JP2013176527A - Game machine - Google PatentsGame machine Download PDF
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- JP2013176527A JP2013176527A JP2012117950A JP2012117950A JP2013176527A JP 2013176527 A JP2013176527 A JP 2013176527A JP 2012117950 A JP2012117950 A JP 2012117950A JP 2012117950 A JP2012117950 A JP 2012117950A JP 2013176527 A JP2013176527 A JP 2013176527A
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PROBLEM TO BE SOLVED: To provide a game machine or the like imparting stimulation to a player by imparting an expectation feeling wherein the player can acquire a benefit such as an AT game number or an AT set number by oneself.SOLUTION: In a game machine, a sub control part 160 determines a clearness condition of a mission winning game in step S800. When a drum part 2 determined by a lottery in step S820 and a stop button part 10 corresponding to the drum part 2 selected by a player coincide, a correct number is counted up by 1 in step S840. An AT lottery is performed in a lottery table corresponding to the correct number in step S850, and it is decided whether or not the clearness condition of the mission winning game is satisfied in step S860. When the clearness condition is satisfied, the game machine transfers to step S890 to be in an in-ART-preparation state, a main control part 100 performs a variable display game. Thereafter, the game machine passes through a preparation stage, and an ART game is started by a plurality of pieces of winning of a special replay symbol combination.
The present invention relates to a gaming machine such as a slot machine (rotating game machine) called a pachislot using a medal as a game medium or a pachilot using a pachinko ball as a game medium.
In the present invention, the control steps or control procedures for realizing the method are as follows: semiconductor memory, LD (laser disk), HD (hard disk), FD (flexible disk), MD (mini disk), CD (Compact disc), DVD (digital versatile disc or digital video disc), or a program (for example, game software) recorded on an information storage medium such as a blue ray disc itself.
In recent years, games using a swivel type game machine called a pachislot machine have been actively performed in conventional pachinko halls and pachislot halls. There is also a spinning-type game machine called a pacilot (or parrot) that performs the above-described spinning-type game using a pachinko ball used in a pachinko machine (bullet-type game machine) as a game medium. In video game machines such as amusement facilities, and PCs and game machines of general households via the Internet, a substitute game called a token (ie, “game medium”) is used to make a revolving game. A simulation game is being simulated.
For example, in the above-described normal game of a spinning-reel game machine, when a player operates a start lever after inserting a predetermined number of game medals (game media or tokens), a bonus, a plurality of small roles, or a replay is performed at that timing. Perform an internal lottery (or “internal lottery”) for a combination (replay) and rotate multiple drums (mostly three or four reel drums) from top to bottom to While starting a variable display game that fluctuates a plurality of symbols displayed (drawn) on the trunk (usually, the plurality of symbols are drawn on a reel tape and pasted on each drum), When the player operates the stop button corresponding to each drum, and the symbols such as bells, watermelons, cherries, etc., which are won internally, are displayed on the active line in a predetermined combination, a prize is awarded. degree When the game medals are paid out, if the replay symbol is displayed on the active line and the replay (re-game) is activated, the game medals will not be inserted (or the number of games inserted in the previous game will be inserted as it is) next time. It becomes a re-playing state where the normal game can be performed.
In particular, when a big bonus is won internally as a result of the internal lottery of normal games, and a specific symbol (for example, a red 7 symbol or a blue 7 symbol) is stopped and displayed on the active line by a reel drum stop operation. In addition, a large bonus game mode (BB game mode: an accessory continuous operation device), which is the most advantageous game mode for the player, is entered, and a large number of game medals can be acquired at once. In addition, when the regular bonus is won and the bar symbols are arranged on the active line as a specific symbol, a regular bonus game (RB game) is executed, and although it does not reach the BB game, a corresponding game medal can be obtained. In any case, for a player, the establishment of these bonus games is the greatest concern in the revolving game. When a bonus game is won or released as a result of executing the internal lottery, a special symbol (7 symbols or bar symbols) is stored by setting a bonus flag in a data storage area such as RAM or RWM. Until these are complete, the flag is carried over to the subsequent variable display game.
By the way, the conventional swivel-type game machine (No. 4) is relatively high in euphoria, and in order to suppress it, a law on customs business regulations and optimization of business (final revision: May, 1995) Law No. 55 of the 30th) was enforced and applied to the latest spinning machine called Unit 5.
For example, in the No. 5 spinning cylinder game machine, the play rate (short term, medium term, long term) is regulated very finely by the rules, and in the big bonus game (BB game), the number of game medals obtained, etc. The game ends when the number exceeds a predetermined number (for example, 360 or 480). In the regular bonus game, although it does not reach the BB game, the game ends when about a few dozens are obtained. In other words, the upper limit on the number of payouts and the increase rate of medals in a single bonus game are limited to a low level due to the rule revision.
In addition, the bonus stock function for continuously releasing bonuses (continuous change), which should be said to be the biggest feature of the conventional swivel-type game machine (No. 4), is also prohibited by the same rule. The device and preference given to the machine itself are lost, and naturally, the gameability and gambling are extremely reduced, and the player (slotter) who has been a good customer is moving away.
However, even in such a strict regulatory situation, some deregulation has been made, and as a result of this, a new device was developed, and as a result, a slot machine equipped with an ART function (assist replay time function) was developed. . This ART function is a symbol stop operation procedure (the operation sequence of the stop switch and the operation timing for aiming the color of the bonus symbol) for winning the internal winning small role in the high probability replay state where replay is easy to win. ) With a liquid crystal display and voice, and is a function to assist (assist), and is currently the mainstream of the No. 5 slot machine.
By the way, as an AT original technology developed by the applicant (Japanese Patent No. 4428725), if a single symbol small part is elected internally and the operation procedure of the stop button is correct, a predetermined symbol (for example, a bell symbol) is won on multiple lines. On the other hand, there is a method of stopping on a small number of lines with an incorrect answer. Then, when the AT is won, the player is notified of the correct operation procedure, and the number of medals obtained is differentiated. Furthermore, since a large number of medals can be obtained without reducing the hand-held medals during RT, it is possible to create a wave of balls and improve gambling.
In addition, as the applicant's original technology, a bonus with a small number of payouts is frequently won, and the operation procedure and timing of the stop button are notified during AT, thereby releasing the bonus and acquiring a large number of medals. (Patent No. 4679654, Patent No. 4597249, Patent No. 4600944: Called pseudo-probability or neostock).
However, in this pseudo-probability change technology, when a bonus combination is elected alone, the bonus symbols are automatically arranged regardless of the stop operation. I won to win the bonus role.
In addition, even if the bonus combination has already been won and the bonus flag is set, if the replay is won at the same time by random lottery, the replay symbol will be drawn preferentially and the replay will always win, so the bonus combination cannot be won. .
In other words, since the area that should be lost is the winning area for one small role, the lost area is small, and the RT state that is preferable for the player becomes a non-continuous state where the bonus combination cannot be released.
A first object of the present invention is to provide a gaming machine or the like that can give a sense of expectation that the number of AT games or the number of AT sets can be obtained on its own and can stimulate a player.
Furthermore, the present invention fuses 2 types BB and ART technology, and changes the probability that specific symbols (for example, bonus symbols, 7 white symbols, 7 red symbols) are arranged in 2 types BB according to the gaming state. It is to provide a gaming machine or the like that can stimulate a person.
It is another object of the present invention to provide a gaming machine or the like capable of maximizing the number of net increase per game by merging ART technology and pseudo-probability change technology. And it is providing the game machine etc. which a player can continue a game with a sense of expectation, even if ART does not win to the ceiling. Another object of the present invention is to provide a gaming machine or the like that can give excitement and excitement intensely by allowing the player to continue the ART by himself after the end of the ART.
Another object of the present invention is to provide a gaming machine or the like capable of reducing the aggression by irregular pressing by effectively giving a penalty when an operation other than forward pressing is performed in order to achieve these objects. .
And if the correct answer is made until the second stop operation, the AT technique that the AT small part wins will reduce the strategy, or the red 7 symbol etc. so as to impress the player with the pseudo-probable ART (NS-ART) winning It is intended to provide a technical machine or the like that displays the effect symbols in a straight line on the display window and performs intense heating effects using the effect symbols during the freeze state.
In order to achieve the above object, the gaming machine of the present invention according to claim 1 performs a lottery drawing in a variable display game in which a plurality of symbol sequences in which a plurality of symbols are drawn is changed by a start operation, In a gaming machine that displays a plurality of symbols on a display window by individually stopping a varying symbol sequence according to the operation of a stop switch provided corresponding to the plurality of symbol sequences and the result of the role lottery. When a game start condition is satisfied, a determination means for determining the number of mission games and a mission clear condition, a target game start means for starting a target game that applies a first variable symbol sequence among a plurality of symbol sequences, A symbol row selection means for selecting one symbol row from the plurality of symbol rows during a freeze effect performed from the start operation of the variable display game until the rotation speed of the plurality of symbol rows becomes constant; During a freeze effect, a symbol sequence starting means that first changes one symbol sequence from among a plurality of symbol sequences, a symbol sequence that is first changed by the symbol sequence starting means, and a symbol sequence selected by the symbol sequence selecting means A counting means for counting the number of times the two match, and a privilege granting means for granting a privilege when the number counted by the counting means satisfies the mission clear condition.
The gaming machine of the present invention according to claim 2 is a gaming machine according to claim 1, wherein the gaming machine according to claim 1 performs a lottery using a lottery table corresponding to the number of times counted by the counting unit, and a bonus granting unit that grants a bonus when winning. It is characterized by comprising.
A gaming machine according to a third aspect of the present invention is the gaming machine according to the first or second aspect, wherein the privilege includes the number of sets or games that activate the assist function, the improvement of the continuation rate of the assist function lottery, The number of assist functions is set to increase the winning rate of the number of games or the number of games, the number of bonus ceiling games decreases, or the stock bonus is released.
According to the gaming machine according to the present invention, since a privilege such as ART is given according to the number of times that the symbol row (reel drum) that fluctuates first is applied, the player is excited and impressed by the fact that he / she has acquired it by himself / herself. Remember.
According to the gaming machine according to the present invention, the continuous lottery and the number of ART games are drawn at the timing when the special button 14 is pressed, so that the player can acquire the number of ART games by himself / herself and thus feels excitement and excitement.
According to the gaming machine according to the present invention, the probability that a specific symbol (for example, a red seven symbol) is aligned in a bonus game is changed according to the gaming state (normal replay state or AT replay state) in which BB1 is won internally. Therefore, the player longs for BB1 to win in the maximum ART state (RT5), and when he actually wins, he can feel very hot.
Furthermore, there are the following effects. According to the gaming machine according to the present invention, when a cherry role (AT ceiling count small role) wins in a bonus game instead of a conventional simple digest game number ceiling, a lottery is performed to determine an AT ceiling point, and a high score is obtained. In such a case, since the ceiling is reached at once, the player can always continue the game with a sense of expectation. In addition, because the scoring rate is different due to the two types of cherries, the player's sense of power increases. Also, a bonus image is won during ART, and the cherry image or the number of cherries won is displayed on the display device for the amount of winning the cherry role (AT continuous lottery small role) in the bonus game. Since the continuous lottery result is notified every game, the player feels excitement and excitement.
According to the gaming machine according to the present invention, a bonus image is won during ART, and the cherry image or the number of cherry winnings is displayed on the display device for the amount of winning the cherry role (AT continuous lottery small role) in the bonus game. After the number of continuous games is over, the screen is switched to the judge screen and the continuous lottery result is notified for each game.
According to the gaming machine of the present invention, when the first replay combination is won internally during the bonus game in the AT replay state, only a predetermined amount or less of game media is paid out, so that the next bonus game can be performed. On the other hand, in the normal replay state, even if the second replay combination is won internally, game media exceeding a predetermined amount is paid out, so that a bonus game can be performed only once. As a result, the acquired number can be increased in the AT replay state, and conversely, the acquired number can be decreased in the normal replay state.
According to the gaming machine according to the present invention, in the case of the AT pressing part of the double pressing order type, the expected number of irregular pressing (other than forward pressing or scissor pressing) can be kept low even if the correct pressing order is 4 choices. Because it can, you can prevent capture by irregular pushing. Further, the expected number of forward presses or scissors presses can be reduced to 1 or less, and the proportion of unrestricted press order can be increased.
According to the gaming machine according to the present invention, in the variable display game with no bonus inside, the replay role operates with the highest priority. Not only does the number of medals not decrease, but also in the AT replay state, the two-pressing order type AT small part is elected and the pressing order is notified, so that the net increase per game can be greatly increased. Also, since the bonus combination is always won in the AT replay state and the bonus combination always operates without being missed in the variable display game, the bonus combination can be released frequently and continuously.
