether or not the start interlocking effect is being performed. If the start interlocking is not being performed, the process proceeds to step S1402, and if the start interlocking is being performed, the process ends.

  In step S1402, it is determined whether or not the precursor counter is 1. If not 1, the process proceeds to step S1403, and if it is 1, the process proceeds to step S1405.

  In step S1403, it is determined whether there is an effect stop flag. If not, the process proceeds to step S1404, and if there is, the process is completed. Here, the determination based on the production stop flag is performed for the purpose of notifying only the start independent production until the start condition is satisfied once the production is stopped. By doing in this way, it can prevent that the entertainment of a player's game will be reduced too much because a production is stopped many times.

  In step S1404, a start-linked effect preparation process based on a precursor counter is performed. Here, an effect to be performed based on the sign counter is drawn in a lottery. When the effect is won, preparation processing for the start interlocking effect in accordance with the sign counter is performed.

  In step S1405, a start independent production preparation process is performed. The start independent effect is an effect that affirms the establishment of the start condition, which is performed in a game (specific game) in which the start condition is satisfied and is completed in one game.

<Processing of Second Sub-Control Unit 500>
Next, processing of the second sub control unit 500 will be described with reference to FIG. FIG. 22 is a flowchart of the process of the second sub control unit 500. FIG. 6A is a flowchart of main processing executed by the CPU 504 of the second sub-control unit 500. FIG. 7B is a flowchart of command reception interrupt processing of the second sub control unit 500. FIG. 8C is a flowchart of the timer interrupt process of the second sub control unit 500. FIG. 4D is a flowchart of the image control process of the second sub control unit 500.

  First, in step S1501 of FIG. When the power is turned on, an initialization process is first executed in S1501. In this initialization process, input / output port initialization, storage area initialization in the RAM 508, and the like are performed.

  In step S1503, it is determined whether or not the timer variable is 10 or more. This process is repeated until the timer variable becomes 10. When the timer variable becomes 10 or more, the process proceeds to step S1505.

  In step S1505, 0 is assigned to the timer variable.

  In step S1507, command processing is performed. The CPU 504 of the second sub control unit 500 determines whether a command has been received from the CPU 404 of the first sub control unit 400.

  In step S1509, an effect control process is performed. For example, when there is a new command in step S 1507, processing such as reading the production data corresponding to this command from the ROM 506 is performed, and when the production data needs to be updated, the production data is updated.

  In step S1511, if there is a shutter control command in the effect data read in step S1509, shutter control corresponding to this command is performed.

  In step S1513, if there is an image control command in the effect data read in step S1509, image control corresponding to this command is performed (details will be described later), and the flow returns to step S1503. For example, when there is an image control command (image display command) related to suggestion notification or notification effect from the first sub-control unit 400, suggestion notification or notification effect by image is executed based on this control command.

  Next, the command reception interrupt process of the second sub control unit 500 will be described with reference to FIG. This command reception interrupt process is a process executed when the second sub control unit 500 detects the strobe signal output from the first sub control unit 400. In step S1601 of the command reception interrupt process, the command output from the first sub-control unit 400 is stored as an unprocessed command in a command storage area provided in the RAM 508.

  Next, the second sub control unit timer interrupt process executed by the CPU 504 of the second sub control unit 500 will be described with reference to FIG. The second sub-control unit 500 includes a hardware timer that generates a timer interrupt at a predetermined cycle (in this embodiment, once every 2 ms), and the timer interrupt process is predetermined by using the timer interrupt as a trigger. Execute in the cycle.

  In step S1701, the timer variable referred to in step S1503 in FIG.

  In step S1703, various update processes are performed.

  Next, the image control process in step S1513 in the main process of the second sub control unit 500 will be described with reference to FIG. FIG. 5 is a flowchart showing the flow of image control processing.

  In step S1801, an instruction to transfer image data is issued. Here, the CPU 504 first swaps the designation of the display areas A and B in the VRAM 536. As a result, an image of one frame stored in the display area not designated as the drawing area is displayed on the effect image display device 157. Next, the CPU 504 sets ROM coordinates (transfer source address of the ROM 506), VRAM coordinates (transfer destination address of the VRAM 536), and the like in the attribute register of the VDP 534 based on the position information table and the like, and then the image from the ROM 506 to the VRAM 536. Set an instruction to start data transfer. The VDP 534 transfers the image data from the ROM 506 to the VRAM 536 based on the command set in the attribute register. Thereafter, the VDP 536 outputs a transfer end interrupt signal to the CPU 504.

