JP2015002810A - Reel type game machine - Google Patents

Reel type game machine Download PDF

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Publication number
JP2015002810A
JP2015002810A JP2013129039A JP2013129039A JP2015002810A JP 2015002810 A JP2015002810 A JP 2015002810A JP 2013129039 A JP2013129039 A JP 2013129039A JP 2013129039 A JP2013129039 A JP 2013129039A JP 2015002810 A JP2015002810 A JP 2015002810A
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Japan
Prior art keywords
game
medal
settlement
credit
effect
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JP2013129039A
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Japanese (ja)
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大野 秀樹
Hideki Ono
秀樹 大野
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株式会社藤商事
Fujishoji Co Ltd
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Priority to JP2013129039A priority Critical patent/JP2015002810A/en
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Abstract

The present invention provides a swivel-type gaming machine that can reduce the troublesomeness of a player in relation to a settlement process at the time of granting a re-game. When a predetermined settlement operation means is operated, a credit settlement process for settlement of a game medium credited by a credit means and an inserted number settlement process for settlement of a game medium placed for setting a bet amount are executed. The settlement control means is configured to execute the credit settlement process without performing the settlement of the automatically inserted game medium in the automatic insertion state by re-game. [Selection] Figure 11

Description

  The present invention relates to a swivel-type game machine, and relates to a control process related to a game medium settlement process.

  In general, in a swivel type gaming machine, a start lever by a player under a predetermined game start condition (for example, a condition that a bet number for a unit game (one game) is set by inserting a game medium (game medal)) In response to the start operation, the internal lottery regarding the combination is performed, the game is started by rotating a plurality of cylinders with various symbols, and the rotation is triggered by the stop operation of the stop button by the player The game machine is stopped at the target position, and the game results corresponding to the internal lottery result are derived and displayed according to the symbol display mode (combination of symbols) at the time of the stop, and a winning is generated based on the result. Finish.

  This type of swivel type gaming machine is provided with a credit function that allows crediting up to a predetermined maximum number of game medals inserted into the gaming machine, and this credit is a checkout button except for a predetermined checkout prohibition period. Is returned to the player by the checkout operation (see, for example, Patent Document 1 below).

JP 2009-454 A

  By the way, a general revolving type gaming machine is provided with a replay role accompanied by “re-game” that automatically enters the number of game medals provided for the current game and gives a game start condition for the next game. In the gaming machine disclosed in Patent Document 1, as a predetermined settlement prohibition period, settlement by the settlement button cannot be performed during automatic insertion by re-game. That is, in order to settle the credit, the game by the above replay must be digested.

  However, if the replay role is won again in a game by replaying, the next game must be digested, and the settlement opportunity is postponed. In particular, in recent years, there are many types of “RT (replay time) games” where the probability of winning a replay role is higher than that of a regular game. Therefore, there is a possibility that a settlement opportunity does not arrive over a plurality of games.

  For this reason, when the player wants to pay off the credit card immediately, such as when the player wants to cancel the game for private use, or when he / she wants to pay immediately when the pachinko store closes, In the case of a torso type gaming machine, it is necessary to wait for the game to be completed by re-playing, and this is troublesome for the player and makes the gaming machine uncomfortable.

  SUMMARY OF THE INVENTION An object of the present invention is to provide a swivel type gaming machine that can reduce the troublesomeness of a player with regard to a checkout process when a re-game is given.

  The above object of the present invention is achieved by the following means. The parentheses indicate corresponding elements in the embodiment, but the present invention is not limited to this.

(1) Display means (rotator device 210) that has a plurality of spinning cylinders on which a plurality of types of symbols are displayed and derives and displays a game result by a combination of symbols at the time of stopping each spinning cylinder;
Starting means (rotating cylinder rotation start lever 11) for starting rotation of each cylinder, on the condition that a unit game start condition is that a bet number for a unit game is set by inserting a game medium;
A plurality of stopping means (rotating cylinder rotation stop buttons 12a, 12b, 12c) provided corresponding to each of the rotating cylinders for individually stopping the rotation of the rotating cylinders;
In response to the start operation of the starting means, a lottery means (S16 in FIG. 8) for performing a lottery for a plurality of types of roles including a re-game and determining a winning combination;
Stop control means (S18 in FIG. 8) for controlling the rotation of the spinning cylinder so that a combination of symbols corresponding to the winning combination can be derived and displayed as the game result in response to the stop operation of the stop means,
When a combination of symbols corresponding to the re-gamer is derived and displayed as the game result, an automatic insertion process for automatically inserting the number of game media provided for the current unit game is executed to execute the next unit game Re-game operation control means (S21 in FIG. 8, FIG. 10 showing the details) for giving a start condition;
Credit means (S117 in FIG. 11, FIG. 14 showing the details thereof) capable of storing game media inserted exceeding the maximum bet number allowed as the bet number as a credit up to a predetermined upper limit storage number;
Settlement for executing a credit settlement process for settlement of a game medium credited to the credit means and a settlement number settlement process for settlement of a game medium inserted in the setting of the bet amount in response to an operation of a predetermined settlement operation means. Control means (S116 in FIG. 11);
A rotary-type game machine comprising:
The settlement control means includes
After the automatic insertion process is executed by the re-game operation control means, when the settlement operation means is operated before the next unit game is started by the start operation of the start means, the automatic insertion process automatically The credit settlement process is executed without executing the settlement of the inserted game media (S206 to S208 in FIG. 16),
This is a spinning machine.

(2) After the automatic insertion processing is executed by the re-game operation control means, when the payment operation means is operated before the next unit game is started by the start operation of the start means, The start operation of the starter is controlled to be in an unacceptable state, and the start operation of the starter is controlled to be in an acceptable state after the credit settlement process is executed (S204, S208 to S209 in FIG. 16).
The above described spinning machine according to (1) above.

  According to the present invention, it is possible to reduce the troublesomeness of the player regarding the settlement process at the time of granting a replay.

It is a perspective view of the front side which shows the external appearance of the spinning cylinder type game machine which concerns on one Embodiment of this invention. It is the figure which showed the positional relationship of the medal acceptance channel | path, the medal payout apparatus, and the medal return channel | path of the spinning reel type game machine which concerns on one Embodiment of this invention. It is a figure which shows the medal selector of the rotary type game machine which concerns on one Embodiment of this invention. It is the figure which showed the symbol arrangement | sequence band which the spinning cylinder of the spinning cylinder type game machine which concerns on one Embodiment of this invention has. It is a control block diagram which shows the outline | summary of the control apparatus of the rotary type game machine which concerns on one Embodiment of this invention. FIG. 4 is a block diagram showing circuit configurations of a main control board and an effect control board shown in FIG. 3. It is a figure with which it uses for description of the combination (Lottery object combination, winning combination etc.) provided in the rotary type game machine which concerns on one Embodiment of this invention. It is a figure which shows an example of the winning line of the rotary type game machine which concerns on one Embodiment of this invention. It is a figure with which it uses for description of the combination of the symbol established on a winning line. It is a figure with which it uses for description of the combination of the symbol established on a winning line. It is a flowchart which shows the main control side main process which the main control part side performs according to a game operation control program. It is a flowchart which shows the main control side timer interruption process which the main control part side performs according to a game operation control program. It is a flowchart which shows the re-game setting process in FIG. It is a flowchart which shows the game medal insertion process in FIG. It is a flowchart which shows the re-game automatic medal insertion process in FIG. It is a flowchart which shows the medal insertion time setting process in FIG. 12 is a flowchart showing medal insertion detection processing in FIG. It is a flowchart which shows the credit insertion detection process in FIG. 12 is a flowchart showing medal settlement processing in FIG. 11. It is a flowchart which shows the insertion medal settlement process in FIG. It is a flowchart which shows the credit medal adjustment process in FIG. It is a flowchart which shows the production control side main process which the production control part side performs. It is a flowchart which shows the command reception interruption process which the production control part side performs. It is a flowchart which shows the production control side timer interruption process which the production control part side performs. FIG. 20 is a flowchart showing received command analysis processing in FIG. 19. FIG.

  Hereinafter, a preferred embodiment of a gaming machine according to the present invention will be described in detail with reference to the drawings.

<Mechanical configuration: FIGS. 1A to 1C and FIG. 2>
As a gaming machine according to an embodiment of the present invention, a rotary gaming machine will be described as an example. FIG. 1 is a perspective view showing an external appearance of a swivel type gaming machine according to the present embodiment.

  As shown in FIG. 1A, the spinning cylinder type gaming machine according to the present embodiment includes a gaming machine housing 1 for storing various gaming parts used for gaming, and a front side of the gaming machine housing 1. And a front door 2 attached to be freely opened and closed.

  The front door 2 is provided with a first display window 3 substantially in the center and a second display window 4 on the upper side thereof.

  The first display window 3 on the lower side is a rotator visual recognition unit, and the rotator 5a, 5b, and 5c (hereinafter referred to as “the rotator 5a” is arranged on the side of the rotator device 210 and three in a row. The left spinning cylinder 5a ”, the spinning cylinder 5b are referred to as“ middle spinning cylinder 5b ”, and the spinning cylinder 5c is referred to as“ right spinning cylinder 5c ”). It is provided as follows. In the present embodiment, about three symbols (see FIG. 6) can be visually recognized through the rotator visual recognition unit 3. Further, on the back side of the spinning cylinder, backlight means (design irradiation backlight LED: not shown) for irradiating the symbol displayed on the spinning cylinder visual recognition unit 3 from the inside of each spinning cylinder is formed. In the present embodiment, nine symbol illumination backlight LEDs are provided for illuminating nine symbols (see FIG. 6) that are provided for each of the reels and that are visible via the reel visual recognition unit 3. Yes.

  In the spinning cylinders 5a, 5b, and 5c, a symbol arrangement band 200 (see FIG. 2) in which a plurality of types of symbols are displayed is formed on the outer periphery, and a game result is derived and displayed by combining the symbols at the time of stopping each spinning cylinder. It has become so.

<Design Arrangement Band 200: FIG. 2>
FIG. 2 shows an example of the symbol arrangement band 200 included in each of the drums 5a, 5b, and 5c. The “1ST” symbol arrangement band shown in the figure corresponds to the left rotating cylinder 5a, the “2ND” symbol arrangement band corresponds to the middle rotating cylinder 5b, and the “3RD” symbol arrangement band corresponds to the right rotating cylinder 5c.

  In the symbol arrangement band 200, symbols (component element symbols) for configuring symbol combinations corresponding to the winning combination (winning winning combination) by the internal lottery are displayed. In the symbol type of this embodiment, as shown in the figure, seven types of symbols including red 7, blue 7, RP, bell, watermelon, BAR, and cherry are displayed, and these symbols indicate the rotation direction of the rotating drum. A total of 21 frames are arranged, and symbol numbers 0 to 20 are assigned along the symbol arrangement order.

  These spinning cylinders 5a, 5b, and 5c are rotationally driven by spinning cylinder drive motors 211a, 211b, and 211c (see FIG. 3), each of which is a pulse motor, whereby each symbol is displayed in a variable manner and stopped. Each spinning cylinder is not limited to a mechanical spinning cylinder that is rotated and stopped using an electric drive source such as a spinning cylinder drive motor, and is displayed on an image display device such as a liquid crystal display device 6 described later. It may be a dramatic rotator that is rotated or stopped on the image. Further, the number of drums is not limited to three, and can be changed as appropriate according to game play, such as two or four.

  A winning line 3a is provided in the spinning cylinder visual recognition part 3. A single winning line is applied to the rotating cylinder visual recognition part 3 so as to cross this. The number and form of the winning lines 3a are not particularly limited as long as the object of the present invention can be achieved. The configuration of the winning line 3a can be changed as appropriate according to the relationship of the symbol arrangement configuration in the symbol arrangement band, the symbol type, the component component symbol of the winning combination, and the stop control mode of the spinning cylinder (to be described later).

  The winning line is treated as valid when a bet number (bet (BET)) is set for a unit game (one game). On the winning line (hereinafter referred to as “effective winning line”) that has been validated, the combination of the symbols that stop when each of the spinning cylinders 5a, 5b, and 5c is stopped becomes the symbol combination that corresponds to the winning combination. In this case, a game value corresponding to the combination of symbols is given to the player. For example, when a winning combination with a game medal payout is won and the corresponding symbol combination is stopped on the effective pay line (the symbol combination that is determined in advance as a combination necessary for acquiring the gaming value) Is displayed as a game result), the hopper unit 500 (medal paying device: see FIG. 3) in the gaming machine casing 1 is operated, and a predetermined number of game medals are paid out as a payout. This game medal is necessary when the player starts the game and can be said to have game value. When there are a plurality of winning lines, the number of lines treated as valid can be changed according to the number of bets for a unit game (one game).

  Further, the second display window 4 provided on the upper side of the first display window 3 (rotor visual recognition part 3) is a liquid crystal screen visual recognition part, and a liquid crystal display as an image display device mounted on the back side of the front door 2 is provided. Corresponding to the display screen (liquid crystal screen) 6a of the device 6 (LCD unit), for example, it is formed in a rectangular shape that is slightly smaller than the swivel viewing portion 3. The liquid crystal screen 6a faces the liquid crystal screen visual recognition part 4 and is provided so that it can be viewed from the player side. The liquid crystal display device 6 (liquid crystal screen 6a) displays an effect related to a game by an image.

  In addition, on both the left and right sides of the spinning cylinder visual recognition unit 3, there are provided decorative lamp units 13 for producing effects related to the game by decorating light. The decoration lamp unit 13 includes an LED (light emitting means) and exhibits a light effect by decoration of light depending on the type of light emission color and the light emission mode (blinking, lighting, extinguishing, etc.).

  In addition, in the step portion below the spinning cylinder visual recognition unit 3, a medal slot 7 for inserting a game medal as a game medium and a storing means (credit means: a game medal inserted into a gaming machine, or a winning prize) The function unit that stores the game medals that have been stored and can store the number of stored medals (hereinafter referred to as “number of credits”) by an electromagnetic method (the main control unit 400 (see FIG. 3) serves as the function unit)) Within the credit range, the game medals are simulated at once up to the upper limit of the number of bets allowed per game (maximum bet number: in this embodiment, three game medals are the maximum bet number). MAX bet button 8 that can be inserted, 1 bet button 9 that can artificially insert gaming medals up to the upper limit value of the betting number according to the number of times of pressing, gaming medals and credits that are inserted for setting the betting number Credit settlement button 10 for carrying out the settlement of the game medals in Tsu door (below, unless otherwise necessary, the settlement process by the credit settlement button 10 referred to as "credit settlement"), and the like are provided. Note that a MAX bet LED 84 (see FIG. 3) for notifying that the operation of the MAX bet button 8 is in an allowable state is built in the MAX bet button 8.

  In addition, an operation panel unit 14 formed in a horizontally long shape is provided below the stepped portion of the rotating cylinder visual recognition unit 3. The operation panel unit 14 includes a return button 15 for returning medals filled in the medal insertion slot 7, a rotation rotation start lever 11 for starting rotation of the rotation cylinders 5a, 5b, and 5c, and each rotation cylinder 5a. Three rotating cylinder rotation stop buttons 12a, 12b, 12c (left rotating cylinder stop button 12a, intermediate rotating cylinder stop button 12b, right rotating cylinder stop button 12c) for individually stopping the rotation of 5b, 5c are provided. It has been. In the present specification, unless specifically required, these spinning cylinder rotation stop buttons 12a, 12b, and 12c are referred to as “rotating cylinder rotation stop buttons 12”.

  It should be noted that the MAX bet button 8, the 1 bet button 9, the credit settlement button 10, the spinning cylinder rotation start lever 11, and the spinning cylinder rotation stop buttons 12a, 12b, and 12c are each detected as an operation. Switches for generating information (detection signals) (MAX bet switch 8a, 1 bet switch 9a, credit settlement switch 10a, spinning cylinder rotation start switch 11a, and spinning cylinder rotation stop switches 12a ′, 12b ′, 12c ′: see FIG. 3) Is provided. Further, inside the medal insertion slot 7, a medal detection sensor 7a (see FIG. 3) for detecting the inserted game medal, a medal receiving passage 61 side (see FIG. 1B) to be received inside the gaming machine, and a medal return passage 71. A path switching mechanism (blocker solenoid 7c: see FIG. 3) for switching to the side (see FIG. 1B) is provided.

  Then, as shown in FIG. 1B, at the position corresponding to the medal insertion slot 7 on the back side of the front door 2, it is selected whether or not the medal inserted into the medal insertion slot 7 is regular, and the regular game medal is selected. A medal selector 43 for guiding the hopper tank 12 to the hopper tank 12 is provided.

  When the game medals selected by the medal selector 43 are legitimate, the game medals are guided to the hopper tank 12 through the medal receiving passage 61 composed of the internal passage 52 of the medal selector 43 and the slope rod 48, and the others. In the case of a game medal, it is guided to the medal payout exit 19 through a medal return passage 71 including a cancel shooter 44 and a medal return basket 45. In other words, the medal selector 43 is provided by a blocker solenoid 7c that switches the guide path (internal passage 52) for medals inserted from the medal insertion slot 7 between the medal receiving passage 61 side and the medal return passage 71 side that are received inside the gaming machine. A passage switching mechanism is provided. The lower part of the medal return basket 45 (common passage portion 73) also has a function of guiding the game medals paid out from the medal payout opening 19 of the hopper tank 12 to the medal tray 18. Here, an electromagnetic drive means using an electromagnetic solenoid is used as a drive source for the passage switching mechanism, but an electric drive means such as a piezoelectric element may be used.

(Medal selector: Fig. 1C)
FIG. 1C shows a configuration example of the medal selector 43. The bracket 46 attached to the inner frame of the front door 2 is integrally provided with a slope rod 48 having a guide path 48a for guiding the regular game medals M selected by the medal selector 43 to the hopper tank 12 of the hopper unit 500. Is formed.

  Further, a medal inlet 51 for receiving a medal falling from the medal insertion slot 7 is provided on the upper surface of the rectangular base 49 of the medal selector 43 and the side part is covered with the sub plate 50. The game medals entering from the base are guided along the internal passage 52 by the medal rail 52 a formed on the base 49. A select plate 53 is arranged in the upper part of the passage area in the middle part of the medal rail 52a in the medal flow direction, and cooperates with the wall of the base 49 on which the medal rail 52a is provided to play a game of a normal size. A guide groove having a height position for guiding only medals and a groove width is formed.