And even if the replay role is won in the variable display game after the bonus role is activated, the small role can be won, so not only can the player get a medal, but also after the bonus game ends Can maintain the AT replay state.
Replay means a combination of pictures that can be played in the next play without placing a bet in a pachislot machine. The name on the pachislot certification rules (rules for game machine certification and type certification, etc.) is re-game. In addition, as the “replay role” in the claims, a plurality of replay roles 1 to n can be simultaneously won, and any one of the replay roles has the highest priority (from the bonus role or the small role). (Also preferentially).
Replay means a combination of pictures that can be played in the next play without placing a bet in a pachislot machine. The name on the pachislot certification rules (rules for game machine certification and type certification, etc.) is re-game. In addition, as the “replay role” in the claims, a plurality of replay roles 1 to n can be simultaneously won, and any one of the replay roles has the highest priority (from the bonus role or the small role). (Also preferentially).
“Activation” is a word including a state in which a combination of symbols relating to replaying or a symbol relating to a continuous action device is displayed on an active line, and is synonymous with “winning” in a small role. .
Such a design is displayed Basic example:
As an example of the gaming machine or the like according to the present invention, a rotating type gaming machine is taken up, and this example explains in detail the basic configuration and basic operation of the rotating type gaming machine.
Such a design is displayed Basic example:
As an example of the gaming machine or the like according to the present invention, a rotating type gaming machine is taken up, and this example explains in detail the basic configuration and basic operation of the rotating type gaming machine.
FIG. 1 is a schematic front view of a swivel-type gaming machine ((A) is an overall view, (B) is an upper front view), FIG. 2 is a right side view thereof, and FIG. 3 is a perspective view of a design panel.
Reference numeral 1 denotes a swivel-type gaming machine body generally referred to as a “pachi-slot machine”, which is roughly divided into a housing 1a containing a rotating drum (drum unit 2) and a front door 1b (see particularly FIG. 2). .
The front door 1b is a main part that should also be called the face of a swivel-type game machine, and a unique metallic feeling is required for the creation of a high-class feeling and the demand for design, ordinary chrome plating, dark chrome plating, hard By adding gold plating, metalizing (plating), satin tone (plating), etc. to the resin material, the appearance is gorgeous and profound.
A transparent panel 21 is fitted on the front surface of the front door 1b. A design panel 22 is attached to the front door 1b inside the transparent panel 21.
The design panel 22 has an upper surface portion 22a to which a display effect device 11 (or a video display device) that performs various effects according to the game situation is fixed with screws, and an inner surface portion on which a window portion 3 (design display window) is formed. 22b and the lower surface portion 22c to which the light emitting display device (display LED block 4) is attached form a bottom surface portion 22d that is bent inward of the housing 1a, and a left side surface portion 22e and a right side surface portion 22f that connect the left and right of the bottom surface portion 22d. As a result, a substantially box-shaped space is formed (in particular, see FIG. 3).
On the bottom surface portion 22d, there are three-dimensionally projected decorations 23 or three-dimensional electric driving objects 24 driven in accordance with the progress of the game (for example, in relation to an internal winning combination in order to give a sense of expectation). There are motorized toys and doors that can be used for productions, bumpers that move up and down, or ships that swing, etc. However, there are cases where productions that are not related to the internal winning combination are simply performed.)
The front door 1b and the design panel 22 are formed by integrally molding a resin material with a mold. Generally, the molding method includes injection molding, extrusion molding, foam molding, vacuum molding, and the like, and the resin material is ABS. Various general-purpose resins such as these are used.
Reference numeral 2 denotes a drum portion (reel drum) built in the housing 1a, and is composed of three drums: a left drum 2a, a middle drum 2b, and a right drum 2c. Inside each of the drums, a rotating part symbol display LED (not shown) is provided, which emits light (turns on and blinks) or turns off according to various effects. That is, each drum is a symbol row that displays a plurality of symbols in a row from top to bottom, and in this case, a variable display game for changing three symbol rows (plural rows) is started. It should be noted that, in the case where symbols are displayed using a liquid crystal display device or the like instead of each drum, the game is a variable display game in which a symbol row on which a plurality of symbols are drawn is varied.
Reference numeral 3 denotes a window provided in the center of the front surface of the design panel 22 so that the symbols on the reel tape attached to the outer periphery of the drum unit 2 can be visually observed through the transparent panel 21. In this window portion 3, there are a total of five effective lines, which are three effective lines extending in the lateral direction and two effective lines intersecting obliquely, with the left drum 2 a and the middle drum 2 b and the middle drum 2 b and the right It is displayed prominently by a line connecting the drums 2c. However, the effective lines are not limited to the horizontal direction, the diagonal direction, and the number of lines, but are appropriately determined at the design stage, such as a V-shaped shape or a reverse small mountain shape. Note that a rotating part line display LED is embedded below the effective line, and lights or blinks when winning or operating.
Reference numeral 4 denotes a display LED block provided below the window 3 and on the lower surface of the design panel 22, and as will be described later, an insertion number LED 4a, a medal storage number display LED 4b, a medal payout number display LED 4c, and a replay display LED 4d. And a display LED group of error display LEDs 4e.
Reference numeral 5 denotes a medal insertion unit, which is a game medal for starting a variable display game for rotating and stopping the drum unit 2 (rotating drum) (a game medium, sometimes referred to as “coin” or simply “medal”). A medal insertion slot is provided. Note that a left light transmitting portion 5a and a right light transmitting portion 5b are provided on both sides of the medal insertion portion 5, and the medal is received by light from a plurality of light sources (for example, LEDs) attached to the lower left and right. When it is impossible to insert, it is red (first color). On the other hand, when a medal can be inserted and displayed for addition for gaming, it is blue (second color). When it is displayed for addition on the medal storage device, it is green. Lights in (third color). However, if a medal cannot be inserted, it may be turned off. In the game software, the game medium is data (for example, the number of inserted medals, credit value data, or token) that means a game medal or a game coin, and an actual game medal or game coin is inserted from the medal insertion unit 5. Is not to be done.
The medals inserted from the medal slot are counted by a medal sorting device (also referred to as a “selector”, not shown), and the number of medals successfully inserted is added to indicate the number of inserted LEDs 4a of the display LED block 4. Alternatively, it is displayed on the medal stored number display LED 4b.
An adjustment button 6 is used for starting and releasing a medal storage device (not shown) and paying out the inserted medal and the stored medal.
Reference numeral 7 denotes a 1-bet button, which is used when inserting one stored medal of the medal storing device in order to play a game. In some cases, the 1-bet button 7 is not provided. Further, on the left side of the 1-bet button 7, a cursor operation in the vertical and horizontal directions and a cross key (not shown) necessary for viewing history information may be provided.
A maximum bet button 8 is a maximum inserted number (one piece) defined according to the gaming state, such as when a maximum of three stored medals in the medal storage device are inserted to play a game, or during a bonus game. (Or 2 sheets). Note that an LED is provided inside the max bet button 3, and lights up when the max bet button 3 is operable.
Reference numeral 9 denotes a start lever (a part of the spinning cylinder rotation starting device), which is used when the drum unit 2 is started all at once after inserting a predetermined number of game medals necessary for playing a game. An LED is provided around the start lever 9, and is lit when the start operation is possible. In addition, the start lever 9 is set to a desired setting value selected from step values 1 to 6 (or four step jump numbers 1, 3, 5, 7 and the like) when setting the stage of the payout rate. Used when confirming.
Reference numeral 10 denotes a stop button portion (also referred to as a “stop switch” as a synonymous name), which is used to stop the rotating drum portion 2. The stop button portion 10 is composed of three button groups (there are rarely four cases) including a left stop button 10a, a middle stop button 10b, and a right stop button 10c, and the drum portion 2 stops while rotating. By operating the button unit 10, the left drum 2a, middle drum 2b, and right drum 2c corresponding to each button can be stopped. When the rotation of the three drums, the left drum 2a, the middle drum 2b, and the right drum 2c, reaches a predetermined speed (about 80 rpm) and the stop button unit becomes operable, the stop button 10a, the stop button The LEDs built in 10b and the stop button 10c are lit. Further, when the left stop button 10a, the middle stop button 10b, and the right stop button 10c are used as the direction input means, it is possible to sequentially correspond to the left direction, the upward direction, and the right direction input, respectively.
11 is a display effect device composed of a color display using a cathode ray tube, an LCD (liquid crystal display), a PDP (plasma display panel) or an FPD (flat panel display) such as an organic EL (electroluminescence), Various video effects related to the spinning game and notification of required information can be performed. Regardless of whether or not dedicated glasses are used, 3D display devices that can display stereoscopic images in 3D display have recently been manufactured at a low cost, and 7D and other effect images are projected in a reach state or a big hit state. Gaming machines that adopt the are becoming mainstream.
A speaker unit 12 includes four speakers, an upper left speaker 12a, an upper right speaker 12b, a lower left speaker 12c, and a lower right speaker 12d. During changing of sound effects and step set values according to various effects, or the front door A warning sound is generated when 1b is open or when a trouble occurs. When a serious trouble (selector error, hopper error or RAM error, but door opening is not included) occurs, the error display LED 4e is turned on together with a warning sound.
Reference numeral 13 denotes a game state display LED unit, which is an upper state display LED 13a provided at the top of the display effect device 11, an upper left state display LED 13b, an upper right state display LED 13c, a left middle state display LED 13d and a right middle It is composed of a status display LED 13e, a lower left status display LED 13f, a lower right status display LED 13g, and a middle lower status display LED 13h, and various light effects can be effectively performed. Further, the flashing is repeated as a warning display when the step set value is being changed or when the front door 1b is open or when a trouble occurs.
Since this game state display LED part 13 (13a-13h) is arrange | positioned so that the outer periphery of the front door 1b may be made to go around substantially the circumference, a colorful light is not interrupted with respect to a player, and an outer periphery collar part is tangled. It is possible to effectively perform a light effect such as turning. In particular, the upper state display LED 13a provided at the upper center position of the front door 1b (upper center position on the front surface of the gaming machine main body) is called a top lamp, and is unique to the internal winning or winning rare prize. It plays a central role in the light production that emits light in color and informs the player of the winning combination and so on, and raises the expectation.
FIG. 1B shows an embodiment of a rotating type gaming machine housing in which a logo panel portion 17 to be described later is eliminated, and the top lamp 13a is enlarged to that extent. This top lamp 13a is a variable display game that fluctuates the drum part, and when the internal winning combination is determined in advance by lottery and the three drum parts are stopped by operating the stop switch, it corresponds to the internal winning combination or winning combination. Lights off in a unique color (cherry is red, plum is purple, bell is yellow, and replay is blue), then turns off during the interval until the next variable display game starts, or white that is different from the unique color It becomes a light emission state with neutral colors.
Note that a plurality of status display LEDs for notifying the bonus winning notification and necessary information may be provided in the left and right spaces (on the upper surface portion 22a) of the display effect device 11. In addition, an AT stock notification lamp for performing AT stock notification is provided in the left and right spaces (on the inner surface portion 22b) of the drum unit 2, and the left AT stock notification lamp is selected in the range of 1 to 9 AT stocks. When the number of AT stocks is 10 or more, the left and right AT stock notification lamps are lit.
Reference numeral 14 denotes a special button, which is information required for various games displayed on the display effect device 11 and its image effects (for example, an increase in power level gauge, display of bonus formation symbols, machine gun operation of fighters, The input information such as the bomb drop or the moving direction of the characters is input by one operation or repeated hitting by the player himself / herself. In particular, when the special button 14 is won in the AT stock lottery, it flashes with the sound of “BeeBee” to prompt the operation, and when the player hits the special button 14 with an expectation, the effect “Pakipaki Packin” A sound is generated and the AT stock notification lamp lights. Note that the information input by the special button 14 is given to a sub-board (sub-block), which will be described later, and is used only for various images and sound effects, so it does not affect the game result.
Reference numeral 15 denotes a tray, and game medals paid out from the medal payout device 18 (see FIG. 4) are discharged from the medal payout outlet 16, and can receive up to about several hundreds.
Reference numeral 17 denotes a logo panel unit, which is used to display various trademarks such as a manufacturer name or model name as required.
19 is a door key hole. When the front door 1b of the swivel type gaming machine main body 1 is opened by the door key, the stop state (the state in which the operation for the medal type game is disabled) and the cancellation of the game due to an error are performed. Used when releasing.
Reference numeral 20 denotes a return button (formally called “inserted medal clogged return button”), and a game medal packed in a game medal selector (not shown) through which the game medal passes following the medal insertion unit 5 Used when returning from the payout exit 16.