  In step S1803, it is determined whether or not a transfer end interrupt signal is input from the VDP 534. If a transfer end interrupt signal is input, the process proceeds to step S1805. If not, a transfer end interrupt signal is input. Wait for it. In step S1805, parameters are set based on the production scenario configuration table and attribute data. Here, in order to form a display image in the display area A or B of the VRAM 536 based on the image data transferred to the VRAM 536 in step S1801, the CPU 504 includes information on the image data constituting the display image (coordinate axes and image sizes of the VRAM 536). , VRAM coordinates (arrangement coordinates, etc.) are instructed to the VDP 534. The VDP 534 performs parameter setting in accordance with the attribute based on the instruction stored in the attribute register.

  In step S1807, a drawing instruction is performed. In this drawing instruction, the CPU 504 instructs the VDP 534 to start drawing an image. The VDP 534 starts drawing an image in the frame buffer in accordance with an instruction from the CPU 504.

  In step S1809, it is determined whether a generation end interrupt signal from the VDP 534 based on the end of image drawing has been input. If a generation end interrupt signal has been input, the process proceeds to step S1811. Otherwise, a generation end interrupt signal is input. Wait for input. In step S1811, a scene display counter that is set in a predetermined area of the RAM 508 and counts how many scene images have been generated is incremented (+1), and the process ends.

  Next, the outline of the start interlocking effect will be described with reference to FIG. FIG. 23 is a diagram showing an outline of the start-linked effect in time series.

  In the figure, a scene in which the start interlocking effect is executed over three games is shown. In the game where the start-linked effect is started (a sign counter at the start of the game = 3), an enemy character is displayed together with a display of “Swordsman Visit”. In the next game (the sign counter at the start of the game = 2), the main character is displayed together with a display of “game”. In the next game (a sign counter at the start of the game = 1, which corresponds to a specific game in the present invention), the story advances every time the stop operation is performed, and the third stop operation is performed. A notification that affirms or denies establishment of the start condition (a notification indicating a result that the AT game is started, which is an image of the enemy character being defeated and a notification of the character “win”) is displayed. As shown in the figure, in the specific game, after the precursor counter is started at 1, the result of the interlocking effect executed based on the reception of the third stop command is displayed, and then the game state update command is received. It becomes 0 in the game state update process executed based on this. .

  In the present embodiment, it is determined at the time of the first stop operation whether the player's stop operation matches the prohibited operation condition. Further, the notification that affirms or denies establishment of the start condition is performed after the third stop operation. That is, the first sub-control unit 400 sets the stop operation means that is operated first as the prohibition operation condition, and the effect control means starts the start condition by the linked effect after the first operation of the stop operation means. Control is performed so as to make a notification that affirms or denies the establishment of. The result of the linked performance is basically performed in the final game of the linked performance. Thereby, the expectation of the linked production can be further increased.

  Next, an outline of the false start interlocking effect will be described with reference to FIG. FIG. 24 is a diagram showing an outline of the false start interlocking effect in time series.

  The fake start interlocking effect is also executed over three games in the same manner as the start interlocking effect. As shown in the figure, only the effect based on the third stop operation of the game in the third game is different from the display in the start-linked effect. That is, only in the case of the AT game result notification scene, the notification that denies the establishment of the start condition (the display indicating that the AT game is not started, and the display of the character “losing” corresponds to that), This is different from the display mode of the start interlocking effect.

  Note that, as shown in FIG. 25 described later, if the stop operation is performed in the stop operation order that is the prohibited operation condition, the default screen is displayed even during the false start interlocking effect. That is, it can be said that the display indicating that the AT game is not started in the false start interlocking effect is displayed only when operated under an operation condition different from the prohibited operation condition.

  Next, with reference to FIG. 25, an outline of an effect when an operation is performed under an operation condition that is a prohibited operation condition during execution of the linked effect will be described. FIG. 25 is a diagram showing, in time series, the outline of the outline of the effect when operated under the operation condition that is the prohibited operation condition.