  When the inserted game medal is smaller than the standard size, the select plate 53 falls back from the guide groove formed by the select plate 53 by falling backward with its own weight, and is positioned directly below the medal selector 43. The cancel shooter 44 has a function of dropping. If the inserted medal is appropriate, the medal is guided to the downstream side of the medal rail 52a along the guide groove formed by the select plate 53, and the lower medal outlet 55 (FIG. 1B). It has a function of discharging to the slope rod 48 from the reference).

  Further, the select plate 53 can swing about a rotation shaft (not shown) provided on the front side of the base 49 (the back side in FIG. 1C), and guides an appropriate medal by forming the guide groove. It is possible to switch between the “medal guide position” and the “medal discharge position” for discharging an inappropriate medal at a larger interval than the guide groove. When the blocker solenoid 7c attached to the front side of the base 49 is in the ON state, the select plate 53 is positioned at the medal guide position by the magnetic attraction force, and when the blocker solenoid 7c is in the OFF state, The select plate 53 is positioned at the medal discharge position by the force of a return spring (not shown).

  In addition, a projection 53 a that protrudes from the guide surface of the internal passage 52 (the surface of the medal rail 52 a) and blocks the passing medal is formed in a portion of the select plate 53 below the rotation shaft. When the select plate 53 is at the medal guide position, the protruding portion takes a retreat position that allows the game medal to flow down from the surface of the medal rail 52a, and when the select plate 53 is at the medal discharge position, the medal rail 52a. Protrusions that protrude from the surface of the medals and prevent the medal from flowing down.

  Therefore, when the select plate 53 is at the medal guide position and the guide groove is formed, the internal passage 52 in the medal selector 43 is opened, and as a result, the medal receiving passage from the medal insertion port 7 to the hopper tank 12. The whole 61 becomes an open state. This means that the guide path (internal passage 52) of medals inserted from the medal insertion slot 7 is switched to the medal receiving passage 61 side to be received inside the gaming machine by the passage switching mechanism. Further, when the select plate 53 is in the medal discharge position, and thus the protrusion 53a is in the projecting position and the formation of the guide groove is released, the internal passage 52 in the medal selector 43 is closed, and as a result, the medal The entire medal receiving passage 61 from the insertion port 7 to the hopper tank 12 is closed. This means that the guide route (internal passage 52) of medals inserted from the medal insertion slot 7 is switched to the medal return passage 71 side by the passage switching mechanism.

  As to whether or not the inserted medal can be accepted, when the blocker solenoid 7c is in the ON state, the medal selector 43 enters a “game medal accepting state” in which the select plate 53 is at the medal guide position and the protrusion 53a is in the retracted position. When the blocker solenoid 7c is in the OFF state, the select plate 53 is in a “game medal unacceptable state” in which the medal discharging position and the protruding portion 53a are the protruding position. In a gaming situation where the game is being started or credits are being settled, the medal selector 43 is in a state where the medal cannot be accepted and the game medal inserted through the medal slot 7 is forcibly entered. Return from the cancellation shooter 44 to the player.

  Further, the sub-plate 50 is mounted so as to be rotatable about a shaft 50a provided on the base 49, and is usually biased so that a part of the sub-plate 50 comes into contact with the base 49 by a spring 50b. Further, when the sub plate 50 is mounted on the base 49, an opening 50c is formed in a portion corresponding to an intermediate region of the medal rail 52a (an inclined path of the internal passage 52). The medal rail 52a appears. When the operator pushes the return button 26 against the spring 50b, the sub plate 50 is pushed and spread from the base 49 and rotates around the shaft 50a, so that the gap between the base 49 and the passage surface is widened. A packed game medal or foreign object can be dropped downward.

  On the downstream side of the medal rail 52a, a medal detection sensor 7a composed of two photo sensors (double reflection type photo sensors) is arranged along the direction in which the game medal flows, and the medal is detected by these medal detection sensors 7a. , The detection signal shifted in timing for a predetermined time is sent to the main control board (main control unit) 400 (see FIG. 3) on the housing 1 side of the gaming machine via the game relay board 370 (see FIG. 3). Output. By arranging the two medal detection sensors 7a in this way, an appropriate number of game medals passing through the medal selector 43 can be counted, and abnormal operations such as game medals clogging and cheating due to goto are reliably detected. It becomes possible. The game medals that have passed through the two medal detection sensors 7a are placed on the hopper tank 12 installed on the housing 1 side via a slope rod 48 provided on the bracket 46 and extending backward from the medal selector 43. Guided.

  Returning to FIG. 1A again, below the operation panel unit 14, there is provided a decorative panel unit 17 with colors and patterns for appealing the appeal of the gaming machine. A horizontally long medal tray 18 mounted integrally with the door 2 is provided. The medal tray 18 has a medal payout opening 19 for discharging game medals returned from the inside of the gaming machine to the front side.

  Speakers 16 are provided on both sides of the upper part of the front door 2 and the lower part of the lower part of the front door 2 to output music and sound effects relating to the game and to exert a sound effect.

  Note that a gaming panel 77 formed in a horizontally long shape is provided on the lower side of the rotating cylinder visual recognition unit 3. The game panel 77 is provided with various display units (see FIG. 3) for notifying the player of the current game progress.

  Specifically, (A) “credit number display section (credit number display 86)” for displaying the number of credits, (B) “payout number display section for informing the number of game medals to be paid out according to the game result ( “Payout number display 87”, (C) “game start display section (game start) for notifying whether or not the operation of the rotation start lever 11 is valid (game start ready state (rotation start ready state))” "Display LED 81)", (D) "Medal insertion display section (medal insertion display LED 82)" for notifying whether or not the insertion of a game medal is acceptable, and (E) whether or not the re-game is in operation. Various information such as “re-game operation display section (re-game operation LED 83)” to be notified and (F) “insert number display section (insert number display LED 85)” to display the number of inserted game medals (current bet number). A display is provided There. These display units are displayed and controlled by a main control unit (main control board) 400 (see FIG. 3). For example, the credit number display unit and the payout number display unit are displayed on the current credit number information and game by a 7-segment display. The payout number information according to the result is notified, and in the game start display unit, medal insertion display unit, re-game operation display unit, and inserted number display unit, the light emission mode of the built-in LED (off / lighting (flashing), light emission) The current gaming situation is notified by color etc.).

  In addition, each said display part should just be formed in the position where a player is easy to visually recognize, for example, the position (for example, rectangular area shown by the code | symbol 13) near the rotating cylinder visual recognition part 3 is mentioned. In addition, the display unit can be configured to notify the information on the display unit by image display, instead of using light emitting means such as LEDs or 7 segments. For example, the information can be displayed in a predetermined display area on the image display by the liquid crystal display device 6.

  Here, the production means in the present invention may be any means that can exhibit production effects by stimulating the human senses such as vision, hearing, and touch, and light generation means such as a decorative lamp unit 13 and LEDs, Representative examples are an effect display means, a sound generating device such as a speaker 16, a vibration device for transmitting vibration to the player's body, or a wind pressure device for applying wind pressure to the player's body. The effect display device means a display device that appeals to the eye like the image display device, but differs from the image display device in that it also includes a display device that does not depend on an image (for example, a display device using 7 segments). The liquid crystal display device 6 is a typical example of an image display device. In the case of an image display device, the liquid crystal display device 6 refers to a type that expresses an effect mainly by image display, and expresses an effect by a display other than an image like a 7-segment display device. Things are included in the concept of the effect display device. As for the effects related to the game, for example, the current game state (effect state), the effect of notifying (suggesting) the winning possibility of the role or the winning role type, the effect related to the assist notification (assist notification effect), the game state Games such as a prize effect when an effect related to (for example, background display effect), a combination of specific symbols (for example, a winning combination to be described later) is stopped on an established line (effective winning line or a pseudo winning line to be described later) Widely includes effects related to progress.

<Control device: FIGS. 3 to 4>
Next, with reference to FIG. 3, a control device for a spinning machine according to the present embodiment will be described. FIG. 3 is a control block diagram showing an outline of a configuration of a control device for performing game operation control. The same components as those in FIG. 1 are denoted by the same reference numerals.

  A control device for a spinning-reel game machine according to the present embodiment includes a main control board (hereinafter referred to as “main control unit”) 400 (main control means) that controls overall game operation control, and effect control from the main control unit 400. Upon receipt of the command, a production control unit 410 (production control unit) that controls production operation control (production control for the production means) in general and a power supply necessary for the gaming machine are generated from an external power source (not shown) The power supply board (power supply control means) (not shown) to be supplied is mainly configured. The effect control unit 410 includes an effect control board 420 and a liquid crystal control board 460, and the liquid crystal display device 6 is connected to the liquid crystal control board 460. In FIG. 3, the power supply route is omitted.

  The main control unit 400 includes a medal detection sensor 7 a for detecting a game medal from the medal slot 7, a MAX bet switch 8 a for detecting an operation of the MAX bet button 8, and a 1 bet button via the game relay board 370. 1 bet switch 9a for detecting the operation of 9, a credit settlement switch 10a for detecting the operation of the credit settlement button 10, a rotating cylinder rotation starting switch 11a for detecting the operation of the rotating cylinder rotation starting lever 11, and the rotation of the rotating cylinder A stop switch board 360 on which the switches 12a ′, 12b ′, and 12c ′ are mounted is connected, and the main control unit 400 can receive detection signals from these. Further, a blocker solenoid 7c is connected via the game relay board 370, and an excitation signal for the solenoid can be transmitted to the blocker solenoid 7c.

  A game display board 390 is connected to the main controller 400 via a game relay board 370. On this game display board 390, a game start display LED 81, a medal insertion display LED 82, a re-game operation LED 83, a MAX bet LED 84 (a MAX bet button 8 built-in LED), and an inserted number display LED 85 are mounted. The unit 400 can transmit control signals for controlling these display units. Further, the game display board 390 is equipped with a credit number display 86 and a payout number display 87, and the main control unit 400 can transmit control signals for controlling these displays.

  Note that the spinning cylinder rotation start lever 11, the spinning cylinder rotation stop button 12a, 12b, 12c, or the credit settlement button 10 is provided with an LED (not shown) therein, and a light emission mode of the LED (for example, The player can be notified of the validity or invalidity of the lever operation or button operation.

  Further, the main control unit 400 is connected with the rotation drive motors 211a, 211b, and 211c for rotating the rotation cylinders 5a, 5b, and 5c of the rotation apparatus 210 via the rotation relay board 330. Reference numeral 400 can transmit a control signal for driving these rotating drum drive motors.

  In addition, the main control unit 400 includes a spinning cylinder position detection sensor (a sensor provided on each spinning cylinder for detecting the current rotation position of the spinning cylinder (current position from the base point) and rotation of the spinning cylinder) 212a, 212b, 212c is connected, and the main control unit 400 can receive detection signals from these rotation position detection sensors.

  The main control unit 400 is connected to a hopper unit 500 including the hopper tank 12 and a full detection metal fitting 600 for monitoring surplus game medals overflowing from the hopper tank 12 via a payout relay board 350.

  The hopper unit 500 includes a hopper motor 510, a payout control board (payout control means) 450 for driving and controlling the hopper motor 510, and a medal payout sensor 520 for detecting game medals discharged from the hopper unit 500. Is provided.

  When the game medal needs to be paid out, the main control unit 400 can transmit a payout control command for designating the payout number to the payout control board (payout control unit) 450. When the payout control board 450 receives a payout control command from the main control unit 400, the payout control board 450 controls the hopper motor 510 to perform payout processing of a specified number of game medals. The game medals that have been paid out are detected by a medal payout sensor 520, and the detection signal is input to the main control unit 400.

  The main control unit 400 is connected to a hall computer HC (a computer that comprehensively manages pachinko hall gaming machines) via an external concentrated terminal board 310, and the main control unit 400 has predetermined game information (for example, Information relating to the number of game medals inserted, the number of payouts, the occurrence of a prize, etc.) can be transmitted to the hall computer HC.

  Further, the main controller 400 is connected to a rotating drum setting board 430 so that a detection signal from the rotating drum setting board 430 can be received.

  The rotating setting board 430 is provided with a reset switch (not shown) for releasing a predetermined game operation error, and a detection signal when the reset switch is operated can be transmitted to the main control unit 400. . In addition, the rotation setting board 430 has a step-by-step (in this embodiment, six stages of settings 1 to 6) step-by-step change in the payout rate “set value (expected value of profit that can be enjoyed by the player). A setting switch (not shown) for changing “a value specified by” is provided, and a signal indicating the setting value set by the setting switch can be transmitted to the main control unit 400.

  The above-mentioned “set value” mainly defines the lottery probability (winning probability of a role) by the internal lottery for each stage (six levels of settings 1 to 6). The so-called payout rate (PAYOUT rate (the machine discount with the setting value 1 being the lowest and the machine discount with the setting value 6 being the highest) is advantageous for the player. Based on the sales strategy of the hall (amusement store), the hall clerk operates the setting switch to change the set value.

  The main control unit 400 is connected to an effect control board 420 constituting the effect control unit 410 via the effect I / F board 340. The main role of the effect control board 420 is to receive an effect control command from the main control unit 400, to select an effect based on the effect control command, and to a liquid crystal control command associated with the effect control command for the liquid crystal control board 460. , Sound control of the speaker 16, light emission control of the decorative lamp 13 and LED, operation control of a movable body accessory (not shown) provided at an appropriate place, and the like.

  A liquid crystal control board 460 is connected to the effect control board 420 via an effect I / F board 340. The main role of the liquid crystal control board 460 is reception of a liquid crystal control command from the effect control board 420, image display control of the liquid crystal display device 6 based on the liquid crystal control command, and the like.

  Next, with reference to FIG. 4, the circuit configuration and functions related to the main control unit (main control board) 400 and the effect control unit 410 will be specifically described. Here, description will be made while paying attention to the effect control board 420 connected to the main control unit 400 as the effect control unit 410.

  FIG. 4 is a block diagram schematically showing circuit configurations of the main control unit 400 and the effect control board 420 shown in FIG. First, the circuit configuration of the main control unit 400 will be described.

<Main control unit (main control board) 400>
The main control unit 400 includes a microprocessor having a main CPU 401c and a microcomputer 401 (in this embodiment, a Z80 system equivalent product) having a main ROM 401a and a main RAM 401b. In addition, an I / O port circuit 402 that inputs and outputs signals between peripheral boards, a counter circuit 403, and an interface (I / F) circuit that mediates exchange of signals with external peripheral boards connected to the main control board 400 404 to 406, a motor drive circuit 407, and a switch input circuit 408 are configured.

  The main CPU 401c is, for example, a CPU of Z80 (manufactured by Zylog or equivalent), and the main CPU 401c includes various registers for reading and writing data necessary for executing the game operation control process.

  The main ROM 401a functions as storage means (main control side storage means) for storing game data related to game operation control, and in addition to a control program describing a game operation control procedure, for example, a stop for the stop control of the spinning cylinder “Stop table (not shown)” that defines data (data for pull-in control), “Lottery table (see FIG. 5 to be described later)” that defines internal lottery data related to a hand, and a winning flag based on the internal lottery result Various data necessary for game operation control, such as a “winning flag setting table (not shown)” that defines flag data to be used, are stored.

The main RAM 401b functions as a work area and a buffer memory. As the various data when the main CPU 401c executes the game operation control program, for example,
Internal lottery random value used for internal lottery, internal lottery result information (for example, winning combination number (winning role type information), winning flag), gaming state information (for example, gaming state designation flag (for example, gaming state flag, Game operation flags, etc.), various timers related to game operation control, bet amount setting information (game medal inserted number), credit number information (credit number stored in credit means), data necessary for the progress of the game is processed It is stored and used according to

  In addition to the main ROM 401a, main RAM 401b, and main CPU 401c, the microcomputer 401 further includes a CTC (Counter Timer Circuit) 401d, a counter circuit 403, an interrupt function (a timer interrupt function that gives an interrupt signal to the main CPU 401c, It includes an interrupt controller circuit 401e that exhibits an interrupt prohibition function). The CTC 401d is a circuit in which an 8-bit counter and a timer are integrated, and adds a periodic interrupt, a pulse output generation function (bit rate generator) having a constant period, and a time measurement function. Therefore, in this embodiment, a timer interrupt is applied to the main CPU 401c at a time interval of about 1.5 ms using the CTC 401d.

  The counter circuit 403 includes a random number generation circuit that generates a random number within a certain range in hardware, and a sampling circuit that samples a random number value at a predetermined timing from the random number generation circuit, and as a 16-bit counter as a whole. work. The main CPU 401c sends an instruction to the sampling circuit according to the processing state, thereby acquiring the numerical value indicated by the random number generation circuit as an internal lottery random value (random number size: 65536), and the random value is obtained. Used for internal lottery. When the microcomputer 401 (main CPU 401c) sets a betting number (in this embodiment, it is a condition that three game medals are inserted) as a game start condition, and the rotation rotation start lever 11 is operated, With reference to a random number for internal lottery and a lottery table to be described later (FIG. 5), it is determined by internal lottery which of the winning combination is not “losing”, and the lottery result information (internal winning flag) ) Is set in a predetermined area of the main RAM 401b until predetermined processing is completed. As a general rule, the winning flag is cleared for each game.

(Lottery table: Fig. 5)
FIG. 5 illustrates an outline of the lottery table according to the present embodiment.

  As shown in the drawing, the lottery table has a lottery region (the size of the lottery region in this embodiment is 65536) having a winning region (determination value) corresponding to each of a plurality of types of winning combinations. Thus, the winning probability (determination value / lottery area) of each combination is defined. The microcomputer 401 refers to the lottery table and determines which of the winning combinations is a lose (pure loss shown in the drawing) depending on which determination value the internal lottery random number value belongs to.