3A, the design panel 22 shown in FIG. 3A includes an upper surface portion 22a on which a display effect device attaching portion 22j for attaching the display effect device 11 is formed, and a window portion 3 (the symbol display window 3). ) And the lower surface portion 22c to which the display LED block 4 described above is attached form a bottom surface portion 22d, and a decorative object or a three-dimensional electric drive projecting three-dimensionally on the upper surface. Things are provided.
Further, the left side surface portion 22e and the right side surface portion 22f connecting the bottom surface portion 22d form a substantially box-shaped shape (or a substantially ship-shaped shape), and a space recessed inside is formed, and the upper and lower portions are attached to the front door 1b. An upper mounting portion 22g and a lower mounting portion 22h in which a plurality of mounting holes are formed are provided. By sticking a decorative seal to the five inner surfaces including the bottom surface portion 22d, the left side surface portion 22e, and the right side surface portion 22f, in particular, the bottom surface portion 22d forms three substantially flat surfaces. However, since the decorative object 23 and the electric driving object 24 are provided, it is natural that there are irregularities.
Reference numeral 4a denotes an insertion number LED, which displays the number of game medals inserted from the medal insertion unit 5 or by the max bet button 8 or the 1 bet button 7 in order to play a game.
4b is a medal stored number display LED for displaying the number of credits (stored number) of game medals within a predetermined maximum number of 50, for example. Also, a payout effect display at the time of settlement of stored medals is performed.
4c is a medal payout number display LED, which displays the number of payout medals at the time of winning. Also, the stage setting value of the payout rate and the error code during stopping or when an error occurs are displayed.
4d is a replay display LED which lights up when replay is activated in the variable display game.
4e is an error display LED, which lights up when a serious trouble (for example, trouble other than door opening) occurs.
The design panel 22 shown in FIG. 3 (B) is different from that in FIG. 3 (A) in that an uppermost surface portion 22i is provided as a further bent surface (a collar). The provision of the uppermost surface portion 22i is advantageous in that the attached display effect device 11 can be easily seen by the player and the design panel itself is further strengthened.
FIG. 4 is a schematic diagram of the internal structure of the spinning cylinder game machine.
A drum portion 2 and a medal payout device 18 (medal hopper 18) are disposed below the drum portion 2 in the center portion of the casing 1a of the spinning cylinder type gaming machine main body 1.
A reflection plate 27 is provided at the upper right portion of the housing 1a, and a photosensor is provided at a corresponding position of the front door 1b. When the front door 1b is closed, LED light emitted from the photosensor is reflected. While reflected by the plate and detected by the phototransistor, the reflected light is not detected in the opened state, so that the open / closed state of the front door 1b can be detected.
Reference numeral 28 denotes a power supply unit. When the power switch 28c is turned on, power is supplied to each circuit block, and a variable display game can be played after initial check and initial setting.
Reference numeral 28a denotes a setting key switch (also referred to as a setting change permission switch), which is used when performing a stage setting operation of the payout rate and confirmation of a stage setting value. By inserting the operation key into the key hole 28d and rotating it, the state can be changed from OFF to ON or vice versa.
28b is an error release switch, which is used when setting the stage of the payout rate or when canceling the game stop due to an error.
4c is a medal payout number display LED which displays a step setting value of the payout rate. The value is incremented by 1 every time the error canceling switch 28b is pressed, and after “6” is displayed, “1” is displayed. Return and display turnaround.
FIG. 5 is a block diagram of a control circuit system of a spinning cylinder type gaming machine.
The control circuit system is roughly divided into a main block (main board: a part not enclosed by a broken line) and a sub block (sub board: a part enclosed by a broken line), while the main block performs control related to a game result. The sub-block is responsible for control related to various effects that attract the player's interest and interest, such as game progress and announcement / display of the internal lottery result. Note that the sub-block notifies the stop operation procedure (the operation order and operation timing of the stop button unit 10) of avoiding the small role winning or the falling replay when the ART is activated.
Reference numeral 100 denotes a main control unit, which is an integrated one-chip microcomputer (for example, LE4280B-PA-G1 manufactured by EL Tech Co.) equipped with a microprocessor with a built-in CPU. ROM 101 for storing a control program describing a control procedure, and RAM 102 (RWM: also referred to as rewritable memory, which is formed with a counter, a register, etc. and temporarily stores information necessary for control. Are also included). As will be described later, even if the power switch 28c is turned off or the power cord is disconnected, the RAM 102 retains all the control data stored by the RAM backup power source that is always supplied via the power connector. However, when the power connector itself is removed, power is not supplied, so the control data is erased (all cleared or reset to 0) or meaningless information.
The main control unit 100 includes a start SW sensor 110 (start switch sensor 110), a stop button sensor 120, a medal detection sensor 130, and a bet button sensor 140 via an I / O port (not shown) and a data bus. The stage setting unit 150 and the stop setting unit 180 are connected, and the main control unit 100 is configured to be able to receive input signals from these.
The main control unit 100 is connected to the drum unit 2, the medal payout device 18, and the display LED block 4 via an I / O port (not shown) and a data bus. These devices can be controlled by transmitting and receiving output signals.
The main control unit 100 extracts one of the random numbers (values 0 to 65535) continuously generated by the built-in random number generation unit 103 in accordance with the operation of the start lever 9 by the player. A lottery is performed, and the drum section 2 (left drum 2a, middle drum 2b, and right drum 2c) is a three-row (multiple-row) symbol row on which a plurality of (usually 20 or 21) symbols are drawn. The symbol variation display game is started by rotating. For example, in the random lottery, when any of the paying small roles such as bell, cherry, watermelon or plum is won internally, and the player performs the stop operation of the stop button unit 10, the main control unit 100 follows the operation order. The drum unit 2 is sequentially stopped at a predetermined position. As a result, if a predetermined symbol is displayed side by side on any of the five active lines of the window portion 3, a winning is achieved. However, the number of active lines is not limited to five, but changes according to the number of inserted medals, or increases / decreases as appropriate according to design specifications and gaming conditions.
For example, assuming that the number of game media payouts specified according to the type of winning is 1 bell, 2 cherries, 5 watermelons and 8 plums, only the bell symbol is displayed side by side on the second line. Then, the main control unit 100 pays out one piece as a bell prize. If the specified number of throws is 3, even if the bell wins, it will be minus 2 minus. Even if it is stopped on the active line, medals can be consumed. On the other hand, if the bell symbol is displayed side by side on the second line and the plum symbol is displayed on the third line, the main control unit 100 pays out a total of nine bells for one winning bell and eight plums. 6 plus dividends.
A sub-control unit 160 is connected to the main control unit 100 via an I / O port (not shown) and a data bus, and control data (for example, coin insertion data, A lottery result, winning status data, step set value data, data indicating a switch operation state of the step setting unit 150, and the like) are output to the sub-control unit 160.
Similar to the main control unit 100, the sub-control unit 160 is an integrated one-chip microcomputer equipped with a microprocessor with a built-in CPU. A counter, a timer, a register, and the like are formed, and a RAM 162 that temporarily stores information necessary for control received from the main control unit 100 is provided. This ROM 161 stores a plurality of BGM (Background Music) data. In particular, during the bonus game, a specially arranged BGM is displayed according to the production scene in order to enhance the player's feelings. Selected and played as appropriate. The main control unit 100 and the sub control unit 160 do not need to be provided separately, and may be a single control unit.
The sub-control unit 160 has a display effect device 11, a speaker unit 12, a gaming state display LED unit 13, an input SW unit 25 (input switch unit 25), via an I / O port (not shown) and a data bus. The timer unit 26, the operation direction sensor 111, the special button sensor 112, and the door abnormality signal output device 113 are connected, and the sub-control unit 160 receives input signals from these devices and outputs necessary data and signals. Various controls can be performed.
The sub-control unit 160, based on the inserted number data, the paid-out number data, and the variable display game number data in the control data transmitted from the main control unit 100, the difference display number after initialization and the variable display game digested after the bonus The number of times is counted. When the counted difference number or number of times reaches a predetermined number, an AT stock lottery or a selection game is activated. At this time, the sub-control unit 160 displays on the display effect device 11 "Do you want to start the selected game? If you want to start, please hit the special button repeatedly."
This AT stock lottery draws the number of stocks in a range of, for example, 0 to 127, 0 is lost, and 1 to 127 is won. If 127 is won, a minimum of 127 consecutive chunks will be determined. However, since AT stock lottery is executed even when AT is stocked, it can be further added and stored up to MAX10000. However, these are merely examples based on design specifications, and are not limited to these numerical values.
Further, the sub-control unit 160 confirms whether or not to execute the selected game, and when the player hits the special button repeatedly, receives a pulse signal corresponding to the number of repeated hits, and the number of pulses is a predetermined number of 8 times or more. When the number is reached, a selection game lottery is performed to determine a winning number (for example, “0” or “1”). When the selected game is activated, “O or X” or “Left or Right” or the like is displayed on the display effect device 11 corresponding to the left stop button 10a and the right stop button 10c, respectively, and the selection operation is performed to the player. Prompt. For example, when “0” is won in the selected game lottery result, if the player operates the left stop button 10a and selects the corresponding “O” or “Left”, the selected game is won. Then, when the sub-control unit 160 determines that the winning is made, in the subsequent variable display game, until the number of game media increases according to the inserted number, the difference number, or the number of variable display games, or the AT stock lottery (1 to 127). The AT function (a function for notifying auxiliary information by the notification means) is activated for the number of times selected in the (number).
On the other hand, if the player operates the right stop button 10c and selects the corresponding “X” or “Right”, the selected game is lost. If the sub-control unit 160 determines that it is a loss, the sub-control unit 160 initializes the difference number or the number of variable display games without activating the AT function, and returns to the start. As a result, even if the player is in a state of humiliation, if he wins in the selected game, he can recover more than he has been losing until now, or Dalian can, and can expect a one-time reversal. In the above, the two choices are doubled by winning, but if there are five choices, it is possible to return five times when winning, and if the player can select the magnification, the preference is further increased. Increase.
In response to the start operation of the start lever 9, the sub-control unit 160 executes random number lottery internally, and receives a lottery, replay, small game, or lose result notification, and the lottery result is sent to the player. Before the notification is made, an effect lottery is performed as to whether or not to produce an effect on the display effect device 11, the speaker unit 12, and the game state display LED unit 13. When the sub-control unit 160 is won in the effect lottery, the sub-control unit 160 selects an effect image to be displayed from the plurality of effect images stored in the ROM 161 and outputs the selected effect image to the display effect device 11.
In particular, as will be described later, the sub-control unit 160 has an AT stock, and when a push order small combination (a plurality of first small combinations and a plurality of push order prescribed small combinations) is won internally, Assist information (auxiliary information) for aligning the first small role symbol (for example, bell symbol) being selected on the active line is displayed on the display effect device 11. As a result, the player can easily win the first small role.
Here, returning to FIG. 5, the operation direction sensor 111 outputs a direction signal corresponding to the up / down / left / right directions in which the start lever 9 is operated, and the sub-control unit 160 receives the direction signal, and responds to the direction signal. Various video effects and winning notifications are displayed on the display effect device 11 and sound effects are generated from the speaker unit 12.
The special button sensor 112 outputs an ON signal (for example, a HIGH signal) when the special button 14 is operated, and outputs an OFF signal (for example, a LOW signal) when the special button 14 is released, and the sub control unit 160 receives the ON signal. Depending on the timing and the number of times the pulse is received (referred to as continuous hitting), various games and video effects, winning notifications, etc. are displayed on the display effect device 11. Furthermore, sound effects such as bomb dropping and machine gun operation are generated from the speaker unit 12.
The door abnormality signal output device 113 is a device that detects the open / closed state of the door and outputs a control signal to the sub-control unit 160. When the main power supply is ON, an ON / OFF signal is generated according to the opening / closing of the front door 1b. In the state where the main power supply is OFF, it is driven by the power supplied from the sub power supply (backup battery), detects and stores the abnormal opening / closing of the front door 1b when the main power supply is cut off, and then the main power supply Even when the power is turned on, the sub-control unit 160 is notified of abnormal opening and closing when the main power is turned off. As a result, the sub-control unit 160 generates a warning sound when the main power is turned on even if the front door 1b is closed and appears to have no abnormality, so that the manager of the game hall recognizes the abnormal situation. Appropriate measures such as checking and inspection of gaming machines can be taken.
The medal detection sensor 130 includes a medal passage sensor and a proximity sensor (not shown), and outputs a number of pulse signals corresponding to the number of medals inserted from the medal insertion slot 5. The main control unit 100 receives this pulse signal, and executes counter logic processing at the rise and fall of the pulse signal, depending on the number of pulses in the inserted number LED 4a or medal reserve number display LED 4b in the display LED block 4. Control is performed to display the number of inserted sheets or the number of credits increased by a certain number.