  When the first stop operation is an operation of the right stop button 139 in the game (specific game) of the precursor counter 1 of FIG. 24, the first sub-control unit 400 immediately executes the process of step S908 of FIG. The display of the effect image display device 157 is switched to the default display. That is, when the game player's operation result matches the prohibited operation condition, the effect is stopped by immediately switching to the default screen. The stop of the effect may be switching to an effect different from the effect without notifying the result of whether or not the start condition is satisfied.

  Next, with reference to FIG. 26, an outline of the effect when the specific combination is won internally and the operation is performed under the operation condition that is the prohibited operation condition will be described. FIG. 26 is a diagram showing, in chronological order, an outline of an outline of an effect when a specific combination is won internally and an operation is performed under an operation condition that is a prohibited operation condition during execution of an interlocked effect.

  In FIG. 26, the value of the precursor counter is set to 3 and the start interlocking effect is started. However, in the game when the precursor counter is 2, the internal combination is won for the specific combination. Then, an operation that is a prohibited operation condition is performed in a game in which the value of the precursor counter is 1. However, unlike the case of FIG. 23, the production is not stopped. Thereby, it can be notified that it is a specific lottery result derivation state without a sense of incongruity.

  As shown in FIG. 26, in FIG. 26, the same display as the display indicating that the AT game in FIG. 23 is started except that the display of “777” indicating that the special role is won is performed. Has been done. As described above, the production data for the production indicating that the special role is won and the production data for the production indicating that the AT game is started may be partially or in common. Since it is possible to reduce the control burden by using the common performance data, the linked performance is the same as the production related to the establishment of the start condition or the production related to the internal winning of the specific role until the result is notified. Is preferred.

  As described above, in the above-described embodiment, a stop operation means (for each reel 110 to 112) provided with a plurality of symbols and driven to rotate, and stopping the reels individually ( For example, the stop button 137 to 139), lottery means (for example, the main control unit 300) for deriving a predetermined lottery result from a plurality of predetermined lottery results, the operation result of the stop operation means, and the lottery result of the lottery means Based on the stop control means (for example, the main control unit 300) for performing control related to the stop of the rotating reel, the effect means for effecting the game (for example, the effect image display device 157), and the operating condition (for example, stop) of the stop operation means Notification effect (for example, the effect of notifying the stop operation order), and continuous over a plurality of games Effect control means (for example, the first sub-control unit 400 and the second sub-control unit 500) that control the effect means so as to perform a plurality of types of effects related to the game, including linked effects (for example, start-linked effects). ) And a predetermined start condition (for example, the sign counter is 0) is established, and continues until a predetermined end condition (for example, transition from RT3 to RT1) is established. A notification game setting means (for example, the first sub-control unit 400) for setting a notification game to be played, and a predetermined operation condition (for example, the first stop operation with the middle stop button 138 or the right stop button 139) among the operation conditions of the stop operation means. Operating condition) is set as a prohibited operating condition, for example, a prohibited operating condition setting means (for example, the first sub-control unit 400), and a stop operating means The prohibited operation condition determining means (for example, the first sub-control unit 400) that determines whether or not the operation result matches the prohibited operation condition, and the prohibited operation condition determining means that performs the stop operation when the start condition is satisfied at a predetermined timing. Penalty grant that gives a penalty that does not start the notification game at the predetermined timing (for example, delay the predetermined timing) when it is determined at the timing before the predetermined timing that the operation result of the means coincides with the prohibited operation condition The effect control means is continuously performed until the specific game where the start condition is satisfied (the game at the timing when the value of the precursor counter becomes 1 to 0) as the interlocked effect. The effect means is controlled so as to perform a start interlocking effect informing that the start condition is satisfied in the specific game, and the interlocking performance is performed. As a start, the game is continuously performed until the specific game where the start condition is satisfied, and the start interlocking effect for making a notification that the start condition is satisfied is in a state where the predetermined condition is satisfied (for example, special role 1 or special role 2 is internal In a game played in a state of not winning, if the prohibited operation condition determining means determines that the operation result of the stop operation means matches the prohibited operation condition, the start interlocking effect is displayed. There is a description of a gaming machine characterized in that the effect means is controlled to continue, and the effect means is controlled to stop the start-linked effect when the prohibited operation state is entered. Thereby, when the operation result and the prohibited operation condition coincide with each other, the start-linked effect is stopped, thereby preventing the game interest from decreasing.