  Returning to the description of FIG. 4, the main control unit 400 outputs an “effect control command” as control information (command information) capable of specifying the processing state to be provided in the I / F circuit 404 with the effect control board 420. It is output via the circuit 404a. The effect control command is input to the effect control board 420 through the effect I / F board 340 and the input buffer circuit 340a for the main control board 400 provided therein. Such a production control command from the main control unit 400 is produced by one-way communication in order to prevent an illegal signal from an external goto action from being input to the main control unit 400 via the production control unit 410. It is transmitted to the control board 420. That is, the production control unit 410 side functions only as an input in one-way communication.

  As the I / F circuit, an I / F circuit 404 with the effect control board 420, an I / F circuit 405 with the game relay board 370, and an I / F circuit 406 with other boards are provided. Signals from various switches and sensors arranged in the gaming machine main body are input to the switch input circuit 408 of the I / F circuit 405.

  The motor drive circuit 407 supplies drive pulse signals for controlling the rotating drum drive motors 211a, 211b, and 211c under the control of the microcomputer 401 (main CPU 401c), and controls the rotation of the rotating drums 5a, 5b, and 5c. Perform stop control.

  The rotation control of the spinning cylinder is performed on the condition that the number of bets serving as a game start condition is set and the operation of the spinning cylinder rotation start lever 11 is confirmed. Specifically, the microcomputer 401 has inserted a predetermined number of game medals (the number of games that can be started) based on detection signals from the medal detection sensor 7a, the MAX bet switch 8a, or the 1 bet switch 9a. Is confirmed, the acceptance of the operation detection signal input from the spinning cylinder rotation start switch 11a is validated (game startable state). Then, when the operation detection signal input from the spinning cylinder rotation start switch 11a is confirmed in this game startable state, the spinning cylinder driving motors 211a, 211b, and 211c are driven and controlled via the motor driving circuit 407. 5a, 5b and 5c are started to rotate, and then each cylinder is rotated at a substantially constant speed. Thereby, the rotation operation | movement which rotates each rotation cylinder is implement | achieved. In the present embodiment, three game medals are the maximum bet number (MAX bet) for one game, and the prescribed number as the game start condition is also three game medals. However, the maximum bet number can be changed according to the gaming state. For example, the maximum bet number can be three game medals in the normal game state, and the maximum bet number can be two game medals in the bonus game. The prescribed number may be one or two and is not particularly limited.

  Further, the rotation stop control is performed on the condition that the operation of the rotation rotation stop button 12 is confirmed during rotation of the rotation cylinder. Specifically, when the microcomputer 401 confirms the input of the operation detection signal from the spinning cylinder rotation stop switches 12a ′, 12b ′, and 12c ′, the microcomputer 401 detects the specific position (for example, the horizontal direction at the bottom of the spinning cylinder visualizing unit 3). The symbol number existing on the line (the position corresponding to the lower part in the frame) is obtained and is designated as a “stop operation symbol number”, and from the stop operation symbol number based on a predetermined stop table (not shown) Determine how many frames (the number of sliding frames) to move and stop the spinning cylinder, and stop the spinning cylinder at the target position. The microcomputer 401 monitors the amount of movement of the rotating drum from the current position based on the detection signals from the rotating drum position detection sensors 212a, 212b, and 212c, and monitors the specific position. I know the symbol number that exists. As a result, it is possible to know for each stop of the rotating cylinder which symbol number of the symbol has stopped on the effective pay line of each of the rotating cylinders 5a, 5b, 5c.

  In the above-mentioned “stop table”, stop data is defined in which the number of sliding frames corresponding to the stop operation symbol number is determined within the range of the maximum number of frames to be drawn. Specifically, depending on the stop operation timing (stop operation symbol number) of the spinning cylinder, a specific symbol is stopped on the effective winning line, or a specific cylinder is not stopped on the effective winning line. Stop data for stop control is defined.

  This stop table mainly includes a plurality of types of stop tables that are selected according to the internal lottery result. For example, all stop cylinders that collectively determine the number of sliding tops for all cylinders Stop table, stop table (for example, stop table for left turn cylinder, stop table for middle turn cylinder, stop table for right turn cylinder), and stop operation procedure for the turn cylinder ( The stop operation order stop table selected according to the stop operation timing and / or the stop operation order (pushing order) of the rotating cylinder is included. With such a stop table, symbols that can constitute a combination of symbols corresponding to the winning combination (component symbols of the winning combination) are stopped on the effective winning line, and even if the winning combination is won, So-called “pull-in control” is realized in which the symbols are not stopped by the pressing order.

  This “pull-in control” is, as is conventionally known, when the winning combination is determined by internal lottery, the winning combination existing on the effective winning line at the timing when the rotation rotation stop button 12 is operated. Except for the component symbols (designs that can constitute a combination of symbols corresponding to the winning combination), within the range of the predetermined number of sliding frames (maximum number of draw frames (maximum 4 frames in this embodiment)) on the effective winning line This is a stop control mode in which when the component symbol of the winning combination that can be stopped is present, the stop position of the rotating drum is controlled in such a manner that the symbol is drawn on the effective winning line. Therefore, if the component symbol of the winning combination can be pulled in from the stop operation symbol number by the maximum number of frames to be drawn and stopped on the effective winning line, the symbol is basically drawn on the effective winning line.

  Utilizing such pull-in control characteristics, if the number of sliding symbols is determined according to the symbol arrangement configuration and the stop operation symbol number in the symbol arrangement band of each rotator, regarding the combination of symbols corresponding to the winning combination, Regardless of the stop operation timing, it is possible to stop on the effective pay line (100% retractable (drawing rate 100%)), or depending on the stop operation timing, even if the maximum number of sliding frames is pulled, it is impossible to stop on the effective pay line ( Can be generated).

  However, if any winning combination is not won by internal lottery, that is, if it is `` losing '', the stop position of the spinning cylinder where the combination of symbols corresponding to any winning combination is not stopped on the effective winning line is determined. It has become so. Therefore, in a game that is “losing”, the combination of symbols corresponding to any combination will not stop on the effective winning line regardless of the timing of stopping the spinning cylinder, and the game result will always be “losing”. Become.

  In the symbol arrangement band 200 (see FIG. 2) of the present embodiment, for a specific symbol type such as a symbol of RP or a symbol of bell, for example, the pulling rate onto a predetermined effective pay line is 100%. Has been placed. However, with respect to the other symbols, the pull-in rate is not necessarily 100% under the pull-in control, and a “winning out” of a specific winning combination can be generated. However, any of the symbol arrangement configuration, the symbol type, and the winning line of each symbol is not particularly limited as long as the object of the present invention can be achieved, and can be changed as appropriate.

<Production control unit 410 (production control board 420)>
Next, the effect control board 420 of the effect control unit 410 will be described.

  The effect control board 420 includes a microprocessor with a built-in sub CPU 421c (effect control CPU) and a microcomputer 421 with a sub ROM 421a (effect control ROM) and a sub RAM 421b (effect control RAM). In addition, a CTC 421d having the same function as the CTC 401d, an interrupt controller circuit 421e for giving an interrupt signal to the sub CPU 421c, an I / O port circuit 422 for inputting / outputting signals to / from the effect I / F board 340, a counter circuit 423 etc. are comprised. The effect control board 420 is connected to the liquid crystal control board 460 and effect means such as the speaker 16 and the decorative lamp 13 via the effect I / F board 340.

  The sub ROM 421a functions as a storage unit (production control side storage unit) for storing game data related to the production operation control. In addition to the production control program in which the production control procedure is described, various data necessary for the production operation control are stored. Stored.

  Further, the sub RAM 421b functions as a work area and a buffer memory, and data generated when the sub CPU 421c executes the effect control program, for example, random numbers for effect lottery and effect state (game state on the effect control unit side) information. For example, data necessary for the presentation of effects is stored and used according to the processing state.

  Similarly to the counter circuit 403, the counter circuit 423 includes a random number generation circuit and a sampling circuit. The sub CPU 421c obtains the numerical value indicated by the random number generation circuit as an effect random value by sending an instruction to the sampling circuit in accordance with the effect processing state (for example, the timing at which the effect control command is received). This effect random number is mainly used for effect pattern lottery.

  Although not shown, the effect control board 420 receives an effect control command from the main control unit 400 and performs an effect process for light and sound. An optical display control unit for an optical display device including an LED is provided.

  The liquid crystal control board 460 includes a display control unit that controls display of the liquid crystal display device 6 based on the liquid crystal control command received from the effect control board 420. This display control unit stores a VDP (Video Display Processor) that controls overall video output processing such as image development processing and image drawing, and an image (image image data) in which VDP performs image development processing (effect image data). Character) ROM, VRAM (Video RAM) that temporarily stores image data developed by VDP, liquid crystal control CPU that outputs control data necessary for VDP to perform display control, and display control of liquid crystal control CPU It is mainly composed of a liquid crystal control ROM that stores a program describing an operation procedure and various data necessary for display control thereof, and a liquid crystal control RAM that functions as a work area and a buffer memory.

  The microcomputer 421 displays a production control command including specific information sent from the main control unit 400 (for example, a combination of winning combination information and a specific symbol has stopped on the effective winning line, a specific symbol has stopped. In response to such information, the transition control can be performed between a plurality of types of performance states including an AT game described later.

  In addition, the microcomputer 421 (sub CPU 421c) determines an effect pattern (effect scenario) to be displayed in the current game, based on the effect control command sent from the main control unit 400, regarding the effect appearance control. In accordance with the effect pattern, a dedicated control signal is transmitted to the sound generation device or the optical display device at a timing when a sound effect or a light effect needs to be generated, and a timing at which an image to be displayed on the liquid crystal display device 6 needs to be reproduced. Then, the liquid crystal control command is transmitted to the liquid crystal control board 460. Thereby, the reproduction of the sound effect corresponding to the effect pattern, the lighting / flashing driving of the decoration lamp 13 and the LED, or the image display effect by the liquid crystal display device 6 is realized, and various effect patterns are sequentially arranged in time series. Alternatively, a target production (production scenario) appears by developing a plurality simultaneously.

  Such effects include various effects related to the game. For example, a notice effect (notice effect) for notifying an internal lottery result (winning role information), and a winning possibility of winning (winning expectation) Typical examples include an expected effect to be notified, a state notification effect (for example, a background display effect) to notify a gaming state, an assist notification (support effect) described later, and the like.

  The effect control command defines a function by a 2-byte configuration consisting of a 1-byte length mode (MODE) and an event (EVENT) of 1-byte length, and in order to distinguish MODE from EVENT, Bit7 is ON, and EVENT Bit7 is OFF. When these pieces of information are transmitted as valid, a strobe signal is output corresponding to each of the mode (MODE) and the event (EVENT). That is, when there is a command to be transmitted, the main CPU 401c (main control CPU) sets and outputs mode (MODE) information for transmitting the command to the effect control unit 410 (effect control board 420). The first strobe signal is transmitted after a predetermined time has elapsed. Furthermore, event (EVENT) information is set and output after the elapse of a predetermined time from the transmission of the strobe signal, and the second time of the strobe signal is transmitted after the elapse of the predetermined time from this setting. The strobe signal is controlled to be in an active state by the main CPU 401c for a predetermined period during which the sub CPU 421c (production control CPU) can reliably receive a command. When transmitting the liquid crystal control command, the effect control board 420 generates an interrupt strobe signal, and sends a liquid crystal control command of 2 bytes length composed of a MODE signal and an EVENT signal to the liquid crystal control board 460 before and after. .

  Although not shown, the interrupt terminal INT of the effect control board 420 is connected to a strobe (INT) signal line that is output when the main control unit 400 transmits a command among the command transmission lines. The sub CPU 421c generates an interrupt based on the input of the strobe signal, executes a control program for command reception interrupt processing, and an effect control command is acquired in this interrupt processing. Unlike the main CPU 401c, the sub CPU 421c executes an interrupt process based on another interrupt (timer interrupt process executed periodically) when an interrupt is generated based on the input of the strobe signal. Even in the middle, the command reception interrupt process is performed by interrupting the process, and the command reception interrupt process is preferentially performed even if another interrupt occurs simultaneously.

  <About the type of winning combination (winning role type) and the combination of symbols corresponding to the winning combination (combination of winning symbols: winning type): FIG.

  In the present embodiment, as shown in FIG. 5, there are provided many types of roles (a role that is a lottery target of internal lottery: a lottery target role). The lottery target roles are broadly classified into those belonging to the small role type with payout of game medals (game media) and those belonging to the replay (replay) role type with replay. In this embodiment, the lottery As an example of the subject role, weak watermelon, strong watermelon, AT1 to AT3 are provided as belonging to the above small role type, and weak cherry, strong cherry, and replays 1 to 3 are special roles as belonging to the replay role type There is a net loss or the like in which the BB belonging to the seed (the opportunity to move to the bonus game) BB has not won any combination. Note that “re-game” means that the game medal (game medium) is not inserted (including the use of the game medal for the game by storage means (credit function unit) or by operation of other devices) next time. The game start condition is re-assigned. Specifically, the same amount (the same number) as the amount of game media used in this game (the number of game medals inserted for setting the bet amount) is simulated. This is a game that can be given (automatically input) to start the next game. This re-game can be said to have game value in the same way as a game medal in that the player can play the next game without reducing the game medal. The bonus game is a special game state that is advantageous to a player who has a predetermined game period and a small role probability that is significantly higher than that of a normal game. This special game state ends when a predetermined number of game medals are paid out (for example, 117).

  When the above-mentioned combination (the drawing-target combination) is determined as a winning combination by internal lottery, a winning flag corresponding to the winning combination is established, and as a result of the game, a combination of symbols corresponding to the winning combination is placed on the effective winning line. Stop display is allowed. Then, when the combination of symbols corresponding to the winning combination stops on the effective winning line when each of the cylinders stops, it is determined that a combination corresponding to the combination of symbols is established, and the gaming value corresponding to the combination of the symbols is It is given to the player. In the present specification, for the convenience of explanation, unless particularly necessary, a combination of specific symbols accompanied by some game value is called a “winner”, regardless of whether it is advantageous or disadvantageous to the player. Stopping a combination of symbols treated as a winning combination (including a missed eye that appears when it is missed) on the effective winning line may be particularly referred to as “winning”.

  In the present embodiment, many lottery object combinations are provided in order to have a range of game playability. The winning combination includes a winning combination with a gaming value that can be beneficial to the player (advantageous winning combination), or a winning combination with a gaming value that can be adversely affected, depending on at least the push order when winning. There are provided a plurality of types of “push order prescribed combinations” which are derived and displayed as a game result by (unfavorable winning combination) and have a special feature. For example, for AT1 to AT3, an advantageous winning combination in which nine payouts are obtained or an unfavorable winning combination in which one payout having a lower payout is obtained can be won in accordance with the pressing order.

  Whether a combination of symbols of a plurality of types of symbols that are allowed to win by winning a pushing order role (for example, AT1 to AT3, replay 2, 3, etc.) stops on the effective winning line Is determined on the basis of the pushing order and the stop operation timing of the rotating drum under the pull-in control. Whether or not each of the spinning cylinders 5a, 5b, and 5c corresponds to the first to third stop operation spinning cylinders, that is, the pushing order, is grasped by the “stop operation order monitoring means” that the main control unit 400 serves as its function unit. Is done. This stop operation order monitoring means monitors the rotation state and the stop state of each of the rotating cylinders, and based on the rotating and rotating cylinders, the number of stop operation of the rotating cylinder targeted for the stop operation is Know if it exists (push order).

  The pushing order information related to the pushing order defining combination as described above is normally not notified to the player. For this reason, the player cannot know the push order for winning the winning combination. Therefore, in order to win an advantageous winning combination, it is limited to the case where the pushing order coincides. Therefore, under predetermined conditions, the player is allowed to push the advantageous winning combination by the image display effect, the sound effect, the light effect, etc. by using the display means such as the liquid crystal display device 6, the decorative lamp unit 13, and the speaker 16. An AT game (privilege game state) for assist notification is generated. This AT game is continued for a predetermined number of games (for example, 50 games), and when an AT game is generated, it becomes easy for the player to win an advantageous winning combination related to AT by assist notification, so that the game development is advantageous to the player. Note that the AT game is managed and controlled by the “production state management means”, whose function is handled by the production control unit 410, and the production state management means uses the normal production state (non-AT game: normal production). State) and a plurality of types of performance states including AT games.

  In the AT game, for example, an AT lottery is performed in response to a winning or winning of a specific role (AT lottery trigger (in this embodiment, strong cherry, weak watermelon, strong watermelon)). When elected, a push order for guiding a winning combination of a special role (AT game transfer opportunity) that becomes an opportunity to shift to AT gaming is notified.In this embodiment, a specific role such as a weak cherry, a weak watermelon, or a strong watermelon When the AT lottery is performed (see the payout column in FIG. 5), when the AT lottery is won, the AT transition is triggered by the replay 2 or replay 3 (a kind of push order regulation role). Assist notification that prompts to align special replays ("Blue 7"-"Blue 7"-"Blue 7" or "Red 7"-"Red 7"-"Bell" symbol combination: see the payout column) Assist this special replay When a special replay wins the player according to the pushing order under the conditions where knowledge has occurred, an AT game is generated. Since the first revolving cylinder other than the left circling cylinder 5a is pushed in the first order), even if the special replay is won, the game is not transferred to the AT game.

  The special replay has a pull-in rate of 100%, and the special replay shown in the drawing shows an example. In the present embodiment, a predetermined stop operation timing is required for the special replay shown in the figure to win because of the symbol arrangement configuration, but the stop operation timing at which the component symbol of the special replay cannot be drawn onto the effective winning line. If it is operated in (when the special replay winning is unsuccessful), a special combination of symbols (special replay chance: one aspect of special replay) must be used as a special replay missed item. It stops at the top and a prize is generated. This special replay chance is defined as giving a game value equivalent to the special replay. In other words, if Replay 1 or Replay 2 is won, as long as the push order matches (see the Replay 2 and 3 push order column in FIG. 5), either the special replay or the special replay chance will be drawn 100%. The player can obtain the right to generate an AT game regardless of the stop operation timing after winning. This is to prevent the disadvantage that the player fails to push the player and cannot obtain the right to shift to the AT game obtained when the assist notification of the special replay occurs. Thereby, regardless of the skill of the game technique, the player can enjoy the profit (AT game transition) when the special replay assist notification is generated equally, so that the game beginner can enjoy the game with peace of mind.