The bet button detection sensor 140 includes a 1 bet button detection sensor 140a that outputs a pulse signal in response to an operation of the 1 bet button 7, and a max bet button detection sensor 140b that outputs a pulse signal in response to an operation of the max bet button 8. It is composed of two and is separately connected to two ports of the main control unit 100 (not shown in detail). The main controller 100 controls the number display of the input number LED 4a so as to correspond to the obtained pulse signal.
Further, when the player operates the start lever 9 after inserting a predetermined number of medals, the start SW sensor 110 outputs a start signal, and the main control unit 100 performs random number lottery or the like in response to reception of the start signal. A variation display game is started and a drive pulse signal is output to the drum unit 2. The game performed by operating the start lever 9 once is a variable display game of one game, and the player aims to increase the medal by acquiring a bonus game (big bonus or regular bonus). Repeat the game. Note that the bonus game means, for example, a first-type special combination (RB), a first-type special combination continuous operation, or a second-type special combination continuous operation.
Then, when the stop buttons 10a, 10b, and 10c are operated during the variable display game, the main control unit 100 stops the rotation of the rotating drum and establishes a predetermined winning combination (the symbols of each rotating drum are predetermined). When the medals are paid out when displayed in a predetermined combination, the payout number is displayed on the medal payout number display LED 4c in the display LED block 4, and this is added to the number of credits and the medal. The stored number is displayed on the LED 4b. When the payout operation is performed with the settlement button 6 or when the number of credits exceeds, for example, the maximum number of 50, the main control unit 100 controls the medal payout device 18 so that the required number of medals can be obtained as medals. It is discharged from the payout opening 16 and accumulated in the tray 15.
Further, the main control unit 100 outputs control data (event data) related to internal winning etc. to the sub-control unit 160 when a replay or small role, especially a bonus, is won internally. When the sub-control unit 160 receives control data from the main control unit 100, the lighting control of the gaming state display LED unit 13 and the control of a speech synthesis LSI (not shown) for generating sound effects from the speaker unit 12 are performed. In addition, various presentation operations such as display control of characters and background video in the display screen of the display presentation device 11 are performed.
150 is a stage setting unit, and by performing the stage setting operation of the payout rate, which will be described later, the hall side determines the stage value according to the collection status for a large amount of medals released at the event or new opening and improvement of profits. A desired set value can be selected from 1 to 6 (or jump numbers 1, 3, 5, 7, etc.).
Reference numeral 180 denotes a stop setting unit, and if it is on (or “1”), after the bonus game is over, the total of medals displayed on the inserted number LED 4a and the medal stored number display LED 4b is forcibly paid out and changed. The operation for performing the display game is disabled (stopped), and a warning sound is generated from the speaker unit 12. Recently, there are many slot machines not provided with the stop setting unit 180.
Reference numeral 25 denotes an input SW unit (input switch unit) for inputting various data. For example, a warning mode is set when a stage setting operation of the payout rate is performed, or a time period during which a warning is generated or not generated. Set up. The warning mode includes three modes: an on state or an off state of a warning generation function, and a timer state in which a warning is generated only during a set time period. The input SW unit 25 includes an initialization switch for initializing the sub-block and a volume switch used for switching the volume of the speaker unit 12, and functions when both are pressed simultaneously. ing.
Reference numeral 26 denotes a time measuring unit including a radio clock that receives absolute time data from a satellite or the like and keeps accurate time, and continues to output the time measured to the sub-control unit 160.
FIG. 6 is a block diagram of a control circuit system for controlling the drum unit.
The drum unit 2 includes step motors 30a, 30b, and 30c for controlling rotation of the three drums of the left drum 2a, the middle drum 2b, and the right drum 2c, and responds to the drive pulse signal from the main control unit 100. When the step motors 30a, 30b, and 30c are driven and the drive pulse signals are continuously supplied to the three phases at the same time, a suction force is generated and suddenly stops.
The step motors 30a, 30b, and 30c are four-phase 1-2 excitation methods, have a step number of 252 steps / rotation (1.43 degrees / step), and just when the main control unit 100 inputs 504 pulses of the drive pulse signal. Rotate once. The main control unit 100 returns one pulse of each index signal (reference signal or reference position signal) from each of the cylinder sensors 31a, 31b, and 31c formed of photo interrupters provided for each drum. The position of can be accurately grasped. That is, the resolution by one input pulse is 0.714 (degrees / pulse). When the resolution is further increased, the rotational position can be grasped in detail by managing the time from the input pulse to the next input pulse and the rotational speed.
FIG. 7 is a configuration block diagram of the drum unit.
Center portions of the left drum 2a, the middle drum 2b, and the right drum 2c, which are thick disk-shaped rotating bodies, are connected to the rotation shafts of the step motors 30a (not shown), 30b (not shown), and 30c, respectively. It rotates in the direction of the arrow shown (ie, from top to bottom). In addition, a left swirl belt 32a, a middle swirl belt 32b, and a right swirl belt 32c on which a plurality of types of symbols are drawn are attached to the outer peripheral portion of each drum. Is established (winning or operating) if the predetermined symbols are displayed on the window 3 along the active line. In addition, the star mark, + mark, plum mark (black circle mark) and triangle mark in the figure are shown for convenience, and are different from the actual ones. 7 symbols, bar symbol, bell symbol, watermelon symbol and cherry A symbol is generally used. In general, the rotator belt is called a reel tape.
Cylinder sensors 31a, 31b, and 31c (not shown) are provided for each of the step motors 30a, 30b, and 30c, and one index signal is returned from each cylinder sensor for each rotation of the step motor. It comes to come. The main control unit 100 always grasps the symbol number and the rotation angle (24 divisions / design) at the reference position (for example, the lowest position of the window 3) based on the index signal and the number of output drive pulse signals. ing.
FIG. 8 is a drum symbol arrangement table.
In each of the left drum 2a, the middle drum 2b, and the right drum 2c, a swirl belt (not shown) on which a left drum symbol, a middle drum symbol, and a right drum symbol are drawn so as to make a round at the outer periphery of each drum. It is attached to.
As shown in the illustration, each swirl belt has 21 differently arranged symbols. Big bonus symbols such as “Red 7” and “Blue 7” that act as bonuses, and various small part winning symbol cherry A watermelon, bell, and replay with replays are depicted. It should be noted that the discarded symbols do not constitute any role even when stopped on the active line, and for example, “N” is printed in a light gray circle in order to make the player inconspicuous.
FIG. 9 is a structural block diagram of the drum unit, and FIGS. 9A and 9B show the state in which the right drum 2c is controlled to be pulled in time series.
When the main control unit 100 receives the start signal of the variable display game, and the lottery result is won and the winning combination is won internally, the main control unit 100 performs pull-in control for drawing the symbol of the winning combination on the active line as much as possible. Do.
For example, in the so-called reach state in which the symbols “7, 7” are aligned on the effective line diagonally to the lower right of the left drum 2a and the middle drum 2b where the big bonus combination has been won internally, 4 frames above this effective line When the symbol “7” is located within (ie, within five frames including the symbol on the active line), when the right stop button 10c is stopped (see FIG. 9A), The control unit 100 performs pull-in control for forcibly drawing the symbol “7” onto the active line and aligning it so as to be a combination of “7, 7, 7” (see FIG. 9B).
On the other hand, even if one of the winning combinations is won internally by lottery, the player is not in an advantageous state unless a predetermined symbol corresponding to the winning combination is displayed on the active line. For example, a big bonus game (BB game) does not operate unless it is displayed as shown in FIG. This pull-in control is performed not only on the right drum 2c but also on the symbols of the left drum 2a and the middle drum 2b. The main control unit 100 performs stop control with reference to a stop table that defines the stop position of each drum in accordance with a random number lottery situation (internal winning or loss).
In the example of FIG. 9, in the reach state, the symbol “7” of the right drum 2 c is just 4 frames above and is lined up on the effective line as a target of the pull-in control. However, the pull-in control is not limited to four frames, and the number of pull-in frames can be increased / decreased by software control so as to be adapted to the design specifications or legal regulations. In addition, when the random number lottery result is a win in the general game, the sub-control unit 160 assists information (operation sequence and operation order) for stopping the rotation of the rotary drum so that the symbols are displayed in a predetermined combination by the pull-in control. Assist information such as operation timing (AT) is notified.
FIG. 10 is a configuration block diagram of the drum unit, and FIGS. 10A and 10B show the state in which the right drum 2c is controlled to avoid (or kick control) in time series.
The main control unit 100 receives the start signal of the variable display game, and when the lottery result is lost and the combination is not established (when all the combinations are not won internally), the main control unit 100 wins or operates on the active line. Avoidance control is performed to prevent the combination of symbols for a combination (bonus, small combination, replay).
For example, in the reach state (temple state) where the symbols “7, 7” are aligned on the effective line diagonally to the lower right of the stopped left drum 2a and the middle drum 2b without the big bonus combination being elected internally When the stop button 10c is operated in a state where the symbol “7” is located within one frame from the effective line by the “eye press” (for example, this is called “bita press”). A)), the main control unit 100 performs avoidance control for forcibly losing the symbol “7” by moving the symbol “7” one step ahead so that “7, 7, 7” is not aligned on the active line ( (See FIG. 10B). This avoidance control is performed not only for the right drum 2c but also for any of the symbols of the left drum 2a and the middle drum 2b, and the avoidance control is performed so that an unsuccessful small role symbol does not win. It is like that. These pull-in control and avoidance control (kick-off control) are performed by the main control unit 100 referring to a stop table according to the internal winning situation or by control control by a program.
FIG. 11 is a timing chart showing the relationship among the index signal, symbol position data (frame data), drive pulse signal, and stop button sensor signal.
FIG. 11A shows index signals output from the respective drum sensors 31a, 31b and 31c, and the main control is performed so that T1 becomes constant at 0.751 seconds (that is, 79.9 revolutions / minute). Controlled by the unit 100.
FIG. 11B shows the symbol position data of the rotating drum, and FIG. 11C shows the drive pulse signal.
The symbol position data is generated by dividing the drive pulse signal, and 1 is subtracted from the data every 24 pulses of the drive pulse signal. That is, with reference to the index signal, the symbol position data is “21” in the range of the driving pulse signal from 1 pulse to 24 pulses, the symbol position data is “20” in the range of the driving pulse signal from 25 pulses to 48 pulses, The symbol position data is “19” when the drive pulse signal is in the range of 49 to 72 pulses, the symbol position data is “1” when the drive pulse signal is in the range of 481 to 504 pulses, and the symbol position data is 21 to 1 Turn around. That is, the symbol position data returns to “21” after “1”.
The drive pulse signal is a drive pulse of a prescribed pattern that is input to the motor coil in order to rotate the rotating drum in a certain direction, and there are eight pattern numbers of patterns 0 to 7 as can be seen from the figure. When pattern numbers 0 to 7 are repeatedly applied to the motor coils 1 to 4 as this drive pulse signal three times (that is, 24 pulses are input), the rotating drum rotates from top to bottom by one pattern (one frame). To do.
In particular, the input pulse phase data of the drive pulse input to the step motor is 5-bit data from 0 to 23 for driving the rotating drum by one frame, and pattern numbers 0 to 7 are phase data of the lower 3 bits. Thus, the drive pulse corresponding to the pattern number is actually applied to the motor coils 1 to 4 phase. Therefore, even when only the pattern number is stored in the work RAM (RAM 102), it corresponds to the phase data storage means for storing the input pulse phase data.
FIG. 11D shows a stop button sensor signal output when each stop button is operated. In the case of this figure, the main control unit 100 recognizes the symbol position data “11” and the input pulse phase data “10” (or pattern number “2”) at the rising edge of the stop button sensor signal.
FIG. 12 is a schematic diagram of the left drum 2a included in the drum portion.
As shown in FIG. 12A, the left drum 2a rotates in the direction of the arrow (from the top to the bottom), and the cherry pattern is placed on any one of the upper, middle, and lower stages of the three windows 3 indicated by solid lines. When is stopped, a prize is awarded and a predetermined number of game medals are paid out. FIG. 12A shows a state where the cherry symbol is stopped at the upper stage of the window 3.
When the player performs an operation to start the variable display game, the main control unit 100 performs an internal lottery. As a result, when the upper cherry (cherry 1) is won, the position (timing) at which the stop button is operated. ) To perform cherry symbol pull-in control (see FIG. 9) or avoidance control (see FIG. 10).
FIG. 12 (B) shows the possible range of pull-in control. When the stop button 10a is operated at a position four frames above the position where the cherry pattern is just the upper stage, the main control unit 100 3. Stop the cherry symbol at the top of 3 (assuming that the bita symbol is in the upper position). In actuality, it takes about 36 ms to stop, so it is positioned higher by that amount, but for convenience of explanation, it is written in this way. In addition, since it is specified that the stop operation is performed within 190 ms from the stop operation, there is a case where four frames are not slipped.