  In addition, in spite of the fact that the start interlocking effect is affirmed to confirm that the start condition is established, it is possible to prevent the inconvenience of the game from being reduced by preventing the occurrence of a contradiction in which the start condition is not satisfied. Yes.

  In addition, it is not preferable for the game during the linked production to have an effect on the internal winning result because the player wants the player to pay attention to the contents of the linked production unlike the game during the non-linked production. When the design is made so that the performance related to the winning results is not performed, if the start of the AT game is delayed due to a penalty and the expectation for the linked performance itself is lost, the small winnings will be missed as long as the internal winning combination is not notified This increases the possibility of doing so and is disadvantageous for the player. Therefore, if the start of the AT game is delayed due to the penalty, it is advantageous for the player to stop the production. In the present embodiment, during the linked production, the production related to the internal winning result other than the special combination 1 or the special combination 2 is not performed.

  In addition, in order to prevent a contradiction that the start condition is not satisfied, in spite of the fact that the start interlock effect is affirmed to confirm that the start condition is satisfied, the start condition is interlocked when the start condition is delayed during the interlocked effect. Although it is conceivable to perform a process of extending the production, this method is difficult because the processing load is large and the amount of necessary data increases. As described above, it is basically disadvantageous for the player to inadvertently extend the interlocking production because it is not possible to accurately perform the internal lottery result in each game during the interlocking performance. In addition, when the linked production is switched to an announcement that denies establishment of the start condition (when the result of the linked production is reported without contradiction), the player may stop the game, and the fairness of the game will be reduced. It will harm you.

  In addition, the interlocking effect is an effect necessary to excite the game in order to prevent a disadvantage that stops immediately before it becomes advantageous.

  Further, when the player's operation result matches the prohibited operation condition, the prohibited operation condition can be recognized by the player by immediately stopping the linked performance.

  Note that the plurality of types of lottery results determined in advance are data to be a lottery object stored in the ROM 306. Therefore, it can be replaced with data that is the basis of a plurality of types of lottery results determined in advance.

  In the present embodiment, the penalty for not starting the notification game at the predetermined timing is the penalty for delaying the start of the AT game. However, the penalty is not limited to this, for example, the penalty for losing the right to start the AT game. May be. That is, a penalty that clears the value of the precursor counter may be used.

  In addition, the stop control unit is configured to perform a stop operation when the stop operation unit is operated according to a specific operation condition (for example, an operation condition in which the first stop operation is the left stop button 137) in a specific gaming state (for example, RT1). The reel is displayed in a stop display mode which is more disadvantageous for the player than when the means is operated under an operation condition different from the specific operation condition (for example, an operation condition in which the first stop operation is the middle stop button 138 or the right stop button 139). Control may be performed so that the probability of stopping is increased.

  Note that a predetermined lottery result is derived from a plurality of predetermined lottery results and stop operation means that are provided for each of the reels that are provided with a plurality of symbols and are rotationally driven. Based on the lottery means, the operation result of the stop operation means and the lottery result of the lottery means, the stop control means for controlling the stop of the rotating reel, the effect means for producing the game, and the operating conditions of the stop operation means An effect control means for controlling the effect means to perform a plurality of types of effects related to the game, including a notification effect to be notified and an effect that is continued for a plurality of continuous games, and a predetermined start condition is established. The notification game setting means for setting the notification game for which the notification effect is performed and the stop operation means are operated, which is started at the timing which is performed and continues until a predetermined end condition is satisfied. A prohibited operation condition setting means for setting a predetermined operation condition as a prohibited operation condition, a prohibited operation condition determination means for determining whether the operation result of the stop operation means matches the prohibited operation condition, and a start condition is When the prohibited operation condition determination unit determines that the operation result of the stop operation unit matches the prohibited operation condition at a timing before the predetermined timing in a state established at the predetermined timing, the notification game is transmitted at the predetermined timing. And a penalty granting means for granting a penalty not to be started. The lottery means includes a second lottery result (for example, a small role 5 or a replay) that is a lottery result in which the operating condition of the stop operation means is set. A predetermined lottery result is derived from a plurality of predetermined lottery results including the game player 1-2), and the stop control means uses the lottery means to perform the second lottery. The result is derived, and the stop operation means has a specific operation condition including the second operation condition (for example, the second operation condition is an operation condition in which the first stop operation is the middle stop button 138 or the right stop button 139 and is specified. The operation condition is “middle, right, left or middle, left, right” for small role 5, and “middle, left, right” for replay player 1-2. The reel is stopped in the second stop display mode (for example, in the case of the small combination 5 is a stop display mode in which there are 12 payouts, and in the case of the re-playing combination 1-2, it is the stop display mode of the preparatory replay). When the stop operation means is operated under an operation condition different from the specific operation condition (for example, an operation condition in which the first stop operation is the left stop button 137), a first stop display mode (for example, For small role 5, pay 4 This is a stop display mode with a play, and in the case of the replaying player 1-2, it is a normal replay stop display mode), and the production control means controls the second lottery result. Is derived, the effecting means is controlled to perform a notification effect for notifying the operation condition of the stop operation means for stopping the reel in the second stop display mode, and the prohibited operation condition setting means is When the notification game is not set, the second operation condition is set as the prohibition operation condition, and the effect control means further continues as a linked effect until a specific game where the start condition is satisfied. In a game in which the effect means is controlled to perform a start interlocking effect that performs a notification to affirm that the start condition is satisfied in the specific game, and the start interlocking effect is performed in a state where the predetermined condition is satisfied, Ban When the operation condition determining means determines that the operation result of the stop operation means is not the prohibited operation state determined to match the prohibited operation condition, the rendering means is controlled to continue the start-linked effect, and the prohibited operation state When it becomes, it may be made to control an effect means so that this start interlocking effect is stopped.