  Further, in the present embodiment, it is possible to allow the player to freely stop operation because of the AT1 to AT3 (especially AT2 to AT3) winning probabilities and the AT1 to AT3 advantageous winning combination assistance notification during the AT game. There are cases where the payout rate changes beyond the range assumed by the person. Therefore, when a stop operation of the spinning cylinder rotation stop button 12 which is not a regular procedure is performed, a penalty that is disadvantageous to the player is given. Specifically, when an irregular game is pushed in the absence of an AT game (when an irregular procedure is executed), a penalty of a predetermined content is imposed, for example, a predetermined number of games (for example, 10 games), AT lottery The AT lottery and assist notification are not performed even if the opportunity is won. In this way, even if the AT lottery opportunity is won, the regular procedure is made to be protected by the player by invalidating the lottery for shifting to the AT game or invalidating the execution of the assist notification.

  As described above, in this embodiment, in order to widen the range of game play, a role having a special meaning such as a push order defining role such as AT1 to AT3, an AT lottery opportunity, and an AT game transition opportunity There are multiple types.

  By the way, in the case where a large number of such roles are provided and the range of game play is widened, a plurality of effective pay lines are provided. For example, many of the pay lines of the conventional revolving type gaming machine are shown in the middle stage of FIG. As shown by the horizontal line and the broken line in FIG. 6 (B), a total of four transversely and diagonally crossing the rotator visual recognition part 3 (when viewed from the front of the figure, the rotator visual recognition part 3 is diagonally rightward. 4 of the “lower right line” that crosses diagonally on the lower side, the “lower left line” that crosses diagonally on the lower left side, and the upper horizontal line and the lower line that horizontally traverse the rotating cylinder visual recognition part 3. Book), like a so-called “5-line machine” with a total of 5 winning lines (for example, Pachislot Must-Guide Guide Editor, Pachislot Encyclopedia “1964-2000”, Japan, Hakuyo Shobo, 2007 Year)) and multiple effective pay lines In addition, due to the relationship between the pull-in control and the symbol component configuration of the winning combination and the symbol arrangement configuration in the symbol arrangement band, the role configuration becomes complicated when designing the gaming machine, and as a result, the types of winning lots and the corresponding winnings There is no choice but to restrict the types of roles, and the degree of freedom of playability is hindered.

  Therefore, in recent years, an 11-line machine that has a single winning line such as the effective winning line shown in FIG. 6A, or a wedge-shaped one that is not shown but is not a linear effective winning line. Efforts have been made to solve this problem by providing an irregular effective winning line. Here, due to the characteristics of the spinning-type gaming machine that gives a gaming value according to the combination of symbols stopped on the effective winning line, in the above-mentioned one-line machine, a combination has been established for the player. In addition to the effective pay line, a virtual pay line imitating a conventional 5-line machine (hereinafter referred to as “pseudo pay line”: see FIG. 6B) is formed, On this pseudo-winning line, a combination of symbols that the player can easily recognize as winning, for example, if a small role, "fruit" or "vegetable" or " If a combination of symbols consisting of component symbols (for example, cherry, watermelon, or bell symbols) that imitates a “specific item” is used as a replay character, characters such as “REPLAY (RP)” and “CHANCE” are attached. Re By stopping the combination of symbols consisting of a special component pattern for example, the prize corresponding to the winning combination so that to recognize the player that has occurred.

  This will be specifically described with reference to FIGS. 6 and 7A. FIG. 7A is a diagram illustrating an example of a combination of symbols that stops on an effective winning line and a pseudo winning line when AT1 is won.

  When AT1 is elected, as shown in the figure, when the first stop operation cylinder (the first cylinder to be stopped) is the left cylinder 5a (FIG. 7A (A)), it is effective. At first glance, “RP”-“Cherry”-“Watermelon” on the winning line stops the loose eye like a loser, and the first stop operation cylinder (the first cylinder to be stopped) ) Other than the left-handed drum 5a (FIG. 7A (B)), on the effective winning line, “RP”-“Bell”-“Bell”, seemingly discolored like a loss. Stop. However, from the viewpoint of the pseudo winning line, “bell”-“bell”-“bell” (upper bell alignment) always stops at the “upper horizontal line” which is the pseudo winning line. If the stop operation cylinder (the first cylinder to be stopped) is other than the left rotation cylinder 5a, the "bell"-"bell"-"watermelon" must be placed on the 'right down line', which is a pseudo winning line. "(Slanting Berber Watermelon Alignment) is stopped (see the formation line column and push order column in FIG. 6). What should not be confused here is a combination of symbols that allows the above-mentioned “separation” to stop on the effective winning line by winning AT1, and this is a combination of symbols corresponding to the actual AT1 (winning) It is a point that is defined as a role.

  By making the established lines different in this way, on the actual effective winning line, at first glance, the combination of symbols such as a break is stopped, but on the pseudo winning line, as seen from the player, The combination of symbols that can be easily recognized as a winning combination is stopped so that the player can enjoy the game with peace of mind.

  As described above, the combination of symbols on the effective winning line (winning combination) is seemingly broken, but the combination of symbols that are easily recognized by the player is stopped on the pseudo winning line. The combination of the same symbols, but by varying the performance of the combination according to the established line, it is easy for the player to recognize that the combination has won, and there are various variations of the combination It can be.

  FIG. 7B is a diagram illustrating an example of a combination of symbols that stops on an effective winning line when “Replay 2” that is a replay role type is won.

  When Replay 2 is won, as shown in the figure, when the first stop operation cylinder is the left cylinder 5a (FIG. 7B (A)), the “bell”-“ "Bell"-"Bell" (middle bell set) stops, and at first glance it is the same as "Combination of symbols with 9 payouts" which is an advantageous winning combination when winning AT1 . In this case as well, it should not be confused that replay 2 and AT1 have the same “bell alignment”, but the formation lines are different, that is, the combination of symbols stopped on the effective winning line is completely different. This is a combination of symbols (refer to the combination of symbols on the effective pay line (the middle horizontal line) in FIGS. 7A (A) and 7B (A)). When this “middle bell set” is stopped, a re-game is given as the game value (see the Replay 2 column in FIG. 6). If the first stop operation cylinder (the first cylinder to be stopped) is other than the left cylinder 5a, “blue 7” − “blue 7” − “ “Blue 7” (middle stage blue 7 alignment) is stopped (in the case of a predetermined stop operation timing), and “Blue 7”-“Blue 7”-“Red 7” (bonus corresponding to BB) The combination of symbols similar to (symbols) stops, but in this case, replay is also given.

  Like the relationship between Replay 2 and AT1, the formation lines differ depending on the combination of roles, but because both are the same symbol combination or similar symbol combination, at a glance, the game medal is paid out. It may be difficult to discriminate whether it is a “small role” accompanying or a “replay role” accompanying replay even if it is an advanced game player. In addition, it has been used for many years as a combination of symbols that correspond to small roles in a revolving game machine, and has become familiar with the “fruit”, “vegetable”, and “specific item” symbols (for example, cherry, watermelon, Designs with the main symbol component (for example, pachislot winning guide editorial department, pachislot large picture book "1964-2000", "2001-2007", Japan, Hakuyo Shobo, 2007)) Is a combination of symbols corresponding to a replay combination, or a combination of similar symbols. For example, in this embodiment, “weak cherry” and “strong cherry” shown in FIG. Payout is replayed), but if such a role (here, a combination of symbols with a symbol imitating a fruit) wins a game medal With the tooth tends to be misunderstood as being "small role".

  In such a case, the player cannot immediately determine whether the player has won the replay role or the small role, and has won the medal slot even though it is a replay. It is thought that it will occur frequently from 7th. This is because the player is usually engaged in the game while watching the game result of the spinning cylinder visualizing unit 3, rather than playing the game while watching the various display units of the game display unit 77. In such a case, the following problems arise.

  In a conventional spinning-type game machine (for example, Japanese Patent Application No. 2009-147260), when a re-game is activated, the acceptance of game medals is completely invalidated, and an automatic insertion state by re-game (setting a bet number by automatic insertion) Until the state is resolved, the game medal from the medal insertion slot 7 is controlled to be unacceptable, whereby the game medal inserted from the medal insertion slot 7 is forcibly entered from the cancel shooter 44 (see FIG. 1B). It will be returned to the player through the medal payout exit 19.

  Therefore, for example, if “Middle bell set (replay role)” of Replay 2 is displayed in this game, the player misunderstands AT1's “Upper bell set (small role)” and the next game starts. In addition, if a game medal is inserted into the medal slot 7, it is inserted even if the credit is not full (predetermined upper limit number of credits: in this embodiment, the upper limit number of credits is 50). The game medal is forcibly returned to the player.

  In other words, it is very annoying for a player that a series of actions related to the insertion of a game medal is completed, but the inserted game medal is not added to the credit and is returned as it is. It will be a hindrance to progress. In particular, there are many players who have multiple game medals in their hands, and perform a continuous throw-in operation toward the medal slot 7 when they are more than intermediate gamers. In some cases, I can't stand it. Therefore, it is desirable that the game medal insertion acceptance is validated and added to the credit if the credit is not full even in the automatic insertion state where the re-game is given.

  Therefore, in the present embodiment, even when the credit is not full under the above-described automatic insertion state, it is possible to validate the insertion of game medals and eliminate the troublesomeness of returning game medals when replays are complete. Can be done.

  There are also the following problems regarding credit settlement.

  In a conventional swing type gaming machine (for example, JP 2009-454 A), when a game medal in a credit (game medal stored by a storage means (credit function unit)) is settled, In the case of paying out game medals (game medals inserted from the medal insertion slot 7 when setting the number of bets), the credit checkout button 10 is set to an unacceptable state under the automatic input state, and the credit checkout is performed. Can not. In other words, in order to perform credit settlement, it is necessary to digest at least a game that can be started by replaying. However, in this game, when a replay role is won and replaying is given again, Since the credit settlement button 10 is set to an unacceptable state, the opportunity for credit settlement is postponed. In particular, in a gaming machine capable of generating an RT game (replay time) in which the winning probability of the replay role is higher than that of the normal game, the opportunity for credit settlement during the RT game is hindered by the high probability winning of the replay role, The procrastination phenomenon described above appears remarkably.

  For this reason, when a player wants to cancel a game for private use and leave (for example, there is a prize that a player who can exchange a small amount of game medals wants, If you want to play a game again after exchanging the paid game medal and the prize, or if you want to stop the game due to an emergency, etc.) If you want to make a credit check as soon as possible, you have to make a credit check after canceling the auto-injection state, which can be annoying for the player and cause discomfort to the gaming machine. End up.

  Therefore, in the present embodiment, credit settlement can be performed even in the automatic insertion state, so that the annoyance can be eliminated.

  As described above, in the present embodiment, the game medal insertion process is configured to be creditable even under the automatic insertion state, and the game medal adjustment process is related to the credit adjustment even under the automatic insertion state. Therefore, it is possible to provide a swivel type gaming machine in which a game can be smoothly progressed and stopped, and a player can enjoy the game comfortably.

<Processing on the main control unit side: FIGS. 8 to 18>
With reference to FIG. 8 to FIG. 18, processing contents on the main control unit 400 side that generally manages main game operations will be described.

(1. Main process on the main control side: FIG. 8)
FIG. 8 is a flowchart showing main processing (main control side main processing) on the main control unit (main control board) 400 side in accordance with the game operation control program. This process is executed by the main CPU 401c. For convenience of explanation, the main body that executes the process will be referred to as the main control unit 400.

  When the gaming machine is turned on, a power-on signal indicating that the power is turned on is sent from the power supply board 440. In response to this power-on signal, the main control unit 400 starts the main process on the main control side shown in FIG.

  In the main process on the main control side, the initial setting process of step S11 is performed as the first process when the power is turned on, and in other cases, the processes of steps S12 to S27 are performed as the process during normal operation.

  In FIG. 7, first, the main control unit 400 executes necessary initial settings before the start of the gaming operation as the first process after the power is turned on (step S11).

  After the above initial setting process is completed normally, a RAM initialization process (step S12) is performed. In this RAM initialization process, predetermined data used at the end of the previous game is cleared, and a work area necessary for the current game is secured. The above-mentioned predetermined data is information to be cleared in order to start the current game. For example, the number of bets used in the previous game (inserted number), various data used for internal lottery (for internal lottery) Random numbers, winning flags, etc.) are cleared. As a result, unless the specified number of game medals are again inserted (setting the number of bets for the unit game) (game medal insertion process in step S14 described later: see FIGS. 11 to 18), the current game is not started. It has become.

  Next, a game state flag generation process is performed (step S13). In this game state flag generation process, the type of game state of the current game (during normal game, bonus game, etc.) is confirmed, and the corresponding game state flag is set. The gaming state of the current game is designated by the gaming state flag.

  Next, a game medal insertion process is performed (step S14). In this game medal insertion process, mainly the detection of game medals inserted into the main body of the gaming machine, the management of credits, the automatic insertion process of game medals when there is a request for re-game, etc., and the game can be started It is monitored whether or not a predetermined number of game medals have been inserted. When it is confirmed that the prescribed number of game medals have been inserted, the game start condition is established, and the operation detection signal from the rotating cylinder rotation start switch 11a is sent while the condition establishment condition is maintained. . The game medal insertion process will be described later with reference to FIG.

  When receiving the operation detection signal from the rotating cylinder rotation start switch 11a, the main control unit 400 acquires an internal lottery random value (numerical range: 0 to 65535) based on the counter value of the counter circuit 403 (random number acquisition processing). : Step S15).

  Next, an internal lottery process related to the winning type based on the acquired internal random number for lottery is performed (step S16). In this internal lottery process, an internal lottery based on the acquired internal lottery random value and a lottery table (FIG. 5) corresponding to the current gaming state is performed, and winning information (winning flag) based on the internal lottery result is obtained. Set. Here, “game start command” is set as the effect control command. This game start command includes information on the internal lottery result (internal winning flag information) and information on the current gaming state (information on the main control side gaming state). When the “game start command” is transmitted from the main control unit 400 side to the effect control unit 410 side, the effect control unit 410 side, as an effect during the current game, based on information included in the game start command. In addition, an effect control process required for producing an effect suggesting the winning combination type, an assist notification effect corresponding to the winning combination, and the like is performed.

  Next, a setting process at the time of rotation rotation start (rotation rotation start setting process) is performed (step S17). In the rotation rotation start setting process, data necessary for starting rotation of the rotation cylinders 5a, 5b, and 5c, for example, control data for rotation operation of the rotation cylinders (control of the rotation drive motors 211a, 211b, and 211c are controlled. Data) to be set, or a rotating state flag indicating the rotating state of the rotating drum is set to “all rotating drum rotation (01H)”. In addition, here, a “rotation start command” indicating rotation start is set as an effect control command. Thus, each cylinder 5a, 5b, 5c enters a rotating state. The rotation start command is used when the effect control unit 410 controls the appearance at the time of starting the spinning cylinder (for example, the generation of a sound effect at the time of rotating cylinder start). Note that various effect control commands set according to the processing state accompanying the game progress are transmitted to the effect control unit 410 (effect control board 420) side in a command output process (step S45) described later. ing.

  Note that various effect control commands set according to the processing state accompanying the game progress are transmitted to the effect control unit 410 (effect control board 420) side in a command output process (step S45) described later. ing.

  After that, when all the turning cylinders reach a substantially constant speed, the operation of the turning cylinder rotation stop buttons 12a, 12b, and 12c is allowed. When the spinning cylinder rotation stop buttons 12a, 12b, and 12c are operated in this state, a spinning cylinder stop process is performed to stop and control the spinning cylinder that is the target of the stopping operation (step S18). This spinning cylinder stop process functions as the stop operation order monitoring means for monitoring (obtaining) the pushing order based on the rotating state and the stopped state of each spinning cylinder.

  In the spinning stop process, a target stop table (not shown) is based on the winning information (winning flag) obtained in the internal lottery process (step S16) and, if necessary, the rotating stop procedure. Is selected, the number of sliding symbols is determined from the selected stop table, and the stop control (retraction control) of the rotating cylinder is performed based on this.

  In addition, here, as information related to stop control, data indicating the stop operation order (push order) of the revolving cylinder (stop operation order (push order) data) and the number of revolving cylinders already stopped (stop revolving number) Data indicating (for example, in the case of the first stop operation, there is no number of rotations already stopped, so “the number of stop rotations = 0”), data indicating the rotation operation target (stop) (Target cylinder data), a stop interval timer (a time including a surplus time required for the cylinder to completely stop under pull-in control (for example, 213 ms)), and the like are set.

  And when the spinning cylinder stops, based on the stop position, data that can identify which symbol number of the symbol is stopped on each winning cylinder (winning line data (design stop information)) ) Is created and set. This winning line data is created every time the drum is stopped, and cleared every game. In addition, although the stop position of the rotating cylinder can be grasped even when the rotating cylinder actually stops, based on the stop operation symbol number and the number of sliding frames, at the stage before the rotating cylinder stops completely, It is also possible to grasp the stop position of the rotating drum.

  Also, here, as a production control command related to the stop control of the rotating cylinder, a “stop information acceptance command” is set when the rotating cylinder is stopped, and a “stop result information command” is set when the rotating cylinder stops, and these commands are processed. It is transmitted to the production control unit 410 side according to the state.

  The “stop information reception command” includes “stop operation order information” indicating the stop operation order (pushing order) of the rotating cylinder, “stop rotating number information” indicating the number of stopped rotating cylinders, “Stopping target turning information” or the like indicating the turned turning turn is included. By this command, the production control unit 410 can grasp the pressing order. The “stop result information command” includes the symbol stop information. The effect control unit 410 side can grasp the combination of symbols that can be established on the effective winning line or the pseudo winning line by the “stop information receiving command” and / or the “stop result information command”. . Thereby, the production | generation control part 410 can make a specific production | generation (for example, special replay and a tempo sound of a bonus design) appear, when the combination of a specific design is derived and displayed as a game result.