On the other hand, FIGS. 12 (C) and 12 (D) show the range in which avoidance control or the like is performed, and the main control unit 100 has the cherry symbol 4 from the upper position even when the upper cherry is won. When the stop button 10a is operated at a position above the frame (that is, a position higher than 4 in FIG. 12A) or a position slightly past the upper position, the position of the upper position or the lower position is increased. Stop the cherry symbol down and make it lose. That is, since the middle cherry (cherry 2) or the lower cherry (cherry 3) is not won, the cherry symbol must be forcibly stopped outside the window 3.
FIG. 13 is a schematic diagram showing the relationship between the left drum 2a, the window 3 and the symbol position data.
As shown in FIGS. 13A and 13B, the cherry symbols on the left drum 2a are frame number 8 and frame number 19 (see FIG. 8). When the lowermost position of the unit 3 is used as a measurement reference, the main control unit 100 reads the symbol position data “15” and the input pulse phase data “0” to the symbol position data “11” and the input pulse phase data “23” or the symbol. When the stop button 10a is operated in the range of the position data “5” and the input pulse phase data “0” to the symbol position data “1” and the input pulse phase data “23”, the cherry symbol is stopped at the upper stage and a winning is made. . In other words, even if the stop button 10a is appropriately operated, not only winning with a probability of 10/21, but if a winner is notified, an expert can push forward and win with a probability close to 100%. .
FIG. 14 is a symbol combination display determination diagram.
When all three drums are stopped, the main control unit 100 performs a combination display determination of symbols related to winning and operation on an effective line corresponding to the number of inserted game medals. For example, when three game medals are inserted and the two-paid-out cherry pattern of the left drum 2a is displayed on the window 3, if the upper row is four (2 × 2 lines: the second line and the second line) 4 lines), 2 (2 sheets × 1 line: 1st line) in the middle stage and 4 (2 sheets × 2 lines: 3rd line and 5th line) game medals in the lower stage. However, this effective line is a general one that has been conventionally employed, and there are many irregular lines as described later.
In addition, when the eight-paid-out bell symbols are displayed on the active line of the window portion 3, if only the middle stage is displayed, it should be 8 sheets (8 sheets × 1 line: the first line) and the upper stage and the lower right side. For example, 15 game medals are paid out (8 sheets × 2 lines but MAX 15 sheets: second line and fourth line). In other words, game media with the number of payouts defined according to the type of winning is paid out in total for the winning amount, but the maximum payout at one time is 15.
FIG. 15 is a configuration block diagram of the display effect device.
The display effect device 11 includes a command receiving unit 11a that receives an effect command from the sub-control unit 160, a display effect control unit 11b (including a ROM 11c and a RAM 11d), and a display panel 11e such as an LCD, an organic EL, or an LED. Yes. In this case, the ROM 11c is separately provided in the display effect control unit 11b, but there is no problem even if all the video data is stored in the ROM 161. Therefore, the ROM 11c may be considered as a part of the ROM 161.
FIG. 16 is an effect pattern table, which associates the relationship between effect commands and effect pattern data stored in the ROM.
The effect command is composed of 1-byte length mode data and 1-byte length event data, and stores effect pattern data (mainly a moving image but also a still image), which is an effect content. .
When the sub-control unit 160 receives control data necessary for various controls from the main control unit 100 (particularly, various types of data indicating a big hit, a small hit, a replay, or a loss of the random number lottery result are included), a random number is received. Before notifying the lottery result, an appropriate effect command corresponding to the control data is transmitted to the display effect device 11 side, and the command receiving unit 11a receives the effect command and transmits it to the display effect control unit 11b.
Upon receiving the effect command, the display effect control unit 11b reads the effect pattern data corresponding to the effect command from the ROM 11c, expands the data in the RAM 11d, and transmits the data to the display panel 11e, thereby displaying the effect image corresponding to the effect command. It is configured to be displayed on the screen.
17 to 19 are schematic diagrams of effect screens displayed by the display effect device.
For example, when the sub-control unit 160 transmits ($ Z0 $ 00) as an effect command, for example, the display panel 11e displays the “daytime effect pattern of the low-probability stage mainly indicating a state where there is no AT stock or a state where AT is difficult to win. “0” is displayed (see FIG. 17A). On the other hand, when the sub-control unit 160 transmits ($ Y0 $ 00) as an effect command, the display panel 11e displays the “nighttime” of the high-probability stage that suggests a state where there is AT stock or a high-probability state in which AT is easy to win. The “effect pattern 0” is displayed (see FIG. 17B). Therefore, the player is anxious to display a “night stage” that mainly suggests a high probability state during the game. However, it is also possible to display a “night stage” when there is no AT stock or a non-high probability state, or display a “day stage” when there is a reverse AT stock or a high probability state. is there.
Further, when the sub-control unit 160 transmits ($ S0 $ 00) as an effect command, the display panel 11e superimposes “Dracula Castle”, which is an image corresponding to “castle effect pattern 0”, on the blue sky background screen. It can be displayed (see Fig. 17 (A)) or overlaid on the background screen of moonlight night (see Fig. 17 (B)), and then yellow, red or blue bats jump out of Dracula Castle Then, a notification image corresponding to the established combination (small combination or replay) is displayed (see FIG. 17C).
When the effect of FIG. 17 (B) is developed in multiple stages, it is a sign effect (a fierce hot effect) where there is an AT stock and the expectation of AT release is great. For example, FIG. 18A shows a state in which “Dracula Castle” is enlarged and the iron gate is opened. Then, the door further expands (see FIG. 18B), gradually opens (see FIG. 18C), and the interior of the dazzling “Dracula Castle” is displayed (see FIG. 18D). After that, it develops into a battle between the protagonist and the count of vampires Dracula. If the protagonist wins, there is AT stock, AT release is confirmed, and bonus release is confirmed during bonus internal election.
From the state where the normal screen of the night of FIG. 19A (same as FIG. 17B) is displayed, the display screen is scrolled to the right, the cemetery is expanded, and the character butler screams “Olya”. Along with the sound effect “Tiroro Lolone”, the character of the hero appears from the grave hole in the center of the screen (see FIG. 19 (B)), or the characters “BONUS” meaning “big hit” are displayed ( (See FIG. 19C). All of these display effects are also executed by the sub-control unit 160 outputting an effect command according to the program.
FIG. 20 is a conceptual diagram of a general lottery table.
The lottery table is stored in a predetermined area of the ROM 101, and defines the relationship between the winning combination and the number used for the random number lottery.
In the case of the rotary type gaming machine of the present invention, the main control unit 100 generates a random value. This random number value is generated at random from 0 to 65535 (m7) in a cycle, and always at random once in one cycle. FIG. 20A is a lottery table used in a normal state (non-RT state). When the main control unit 100 performs an internal lottery in accordance with the timing at which the start lever 9 is operated, If it is in the range of m1, the big bonus (BB) is won. That is, the internal lottery is to pick up (extract) one random number value at the time of start operation and to determine the winning combination by comparing with a lottery table.
Similarly, regular bonus (RB) in the range of random numbers m1 + 1 to m2, cherry in the range of random numbers m2 + 1 to m3, watermelon in the range of random numbers m3 + 1 to m4, bell in the range of random numbers m4 + 1 to m5 The replay is won when the random value is in the range of m5 + 1 to m6, whereas the replay is lost in the range of the m6 + 1 to m7.
Normally, the numerical values of m1 to m7 are appropriately set in consideration of laws and regulations (wind management law) and game characteristics, but the BB winning probability is about 1/200 and the RB winning probability is 1/400. The probability of winning for cherry and watermelon is about 1/50, the probability of winning for bell is about 1/6, and the probability of winning for replay is 1 / 7.3.
On the other hand, FIG. 20B is a lottery table used in the high-probability replaying state (RT state). In the replay time, the winning range for replay is widened by α, whereas the lost range is narrowed by α. Thus, the winning probability of replay is set to about “½”. As a result, the probability of winning the replay corresponding to the three-piece payout is greatly increased, but the probability of being lost is lowered. As a result, the expected payout value of game medals is greatly improved or increased during the replay time. . Further, the main control unit 100 can set the expected value of the replay time to a desired value by increasing or decreasing the α value.
Although a detailed drawing of the lottery table is omitted, there are six lottery tables 1, lottery tables 2... Lottery table 6 corresponding to the stage setting values 1 to 6 of the payout rate and the number of inserted medals (specified number), and the main control unit. Selects a lottery table according to the stage setting value and the number of inserted medals set by the stage setting unit 150, and executes a bonus game and internal lottery of a plurality of small roles in a variable display game. Note that the expected value for winning the bonus game in the internal lottery is generally the lottery table 1 <the lottery table 2 <... <The lottery table 6, so the player pursues the high setting table. However, if it is a three-sheet machine, a lottery table with one medal is not necessary.
FIG. 21 is a payout table showing the relationship between the combination of symbols and the number of acquired medals.
BB (Big Bonus) is the title when the BB symbol of “Red 7” is aligned on the active line, and when it is aligned, the number of medals won is 0, and the Big Bonus with flag 1 set in the corresponding flag area The game enters the game (BB game: operation of the accessory continuous operation device) and ends with the payout of 360 sheets.
RB (Regular Bonus) is the title when the RB symbol of “Blue 7” is aligned on the active line, and when it is aligned, the number of medals won is 0, and the regular bonus is set with flag 1 in the corresponding flag area The game enters the game (RB game: the operation of the accessory continuous operation device) and ends with the payout of 120 cards. Note that these accessory continuous action devices may be either a first-type special accessory or a second-type special accessory, and are appropriately selected according to design specifications.
When the cherry symbol stops on the effective line of the left drum, one medal is obtained for each effective line. For example, if the effective line is the display determination diagram of FIG. 14, the number is one if the middle part of the left drum is stopped, but if it is the upper stage or the lower stage, there are two effective lines, and the payout is two sheets in total.
When the watermelon symbols are aligned on the active line, 5 medals are obtained.
When the bell symbols are aligned on the active line, 8 medals are obtained.
When the replay symbols are aligned on the active line, the replay in which no medal is acquired is activated, the flag 1 is set in the flag area, and the replay operation is performed by operating the player's start lever 9 to lower the flag (ie, 0). That is, the next game can be played without inserting medals.
Next, the operation of the swivel type gaming machine configured as described above will be described in detail with reference to a flowchart and the like.
First, in a state in which the spinning machine is shipped from the factory, as a default, the warning mode is “ON”, the stop setting unit 180 (stop setting switch) is “OFF”, and the step setting value is the lowest “1”. Is set.
When the game hall side opens the front door of the swivel type gaming machine body 1 and turns on the power switch 28c before the player plays, the power is supplied to each circuit block, and the main control unit 100 will be described later. In step S100, initial check (hardware abnormality check, etc.) and initial setting (for example, writing the stop setting flag “1”, the step setting value “1” stored in the ROM 101 and the initial value of the control data to the RAM 102) are executed. Then, the sub-control unit 160 sets the warning mode to “ON”, and when the front door 1b is closed, the variable display game can be played.
In this game-ready state, even if the game hall side opens the front door 1b again and operates the input SW unit 25 (operation for simultaneously pressing the initialization switch and the volume switch), the sub-control unit 160 Since control data indicating the stage setting mode of the payout rate has not been received, the warning mode is not changed from the “on state” to another state (“off state” or “timer state”). Therefore, there is a specific effect that Goto and the like cannot easily change the warning mode. The stop setting flag “1” corresponds to “on” for the stop setting unit 180 and “off” for “0”.
Then, it is assumed that the game hall side is going to change the setting of the payout rate for a grand opening, a new store opening, or an event in this setting state.
FIG. 22 is a flow chart showing the main operation processing procedure of the spinning cylinder type game machine.
An employee of the game hall opens the front door of the swing type gaming machine body 1 to turn off the power switch 28c, inserts the setting change key into the setting key switch 28a and turns it to the right to turn it on (FIG. 4). When the power switch 28c is turned on again, power is supplied to each circuit block, and after the initial check and initial setting are executed in step S100, the main control unit 100 performs step In S110, it is determined whether or not the setting key switch 28a is in an ON state.
If the setting key switch 28a is not in the ON state, the main control unit 100 proceeds to step S130. If the setting key switch 28a is in the ON state, the main control unit 100 calls a setting change subroutine in step S120 (transfers to the setting change mode).
In the setting change mode of step S120, before the game hall side causes the player to play, the stage setting value “6” of the payout rate is input, the start lever 9 is hit once to set the setting value, and the setting key switch 28a is pressed. In the OFF state, the main control unit 100 returns to step S100, sets the set value to “6”, and performs necessary processing such as initial hardware check and initial setting again.