  The second lottery result is a lottery result in which the operation condition of the stop operation means is set, and is disadvantageous for the player when operated under the specific operation condition. In other words, it may be referred to as “lottery result with operation condition which is disadvantageous when operated under specific operation conditions including conditions”. The first lottery result described above may be paraphrased as “the lottery result with operation condition that is advantageous when operated under specific operation conditions”.

  Further, since the second operation condition is for controlling the reel to stop in the second stop display mode, it may be rephrased as “the operation condition for controlling the reel to stop in the second stop display mode”. The first operation condition described above may be rephrased as “an operation condition for controlling the reel to stop in the first stop display mode”.

  Note that a predetermined lottery result is derived from a plurality of predetermined lottery results and stop operation means that are provided for each of the reels that are provided with a plurality of symbols and are rotationally driven. Based on the lottery means, the operation result of the stop operation means and the lottery result of the lottery means, the stop control means for controlling the stop of the rotating reel, the effect means for producing the game, and the operating conditions of the stop operation means An effect control means for controlling the effect means to perform a plurality of types of effects related to the game, including a notification effect to be notified and an effect that is continued for a plurality of continuous games, and a predetermined start condition is established. The notification game setting means for setting the notification game for which the notification effect is performed and the stop operation means are operated, which is started at the timing which is performed and continues until a predetermined end condition is satisfied. A prohibited operation condition setting unit that sets a predetermined operation condition as a prohibited operation condition, a prohibited operation condition determination unit that determines whether the operation result of the stop operation unit matches the prohibited operation condition, and a start condition is When the prohibited operation condition determination unit determines that the operation result of the stop operation unit matches the prohibited operation condition at a timing before the predetermined timing in a state established at the predetermined timing, the notification game is transmitted at the predetermined timing. Probability granting means for giving a penalty not to be started, wherein the lottery means is a probability derived by comparing the first lottery result (for example, the small role 3) with the first lottery result A predetermined lottery result is derived from a plurality of predetermined lottery results including the second lottery result having a high value (for example, a small role 5). If the first lottery result is derived and the stop operation means is operated in accordance with predetermined operation conditions including the first operation condition (for example, the operation condition in which the first stop operation is the left stop button 137), The reel is stopped in a second stop display mode (for example, a stop display mode with 12 payouts) that is advantageous to the player as compared to the stop display mode (for example, a stop display mode with 4 payouts). If the stop operation means is operated under an operation condition different from the predetermined operation condition (for example, an operation condition in which the first stop operation is the middle stop button 138 or the right stop button 139), the first stop is performed. The reel is controlled to be stopped in the display mode, and the second lottery result is derived by the lottery means, and the stop operation means follows the specific operation condition including the second operation condition. If the stop operation means is operated under an operation condition different from the specific operation condition, the first stop display mode is controlled. In the stop display mode, the reels are controlled to stop, and the effect control means is the first lottery result or the second lottery result by the lottery means during the period in which the notice game is set by the notice game setting means. Is derived, the effecting means is controlled to perform a notification effect for notifying the operation condition of the stop operation means for stopping the reel in the second stop display mode, and the prohibited operation condition setting means is When the notification game is not set, the second operation condition is set as the prohibition operation condition, and the effect control means continues as a linked effect until a specific game where the start condition is satisfied. In a game in which the effect means is controlled to perform a start interlocking effect that performs a notification to affirm that the start condition is satisfied in the specific game, and the start interlocking effect is performed in a state where the predetermined condition is satisfied, When the prohibited operation condition determining means determines that the operation result of the stop operation means is not the prohibited operation state determined to match the prohibited operation condition, the rendering means is controlled to continue the start-linked effect, and the prohibited operation is performed. When it becomes a state, you may make it control an effect means to stop this start interlocking effect.