  When it is confirmed that all the cylinders are stopped, a winning determination process is performed (step S19). In this winning determination process, whether or not the combination of symbols corresponding to the winning combination has stopped on the effective winning line, that is, whether or not a winning has occurred, is confirmed based on the symbol stop information. If it is confirmed that the combination of symbols corresponding to the winning combination is stopped on the effective winning line, the setting process of the number of game medals to be paid out is performed according to the stopped combination of symbols.

  Further, here, “winning information command (all-turn cylinder stop command)” is set as an effect control command at the time when all-turn cylinders are stopped. This winning information command includes information that can identify the current game result, such as stop symbol information at the time of all-round stop, winning line information, and current gaming state information. When the “winning information command” is transmitted from the main control unit 400 side, the production control unit 410 grasps the current game result, and produces an effect (for example, a prize is received) at the time when all the cylinders are stopped (when the game result is derived). A production control process according to the game result, such as a production control or a transition control of the production state based on the game result (for example, generation / termination of AT game) is performed.

  Next, a medal payout process is performed (step S20). In this medal payout process, based on the payout information set in the winning determination process in step S19, the hopper unit 500 is driven to perform a payout process of a target number of game medals and a credit addition process.

  Next, re-game setting processing is performed (step S21). In this regame setting process, a setting process necessary for the regame operation is performed. The re-game setting process will be described later with reference to FIG.

  Subsequently, it is determined whether or not a bonus game is in progress (step S22). If the bonus game is being played (step S22: YES), a bonus game operating process is performed (step S24). In the bonus game operating process, a process required to continue and end the bonus game is performed. When the bonus game operating process is completed, the process proceeds to a RAM initialization process in step S12.

  On the other hand, if the bonus game is not being played (step S22: NO), it is next determined whether or not the bonus combination has been stopped (winned) on the effective winning line (step S23).

  If the bonus combination has not stopped (step S22: NO), the process proceeds to the RAM initialization process in step S12. On the other hand, when the bonus combination is stopped (step S22: YES), bonus game operation start processing is performed (step S25). In the bonus game start process, various setting processes necessary for starting the bonus game are performed. When the bonus game operation start process is completed, the process proceeds to the RAM initialization process of step S12, and the processes of steps S13 to S28 are sequentially performed.

(2. Main control timer interrupt processing: Fig. 9)
Next, timer interrupt processing on the main control side will be described with reference to FIG. FIG. 9 is a flowchart showing the main control timer interruption process. The main control timer interruption process is started by interruption every predetermined time (about 1.5 ms) from the CTC, and is executed by interruption during execution of the main control main process.

  In FIG. 12, when a timer interrupt occurs, the main control unit 400 first performs a saving process for saving the register to a predetermined stack area (step S41).

  Next, port input processing is performed (step S42). In this port input process, detection information from switches and sensors provided in the gaming machine is managed.

  Next, a rotation rotation control process is performed (step S43). In the rotation rotation control process, a pulse signal to be output to the rotation drive motor is generated at the time of rotation start when confirming the rotation state flag or at the time of rotation stop when confirming the stop command flag during stop operation. Management control is used to control the rotation operation, and the current rotation position and speed of the rotating drum are monitored.

  Next, a periodic update process is performed (step S44). In this periodic update process, the timer used for the game operation is updated, and the watchdog timer is periodically cleared. When the periodic update process is not executed, for example, when an abnormality occurs in gaming operation control and the program goes into a runaway state, when the watchdog timer expires, the main CPU 401c is automatically reset to return from the runaway state. To do.

  Next, command output processing is performed (step S45). In this command output process, an effect control command that is set according to the processing state accompanying the progress of the game is transmitted to the effect control board 420 side. The main control unit 400 outputs an effect control command for one byte for each interruption. Since one effect control command is 2 bytes long, one effect control command is transmitted by two successive timer interruptions.

  Next, medal information output processing is performed (step S46). In this medal information output process, a medal payout signal when a game medal is inserted or a game medal is paid out is output. Each of the above signals is transmitted to the hall computer HC via the external concentration terminal board 310.

  Next, display output processing is performed (step S47). This display output process functions as a game display control means, and here outputs a light emission control signal for controlling light emission of LEDs and 7 segments provided in the gaming machine according to the game progress status. The light emission modes of various display units formed on the game panel 77 are managed and controlled here.

  Specifically, in the display output process, the display of each display unit is controlled as follows.

(A) Credit number display unit 86 (credit number display unit)
The 7-segment light emission mode (lighted / unlit state) of the credit number display 86 is controlled to be displayed, and the current credit number is displayed on the credit number display 86.

(B) Payout number display 87 (payout number display part)
When a small combination with a payout is won, the 7-segment light emission mode of the payout number display unit 87 is controlled to be displayed, and the current payout number (the number of payouts) is displayed on the payout number display unit 87. As will be described later, at the time of credit settlement, the credit settlement display of the inserted number is also displayed by the payout number display 87.

(C) Game start display LED 81 (game start display section)
The light emission mode of the game start display LED 81 (game start display unit) is displayed and controlled. When the game start ready state (game start condition is established) by the operation of the rotation start lever 11, the LED 81 is turned on to rotate the rotation. If the game cannot be started by operating the start lever 11 (for example, when the spinning cylinder is rotating or a predetermined number of game medals are not inserted), the LED 81 is controlled to be turned off. Thereby, it is notified whether or not the game can be started.

(Medal insertion display LED 82 (medal insertion display part)
(D) Display control of the light emission mode of the medal insertion display LED 82, and if the credit or insertion of a game medal from the medal insertion slot 7 can be accepted, the LED 82 is turned on, and the insertion of the game medal cannot be accepted If so, the LED 82 is controlled to be turned off. Thereby, it is notified whether or not a game medal can be inserted.

(E) Re-game operation LED 83 (re-game operation display section)
The display mode of the light emission mode of the re-game operation LED 83 is controlled. When the re-game is in progress, the LED 83 is turned on, and when the non-re-game is in progress, the LED 83 is turned off. Thereby, it is notified whether or not the re-game is in operation, and when the next game is started, it is notified whether or not it is a game by automatic insertion by re-game. Note that the re-game operation LED 83 is set to be lit until a re-game is given, a next game is started by the re-game, and at least a game result of the game is derived and displayed. Specifically, the re-game operation LED is turned OFF at an arbitrary timing in the processing section before the step S504 in the re-game setting process (step S12) is executed after the spinning cylinder stop process (step S18). Can do. Since the player recognizes that the game is over after the game result is derived and the payout is awarded, the timing for turning off the re-game operation LED 84 may be after the end of the winning determination process (in step S19). preferable.

(F) Insertion number display LED 85 (insertion number display section)
The display mode of the light emission mode of the inserted number display LED 85 is controlled, and the inserted number (current bet number) of the current game medal is displayed on the inserted number display section. As for the number-of-insertion display LEDs 85, for example, three LEDs (upper LED, middle LED, lower LED) are arranged vertically, and the current light emission mode (combination of lighting / extinguishing state of the three LEDs) of these LEDs. The bet number can be displayed. In the present embodiment, as a display form of the bet number, when the number of inserted game medals is 1, only the lower LED is lit (the upper LED and the middle LED are off), and when the number is 2, the center LED The lower LED is turned on (the upper LED is turned off), and when the number is three, all the LEDs (upper LED, middle LED, lower LED) are controlled to turn on. Thereby, the number of game medals inserted by the player for setting the number of bets (the number of inserted games) is notified.

  The information displayed by some or all of the display units can be displayed by displaying the image on the liquid crystal display device 6. In this case, it can be realized by configuring an effect control command including information provided by each display unit to the effect control unit 410 side according to the progress of the game. When the above command is transmitted from the main control unit 400 side to the effect control unit 410 side, the effect control unit 410 side controls the display of the liquid crystal display device 6 based on the information included in the command, and Is displayed as an image.

  Next, an abnormality monitoring process is performed (step S48). In this abnormality monitoring process, the game operation state is monitored based on the information of the input management process, and an abnormality of the gaming machine (game operation error) is monitored.

  After the processing of steps S41 to S48 is completed, the contents of the saved register are restored (register restoration processing), and the interrupt enabled state is set. Thus, the timer interrupt process is terminated, the process returns to the main control side main process before the interruption, and the main control side main process is performed until the next timer interruption occurs.

(1-2. Re-game setting process: FIG. 10)
First, with reference to FIG. 10, the details of the re-game setting process in step S21 of FIG. 8 will be described. FIG. 10 is a flowchart showing the contents of the re-game setting process.

  In FIG. 10, the main control unit 400 first determines whether or not the replay combination is stopped (winning) on the effective winning line (step S501). If the replay combination is not stopped (step S501: NO), nothing is done and the re-game setting process is exited, and the process proceeds to the process of step S22 in FIG.

  On the other hand, when the replay combination is stopped (step S501: YES), the re-game operation flag is set to ON (step S504). This re-game operation flag is a flag for designating whether or not the current game result is a re-game. This flag is set to OFF when the game starts (see step S125 described later). For the convenience of explanation, unless otherwise specified below, if the re-game operation flag is 'ON', it means that the re-game operation flag is 'OFF'. The description will be made on the assumption that “the replay is not operating”.

  Next, the number of game medals corresponding to the number of bets used in the current game is set in the number of replay medals (regame medal number counter) (step S505). In this embodiment, since the prescribed number of games that can be started is three game medals, “3” is set as the number of re-game medals here.

  Next, the re-game operation LED 83 is set to ON (lighted state) (step S506). When the re-game operation LED 83 is ON, the re-game operation LED 83 is turned on, and it is informed that the re-game operation is currently being performed (automatic charging state). When the re-game operation LED 83 is OFF, the re-game operation LED 83 is turned off. It is informed that the re-game is currently inactive. In addition, you may comprise as follows about the light emission aspect in re-game action | operation LED83.

  As in the present embodiment, when a specific replay combination (for example, special replay) winning a combination of symbols in which the combination of symbols of the small role is confusing, the light emission mode of the replay operation LED 83 is changed to the small role. It can be configured to have a light emitting mode different from the other replay combination (for example, Replay 1) that is not confused with the combination of symbols. For example, when the special replay is won, the luminance of the re-game operation LED 83 can be relatively increased or the emission color can be made different than when the replay 1 (normal replay) is won. This makes it easier for the player to recognize that the special replay was won.

  Next, a predetermined standby time (re-game standby time) is set in the re-game standby timer (step S507). Here, for example, 750 ms is set in the replay waiting timer as the waiting time for the replay winning combination. This standby time is used as an effect time width for making a winning effect due to a replay winning combination appear. Here, an effect time width for making a winning effect such as a replay establishment sound or a light effect by the design illumination backlight LED is set.

  Representative examples of the winning effect include a sound effect due to a winning combination and / or a light effect due to the light emission mode of the backlight LED for pattern irradiation. However, regarding the light effect by the light emission mode of the backlight LED for pattern irradiation, depending on the combination, not the combination of the symbols stopped on the effective winning line, but the combination of the symbols stopped on the pseudo winning line (the establishment line of FIG. 5) For example, in the case of an upper bell set at the time of winning AT1 (see FIG. 7A (A)), the winning line (pseudo winning line) is “upper horizontal line”. The symbol illumination backlight LED is caused to emit light in a predetermined light emission mode.

  Then, it waits until the re-game standby timer elapses (step S508: re-game standby timer ≠ 0). If the re-game standby timer elapses (step S508: re-game standby timer = 0), the re-game setting process is terminated. Then, the process proceeds to step S22 in FIG.

(1-3. Game medal insertion processing: FIGS. 11 to 18)
Next, with reference to FIG. 11, the details of the re-game setting process in step S14 of FIG. 8 will be described. FIG. 11 is a flowchart showing the contents of the game medal insertion process.

  In FIG. 11, the main control unit 400 first sets a predetermined time (demonstration display start time) in the reel LED extinguishing demo timer (step S111). Here, when no game medal is inserted, for example, 60000 ms is set in the reel LED extinguishing demo timer as a standby time until switching to the demo display screen.

  Next, an error flag setting state (ON / OFF state) indicating that a gaming operation abnormality has occurred is confirmed (determining whether it is ON or not (OFF)) (step S112). If the error flag is ON (step S112: ON), it is determined that an abnormality has occurred in the gaming operation, and a predetermined error process is performed (step S113). If the error flag is OFF (step S112: OFF), Assuming that the operation is normal, the process proceeds to step S114, and the re-game operation flag setting state (ON / OFF state) is confirmed (step S114).

  When the re-game operation flag is ON (step S114: ON), that is, when the previous game result is a replay role, a re-game automatic medal insertion process for giving a re-game is performed (step S115). . However, if the re-game operation flag is OFF (step S114: OFF), that is, if the previous game result is not a replay role, the re-game automatic medal insertion process is not performed and the medal settlement process in step S116 is performed. move on. The replay automatic medal insertion process will be described later with reference to FIG.

  In step S116, medal settlement processing is performed (step S116). In this medal settlement process, when the credit settlement button 10 (credit settlement switch 10a) is operated, the game medals stored in the credit (storage means) are settled. The medal settlement process will be described later with reference to FIG.

  Next, medal insertion detection processing is performed (step S117). In this medal insertion detection process, a process for detecting game medals inserted from the medal slot, a process for setting the number of bets when a game medal is detected, a process for adding credits, and the like are performed. The medal insertion detection process will be described later with reference to FIG.

  Next, a credit insertion detection process is performed (step S118). In this credit insertion detection process, a game medal insertion process from within credits by operating the MAX bet button 8 or the 1 bet button 9 is performed. This credit insertion detection process will be described later with reference to FIG.

  Next, when the credit insertion detection process in step S118 is completed, it is then determined whether or not the number of inserted game medals (inserted number counter) is zero (step S119). The “inserted number” of game medals is not the number of credited game medals (game medals stored in the storage means) but the number of game medals set as the number of bets. Unless otherwise specified, when referred to as “inserted number”, the number of game medals inserted for setting the bet number from within the credit and the bet number set for setting from the medal slot 7 are set. The number of game medals may be included.

  When the number of inserted game medals is zero (step S119: inserted number = 0), it is determined whether or not the “reel LED extinguishing demo timer” set in the process of step S111 is zero (step S120). If the reel LED extinguishment demo timer is zero and the demo command has not yet been transmitted at the time of the current determination (step S120: reel LED extinguishing demo timer = 0), a demo command for specifying the start of the demo display effect is set ( Step S121) and the process returns to step S112.

  When the above demo command is set, the condition that the demo command has not been sent is that the reel LED extinguishment demo timer is zero when the reel LED extinguishing demo timer is zero and the demo display command is sent without condition. During this period, transmission of the demo command is repeated at an interrupt cycle (1.5 ms), and unnecessary transmission occurs. Therefore, in this embodiment, it is determined whether the demo command has not been transmitted. If the demo command has not been transmitted, the demo display command is set, and if the demo command has already been transmitted, the demo command is Without setting, the process returns to step S112.

  When the “demonstration command” is transmitted from the main control unit 400 side, the effect control unit 410 recognizes that a predetermined time has passed without the player playing a game, and turns on the reel LED that illuminates the spinning cylinder. The display is turned off, and a demonstration display effect for waiting for a customer appears on the liquid crystal display device 6. On the other hand, if the reel LED extinguishment demo timer is not zero (step S120: reel LED extinguishing demo timer ≠ 0), the process returns to step S112 without doing anything.

  If it is determined in step S119 that the number of inserted game medals is not zero (step S119: inserted number ≠ 0), then the MAX bet flag setting state (ON / OFF state) is confirmed (step S122). This MAX bet flag is a flag for designating a game medal insertion state by the MAX bet button 8, and is set to ON when the MAX bet button 8 is operated and a game medal is being inserted from the credit. (Refer to steps S176 to S177 during the credit insertion detection process described later (FIG. 15)).

  If the MAX bet flag is ON (step S122: ON), nothing is done and the process returns to step S112. However, if the MAX bet flag is OFF (step S122: OFF), then whether or not the number of inserted game medals (current bet number) is a specified number (three game medals in this embodiment). Is determined (step S123).

  If the number of game medals inserted is not the specified number (step S123: NO), the process returns to step S112 without doing anything. However, if the number of game medals inserted (including automatic insertion by re-game operation) is the specified number (step S123: YES), the game start display LED 81 is set to ON (step S124), assuming that the game start condition is satisfied. . Thereby, game start display LED81 will be in a lighting state. When the game start display LED 81 is ON, it is lit and informed that the game can be started, and when the game start display LED 81 is OFF, it is turned off and notified that the game cannot be started. The

  When the process of step S124 is completed, it is determined whether or not the rotating cylinder rotation start lever 11 has been operated (step S125). Whether or not the rotating cylinder rotation start lever 11 has been operated is confirmed by whether or not an operation detection signal is input from the rotating cylinder rotation start switch 11a. If the rotation rotation start lever 11 is not operated (step S125: OFF), the process returns to step S112, and thereafter, the operation detection signal from the rotation rotation start switch 11a is received while the game start condition is established. Wait for it to arrive.

  When the rotating drum rotation start lever 11 is operated (step S125: NO), setting processing at the start of the game is performed assuming that the current game is started (step S126). Here, the operation of the rotary cylinder rotation start lever 11 is set to an unacceptable state (even if an operation detection signal is input from the rotary cylinder rotation start switch 11a, this is treated as invalid). Further, here, regarding the insertion of the game medal, it is assumed that the game medal cannot be inserted into the gaming machine due to the start of the game, so that the blocker solenoid 7c is turned off and the game medal from the medal slot 7 is inserted. Set the input to the unacceptable state. As a result, game medals inserted from the medal insertion slot 7 are forcibly moved from the cancel shooter 44 (see FIG. 1B) to the medal payout opening 19 without being stored in the gaming machine (inside the credit and the hopper tank 12). Returned to the player. Further, in order to prohibit the insertion from the credit, the insertion from the credit by each bet button (MAX bet button 8, 1 bet button 9) is set to an unacceptable state, and the MAX bet switch 8a or the 1 bet button 9a is used. Even if the operation detection signal is input, the detection signal is treated as invalid.

  Further, in order to notify the above-described insertion prohibition state, the game start display LED 81, the medal insertion display LED 82, and the MAX bet LED 83 are turned OFF, and the re-game operation flag is set OFF. As a result, it is notified that the game has started and that the bet buttons (MAX bet button 8, 1 bet button 9) cannot be accepted from the credit.