In addition, when the main control unit 100 outputs control data to the sub-control unit 160 in order to perform initial screen display setting in step S100, the sub-control unit 160 displays ($ Y0 $ 01) as an effect command, for example. It transmits to the production device 11. As a result, on the display panel 11e, “Night effect pattern 1” composed of a screen of the full moon, Dracula Castle and the graveyard is displayed as a start screen (not shown).
When the main control unit 100 proceeds to step S130 after changing the stage setting value, the main control unit 100 checks for occurrence of an abnormality such as a door open, a hopper error, or a selector error. If there is an abnormality, the main control unit 100 proceeds to step S140 and again after the abnormality processing. If the process returns to step S100 and there is no abnormality, the process proceeds to step S150. In particular, the main control unit 100 uses 0 to 5 as the step check value data stored in the work RAM area as the abnormality check (the step set values displayed on the medal payout number display LED 4c correspond to 1 to 6, respectively). ), And if the step set value is not within the predetermined range, a warning (“EE” error character display) is displayed by the display effect device 11, the speaker unit 12, and the game state display LED unit 13. , Light emission and warning sound) are generated, and error processing (abnormal processing in step S140) is performed.
When the main control unit 100 proceeds to step S150, the medal detection sensor 130 or the bet button sensor 140 determines whether or not the player has inserted a quantity of game medals necessary for the game. In step S160, on the other hand, if not inserted, the process returns to step S130 and waits while looping each step until a medal insertion operation is performed.
When the process proceeds to step S160, the main control unit 100 checks whether or not the player has started the variable display game by operating the start lever. If the game is started, the process proceeds to step S170 and is started. If not, the process returns to step S130 and waits while looping each step until a start operation is performed.
In step S170, the main control unit 100 executes the main process of the variable display game, performs a random number lottery in accordance with the reception timing of the start signal, and picks up (extracts) the random number value and the current internal state (RT or non-RT). The lottery table is compared to determine whether or not an internal winning is made (see the description of FIG. 20).
The main control unit 100 transmits a lottery result command and a game start signal to the sub control unit 160, and simultaneously rotates the drum unit 2 to display a plurality of numbers displayed on the left drum 2a, the middle drum 2b, and the right drum 2c. The change display game for changing the symbols at a predetermined speed is started.
As described in FIGS. 9 and 10, the main control unit 100 operates the left stop button 10 a, the middle stop button 10 b, or the right stop button 10 c of the stop button unit 10 to each symbol row (rotating belt). Is stopped, pull-in control for aligning the symbols corresponding to the internal winning combination on the active line, and conversely, avoidance control for not aligning the symbols. Further, when the sub-control unit 160 receives the lottery result command and the game start signal from the main control unit 100, the effect lottery for determining whether or not to perform the effect display on the display effect device 11, the speaker unit 12, and the game state display LED unit 13. The player is notified of the lottery result of the big hit (bonus win), small role, replay or lose.
The main control unit 100 determines that a winning combination is established if a predetermined symbol is displayed side by side on the active line of the window 3 in each variation display game of the general game, and a game medal is awarded according to the payout table shown in FIG. It pays out from the payout device 18 and is discharged from the medal payout opening 16.
Note that in the big bonus game (BB game) in which three red 7s are arranged, the BB game mode is ended when the accessory continuous operation device operates and the acquired number exceeds 360. In addition, in the regular bonus game (RB game) in which three blue 7s are arranged, the RB game mode is ended when the accessory continuous operation device operates and the acquired number exceeds 120.
And the main control part 100 will return to step S130, and will repeat a process sequentially, after complete | finishing the game main process of step S170.
In the first embodiment, during the normal game and RT (replay time), the second type BB with a relatively small number of balls is frequently won, and the AT (assist time) function is used to win the push order. Is related to a basic technology (referred to as NS-ART technology, NS means Neo Stock) that greatly improves the net increase per game. Note that the push order small combination, push order replay, and AT lottery will be described in detail with reference to FIGS. 23 to 99, but can be used in this NS-ART technology.
FIG. 100 is a drum symbol arrangement table.
In each of the left drum 2a, the middle drum 2b, and the right drum 2c, a swirl belt (not shown) on which a left drum symbol, a middle drum symbol, and a right drum symbol are drawn so as to make a round at the outer periphery of each drum. It is attached to.
Each swirl belt has 20 symbols in a different arrangement, and the symbols (red 7), “black bar”, “flowers” that act as bonuses (second type BB: the continuous action device for the accessory) are drawn. ”,“ Red Bell ”,“ Blue Bell ”,“ Yellow Bell ”,“ Green Bell ”,“ Cherry ”,“ Watermelon ”, and“ Replay ”in which replays are activated.
FIG. 101 is a symbol combination display determination diagram.
When all three drums are stopped, the main control unit 100 performs a combination display determination of symbols related to winning and operation on the effective line of the window unit 3 according to the number of game medals inserted.
FIG. 101 (B) is an effective line when a prescribed number of game medals are inserted, and in order of the left drum 2a, the middle drum 2b and the right drum 2c, the first line (middle stage, middle stage, middle stage: center horizontal line) ) Only during normal operation and when the bonus (type 2 BB) is activated.
FIG. 102 is a payout table at the normal time and at the time of bonus operation.
When all three reels (or drums) are stopped, the main control unit 100 performs combination display determination of symbols related to winning and operation on the active line (see FIG. 101).
(1) Bonus 1 (Type 2 consecutive action device): Left drum 2a (red 7), middle drum 2b (red 7), right drum 2c (red 7) are aligned on the active line and stopped. Then, the acquired number is 0, and bonus 1 (BB1) is subsequently given (actuated). This bonus 1 ends when, for example, the winning probability is 1/1000, the specified number of games inserted in the bonus 1 is 1, and the number of payouts exceeds 14. When the bonus 1 is won internally by the lottery and the bonus 1 flag is set, the bonus 1 can be established. When bonus 1 is won internally, the replay winning probability in the subsequent game is increased to 1 / 1.5, and after the bonus game in which bonus 1 is activated, the initial replay state (replay winning probability is 1 / 7.3). Return to). When Bonus 1 is won, the ART is finalized (release role).
(2) Bonus 2 (Type 2 continuous action device): Left drum 2a (red bell / blue bell / yellow bell / green bell), middle drum 2b (red 7 / black bar / flower) If any one of (Red Bell / Blue Bell / Yellow Bell / Green Bell) or any of 48 types are aligned on the active line and stopped on the right drum 2c, the number obtained is 0 and bonus 2 thereafter. (BB2) is given. This bonus 2 ends when, for example, the winning probability is about 1/10, the prescribed number of games inserted in the bonus 2 is 1, and the number of payouts exceeds 14. When the bonus 2 is won in the lottery and the bonus 2 flag is set, the bonus 2 can be established.
Bonus 2 is a variable display game in which the bonus combination is not won internally, and is won internally by lottery. If you win alone, any bonus regardless of the operation of the stop switch. 2 It draws on the effective line at 100% and always works. In other words, if Bonus 2 is elected alone, it will not be missed. The reason is that if it is missed during ART, replay will be prioritized and it will be difficult to activate Bonus 2. It is. However, if the bonus 2 is won at the same time as the replay combination or the small combination, it can be considered that the bonus 2 is missed, but even if it is implemented in this way, it belongs to the technical scope of the present invention.
(3) Color bells (Bell 1 to Bell 64): The titles when 64 types of bell symbols (red bell / blue bell / yellow bell / green bell) are aligned on the effective line on each drum, The number obtained is 14 pieces. When a bell is won in the lottery, 64 condition devices of bell 1 to bell 64 are activated or one condition device of color bell is activated, and any one of 64 types of bell symbols is displayed on the active line. Is done. When this color bell is won, regardless of the stop operation sequence or timing of the stop button unit 10, any bell symbol stops on the active line and a winning is always made. In addition, in the case of an AT small part to be described later, four condition devices from among the bells 1 to 64 are set up in accordance with the pressing order.
(4) Watermelon (FR2): This is a title when watermelon symbols are aligned on the effective line for each drum, and the number obtained is 14. When a watermelon is won internally by lottery, one FR2 condition device is activated. When a watermelon is won alone, the watermelon symbol stops on the active line regardless of the stop operation sequence of the stop button unit 10 and a prize is always awarded.
(5) 14 cherries (FR3): When all symbols (ANY) on the left drum 2a (other than cherry or replay), all symbols (ANY) on the middle drum 2b, and (cherry) on the right drum 2c stop on the effective line, 14 sheets. When bonus button 1 or bonus 2 is in operation, pressing stop button 10 in sequence (left stop button 10a → intermediate stop button 10b → right stop button 10c or left stop button 10a → right stop button 10c → intermediate stop button 10b) results in 14 A piece of cherry won.
(6) 15 cherries (FR4): When the left drum 2a (cherry or replay), all the symbols (ANY) on the middle drum 2b, and (cherry) on the right drum 2c stop on the effective line, the number of acquisitions is 15 It becomes a sheet. If the stop button 10 is irregularly pressed while the bonus 1 or bonus 2 is in operation (operation other than the above-described forward pressing), 15 cherries are won.
(7) Normal replay (replay 1): This is the title when replay symbols are aligned on the active line for each drum, and no medal is earned for this, but the medal is automatically inserted before the game starts Therefore, the next game can be performed by operating the start lever 9 of the player. When the normal replay is independently won by random lottery, the RP1 flag is set in the flag area and the replay symbol is always displayed. Even if replay 1 is activated, the replay probability does not change.
(8) RT2 transition replay (replay 2): left drum 2a (replay), middle drum 2b (red 7 / black bar / flower), right drum 2c (watermelon), 3 types of effective lines This is the name of the role in the case of being aligned, and medals will not be acquired for this, but since the medals are automatically inserted before the game starts, the next game can be performed by operating the start lever 9 of the player Can do. When the RT2 transition replay is independently won in the random lottery, the RP2 flag is set in the flag area, and this replay symbol is always displayed. When replay 2 is activated, the replay probability changes to the RT2 state.
(9) RT3 transition replay (replay 3): the title when the left drum 2a (replay), the middle drum 2b (replay), and the right drum 2c (watermelon) are aligned on the active line. On the other hand, no medal is acquired, but since the medal is automatically inserted before the game starts, the next game can be performed by operating the start lever 9 of the player. When the RT3 transition replay is independently won by random number lottery, the RP3 flag is set in the flag area, and this replay symbol is always displayed. When the replay 3 is activated, the replay probability is changed to the RT3 state.
(10) RT4 transition replay (replay 4): either (watermelon) on the left drum 2a, (red 7 / black bar / flower) on the middle drum 2b, or (watermelon) on the right drum 2c are aligned on the active line In this case, no medal is acquired, but since the medal is automatically inserted before the game starts, the player can play the next game by operating the start lever 9. When the RT4 transition replay is independently won in random lottery, the RP4 flag is set in the flag area, and this replay symbol is always displayed. When the replay 4 is activated, the replay probability is changed and locked to the RT4 state for a predetermined number of games (for example, 10 games). In this RT4 state, RT2 transition replay and RT3 transition replay are not drawn.
(11) Single piece 1 (FR1-1): either (watermelon) on the left drum 2a, (red 7 / black bar / flower) on the middle drum 2b, (red 7 / black bar / flower) on the right drum 2c ) If any of the nine types are aligned on the active line and stopped, the single winning combination 1 wins.
(12) Single-player role 2 (FR1-2): either left drum 2a (red 7 / black bar / flower), middle drum 2b (watermelon), right drum 2c (red 7 / black bar / flower) ) When any of the nine types are aligned on the active line and stopped, the single winning combination 2 wins.
(13) Single play 3 (FR1-3): either left drum 2a (red 7 / black bar / flower), middle drum 2b (red 7 / black bar / flower), right drum 2c (watermelon) ) If any of the nine types are stopped on the active line, the single winning combination 3 wins.
(14) Bells (1 to n) of a bell role: Special symbols (falling symbols) displayed on an effective line when a color bell role is missed by an AT small role to be described later, and any one special symbol is When displayed, the replay probability changes to the RT1 state (normal replay state with a replay winning probability of 1 / 7.3). In the initial replay state (probability that the replay is activated is approximately 1 / 7.3) after the setting change or after the end of the bonus game in which the bonus 1 is activated, even if a special symbol is displayed, the RT1 state is entered.
FIG. 103 is a combination table of condition devices for AT small part (push order watermelon).
The push order watermelon means that when the operation order of the stop button section 10 (the pressing order of the stop button section 10) is correct, the watermelon small part is always won, while when the answer is incorrect, the bell small part is won. Means a winning combination when winning a one-piece combination. According to the present invention, it can be said that this is an epoch-making technique that has not been achieved in the past in that a watermelon role can be won only after a correct answer to the second stop operation.