  Moreover, in the said embodiment, the production | generation control means is continuously performed to the predetermined game different from a specific game as an interlocking effect, and the false start interlocking effect which performs notification which denies establishment of start conditions is performed. In a game that is not in the prohibited operation state, the rendering means is controlled to continue the false start interlocking effect, and in the prohibited operation state, the false start interlocking effect is stopped. There is a description of a gaming table characterized by controlling the means. In this way, when the operation result matches the prohibited operation condition, the false start interlocking production is also stopped, so that the play of the game can be prevented from decreasing as in the case of the start interlocking effect.

  In addition, the false start interlocking production is provided in order to enhance the interest of the game.

  Further, the false start interlocking effect is provided as an effect that the player cannot determine whether the start interlocking effect or the false start interlocking effect until the result is notified.

  Also, if the false start interlocking effect is not canceled, the interlocked effect that has not been canceled can be determined as the false start interlocking effect, so that the prohibited operation condition is not recognized by the player by canceling the false interlocking effect. I'm tired.

  In the above embodiment, the lottery means derives a predetermined lottery result from a plurality of types of lottery results including a specific lottery result (for example, special role 1 or special role 2) that is most advantageous to the player. The gaming table further sets a predetermined gaming state from a plurality of types of gaming states including a specific gaming state (for example, RT5) that is most advantageous to the player, and a specific corresponding to a specific lottery result by the stop control means. When a specific lottery result is derived by the game state setting means (for example, the main control unit 300) for setting the specific game state based on the control to stop the reel in the stop display mode, and the lottery means The specific lottery result carry-over means (for example, the main lottery means) that carries over the specific lottery result until the stop control means controls to stop the reel in a specific stop display mode. And the production control means sets the specific lottery result derivation state in which the specific lottery result is carried over by the specific lottery result carry-over means to a state where the predetermined condition is not satisfied, and the linked production is performed. In the game, the game table is characterized by controlling the production means so as to notify the fact that the specific lottery result derivation state is informed by the linked production when the specific lottery result derivation state is reached. Yes. Thereby, in the specific lottery result derivation state, it is possible to prevent a decrease in the interest of the game by not giving a penalty, and it is possible to notify that the specific lottery result derivation state is present without a sense of incongruity. That is, the fact that the linked performance is canceled recognizes that there is no sense of expectation for the profit (AT game or special game) obtained by the player at the time of cancellation. At this time, if the specific lottery result derivation state is inconsistent, there will be a contradiction between the performance and the internal state. As well as the control burden can be reduced.

  Further, in the above embodiment, the prohibited operation condition setting means sets the stop operation means that is operated first as the prohibited operation condition, and the effect control means is provided after the first operation of the stop operation means. There is an explanation of a gaming machine that is controlled so as to perform a notification to affirm or deny the establishment of the start condition by the interlocking effect. Accordingly, by reliably eliminating the contradiction between the result of the interlocking production and the establishment of the start condition, it is possible to prevent a decrease in the interest of the game, and it is possible to suppress a situation where the operation is performed under the prohibited operation condition. That is, if a notification that affirms the establishment of the start condition is given, there is a risk that the player will misunderstand and push the state in which the prohibited operation condition is not set, but such a situation can be prevented.

  In addition, the gaming table according to the present embodiment can be applied to other devices other than the gaming table. FIG. 27 is a diagram for explaining other devices. The game table according to the present invention is shown in FIG. 27 (a). “Insert bills into bill insertion slot 2002, execute lottery based on bet 2004 and start 2006 operation, and display lottery result on lottery result display device 2008. Then, at the time of winning, the number of bonus coins is added to the remaining credit number, and when cashout 2008 is selected, the casino machine 2000 issues a receipt from the receipt issuing machine 2010 with a code corresponding to the remaining credit number. It may be.