  Note that after the processing in step S126, the insertion of game medals (including the insertion from credits) is prohibited until the end of the current game (until the medal insertion processing in the next step S12 is performed). Although details will be described later, in the current game, in the case of a re-game operation by a replay winning prize, an automatic insertion process is performed, so that when the credit is full, the insertion of a game medal is prohibited. . As a result, the game medal insertion process is terminated, and the process proceeds to the random number acquisition process (step S15) in FIG.

(1-3-1. Re-game automatic medal insertion process: FIG. 12)
Next, with reference to FIG. 12, the details of the replay automatic medal insertion process in step S115 of FIG. 11 will be described. FIG. 12 is a flowchart showing the contents of the replay automatic medal insertion process.

  In FIG. 12, the main control unit 400 first determines whether or not the number of replay medals is zero (step SS131). Here, the number of game medals set in step S505 in the re-game setting process (FIG. 10), that is, the remaining number of game medals to be automatically inserted is confirmed.

  When the number of re-game medals is zero (step S131: number of re-game medals = 0), it is determined that the automatic insertion process by re-game is completed, and the re-game automatic medal insertion process is exited, and the medal settlement in step S116 in FIG. Proceed to processing.

  If the number of replay medals is not zero (step S131: number of replay medals ≠ 0), assuming that there is a remaining game medal due to replay, then subtract 1 from the number of replay medals (number of replay medals −1) (step S132), medal insertion time setting processing is performed (step S133). In the medal insertion setting process, a process for setting the number of bets by inserting game medals (including insertion from within credits and automatic insertion by replaying) is performed. The medal insertion time setting process will be described later with reference to FIG.

  Next, a predetermined standby time (medal insertion standby time) is set in the insertion interval timer (step S134). Here, for example, 60 ms is set in the insertion interval timer as a standby time by automatic insertion of game medals related to re-game. This standby time is used as an effect time width for causing the above-described medal insertion sound (automatic medal insertion sound) by automatic insertion to appear.

  Then, it waits until the insertion interval timer elapses (step S135: insertion interval timer ≠ 0). If the insertion interval timer elapses (step S135: insertion interval timer = 0), the process returns to step S131, and then restarts. Until the number of game medals reaches zero (step S131: number of replay medals = 0), the processes of steps S131 to S135 are repeated.

(1-4. Setting process at the time of medal insertion: FIG. 13)
Next, with reference to FIG. 13, details of the medal insertion time setting process in step S133 of FIG. 12 will be described. FIG. 13 is a flowchart showing the contents of the replay automatic medal insertion process. This medal insertion time setting process is used as a common processing module during the medal insertion process described later with reference to FIG. 14 and during the credit insertion detection process described later with reference to FIG.

  In FIG. 13, the main control unit 400 first determines whether or not the inserted number has reached the upper limit inserted number, that is, whether or not the inserted number is the maximum bet number allowed for one game (step S141). ). When entering the process of step S141, it is premised that the inserted number has not reached the maximum bet number (see FIGS. 13 to 15), which is a duplicate determination process. The first reason is that the medal insertion setting process can be used as a common processing module that can also be used in other processes, which contributes to a reduction in control burden and is designed when changing models. Secondly, since the setting of the bet number is an important factor as a game start condition, it is possible to provide versatility, and from the point of further improving prevention of unauthorized insertion and erroneous detection of the inserted number, step S141. This determination process is provided.

  If the inserted number is not the upper limit number (step S141: NO), 1 is added to the inserted number (inserted number counter) with the bet number addition setting being permitted (step S142). As a result, the current bet number is incremented by one. On the other hand, if the inserted number is the upper limit number (step S141: YES), no more can be added to the inserted number, and the medal insertion setting process is terminated without doing anything.

  Next, the inserted number display LED 85 (upper LED, middle LED, and lower LED) is set to OFF (step S143). Subsequently, the inserted number display LED 85 is set to the upper LED and middle LED corresponding to the current inserted number. , And lower LED are set to ON. Here, during the insertion interval timer period, each LED of the insertion number display LED 85 is temporarily turned off and turned on with a combination of LEDs corresponding to the insertion number. In other words, a blinking state appears such that each LED is turned off for a moment when a game medal is inserted, and then an LED corresponding to the number of inserted coins is turned on. Thereby, the fact that a game medal has been inserted and the current number of inserted coins (the number of bets) are notified. As described above, the number of game medals inserted is, for example, when the number of game medals inserted is one, the lower LED is turned on (the upper LED and the middle LED are turned off), and the number is two. In this case, the center LED and the lower LED are turned on (the upper LED is turned off), and when the number is 3, all the LEDs (upper LED, middle LED, lower LED) are turned on. The number of inserted sheets is notified.

  Next, an “insertion command” indicating that a game medal has been inserted is set as an effect control command (step S145), thereby exiting the medal insertion setting process. When the “insertion command” is transmitted from the main control unit 400 side to the effect control unit 410 side, the effect control unit 410 causes a medal insertion effect to appear by inserting a game medal. For example, when a real game medal is inserted from the medal insertion slot 7 with the insertion of a game medal, a normal medal insertion sound is generated, and an automatic medal insertion sound is generated in the case of automatic insertion by re-game. Note that the “insertion command” may include information on the number of inserted items at this time, and may be configured so that different medal insertion effects (for example, an input sound corresponding to the number of inserted items) can appear.

  Further, in the present embodiment, it is configured to accept the insertion of a game medal from the medal slot 7 if the credit is not full even during the re-game operation. For this reason, it is good also as the following structures.

  (A) As a medal insertion effect when a game medal is inserted from the medal insertion slot 7, in the medal insertion detection setting process of step S160 in the medal insertion detection process of FIG. Information related to the setting state of the operation flag (re-game operation flag ON / OFF information) is included, and thereby, the medal insertion effect (for example, different between when the effect control unit 410 is in the re-game operation and when the re-game is not operated) The medal insertion sound) may be displayed. For example, when a replay combination that is the same as or similar to the combination of symbols of a small combination is won (for example, a middle bell is aligned by a special replay), for example, if the medal insertion effect is different between replay operation and non-replay operation. Even if a game medal is inserted from the medal insertion slot 7 by mistaking it as a small role winning (for example, the upper bell set of AT1), the player has a special sound because the medal insertion sound is different from usual. You will be able to recognize that it was a replay win.

  (B) Further, when the credit is full, the inserted game medal is returned to the player without being credited (see step S153 in the medal insertion detection process of FIG. 14 described later). Different automatic medal insertion effects (for example, different automatic medal insertion sounds) between when the credit is full and when the credit is not full in order to notify the player in advance so as not to perform the game medal insertion operation. ) May be configured to appear. In this case, information regarding the number of credits (for example, information that can specify whether or not the credit is full) may be included in the “insertion command”.

  In the case of adopting the configuration of (A) above, when the re-game operation flag is ON in the input command set process in step S145, the “re-game operation input command” is set and the re-game operation flag is OFF. In such a case, it is possible to configure such that a command including information related to the setting state of the regame operation flag is set in the “input command”, such as a “replay non-operation input command”. As a result, the effect control unit 410 displays “medal insertion effect for re-game operation” when it is a re-game operation input command, and “normal (non-re-use) when it is a re-game non-operation input command. The “medal insertion effect” can be displayed.

  When the configuration of (B) is adopted, the number of credits is checked in the input command set process in step S145. If the credits are full, the “full tank input command” is set, and the credits are not full. In such a case, it can be configured such that a command including information related to the number of credits is set in the “insertion command”, such as “non-full tank input command”. Thereby, the effect control unit 410 performs “automatic medal insertion effect for full tank” when it is the third insertion command, and “automatic medal insertion effect for non-full tank” when it is the fourth insertion command. Can appear.

(1-3-2. Medal insertion detection process: FIG. 14)
Next, details of the medal insertion detection process in step S117 of FIG. 11 will be described with reference to FIG. FIG. 14 is a flowchart showing the contents of the medal insertion detection process.

  In FIG. 14, the main control unit 400 first determines whether or not the inserted number is a specified number (three game medals) (step S151). In the present embodiment, the specified number of games that can be started is the maximum number of bets (three game medals are inserted). In the determination process of step S151, game medals corresponding to the maximum number of bets are accurately inserted. In other words, it is determined whether or not the maximum bet number is set. When the maximum bet number is changed according to the game state, for example, the maximum bet number is 3 game medals in the normal game state, and the maximum bet number is 2 game medals in the bonus game. In the case of such a configuration, a process for determining the gaming state may be included in the previous stage of step S151 to determine whether or not it is the maximum bet number corresponding to the current gaming state.

  If the number of inserted sheets is the specified number (step S151: YES), whether or not the number of credits has reached a predetermined upper limit number of credits (50 in this embodiment), that is, whether or not the credits are full. It is determined whether or not (step S152).

  If the credit is full (step S152: YES), medal insertion prohibition setting processing is performed (step S153). In this medal insertion prohibition setting process, when the number of inserted coins is three, and when the credit is full, the gaming medal can no longer be inserted into the gaming machine. In order to turn off the blocker solenoid 7c and set the gaming medal inserted from the medal slot 7 to an unacceptable state, and to prohibit the insertion from the credit, each bet button (MAX bet button 8, Insertion from within the credit by the 1-bet button 9) is also set in an unacceptable state.

  Further, the medal insertion display LED 82 and the MAX bet LED 84 are set to OFF in order to notify the above-described insertion prohibition state. As a result, the fact that the specified number of coins has been inserted (the maximum bet number has been set) and that the insertion from the credit by each bet button (MAX bet button 8, 1 bet button 9) is in an unacceptable state. Informed.

  On the other hand, if the inserted number is not the prescribed number (step S151: NO), or if the inserted number has reached the prescribed number but the credit is not full (step S152: NO), the medal insertion permission setting process is performed. This is performed (step S154). In this medal insertion permission setting process, energization of the blocker solenoid 7c is turned on assuming that the insertion of a game medal into the gaming machine is permitted. Thereby, the game medal is set to the acceptable state. Further, in order to notify the above-described allowable state, the medal insertion display LED 82 is set to ON to notify that the insertion of the game medal is acceptable.

  Next, it is determined whether or not a game medal is inserted from the medal slot 7 (step S155). The detection of the game medal is confirmed by the presence or absence of a detection signal input from the medal detection sensor 7a.

  If no game medal is inserted from the medal insertion slot 7 (step S156: NO), nothing is done and the medal detection process is skipped and the process proceeds to the credit detection process of step S118 in FIG.

  On the other hand, when a game medal is inserted from the medal slot 7 (step S156: YES), it is determined whether or not the medal passing state in which the game medal passes through the medal selector 43 is a normal state (step S157). . Here, the detection signal from the medal detection sensor 7a is monitored, and abnormal operations due to clogging of game medals or illegal insertion due to goto are monitored.

  In this embodiment, when the specified number of games (three game medals) that can be started is inserted, the operation of the rotating rotation start lever 11 becomes valid (acceptable state), and the number of inserted game medals is less than the specified number (game) In the case of less than 3 medals), the operation of the rotation rotation start lever 11 is invalid (not acceptable). In addition, game medals inserted exceeding the maximum bet amount are credited to the storage means until the credit is full, and when the credit is full, the medal is forcibly issued from the cancel shooter 44 (see FIG. 1B). It is returned to the player via the payout opening 19. For this reason, in order to effectively detect an illegal insertion of a game medal due to a clogged medal or a goto action, a detection signal from the medal detection sensor 7a is monitored to determine whether or not the insertion state of the game medal is normal. ing.

  Regarding the detection signal from the medal detection sensor 7a, as already described with reference to FIG. 1C, the medal detection sensor 7a including two photosensors is arranged on the downstream side of the medal rail 52a along the direction in which the game medals flow. When a game medal passes through these medal detection sensors 7a, a detection signal whose timing is shifted for a predetermined time is output to the main control unit 400. Based on the detection signal, the main control unit 400 determines whether or not the input transition state of the detection signals from the two photosensors is normal. If normal, the game medal is normal in the medal selector 43. It is determined that it has passed.

  The input transition state is monitored, for example, when a game medal is inserted, the rising detection timing (first ON edge) when the first photo sensor first detects the passage of the game medal, and the second photo A first period A, which is a difference in detection time from the rising detection timing (second ON edge) when the passage of a game medal is detected for the first time by the sensor, and a game by the first photosensor and the second photosensor A second period B in which a medal is detected, a falling detection timing (first OFF edge) when the end of passage of the game medal is detected by the first photosensor, and a second photosensor And a third period C, which is a width of detection time deviation from the falling detection timing (second OFF edge) from C is carried out by determining whether or not within the predetermined normal determination time. For example, when the periods A to C satisfy the relations of 3 ms ≦ period A ≦ 99 ms, 3 ms ≦ period B ≦ 99 ms, and 3 ms ≦ period B ≦ 99 ms, the game medal normally passes through the medal selector 43. It comes to judge that it did. Therefore, until it is determined that the game medal has completely passed through the medal selector, the medal passing state in the period A to C is monitored. As a result, the appropriate number of game medals passing through the medal selector 43 can be counted, and abnormal operations such as clogging of game medals and cheating due to goto can be reliably detected.

  In addition, while the automatic insertion by re-game is being executed, specifically, from the time when the re-game operation is started (for example, from the time when the re-game operation flag is turned on (step S504 in FIG. 10)). Or, from the start of automatic insertion (start of execution of the replay automatic medal insertion process in step S115 of FIG. 11) until the automatic insertion by replay is completed (for example, replay automatic in step S115 of FIG. 11). When a game medal insertion is detected from the medal insertion slot 7 during the period until the medal insertion process is completed, a predetermined error process can be executed. This makes it possible to more reliably detect abnormal operations such as clogging of game medals and fraud even during the period when automatic insertion by re-game is executed.

  Returning to the description of the process in step S157, if the medal passing state is not normal (step S157: NO), a predetermined error process is performed assuming that an abnormality has occurred (step S161), and the medal insertion detection process is exited. .

  If the medal passing state is a normal state (step S157: YES), it is then determined whether or not the game medal has passed (step S158: NO), and step S155 is continued until the game medal has passed. Returning to the process, the processes of steps S155 to S157 are repeated.

  When the game medal has passed (step S158: YES), it is determined whether or not the inserted number is a specified number (three game medals) (step S159). When the inserted number is not the prescribed number: inserted number.noteq.MAX (inserted number <specified number (three))), the above-described medal insertion detection process (see FIG. 13) is performed (step S160), whereby the medal detection process is performed. The process proceeds to the credit detection process in step S118 of FIG.

  On the other hand, if the inserted number is the specified number (step S158: inserted number = MAX (inserted number = specified number (3))), 1 is added to the credit (credit + 1) (step S162). Thereby, when a game medal is inserted when the maximum bet number is exceeded, the game medal is credited to the storage means (credit means). As the credit is added, the credit number display on the credit number display 86 is changed to the credit number after the addition (credit number display change process). Thus, the medal insertion detection process is exited and the process proceeds to the credit detection process in step S118 of FIG.

  As described above, in the present embodiment, the “medal insertion detection process” described above is executed even during re-game operation (re-game operation flag 'ON' state) (step of FIG. 11). (Refer to the processing route of S114 to S117). That is, even if the automatic insertion by re-game is made (under the automatic insertion state), if the credit is not full (refer to the processing route of step S151'YES 'and step S152'NO'), the medal is inserted. The acceptance of the insertion of game medals from the mouth 7 becomes valid, and the inserted game medals are credited to the storage means.

(1-5. Credit insertion detection process: FIG. 15)
Next, the details of the credit insertion detection process in step S118 of FIG. 11 will be described with reference to FIG. FIG. 15 is a flowchart showing the contents of the credit insertion detection process.

  In FIG. 15, the main control unit 400 first determines whether or not the number of credits is zero (step S171). If the number of credits is not zero (step S171: credit number ≠ 0), then the inserted number Is determined to be the prescribed number (step S172).

If the number of credits is zero (step S171: number of credits = 0), or the number of credits is not zero (step S171: number of credits ≠ 0), but the number of inserted sheets is a specified number (step S172: YES) In step S182, the MAX bet LED 84 is set to OFF (step S182). Then, the MAX bet flag is set to OFF (step S183), and the credit insertion detection process is exited. As a result, if there is no credit, or if the number of game medals that have been inserted has reached the specified number (three game medals) even if credits remain, each bet button (MAX bet button 8 Even if the 1-bet button 9) is operated, the insertion from the credit is prohibited. That is, even if an operation detection signal is input from the MAX bet switch 8a or the 1-bet button 9a, the detection signal is treated as invalid.

  On the other hand, when the number of credits is not zero (step S171: credit number ≠ 0), or when the number of credits is not zero (step S171: credit number ≠ 0), and the inserted number is not the specified number (step S172: NO) ), Assuming that the operation of each bet button (MAX bet button 8, 1 bet button 9) is valid, the MAX bet LED 84 is set to ON (step S174). This notifies that the operation of the MAX bet button 8 is valid. The 1-bet button 9 does not include an LED, but the MAX bet button 8 is turned on to notify that the operation of the 1-bet button 9 is also effective.

  Next, the setting state (ON / OFF state) of the MAX bet flag is confirmed (step S174). If the MAX bet flag is ON (step S174: ON), it is determined that a game medal is being inserted by the MAX bet button 8 and the process proceeds to step S178.

  If the MAX bet flag is OFF (step S174: OFF), it is sequentially determined whether or not each bet button (1 bet button 9, MAX bet button 8) has been operated (steps S175 to S176). Whether or not each bet button has been operated is confirmed by whether or not an operation detection signal is input from the 1-bet button 9a or the MAX bet switch 8a.

  If the 1-bet button 9 is operated (step S175: ON), the process proceeds to step S178. If the 1-bet button 9 is not operated (step S175: OFF), then the MAX bet button 8 is operated. It is determined whether or not (step S176).

  If the MAX bet button 8 has not been operated (step S176: OFF), this is a case where none of the bet buttons has been operated. Therefore, the credit insertion detection process is exited without doing anything, and FIG. The process proceeds to step S119.