Push order watermelon right 1 has the right push order of right stop button 10c → intermediate stop button 10b → left stop button 10a, and there are eight kinds of push order watermelon roles in the same correct order. This push order watermelon combination stores push order data (right-middle-left or 3-2-1).
When the push order watermelon right 1 is elected and the left stop button 10a is operated in the first stop, the main control unit 100 is on the effective line of the left drum 2a (red bell / blue bell / yellow) because the push order is incorrect. (Bell / green bell) is stopped. For example, when the red bell stops on the effective line, the probability that the red bell stops on the middle drum 2b is 1/4, and the probability that the red bell stops on the right drum 2c becomes 1/4, so 1/16 Only 14 probable matches are possible. Similarly, when the middle stop button 10b is operated in the first stop, the main control unit 100 does not answer any of (red bell / blue bell / yellow bell / green bell) on the effective line of the middle drum 2b because the pushing order is incorrect. Or stop. For example, when the yellow bell stops on the effective line, the probability that the yellow bell stops on the left drum 2a is 1/4, and the probability that the red bell stops on the right drum 2c becomes 1/4. Only 14 probable matches are possible. In other words, when the push order watermelon is selected, Bell wins at 1/24 (2/3 × 1/16), and the Koboshi eyes that play the role of Bell are effective lines with a probability of 5/8 (2/3 × 15/16). Displayed above.
On the other hand, when the push order watermelon right 1 is won and the right stop button 10c (correct answer push order) is operated in the first stop, the main control unit 100 stops the watermelon on the effective line of the right drum 2c. When the middle stop button 10b (the correct answer pressing order) is operated in the second stop thereafter, the main control unit 100 stops the watermelon on the active line of the middle drum 2b, and operates the left stop button 10a in the third stop. The left drum 2a is stopped with a watermelon, and a 14-piece watermelon small combination is awarded.
However, when the left stop button 10a (incorrect pressing order) is operated in the second stop, the main control unit 100 stops any of (red 7 / black bar / flower) on the effective line of the left drum 2a. When the middle stop button 10b is operated in the third stop, any one of (red 7 / black bar / flower) is stopped on the middle drum 2b, and one small combination is awarded. In other words, when the push order watermelon is won, a watermelon small combination or a single small combination wins with a probability of 1/6 (1/3 × 1/2). During ART, the sub-control unit 160 notifies the correct answer pressing order by video or audio. However, the main control unit 100 may notify the operation order.
The details of the above-mentioned AT small part will be described again with other expressions using FIG.
The AT small role is composed of a first small role whose purpose is to win a prize, and a second small role group and a third small role group whose purpose is to inhibit the winning of the first small role. In addition, when the AT small combination is elected internally by lottery, nine types of third small combinations constituting four types of second small combinations or third small combination groups constituting one type of first small combination and second small combination group. A winning combination (that is, 14 types of small roles) is in a state where a prize can be won, and according to the operation sequence and operation timing of the stop button unit 10, any one of the 14 types of small roles wins or the second It seems to miss the small role. The operation order of the stop button unit 10 for winning the first small combination is stored in the ROM 101 provided in the main control unit 100 in association with the internal winning AT small combination. Note that the correct operation sequence data (sequence data for drawing the first small part) is usually three sequence data (right-middle-left or 3) if the number of drums is three. 2-1), but since the last stop drum is inevitably determined, two sequential data (right-middle or 3-2) up to the first and second may be used. In other words, this operation order data can be said to be data for winning the first small combination when the stop button unit 10 is stopped for each column when the AT small combination is won.
More specifically, when the AT small combination is won internally and the first stop operation of the stop button unit 10 is correct, the common symbols of the first small combination and the third small combination are stopped on the active line, Thereafter, when either the first small role or the third small role wins, and the first stop operation of the stop button portion 10 is incorrect, the second small role is determined according to the subsequent operation timing of the stop button portion 10. May win or miss. When the first stop operation of the stop button unit 10 is correct, the first small combination wins when the second stop operation is also correct, while the third small combination wins when the second stop operation is incorrect ( However, it can also be missed.) In the embodiment, the first small combination and the second small combination are described as 14 payouts with the same payout number, and the third small combination is described as 1 single payout. However, the present invention is not limited to this.
In the AT small combination right 1, the correct push order is the right stop button 10c → the middle stop button 10b → the left stop button 10a, and there are eight types of AT small combinations in the same correct order. This AT small combination stores push order data (right-middle-left or 3-2-1) together with combination data of eight types of small combinations that can be won. For the combination data of the small combinations, the combination of the small combinations may be determined by one flag, or 14 small combinations flags may be set at the same time. It can also be realized by combining them.
When the AT small role right 1 wins internally and operates the left stop button 10a in the first stop, the main control unit 100 is within the number of frames that can be drawn on the effective line of the left drum 2a because the push order is incorrect. Any one of (red bell / blue bell / yellow bell / green bell) in (generally within 4 frames) is stopped. For example, when the red bell stops on the active line, the second small role group (red bell-red bell-red bell, yellow bell-yellow bell-red bell, green bell-green bell-red bell) for the purpose of hindering winning. , Blue bell-blue bell-red bell) is the only chance to win (red bell-red bell-red bell). If the operation timing for winning the remaining second small combination is not notified, the probability that the red bell will accidentally stop on the middle drum 2b by the subsequent stop button operation is 1/4, and the right drum 2c Since the probability of the red bell stopping is also ¼, the 14-piece combination is only available with a probability of 1/16.
Similarly, when the middle stop button 10b is operated in the first stop, the main control unit 100 is within the number of frames that can be drawn on the effective line of the middle drum 2b because the pushing order is incorrect (red bell / blue bell). / Yellow bell / green bell). For example, when the yellow bell stops on the active line, only the (yellow bell-yellow bell-red bell) is likely to win in the second small role group described above. When the stop button is operated thereafter, the probability that the yellow bell will accidentally stop on the left drum 2a is 1/4, and the probability that the red bell will stop on the right drum 2c is also 1/4, so the probability is 1/16. However, there will be only 14 roles. In other words, when the AT small role is elected, the second small role wins at 1/24 (2/3 × 1/16) and the probability of the second small role is 5/8 (2/3 × 15/16). The eyelet is displayed on the active line.
On the other hand, when the AT small role right 1 is elected and the right stop button 10c (correct answer pressing order) is operated in the first stop operation as indicated by the operation order data, the main control unit 100 moves on the effective line of the right drum 2c. The watermelon symbol of the common symbol constituting the first small role and the three third small roles is stopped. When the middle stop button 10b (pushing order of correct answers) is operated in the second stop thereafter, the main control unit 100 stops the watermelon symbol constituting the first small part on the effective line of the middle drum 2b, and the third stop. When the left stop button 10a is operated, the watermelon symbol is stopped on the left drum 2a and the first small combination (watermelon small combination) of 14-sheet payout is won.
However, when the left stop button 10a (incorrect pressing order) is operated in the second stop, the main control unit 100 configures the third small role group on the effective line of the left drum 2a (red 7 / black bar / When one of the “flowers” is stopped and the middle stop button 10b is operated in the third stop, the middle drum 2b is stopped (red 7 / black bar / flower) and the third small part (one small part) ). That is, when the AT small combination is won, the first small combination or the third small combination wins with a probability of 1/6 (1/3 × 1/2). During the ART, the sub-control unit 160 notifies the correct pressing order for winning the first small role by video or voice. However, the main control unit 100 may notify the operation order.
FIG. 113 is an explanatory diagram of an AT winning combination of the two-pressing order type.
The AT small role 1 is a first small role (watermelon role) whose purpose is to win a prize, and a plurality of types of second small roles (red) that constitute a second small role group whose purpose is to block the winning of the first small role. Bell-Red Bell-Red Bell, Yellow Bell-Yellow Bell-Red Bell, Green Bell-Green Bell-Red Bell, Blue Bell-Blue Bell-Red Bell), and the third purpose of inhibiting the winning of the first small role Multiple types of third small roles that make up the small role group (one of the left drum (red 7 / black bar / flower), one of the middle drum watermelon, one of the right drum (red 7 / black bar / flower) Nine types) can be awarded (see FIG. 113A).
When starting the variable display game, the main control unit 100 causes one of a plurality of AT small roles to be won internally by lottery, and depending on the lottery result and the operation of the stop button unit 10, the left drum 2a and the middle drum 2b Then, stop control of the drum unit 2 is performed so that the right drum 2c (a plurality of symbol rows) is stopped at a predetermined position. The ROM 101 stores the operation sequence of the stop switch as operation sequence data (in this case, middle → left → right or 2-1-3) in association with a plurality of lottery ATs. Further, the ROM 101 has 14 watermelon payouts (predetermined number) as the first small role, 14 color bell payouts as the second small role, and 1 to 1 1 role as the third small role. One payout of the combination 3 is stored.
The main control unit 100 recognizes or confirms that the operation order of the internal winning AT small part is middle → left → right, and the first stop operation of the stop button part 10 is an operation for winning the first small part. When it is the order (that is, in the case of the middle stop button 10b), the watermelon symbol that is a common symbol of the first small role and the third small role is stopped on the active line. Next, when the second stop operation of the stop button unit 10 is an operation order for winning the first small combination (that is, in the case of the left stop button 10a), the main control unit 100 uses the first small combination symbol. A certain watermelon symbol is stopped on the active line to bring the first small role into a tempered state, and the first small role is awarded in the subsequent stop operation. On the other hand, when the second stop operation is an operation order that obstructs the first small combination (that is, the right stop button 10c), the main control unit 100 stops the third small combination symbol on the active line and stops the third small combination. The role is put into a tempered state. Then, the third small role is won by the subsequent stop operation.
On the other hand, the main control unit 100 recognizes that the operation order won internally is middle → left → right, and the first stop operation of the stop button unit 10 is the operation order that obstructs the first small role. Frame (that is, in the case of the left stop button 10a or the right stop button 10c), a frame that can be drawn on the active line among the four types of second small symbols composed of red bell, yellow bell, green bell or blue bell. One second small role symbol within the number is stopped. For example, when the red bell symbol stops on the effective line of the right drum 2c, the second small role (red bell-red bell-red bell) is won in the subsequent stop operation, or the second small role is a stubby. The symbol is displayed on the active line.
The double push order type AT small part has a pull-in rate of 6.25% (1/16) because there are four types of color bell designs of the second small part, but the watermelon and third small part of the first small part One of the winning combinations 1 to 1 is 100 percent (see FIG. 113B).
As shown in FIG. 113 (C), in the case of the AT pressing part of the double pressing order type, the first stop operation is limited to either the middle stop button 10b or the right stop button 10c, and the correct answer pressing order is set to 4 options. However, the expected number of irregular pushes can be kept as low as 4.2. Further, the expected number of forward presses or scissors presses can be reduced to 1 or less. As a result, capture by irregular pressing (other than forward pressing or scissor pressing) can be prevented, and the first stop operation can eliminate the AT small part in the correct pressing order of the left stop button 10a. Since the ratio of small parts in any order can be increased, there is a unique effect that it is easy to produce.
FIG. 104 is a game state transition diagram.
The general game starts in the initial state (also referred to as the initial replay state) from the next game after the bonus game of bonus 1 has been completed or the next game in which the stage setting value has been re-entered. The replay probability in this general game is about 1 / 7.3, and in particular, the RT2 transition replay (replay 2) and the RT3 transition replay (replay 3) are not won. The folds must be displayed on the active line. Even if Bonus 2 is won, activated or ended, the game state does not change, so it remains in the initial state.
When the push order watermelon is elected internally in the general game and the stop action procedure of the stop button 10 is missed and the bell-shaped sword symbol is displayed on the active line, the RT1 state is entered from the next game (continuation game) The number is not defined, that is, infinite). The replay probability in this RT1 state is also about 1 / 7.3, and all the combinations shown in FIG. 102 and FIG. That is, the game in the initial state and the RT1 state is a game state having approximately the same 1 / 7.3 replay probability, but the normal game in which the player stays is in the RT1 state.
When RT2 transition replay (replay 2) is internally won and activated in the RT1 state, the RT2 state is reached in which the replay probability has increased to approximately 1 / 1.5. Further, in the RT2 state, the winning probabilities of the two bonus roles and small roles are about 1/3, so the combined probability of the bonus role, small role and replay role is 1/1 (100%) or (65526 to 65535) / 65536 ( The number of lost is about 1-10). Note that the hatched portion in the figure indicates a high probability replay state.