Furthermore, as shown in FIG. 4B, the cellular phone 2001 having a storage unit for storing the electronic data for realizing the present invention, and the electronic data for realizing the present invention as shown in FIG. The present invention may be applied to a portable game machine 3000 having a storage unit for storing the video data and a home video game machine 4000 having a storage unit for storing electronic data for realizing the present invention.
More specifically, the mobile phone 2000 in FIG. 5B includes an operation unit operated by a player, a data acquisition unit that acquires game-related data via a mobile phone line, and acquired game-related data (this book And a control unit that controls the game based on the data stored in the storage unit and the operation of the operation unit.

  The portable game machine 3000 in FIG. 6C includes an operation unit operated by a player, a data acquisition unit that acquires data related to the game from a predetermined storage medium (DVD or the like), and acquired data related to the game (the present invention). And a control unit for controlling the game based on the data stored in the storage unit and the operation of the operation unit. The home video game machine 4000 in FIG. 6C includes an operation unit operated by a player, a data acquisition unit that acquires data related to the game from a predetermined storage medium (DVD or the like), and acquired data about the game ( And a control unit that controls the game based on the data stored in the storage unit and the operation of the operation unit.

  Furthermore, as shown in FIG. 4D, the present invention may be applied to a data server 5000 that stores electronic data for realizing the present invention. In some cases, electronic data for realizing the present invention is downloaded from the data server 5000 to the home video game machine 4000 shown in FIG.

  In addition, a game can be executed by applying the present invention to a game program in which the operation of a real machine such as a slot machine is simulated for a home game machine. In that case, a DVD-ROM, a CD-ROM, an FD (flexible disk), or any other storage medium can be used as a storage medium for storing the game program.

  In the present invention, a slot machine and a pachinko gaming machine are given as examples of gaming machines. However, the present invention is not limited to this, and may be suitable for an arrangement ball gaming machine, a ball ball gaming machine, a smart ball, and the like.

110 Left reel 111 Middle reel 112 Right reel 137 Left stop button 138 Middle stop button 139 Right stop button 157 Production image display device 300 Main control unit 400 First sub control unit 500 Second sub control unit

Claims (4)