  On the other hand, when the MAX bet button 8 is operated (step S176: ON), the MAX bet flag is set to ON (step S177), and the process proceeds to step S178.

  When the processing proceeds to step S178, it is determined whether or not the credit insertion interval timer is zero (step S178). If the credit insertion interval timer is not zero (step S178: credit insertion interval timer ≠ 0), the credit insertion detection process is exited without doing anything.

  If the credit insertion interval timer is zero (step S178: credit insertion interval timer = 0), a predetermined waiting time (credit insertion waiting time) is set in the credit insertion interval timer (step S179). Here, for example, 60 ms is set in the credit insertion interval timer as a waiting time for insertion of game medals from within the credit. This standby time is used as a production time width for causing the input sound due to the input from the credit to appear.

  After setting the credit insertion interval timer, 1 is subtracted from the credit (step S180: credit-1) and the medal insertion detection process (see FIG. 13) is performed (step S181), thereby exiting the credit insertion detection process. Then, the process proceeds to step S119 in FIG.

(1-6. Medal settlement process: FIG. 16)
Next, with reference to FIG. 16, the details of the medal settlement process in step S116 of FIG. 11 will be described. FIG. 16 is a flowchart showing the processing contents of the medal settlement process.

  First, in order to facilitate understanding of the present invention, an outline of medal settlement processing will be described.

  In the medal settlement process of this embodiment, a payout (settlement) process of game medals in credit is mainly performed. However, the contents of the medal settlement process differ between when the re-game is in operation (when a game medal is automatically inserted by re-game) and when it is not.

(When replaying is in operation)
If the number of credits is not zero when the re-game is in operation, the game medals in the credits are settled by operating the credit settlement button 10 except for the automatic insertion by re-game. Excluding the auto-introduced amount due to re-games, re-game does not give real game medals to the player as a dividend, but it is only a pseudo number of game medals for the previous game. It is from a viewpoint of what is given to.

(When replay is not in operation)
When the number of credits is not zero and / or when the number of bets is set (when the number of inserted coins is not zero) when the re-game is not in operation, the settlement of game medals in the credit is performed by operating the credit settlement button 10. The number of game medals inserted for setting the number of bets is settled.

  Referring to FIG. 16, first, main controller 400 confirms the setting state (ON / OFF state) of the re-game operation flag (step S201).

(When re-playing is in operation: Step S201: ON processing route)
First, the case where the re-game is being operated will be described.

  When the re-game operation is being performed, that is, when the re-game operation flag is ON (step S201: ON), it is determined whether or not the number of credits is zero (step S211).

  When the number of credits is zero (step S211: credit number = 0), in this case, there is no game medal to be returned to the player by settlement, so the medal settlement process is skipped without doing anything, and S116 in FIG. The medal insertion detection process proceeds.

  However, if the number of credits is not zero (step S211: credit number ≠ 0), in this case, there is a game medal to be returned to the player by settlement. Is determined (step S203). Whether or not the credit settlement button 10 has been operated is confirmed by the presence or absence of an operation detection signal from the credit settlement switch 10a.

  If the credit settlement button 10 has not been operated (step 203: OFF), the credit settlement is not performed, the medal settlement process is skipped, and the process proceeds to the medal insertion detection process of S116 in FIG. When operated (step 203: ON), the processing of steps S204 to S210 described later is performed.

(When re-playing is not in operation: Step S201: OFF processing route)
Next, the case where the re-game is not operating will be described.

  When the re-game is not in operation, that is, when the re-game operation flag is OFF (step S201: ON), it is determined whether both the credit number and the inserted number are zero (step S202).

  When both the number of credits and the number of inserted coins are zero (step S202: inserted / credit card number = 0), in this case, there is no game medal to be returned to the player by settlement, so the medal settlement process is performed without doing anything. The process proceeds to the medal insertion detection process in S116 of FIG.

  However, if either one of the number of credits or the number of inserted coins is not zero (step S202: inserted / credited number ≠ 0), in this case, there is a game medal to be returned to the player by settlement, so the process proceeds to step S203. It is determined whether or not the credit settlement button 10 has been operated (step S203).

  If the credit settlement button 10 has not been operated (step 203: OFF), the credit settlement is not performed, the medal settlement process is skipped, and the process proceeds to the medal insertion detection process of S116 in FIG. When operated (step 203: ON), the processing of steps S204 to S210 described later is performed.

(Credit settlement: processing route of steps S204 to S210)
When the processing proceeds to step S204, the blocker solenoid 7c is turned off as pre-credit settlement start processing, and the game medal inserted from the medal insertion slot 7 is made unacceptable. Further, in order to prohibit the insertion from the credit, the insertion from the credit by each bet button (MAX bet button 8, 1 bet button 9) is set to an unacceptable state. In addition, during the credit settlement, the operation of the rotating cylinder rotation start lever 11 is set to an unacceptable state so that the game cannot be started (even if an operation detection signal is input from the rotating cylinder rotation start switch 11a). Is treated as invalid).

  Then, the game start display LED 81, the medal insertion display LED 82, and the MAX bet LED 84 are set to OFF to notify that the credit is being settled. As a result, during the credit checkout, it is notified that the game cannot be started and the game medal cannot be accepted.

  During the credit settlement, the re-game operation LED 83 remains set to ON (lighted state), and even during the credit settlement, the fact that the re-game is in operation is notified. Yes. As a result, the player can be informed that the credit is being settled while being automatically inserted.

  Further, when the re-game operation is being performed (the re-game operation flag is ON), the game start display LED 81 may not be set to OFF. This is because the amount automatically inserted by re-game is not subject to settlement, and after the credit settlement is completed, the game can be started without inserting a game medal (step S206 described later: ON processing route, In step S123 of FIG. 11, refer to the processing route of YES), in order to notify this, when the re-game operation flag is ON, the game start display LED 81 is not set to OFF and the ON setting is maintained and the lighting state is changed. You may continue.

  Further, regarding the light emission mode of the game start display LED 81 during the credit settlement, different light emission modes may be used during the re-game operation and during the non-re-game operation. For example, when the re-game operation flag is ON, the “light-emitting mode for re-game operation” is set, and when the re-game operation flag is OFF, the “light-emitting mode for non-re-game operation” is set. Differences in the light emission mode of the game start display LED 81 include, for example, a light emission color, a light emission state related to lighting / flashing (including a blinking speed), a light emission state, a luminance level, a light emission color difference (blue during re-game operation) , And the like when the re-game is inactive (normally, red, etc.). As a result, the player can be informed that the credit is being settled while being automatically inserted.

  Next, a “settlement command” is set as an effect control command (step S205). When the “settlement command” is transmitted from the main control unit 400 side to the effect control unit 410 side, the effect control unit 410 side causes a medal settlement effect by credit settlement to appear. For example, with the payout of game medals, a light effect for credit settlement and / or a payout sound (credit settlement sound) is generated.

  In addition, information related to the setting state of the re-game operation flag (re-game operation flag ON / OFF information) is included in the above-mentioned “settlement command”, so that different medal settlement effects can be obtained during re-game operation and during non-re-game operation It is good also as a structure which can appear. For example, different light effects and credit settlement sounds are displayed when replaying is active and when replaying is not active, or during replaying, for example, “Credit settlement during replay” is displayed. It is possible to notify the player that the game is being played, that the re-game is being performed. In this case, when the player finishes the game, even if credit settlement is performed without knowing that the re-game is being performed, it is possible to prevent the re-game from being left behind. Further, in this embodiment, the re-game operation LED 83 is lit when the re-game is in operation. However, since the player may overlook this, the credit settlement effect dedicated to the above-mentioned re-game operation is displayed. More preferably, the above-described sound production such as voice is displayed.

  Next, the re-game operation flag setting state (ON / OFF state) is confirmed (step S206). When the re-game operation flag is OFF (step S206: OFF), the “inserted medal settlement process” for adjusting the number of game medals inserted for setting the bet number in step S207 is performed, “Credit medal settlement process” in step S208 for settlement of game medals is performed. The inserted medal settlement process will be described later with reference to FIG. 17, and the credit medal settlement process will be described later with reference to FIG.

  On the other hand, when the re-game operation flag is ON (step S206: ON), the process proceeds to step S209 without performing the inserted medal settlement process (step S207) and the credit medal settlement process is performed (step S208). As a result, when the re-game is in operation, only the game medals in the credit are settled while leaving the automatic insertion amount due to the re-game.

  If the re-game operation flag is ON, as described above, the game medals in the credit are settled while leaving the automatic insertion amount due to the re-game, so that the specified number of games that can be played can be started. Credit settlement is performed while the game medals are held. However, since the operation of the rotating cylinder rotation start lever 11 is set in an unacceptable state in the process of the above-described step S204, the rotating cylinder is started even if the rotating cylinder rotation start lever 11 is operated during credit settlement. And the game cannot be started. The operation of the rotating cylinder rotation start lever 11 is set in an unacceptable state until a series of credit settlement processes (steps S204 to S208) are completed (see the process in step S209 described later).

  Next, credit settlement completion processing at the end of credit settlement is performed (step S209). Here, as a setting process necessary at the end of the credit check, the operation of the spinning cylinder rotation start lever 11 that has been in an unacceptable state is set to an acceptable state. Thereby, the input of the operation detection signal from the rotating cylinder rotation start switch 11a becomes effective.

  Therefore, if the automatic insertion by re-game is made, the game can be started without inserting the game medal after the credit settlement is completed (step S123 in FIG. 11: YES to step S125: ON). Processing route).

  Note that the blocker solenoid 7c and the medal insertion display LED 82, which are set to OFF in the process of step S204 (pre-credit settlement start process), are set to ON in the process of step S154 during the subsequent medal insertion process (FIG. 14). The MAX bet LED 84 is set to ON in the process of step S173 during the subsequent credit insertion detection process (FIG. 15). Thereby, after the credit settlement is completed, the insertion of the game medal is permitted, and the credit can be made even in the automatic insertion state by the re-game (Step S152 in FIG. 11 and FIG. 14: NO processing route) reference).

  Next, a “payment end command” is set as an effect control command (step S210). When the “settlement command” is transmitted from the main control unit 400 side to the effect control unit 410 side, the effect control unit 410 grasps that the credit settlement (steps S207 and S208) has ended, and performs the medal settlement. End the production. As a result, the medal settlement process is skipped and the process proceeds to the medal insertion detection process in S116 of FIG.

(1-6-1. Set-up medal settlement process: FIG. 17)
Next, details of the inserted medal settlement process in step S207 of FIG. 16 will be described with reference to FIG. FIG. 17 is a flowchart showing the contents of the inserted medal settlement process. This inserted medal settlement process is a process for settlement of the number of inserted medals.

  Referring to FIG. 16, main control unit 400 first determines whether or not the number of inserted sheets is zero (step S231). If the inserted number is zero (step S231: inserted number = 0), there is no game medal to be settled, so nothing is done and the inserted medal settlement process is skipped, and the credit medal settlement process in step S208 of FIG. Proceed to

  If the inserted number is not zero (step S231: inserted number ≠ 0), then a medal payout sensor check process is performed (step S232). In the medal payout sensor check process, whether or not a game medal is paid out is confirmed based on a detection signal from the medal payout sensor 520.

  When the payout of the game medal is confirmed, 1 is subtracted from the inserted number (step S233: inserted number-1), and the display processing for the payout number display unit 87 notifies that one game medal has been returned from the inserted number. The number-of-insertions display process for this is performed (step S234). In this inserted number display process, for example, when the number of inserted sheets before settlement is 3, “3” is displayed on the payout number display 87, and each time one sheet is subtracted by settlement, the display is counted down. indicate. For example, the countdown display is performed as “3” → “2” → “1” → “7-segment light extinction (inserted medal settlement end)”.

  When the inserted number display process in step S233 is completed, the process returns to step S231, and thereafter, the processes in steps S231 to S234 are repeated until the inserted number becomes zero (step S231: inserted number = 0).

(1-7-1. Credit medal settlement processing: FIG. 18)
Next, details of the credit medal settlement process in step S208 of FIG. 16 will be described with reference to FIG. FIG. 18 is a flowchart showing the processing contents of the credit medal settlement processing. This credit medal settlement process is a process for performing settlement of game medals in credits.

  Referring to FIG. 18, first, main controller 400 determines whether or not the number of credits is zero (step S251). If the number of credits is zero (step S231: number of credits = 0), there is no credit to be settled, so nothing is done and the credit medal settlement process is skipped and the credit settlement end process of step S209 in FIG. 16 is performed. move on.

  If the number of credits is not zero (step S251: credit number ≠ 0), then medal payout sensor check processing (step S252).

  When the payout of the game medal is confirmed, 1 is subtracted from the credit number (step S253: credit number-1), and the credit number display 86 notifies the fact that one game medal has been returned from within the credit. An inserted number display process is performed (step S254). In this inserted number display processing, for example, when the number of credits before settlement is 10, “10” is displayed on the credit number display 86, so every time one is subtracted by settlement, the display is counted down. Display. For example, the countdown display is performed as “10” → “9”... “2” → “1” → “7-segment off (end of credit settlement)”.

  When the inserted number display process in step S254 is completed, the process returns to step S231, and thereafter, the processes in steps S231 to S234 are repeated until the credit number becomes zero (step S251: inserted number = 0).

<Processing on production control side: FIGS. 19 to 22>
Next, with reference to FIGS. 19 to 22, an effect control process on the effect control unit 410 side of the present embodiment will be described. The process on the side of the production control unit 410 includes a predetermined main process (production control side main process: FIG. 19) and a timer interruption process (production control side timer interruption process: FIG. 21) activated by a scheduled interruption from the CTC. It is mainly composed. The control subject of the effect control unit 410 includes the sub CPU 421c of the effect control board 420 and the CPU of the liquid crystal control board 25, but the effect control board that has received the effect control command from the main control unit 410. Since the 420 (sub CPU 421C) side transmits a liquid crystal control command related to this to the liquid crystal control board 460, the processing procedure performed by the effect control board 420 will be mainly described below. The main body that executes the processing will be described as the effect control unit 410 without distinguishing the function of the control board 460 unless particularly required. The CPU, RAM, and ROM are represented by the sub CPU 421c, the sub RAM 421b, the sub ROM 421a, and the like of the effect control board 420.

(Production control side main processing: FIG. 19)
FIG. 23 is a flowchart showing main processing on the production control unit side (production control side main processing). The effect control unit 410 starts main processing on the effect control side shown in FIG. 34 when the gaming machine main body is turned on from the outside.

  In the main process on the effect control side, the effect control unit 410 (sub CPU) first performs a necessary initial setting process before starting the game operation (step S071). Here, as the initial setting processing, for example, command reception interrupt setting, movable body accessory (not shown) starting point return processing, CTC initial setting, timer interrupt permission, and microcomputer internal parts are included. Perform initial setting of values.

  When the initial setting process in step S071 is completed, the main loop process in steps S073 to S078 is performed at predetermined time intervals as the process during normal operation, and otherwise the effect soft random number update process in step S079 is repeated.

  In the process of step S072, the effect control unit 410 refers to the main loop update period counter value to determine whether or not the main loop update period that triggers the execution of the main loop process has arrived (step S072). The main loop update cycle counter is a counter that is updated in a main loop update process (step S096 in FIG. 21) during an effect control side timer interrupt process described later. In the present embodiment, the main loop process is performed every 16 ms. Until this main loop update period arrives (step S072: NO), various effect random numbers are updated (step S079: various effect soft random number update processing). The effect lottery random number is used when an effect to be displayed such as an AT lottery, a notice effect, an expected effect, and an assist notification effect is determined by lottery, and includes a plurality of types of effect lottery random numbers corresponding to the lottery mode.

  When the main loop update period has arrived (step S072: YES), the effect control unit 410 performs a received command analysis process (step S073). In this received command analysis process, it is monitored whether or not an effect control command is stored in the command reception buffer, and if an effect control command is stored, this command is read and an effect based on the read effect control command appears. Therefore, an effect control process at the time of receiving a command for setting effect data is performed. The effect control commands include the game start command, stop information reception command, stop result information command, winning information command, insertion command, settlement command, settlement end command, etc., which have already been described.

  For example, when a game start command is received and stored in the reception buffer, one or more based on information (internal winning flag information and current game state information) included in this command in the command analysis process Determine the type of production pattern. The effect pattern determined here works as a “part effect” as an element constituting the effect scenario. Next, determine the time schedule for how and at what timing the production pattern (parts production) determined above will appear, and compose the production scenario. The production scenario data is stored in the scenario setting area of the RAM. The effect control unit 410 develops various effect patterns (part effects) incorporated in the effect scenario one after another or at the same time based on the effect data (effect scenario data) created here. As a result, a “production scenario” in a broad sense is realized. The received command analysis process will be described later with reference to FIG.

  When the received command analysis process in step S073 is completed, a scenario update process is performed (step S074). In this scenario update process, the contents of the timer necessary for execution of the production pattern are updated. A typical example of the timer is an effect scenario timer that manages a time schedule related to the occurrence timing of the effect. The effect scenario timer is also used in LED data update processing (step S075) and effect actor control data update processing (step S077) described later. Here, the production scenario timer is monitored, and when the production time of one production comes, the sound data for the speaker 16 and the liquid crystal command for image display control are created and stored in the designated area of the sub-RAM. To do. The LED data for the light display device is created by an LED data update process (step S075) described later, and the motor control data for the movable body accessory is created by an after-mentioned effect actor control data update process (step 077). The

  Next, LED data update processing is performed (step S075). In this LED data update process, LED data for an optical display device such as the decorative lamp unit 13 and the LED is created based on the effect scenario data and the effect scenario timer, and stored in a designated area of the sub RAM. The data created here is used in an effect LED management process (step S095 in FIG. 21) during a timer interrupt process described later.

  Next, sound output processing is performed (step S076). In this sound output process, the sound data created in the scenario update process in step S074 is acquired, and if there is sound data to be reproduced, a sound effect is output from the speaker 16 through the sound control unit (sound source LSI). Thereby, the sound production according to the production scenario is realized.

  Next, a production accessory control data update process is performed (step S077). In the effect accessory control data update process, control data of the movable object accessory motor 61 is created based on the effect scenario data and the effect scenario timer. The data created here is used in a director action operation management process (step S094 in FIG. 21) during a timer interrupt process described later.