The RT4 transition replay (replay 4) is a penalty replay that operates when the stop button unit 10 is irregularly pressed or when the operation sequence is incorrect, and is performed when a prohibited operation is performed. When the RT4 transition replay is activated, the game is returned to the initial state after being locked in the RT4 state where the replay probability is 1 / 7.3 for a predetermined number of games (for example, 10 games). The RT4 transition replay is also activated in the RT2 state and the RT3 state.
When the RT3 transition replay (replay 3) is internally won and activated in the RT2 state, the RT3 state is about 1 / 1.5 with the same replay probability. Further, the RT3 state is different in that the kind of replay combination to be won in the RT2 state is different, and there is no losing like the RT2 state, which is advantageous to the player. When the bell-shaped eye is displayed on the active line in the RT2 state or the RT3 state, the state falls to the RT1 state.
Bonus 1 and bonus 2 can be won in the initial state, the RT1 state, the RT2 state, and the RT3 state. When Bonus 1 is won internally, it stops when the red 7 symbols are aimed at each drum and returns to the initial replay state after activation. In the bonus game after the bonus 1 is activated, when the stop button is pressed in order (left stop button 10a → intermediate stop button 10b → right stop button 10c or left stop button 10a → right stop button 10c → intermediate stop button 10b), If 14 cherries win, and an irregular push (operation other than the above-mentioned forward push), 15 cherries win.
Bonus 2 is independently won internally, and in this case, regardless of the operation of the stop switch, any bonus 2 symbol is drawn on the active line and is always activated. This bonus 2 does not change (transfer) the replay state even if the internal winning, the symbol is displayed, or the operation is completed. Therefore, after winning in the RT2 state or the RT3 state, the same high probability replay is performed again. You can return to the state. As a result, the bonus 2 can be continuously released while maintaining the ART state. In the bonus game after the bonus 2 is activated, the replay role is drawn in a lottery, but even if the replay role is won internally, the small role is won regardless of the result of the internal lottery (that is, the probability that the replay is activated is 0). ). In particular, the main control unit 100 performs reel stop control so that 14 cherries win when the stop button is pressed in order, and 15 cherries win when the irregular button is pressed.
FIG. 114 shows an excerpt of a normal payout table.
FIG. 114 (A) shows only the normal replay (replay 1), RT2 transition replay (replay 2), and RT4 transition replay (replay 4) of FIG. 102, and the operation pattern has been rewritten for easy explanation. It ’s just that. The gaming state is as described with reference to FIG.
(1) Normal replay (replay 1): A title when replay symbols are aligned on the active line for each drum, and even if replay 1 is activated, the replay probability does not change. The probability that the replay is activated is approximately 1 / 7.3.
(2) RT2 transition replay (replay 2): This is the title when replay symbols are aligned on the effective line on the left drum 2a (cherry), middle drum 2b and right drum 2c. The game probability changes to the RT2 state (AT replay state). The probability that the replay is activated is approximately 1 / 1.5.
(3) RT4 transition replay (replay 4): This is a title when the replay symbols are aligned on the effective line on the left drum 2a (watermelon), middle drum 2b and right drum 2c, and predetermined when replay 4 is activated. The replay probability is changed and locked to the RT4 state (penalty replay state) for the number of games (for example, 10 games). In this RT4 state, the RT2 transition replay and the above-described RT3 transition replay are not lottery. The probability that the replay is activated is approximately 1 / 7.3.
In the RT1 state shown in FIG. 104, when the combined replay combination (normal replay, RT2 transition replay, and RT4 transition replay) is won internally, any of the replay combinations can be operated. The ROM 101 stores stop switch operation order data (order data for drawing in the RT2 transition replay, also referred to as push order data) in association with the combined replay combination. In this case, the operation order data is the first to third order data (middle-left-right or 2-1-3), but the last stop drum is inevitably determined, so the first and the first Two order data up to 2 (middle-left or 2-1) may be used. There are four types of order data, and there are (middle-right-left), (right-left-middle), and (right-middle-left). Similarly to the replay shown in FIG. 80, the four types of composite replay combinations have different types and combinations of the replay combinations that are won simultaneously (see FIG. 114B).
When the composite replay combination is won internally, the main control unit 100 reads the operation sequence data stored in association with the ROM 101 and recognizes the operation sequence (middle-left-right) for drawing in the RT2 transition replay. First, if the first stop operation of the stop button unit 10 is the left stop button 10a (predetermined first stop switch), the main control unit 100 stops the replay symbol on the effective line of the left drum 2a, and then stops. Regardless of whether the operation is the middle stop button 10b or the right stop button 10c, the replay symbol is stopped on the effective line of the middle drum 2b and the right drum 2c, and the normal replay is activated (FIG. 114 (C) left 1st). See case). That is, when the left stop button 10a is a forward push of the first stop operation, since it is a recommended operation order, no penalty is given.
On the other hand, if the first stop operation is the middle stop button 10b (second stop switch), the replay symbol is first stopped on the effective line of the middle drum 2b (see the case of 1st in FIG. 114C). . If the subsequent second stop operation is the left stop button 10a, the operation sequence up to the second stop operation matches the recognized (middle-left-right), so the main control unit 100 is on the effective line of the left drum 2a. The cherry symbol is stopped (refer to the case of 2nd left in FIG. 114 (C)), and the replay symbol is stopped on the effective line of the right drum 2c by the subsequent stop operation, and the AT transition replay is activated.
On the other hand, if the subsequent second stop operation is the right stop button 10c, the replay symbol is stopped on the effective line of the right drum 2c (see the case of 2nd right in FIG. 114 (C)), and left by the third stop operation thereafter. When the stop button 10a is operated, the main control unit 100 does not coincide with the recognized operation order until the second stop operation (middle-left-right), so that the watermelon symbol is placed on the effective line of the left drum 2a. Stop and activate RT4 transition replay (penalty transition replay). Further, if the first stop operation is the right stop button 10c, the main controller 100 stops the second stop when the replay symbol is stopped on the effective line of the right drum 2c and then the left stop button 10a is stopped. Since the operation order up to the operation does not coincide with the recognized (middle-left-right), the watermelon symbol is stopped on the effective line of the left drum 2a and the RT4 transition replay is activated. That is, when the stop switch is operated in an order different from the recognized operation order, the penalty transition replay is activated. In other words, when the button is irregularly pressed, the main control unit 100 compares the operation order when the left stop button 10a is stopped, and if it matches, activates the RT2 transition replay. Activate the transition replay. As a result, with an irregular push, RT2 transition replay will only operate at 1/4, and in addition, RT4 transition replay will operate at 3/4, and it will not be possible to escape from the penalty state for 10 games, so it can be captured. No.
FIG. 115 is an explanatory diagram of a system in the type 2 BB.
FIG. 115A shows the fifteen cherries (FR4) described in FIG. In the figure, for ease of explanation, cherry symbols are stopped at the lower stage of the left drum 2a and the upper stage of the right drum 2c, but actually, the cherry pattern is placed on the left drum 2a on the first line (on the effective line) (cherry). (Or replay), all symbols (ANY) are stopped on the middle drum 2b, and (cherry) is stopped on the right drum 2c.
Similarly, the upper diagram in FIG. 115B shows the 14-sheet cherry (FR3) described in FIG. In the figure, the cherry symbol is stopped at the upper stage of the right drum 2c. However, in actuality, all symbols (not cherry or replay) on the first line (on the effective line) and all symbols (other than cherry or replay) are displayed on the middle drum 2b. ANY), (Cherry) is stopped on the right drum 2c.
When the bonus 2 is activated in the RT1 state of FIG. 104 (the normal replay state where the winning probability of the replay role is low), the control unit (the main control unit 100 or the sub-control unit 160) instructs to reversely press (for example, “right” and voice) When the player reverse-presses the stop button section 10, 15 cherries are won and the number acquired is 15 (see FIG. 115A). Since bonus 2 ends when the number of payouts exceeds 14, the bonus game is only one game. In this case, since the cherry small combination (AT ceiling count small combination) wins only once, 1 point is obtained. If the player presses the stop button part 10 in order without following the reverse push instruction, 14 cherries will win, but in that case, a large penalty (for example, no point addition and no ART lottery) is given. It will be. The difference in the non-ART state is 12 (acquired 15-specified number 3), which is preferable because the base in the normal state is lowered.
When Bonus 2 is activated in the RT2 state or the RT3 state of FIG. 104 (ART state in which the winning probability of the replay role is higher than the normal replay state), the control unit instructs to push forward (for example, “Left”, audio and video) When the player pushes the stop button portion 10 in order, 14 cherries are won and the number of acquired is 14 (see the upper diagram of FIG. 115 (B)). Since bonus 2 ends when the number of payouts exceeds 14, the next bonus game can be played without puncturing. If no forward-pressing operation instruction is issued, the player may cause the forward-pressing operation, which is a recommended operation procedure for normal games, to be issued, and the forward-pressing operation is indicated by “sound” and voice and video. May be. In the next bonus game, as described above, the control unit issues a reverse pressing instruction, so the number of acquired game is 15 (see the lower diagram in FIG. 115 (B)). The difference in the number of ARTs is 23 ((acquired 14 sheets−specified number of 3 sheets) + (acquired 15 sheets−specified number of 3 sheets)), and the increased number of sheets during ART is about twice that of normal times. Therefore, the net increase per game during the ART is increased by that amount, and it becomes possible to create a peak of the game, which is very preferable.
FIG. 116 is an explanatory diagram of effects during ART.
During the ART mode, an image of hibiscus flowers blooming is displayed on the display effect device 11. For example, when one set of ART starts in 40 games and an AT miniature of the two-pressing order type wins, right → By notifying the player of the operation order, such as from the middle to the left, it is easy to win the AT small role. Further, when bonus 2 is activated during ART, the control unit draws a replay role in the first game and issues a forward push instruction or no instruction. As a result, the player pushes the stop button portion 10 in order to win 14 cherries, and stocks one winning cherry image on the display screen (see FIG. 116A). Note that the cherry small combination may correspond to the AT continuous lottery small combination, and the winning number of the cherry small combination may be displayed as a number. Then, the control unit draws a replay role in the second game and issues a reverse push instruction. As a result, when the player reverse-presses the stop button portion 10, 15 cherries are won, so that one winning cherry image is added on the display screen, so that two stocks are obtained (see FIG. 116 (B)).
Similarly, when Bonus 2 is activated again during ART, the control unit wins 14 cherries in the first game and 15 cherries in the second game, and adds two cherry images on the display screen. To do. As a result, a total of four cherries are stocked (see FIGS. 116C and 116D). Then, when the ART40 game is digested, the display effect device 11 displays an image in which the hibiscus flower is constricted, and makes a continuation determination of ART (flowering challenge screen).
In the first game after the end of ART, when the player operates the max bet button 8 and hits the start lever 9, the ART continuation determination is performed. In the determination of the first game, since the hibiscus flower remains constricted, the game is lost, and one cherry is consumed per game and the image is erased (see FIG. 116E). In addition, when the number of winnings of the cherry small role is displayed as a number, the number of winnings may be subtracted. Similarly, the hibiscus does not bloom in the second game, and one cherry image is erased (see FIG. 116F).
In the subsequent third game, when the player operates the max bet button 8 and hits the start lever 9, a hibiscus flower blooms to notify the ART winner (see FIG. 116 (G)). Thereafter, a new ART40 game starts (see FIG. 116 (H)).
FIG. 117 is an explanatory diagram of effects during ART.
117 (A) to 117 (G) are the same as FIGS. 116 (A) to 116 (G), and description thereof is omitted.
Even if the continuation of ART is confirmed in FIG. 117 (G), the winning cherry small part remains, and when the player operates the max bet button 8, an image in which the hibiscus flower is once constricted is displayed. A mode-up determination is performed (see the butterfly flowering challenge screen in FIG. 117 (H)). When the player operates the start lever 9, a mode-up determination is performed. If the player loses, the ART40 game shown in FIG. 116 (H) starts. On the other hand, if the player wins, a rainbow-colored butterfly jumps out of the flowering hibiscus. The mode up winning is notified (see FIG. 117 (I)). Then, the butterfly ART mode is entered and 100-game ART is started (see FIG. 117 (J)). In the butterfly ART mode, the number of games is increased each time a small role, rare small role, bonus, or the like is won, and the ART game continues indefinitely. When the number of games reaches 0, the butterfly ART mode ends and a new ART40 game starts (see FIG. 116 (H)).
The ART continuous lottery and the mode-up lottery described above may be automatically performed by the control unit when the cherry small combination wins (that is, prior lottery determination). In this case, the degree of expectation can be expressed by displaying the cherry symbol or the periphery of the winning third game in rainbow color.
On the other hand, if a player obtains a random number value or counter value at any timing when the player operates the max bet button 8, the start lever 9 or the stop button unit 10, and executes a lottery, it can give a sense of self-help. Players get enthusiasm and can feel super hot when winnin