  1. Stop operation means that is provided for each of the reels that are provided with a plurality of symbols and are driven to rotate, and that individually stops the reels;
    Lottery means for deriving a predetermined lottery result from a plurality of predetermined lottery results;
    Stop control means for controlling the stop of the rotating reel based on the operation result of the stop operation means and the lottery result of the lottery means;
    Directing means for performing games,
    Effect control for controlling the effect means so as to perform a plurality of types of effects related to the game, including a notification effect for notifying the operation condition of the stop operation means and a linked effect in which effects that are continued over a plurality of consecutive games are performed. Means,
    A notification game setting means for setting a notification game in which the notification effect is performed, which is started at a timing when a predetermined start condition is satisfied and continues until a predetermined end condition is satisfied;
    Prohibited operation condition setting means for setting a predetermined operation condition as the prohibited operation condition among the operation conditions of the stop operation means;
    Prohibited operation condition determination means for determining whether or not the operation result of the stop operation means matches the prohibited operation condition;
    In a state where the start condition is satisfied at a predetermined timing, when the operation result of the stop operation unit is determined by the prohibition operation condition determination unit to coincide with the prohibition operation condition at a timing before the predetermined timing, Penalty giving means for giving a penalty that does not start the notification game at the predetermined timing;
    A game machine equipped with
    The production control means includes
    The effect means is controlled to perform a start-linked effect that is continuously performed until the specific game where the start condition is satisfied as the linked effect, and an announcement is made to affirm that the start condition is satisfied in the specific game, and In a game in which a start interlocking effect is performed in a state where a predetermined condition is established, in the prohibited operation state in which the operation result of the stop operation unit is determined to match the prohibited operation condition by the prohibited operation condition determination unit If not, the effect means is controlled to continue the start-linked effect, and the effect means is controlled to stop the start-linked effect when the prohibited operation state is entered. A game table.
  2. The game stand according to claim 1,
    The production control means includes
    The effect means is controlled so as to perform a false start interlocking effect that is performed continuously up to a predetermined game different from the specific game and performs a notification that denies establishment of the start condition in the predetermined game as the interlocked effect. In the game in which the false start interlocking effect is performed, the effect means is controlled to continue the false start interlocking effect when it is not in the prohibited operation state, and the prohibited operation state is entered. In this case, the stage is controlled so as to stop the false start interlocking effect.
  3. The game table according to claim 1 or 2,
    The lottery means
    A predetermined lottery result is derived from a plurality of types of lottery results including a specific lottery result that is most advantageous to the player.
    The game table further comprises:
    A predetermined game state is set from a plurality of types of game states including a specific game state that is most advantageous to the player,
    A gaming state setting means for setting the specific gaming state based on being controlled by the stop control means to stop the reel in a specific stop display mode corresponding to the specific lottery result;
    When the specific lottery result is derived by the lottery means, the specific lottery result carry-over means for carrying over the specific lottery result until the stop control means controls to stop the reel in a specific stop display mode. And comprising
    The production control means includes
    The specific lottery result derivation state in which the specific lottery result is carried over by the specific lottery result carry-over means is set to a state in which the predetermined condition is not satisfied, and the specific lottery result derivation is derived in the game in which the linked performance is performed. When the state is reached, the stage is controlled so as to notify the fact that the specific lottery result derivation state is obtained by the interlocking effect.
  4. The game table according to claim 1, wherein
    The prohibited operation condition setting means includes:
    The stop operation means that is operated first is set as the prohibited operation condition,
    The production control means includes
    A game table, wherein after the first operation of the stop operation means is performed, control is performed so as to make a notification to affirm or deny the establishment of the start condition by the interlocking effect.
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JP2013248501A (en) * 2013-08-06 2013-12-12 Daito Giken:Kk Game machine
JP2014079346A (en) * 2012-10-16 2014-05-08 Olympia:Kk Game machine
JP2014104074A (en) * 2012-11-27 2014-06-09 Sophia Co Ltd Slot machine
JP2014140499A (en) * 2013-01-23 2014-08-07 Sanyo Product Co Ltd Game machine
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JP2014161386A (en) * 2013-02-21 2014-09-08 Daito Giken:Kk Game machine
JP2014188314A (en) * 2013-03-28 2014-10-06 Olympia:Kk Game machine
JP2015083255A (en) * 2015-02-04 2015-04-30 株式会社ソフイア Slot machine
JP2015116290A (en) * 2013-12-18 2015-06-25 サミー株式会社 Slot machine
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JP2015195940A (en) * 2014-04-01 2015-11-09 株式会社ユニバーサルエンターテインメント Game machine
JP2016039956A (en) * 2015-11-04 2016-03-24 株式会社藤商事 Game machine
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JP2003033464A (en) * 2001-07-19 2003-02-04 Sankyo Kk Slot machine
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Publication number Priority date Publication date Assignee Title
JP2014079346A (en) * 2012-10-16 2014-05-08 Olympia:Kk Game machine
JP2014104074A (en) * 2012-11-27 2014-06-09 Sophia Co Ltd Slot machine
JP2014140499A (en) * 2013-01-23 2014-08-07 Sanyo Product Co Ltd Game machine
JP2014147640A (en) * 2013-02-04 2014-08-21 Sankyo Co Ltd Slot machine
JP2014161386A (en) * 2013-02-21 2014-09-08 Daito Giken:Kk Game machine
JP2014188314A (en) * 2013-03-28 2014-10-06 Olympia:Kk Game machine
JP2013248501A (en) * 2013-08-06 2013-12-12 Daito Giken:Kk Game machine
JP2015116290A (en) * 2013-12-18 2015-06-25 サミー株式会社 Slot machine
JP2015195941A (en) * 2014-04-01 2015-11-09 株式会社ユニバーサルエンターテインメント Game machine
JP2015195940A (en) * 2014-04-01 2015-11-09 株式会社ユニバーサルエンターテインメント Game machine
JP2015083255A (en) * 2015-02-04 2015-04-30 株式会社ソフイア Slot machine
JP2016192995A (en) * 2015-03-31 2016-11-17 株式会社大都技研 Game machine
JP2016039956A (en) * 2015-11-04 2016-03-24 株式会社藤商事 Game machine

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