  Next, noise countermeasure management processing for monitoring malfunction of the sound source LSI or the like is performed (step S078). If the program goes into a runaway state due to a malfunction, the watchdog timer expires and the CPU is automatically reset to recover from the runaway state. Thereby, the main loop process is ended, and the effect soft random number update process of step 079 is performed until the next main loop update period comes.

(Command reception interrupt processing: FIG. 20)
Next, a command reception interrupt process will be described with reference to FIG. FIG. 20 is a flowchart showing command reception interrupt processing on the effect control side. This command reception interruption process is executed preferentially over an effect control side timer interrupt process (FIG. 21) described later when an effect control command is received from the main control unit 400.

  First, when an interruption based on the strobe signal from the main control unit 400 occurs during execution of the main process shown in FIG. 20, the effect control unit 410 (sub CPU) saves the contents of the register in the stack area (step S081). The received effect control command is stored in the command reception buffer of the sub-RAM (step S082), and the saved register contents are restored (step S083). Thereby, the command reception interrupt process is ended, the process returns to the effect control unit side main process before the interruption, and the effect control side main process is performed until an interrupt based on the next strobe signal is generated. As described above, when various effect control commands sent from the main control unit 400 are received, the command reception interrupt process is executed, and when the effect control command is received, the command is stored in the command reception buffer. Is done.

(Production control side timer interrupt processing: FIG. 21)
Next, with reference to FIG. 21, the timer interrupt process on the production control side will be described. FIG. 21 is a flowchart showing the effect control-side timer interrupt process. This production control side timer interruption process is started by interruption every predetermined time (about 1 ms) from the CTC, and is executed by interruption during execution of the production control side main process.

  In FIG. 21, when the timer interrupt occurs, the effect control unit 410 (sub CPU) saves the register contents in the stack area (step S091), and then performs the effect button input management process (step S092). In this effect button input management processing, the presence or absence of an operation (ON operation) detection signal input from an effect button (not shown) used for player participation type button effects is monitored, and the operation detection signal is received. When it is confirmed that the detection has been performed, the detection information is stored in a predetermined area of the sub-RAM.

  Next, a liquid crystal command transmission process is performed (step S093). In this liquid crystal command transmission process, if there is a liquid crystal command created in the scenario update process (step S074) in the effect control side main process of FIG. 21, the liquid crystal command is transmitted to the display control unit (liquid crystal control CPU). Thus, image display control for the liquid crystal display device 6 is executed. Thereby, the image production along the production scenario is realized.

  Next, directing action operation management is performed (step S094). In this stage actor operation management, based on the motor control data for the movable body accessory created in the stage actor control data update process (step S077), the movable body accessory motor (not shown) is passed through the drive control unit. Output a control signal. Thereby, the visual production | presentation by the movable body accessory along a production | presentation scenario is implement | achieved.

  Next, effect LED management is performed (step S095). In this effect LED management, based on the LED data created in the LED data update process (step S075), the decorative lamp unit 45 and the LED are turned on and blinked through the light display control unit. Thereby, the light effect according to the effect scenario is realized.

  Next, a main loop update process for managing the main loop update period is performed (step S096). In this main loop update process, the main loop update cycle counter is updated for each interrupt (main loop update cycle counter + 1). The main loop update cycle counter is a counter that circulates in a range of multiples of 16 (for example, 0 to 31) by increment processing, for example.

  After the processing of steps S091 to S096 is completed, the saved register contents are restored (step S097). As a result, the timer interruption process is terminated, the process returns to the effect control side main process before the interruption, and the effect control side main process is performed until the next timer interrupt occurs.

(Contents of received command analysis processing: FIG. 22)
FIG. 22 is a flowchart showing the received command analysis processing of FIG.

  In FIG. 22, first, when the effect control unit 410 receives an effect control command sent from the main control unit 400 (step S801), the content of the command is analyzed (step S802). Then, depending on the type of command (steps S803 to S806), a game start command receiving effect process (step S807), a winning information command receiving effect process (step S808), an insertion command receiving effect process (step S809), An effect process at the time of payment command reception (step S808), an effect process at the time of input command reception (step S810), and an effect process at the time of receiving other effect commands (step S811) are performed. Here, an effect control process that is executed when a step “game start command”, “winning information command”, “insertion command”, or “payment command” that is closely related to the present invention is received is shown.

  In the game start command reception effect process (step S807), the AT lottery process based on the winning information of the AT lottery opportunity combination (the AT lottery is based on the winning probability of the combination, the role having a relatively low winning probability is the AT lottery probability. (For example, strong cherry has an AT lottery probability of 50%, weak watermelon has an AT lottery probability of 25%), strong watermelon has an AT lottery probability of 100%, etc.) If the AT lottery is won, Replay 2 or Replay Triggered by the winning of No. 3, AT transition assist notification processing for setting the effect data to show the assist notification effect of the special replay, as the effect based on the winning role type, expectation effect, notice effect, push order regulation during AT game An effect process for setting effect data for displaying an assist notification effect of a winning procedure (push order) of an advantageous winning combination when a combination (AT1 to AT3) is won It is carried out.

  In the winning information command reception effect process (step S808), under the condition that the special replay assist notification is generated, the AT game transition setting process by the special replay winning, the penalty setting process by the irregular procedure, and the winning is generated. An effect process at the time of winning for setting effect data for presenting a winning effect is performed.

  In the insertion command reception effect process (step S809), the insertion effect process for setting the effect data for displaying the medal insertion effect by the game medal insertion and the automatic medal insertion effect is performed.

  In the settlement command reception effect process (step S810), a throw effect process for setting effect data for displaying the medal insertion effect and the automatic medal insertion effect by settlement is performed.

  In other command receiving effect processing (step S811), effect processing is performed when a command other than the above-described effect control command is received.

  When there is no received command or when the effect process corresponding to the received command is finished, the received command analysis process is exited and the process proceeds to the scenario update process of step S019 in FIG.

  Next, the correspondence between the components of the present embodiment described above and the claims will be described. However, the present invention is not limited to the constituent elements of the embodiments described below, and each element can be appropriately changed as long as the object of the present invention can be achieved.

The rotating device 210 functions as display means.
The rotating cylinder rotation start lever 11 or the rotating cylinder rotation start switch 11a functions as a starting means.
The rotating cylinder rotation stop buttons 12a, 12b, 12c or the rotating cylinder rotation stop switches 12a ′, 12b ′, 12c ′ function as a stopping unit.
The internal lottery process (S16 in FIG. 8) functions as a role lottery means.
The rotating cylinder stop process (S18 in FIG. 8) functions as a stop control unit.
The re-game automatic medal insertion process (S 116 in FIG. 11, FIG. 12 showing the details) in the re-game setting process (S 21 in FIG. 8, FIG. 10 showing the details) and the game medal insertion process (S 14 in FIG. 8) are as follows. It functions as a re-game operation control means.
The processes of S125 to S126 in the game medal insertion process (S14 of FIG. 8) function as game medium reception control means.
The credit settlement button 10 or the credit settlement switch 10a functions as a settlement operation unit.
The medal settlement process (S116 in FIG. 11, FIG. 16 showing the details) during the game medal insertion process (S14 in FIG. 8) functions as a settlement control means.

  Here, the processing route (the processing route that does not execute the inserted medal settlement processing (S207) at the time of re-game operation) through S203: ON and step S206: ON during the medal settlement processing to the credit medal settlement processing (S208) is as follows. When the credit settlement button 10 is operated as a part of the function as the settlement control means, and after the automatic loading process is executed and before the rotation rotation start lever 11 is started (OFF in S125) The credit medal settlement process (S208: equivalent to the credit settlement process) is executed without executing the settlement of the game medals automatically inserted by the automatic insertion process.

  The processing route from S203: ON to S204 and S206: ON during the medal settlement process to the credit medal settlement process (S208) to the credit settlement end process (S209) functions as a part of the settlement control unit. Then, after the automatic insertion process is executed, if the credit settlement button 10 is operated before the rotation start lever 11 is started (OFF in S125), during the credit medal settlement process (S208) The start operation of the rotating rotation start lever 11 is controlled to an unacceptable state, and the rotating rotation start lever 11 is controlled to be able to receive an operation after the credit medal settlement process is executed.

  In the above-described embodiment, the rotating type gaming machine using a mechanically driven rotating cylinder has been described. However, the present invention is not limited to this, and for example, an effect rotating type using an effective rotating machine by image display is used. It can also be applied to other gaming machines. In the above-described embodiments, the game media using game medals have been described. However, the present invention is not limited to this. For example, a game ball may be used, and electromagnetic recording (electronic method, magnetic method, other person) may be used. It may be a game medium using a recording made by a method that cannot be recognized depending on the perception of, and provided for information processing by an electronic computer.

  INDUSTRIAL APPLICABILITY The present invention is useful for a revolving game machine provided with a replay role.

1 gaming machine housing,
2 Front door,
3 Display window (rotor viewing part),
3a winning line,
4 Display window (LCD screen viewing area),
5a, 5b, 5c
6 Liquid crystal display device,
6a Display screen (LCD screen),
7 medal slot,
7c Blocker solenoid 8 MAX bet button,
9 1 bet button,
10 Credit checkout button,
11 rotation start lever,
12a, 12b, 12c Revolving rotation stop button,
13 Decorative lamp,
14 Operation panel section
15 Return button,
16 speakers,
17 Decorative panel section,
18 Medal tray
19 Medal payout exit,
81 Game start display LED,
82 Medal insertion indicator LED,
83 Re-playing operation LED,
84 MAX bet LED,
85 Insertion number display LED,
86 Number of credit indicator 87 Number of payout indicator 210 Revolving device,
310 External concentration terminal board,
330 lap trunk relay board,
340 Production I / F board,
340a input buffer circuit,
350 payout relay board,
360 stop switch board,
370 game relay board,
380 LED board,
400 main control board (main control unit),
401 microcomputer (main control board side),
401a main ROM,
401b main RAM,
401c main CPU,
401d CTC,
401e interrupt controller circuit;
402 I / O port circuit,
403 counter circuit,
404 I / F circuit,
404a output buffer circuit;
405 I / F circuit,
406 I / F circuit,
407 motor drive circuit,
408 switch input circuit,
410 production control unit,
420 production control board,
421 microcomputer (production control board side),
421a sub-ROM,
421b sub-RAM,
421c sub CPU,
421d CTC,
421e interrupt controller circuit,
422 I / O port circuit,
423 counter circuit,
430 Cylinder setting board,
450 payout control board,
460 LCD control board,
500 hopper units,
510 hopper motor,
520 Medal payout sensor.

Claims (2)

  1. Display means for deriving and displaying a game result by a combination of symbols at the time of stopping each of the spinning cylinders, having a plurality of spinning cylinders in which a plurality of types of symbols are displayed;
    A starting means for starting rotation of each cylinder based on a unit game start condition that a bet number for a unit game is set by inserting a game medium;
    A plurality of stop means provided corresponding to each of the spinning cylinders for individually stopping the rotation of the spinning cylinders;
    In response to the start operation of the starting means, a lottery means for performing a lottery for a plurality of types of roles including a replaying role and determining a winning combination;
    With the stop operation of the stop means, stop control means for controlling the stop of the spinning cylinder so that a combination of symbols corresponding to the winning combination can be derived and displayed as the game result;
    When a combination of symbols corresponding to the re-gamer is derived and displayed as the game result, an automatic insertion process for automatically inserting the number of game media provided for the current unit game is executed to execute the next unit game Re-game operation control means for giving a start condition;
    A credit means capable of storing as a credit up to a predetermined upper limit storage number of game media inserted exceeding a maximum bet number allowed as the bet number;
    Settlement for executing a credit settlement process for settlement of a game medium credited to the credit means and a settlement number settlement process for settlement of a game medium inserted in the setting of the bet amount in response to an operation of a predetermined settlement operation means. Control means;
    A rotary-type game machine comprising:
    The settlement control means includes
    After the automatic insertion process is executed by the re-game operation control means, when the settlement operation means is operated before the next unit game is started by the start operation of the start means, the automatic insertion process automatically The credit settlement process is executed without performing settlement of the inserted game media.
    This is a spinning machine.
  2. The settlement control means includes
    After the automatic insertion process is executed by the re-game operation control means, when the payment operation means is operated before the next unit game is started by the start operation of the start means, the start is performed during the credit payment process. Controlling the start operation of the means to an unacceptable state, and controlling the start operation of the start means to an acceptable state after the credit settlement process is executed,
    The spinning cylinder type gaming machine according to claim 1, wherein:
JP2013129039A 2013-06-19 2013-06-19 Reel type game machine Pending JP2015002810A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
JP2013129039A JP2015002810A (en) 2013-06-19 2013-06-19 Reel type game machine

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
JP2013129039A JP2015002810A (en) 2013-06-19 2013-06-19 Reel type game machine

Publications (1)

Publication Number Publication Date
JP2015002810A true JP2015002810A (en) 2015-01-08

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Cited By (18)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2015027355A (en) * 2013-07-30 2015-02-12 株式会社大都技研 Game machine
JP2015058306A (en) * 2013-09-20 2015-03-30 サミー株式会社 Slot machine
JP2015058305A (en) * 2013-09-20 2015-03-30 サミー株式会社 Slot machine
JP2015091477A (en) * 2015-02-13 2015-05-14 サミー株式会社 Slot machine
JP2015091476A (en) * 2015-02-13 2015-05-14 サミー株式会社 Slot machine
JP2015091475A (en) * 2015-02-13 2015-05-14 サミー株式会社 Slot machine
JP2015107188A (en) * 2013-12-03 2015-06-11 サミー株式会社 Game machine
JP2015107190A (en) * 2013-12-03 2015-06-11 サミー株式会社 Game machine
JP2015107189A (en) * 2013-12-03 2015-06-11 サミー株式会社 Game machine
JP2015107187A (en) * 2013-12-03 2015-06-11 サミー株式会社 Game machine
JP2015107191A (en) * 2013-12-03 2015-06-11 サミー株式会社 Game machine
JP2015181805A (en) * 2014-03-25 2015-10-22 株式会社三共 slot machine
JP2015208406A (en) * 2014-04-24 2015-11-24 株式会社三共 Slot machine
JP2016154989A (en) * 2016-06-08 2016-09-01 株式会社三共 Slot machine
JP2016168260A (en) * 2015-03-13 2016-09-23 株式会社藤商事 Reel type game machine
JP2017018377A (en) * 2015-07-10 2017-01-26 サミー株式会社 Slot machine
JP2017124195A (en) * 2017-03-01 2017-07-20 株式会社藤商事 Game machine
JP2018023853A (en) * 2017-11-14 2018-02-15 サミー株式会社 Slot machine

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JP2003190371A (en) * 2001-12-28 2003-07-08 Sekiyu Ri Game apparatus
JP2007313061A (en) * 2006-05-26 2007-12-06 Daito Giken:Kk Game stand
JP2008036317A (en) * 2006-08-10 2008-02-21 Olympia:Kk Game machine, program and information storage medium
JP2014000396A (en) * 2012-05-24 2014-01-09 Sammy Corp Slot machine
JP5482880B1 (en) * 2012-12-20 2014-05-07 株式会社オリンピア Game machine
JP2014204749A (en) * 2013-04-10 2014-10-30 Kpe株式会社 Game machine
JP2014223167A (en) * 2013-05-16 2014-12-04 株式会社大都技研 Game machine
JP2014239828A (en) * 2013-06-12 2014-12-25 株式会社ユニバーサルエンターテインメント Game machine

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Publication number Priority date Publication date Assignee Title
JP2003190371A (en) * 2001-12-28 2003-07-08 Sekiyu Ri Game apparatus
JP2007313061A (en) * 2006-05-26 2007-12-06 Daito Giken:Kk Game stand
JP2008036317A (en) * 2006-08-10 2008-02-21 Olympia:Kk Game machine, program and information storage medium
JP2014000396A (en) * 2012-05-24 2014-01-09 Sammy Corp Slot machine
JP5482880B1 (en) * 2012-12-20 2014-05-07 株式会社オリンピア Game machine
JP2014204749A (en) * 2013-04-10 2014-10-30 Kpe株式会社 Game machine
JP2014223167A (en) * 2013-05-16 2014-12-04 株式会社大都技研 Game machine
JP2014239828A (en) * 2013-06-12 2014-12-25 株式会社ユニバーサルエンターテインメント Game machine

Cited By (18)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2015027355A (en) * 2013-07-30 2015-02-12 株式会社大都技研 Game machine
JP2015058306A (en) * 2013-09-20 2015-03-30 サミー株式会社 Slot machine
JP2015058305A (en) * 2013-09-20 2015-03-30 サミー株式会社 Slot machine
JP2015107190A (en) * 2013-12-03 2015-06-11 サミー株式会社 Game machine
JP2015107191A (en) * 2013-12-03 2015-06-11 サミー株式会社 Game machine
JP2015107189A (en) * 2013-12-03 2015-06-11 サミー株式会社 Game machine
JP2015107188A (en) * 2013-12-03 2015-06-11 サミー株式会社 Game machine
JP2015107187A (en) * 2013-12-03 2015-06-11 サミー株式会社 Game machine
JP2015181805A (en) * 2014-03-25 2015-10-22 株式会社三共 slot machine
JP2015208406A (en) * 2014-04-24 2015-11-24 株式会社三共 Slot machine
JP2015091475A (en) * 2015-02-13 2015-05-14 サミー株式会社 Slot machine
JP2015091476A (en) * 2015-02-13 2015-05-14 サミー株式会社 Slot machine
JP2015091477A (en) * 2015-02-13 2015-05-14 サミー株式会社 Slot machine
JP2016168260A (en) * 2015-03-13 2016-09-23 株式会社藤商事 Reel type game machine
JP2017018377A (en) * 2015-07-10 2017-01-26 サミー株式会社 Slot machine
JP2016154989A (en) * 2016-06-08 2016-09-01 株式会社三共 Slot machine
JP2017124195A (en) * 2017-03-01 2017-07-20 株式会社藤商事 Game machine
JP2018023853A (en) * 2017-11-14 2018-02-15 サミー株式会社 Slot machine

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