JP2015116373A - Game machine - Google Patents

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Publication number
JP2015116373A
JP2015116373A JP2013262514A JP2013262514A JP2015116373A JP 2015116373 A JP2015116373 A JP 2015116373A JP 2013262514 A JP2013262514 A JP 2013262514A JP 2013262514 A JP2013262514 A JP 2013262514A JP 2015116373 A JP2015116373 A JP 2015116373A
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Japan
Prior art keywords
gimmick
state
effect
reel
performs
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JP2013262514A
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Japanese (ja)
Inventor
泰典 樋口
Taisuke Higuchi
泰典 樋口
康剛 鈴木
Yasutaka Suzuki
康剛 鈴木
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京楽産業.株式会社
Kyoraku Sangyo Co Ltd
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Priority to JP2013262514A priority Critical patent/JP2015116373A/en
Publication of JP2015116373A publication Critical patent/JP2015116373A/en
Pending legal-status Critical Current

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Abstract

To provide a gaming machine that gives a big impression and impact to a player. An effect device having a gimmick movable section 1100 movable within a predetermined movable range, a first effect section 1210 and a second effect section 1220 that rotate about the same axis, and a gimmick movable section 1100 are described above. While operating within the movable range, the first effect unit 1210 and the second effect unit 1220 are operated in a closed state and an open state, and in the closed state, the first effect unit 1210 and the second effect unit 1220 are hidden and opened. Then, since the gimmick movable unit 1100 and the effect device perform different movements by causing a part of the first effect unit 1210 and the second effect unit 1220 to appear, it is possible to give a stronger impact than before, and the player Can enhance the interest of [Selection] Figure 56

Description

  The present invention relates to a gaming machine.

  Conventionally, a plurality of reels having a plurality of symbols drawn on the peripheral surface, and a display window for displaying a part of the symbols drawn on the peripheral surfaces of the plurality of reels, the game value such as a medal by the player A gaming machine (a so-called “pachi-slot”) in which symbols are stopped and displayed on the display window by rotating all reels based on the loading operation and starting operation on the start lever, and stopping each reel based on the stop button operation by the player. )It has been known. Such a gaming machine is a player when a predetermined combination of symbols is stopped and displayed on a predetermined line (hereinafter referred to as “effective line”) among symbols displayed on the display window. A privilege (for example, a medal) is given to.

  Further, such a gaming machine detects the operation of the start lever by the player, extracts a predetermined random number value based on the detection of the operation of the start lever, and draws the extracted random number value for each role. Based on the internal lottery table in which the values are specified, it is determined whether or not it is allowed to have a combination of symbols corresponding to the combination (hereinafter referred to as “internal lottery”), and the combination of symbols corresponding to the combination is determined. The reels are controlled to stop based on the combination that is allowed to be aligned on the active line (hereinafter referred to as “internal winning combination”) and the player's stop button operation, and the combination of symbols related to the internal winning combination is effective. Stop display on the line.

  At this time, if no winning combination is won in the internal lottery (that is, “losing”), the combination of symbols related to the winning combination is displayed no matter what timing the stop button is operated. Not. In addition, depending on the combination determined as an internal winning combination, if the stop button is not operated at an appropriate timing, the combination of symbols related to the combination will not be stopped and displayed on the active line, or at any timing the stop button Even if the operation is performed, there is a combination in which the combination of symbols related to the combination is displayed on the active line in a stopped manner. Further, depending on the combination determined as the internal winning combination, there is a combination in which a combination of symbols related to the combination is not displayed unless the operation sequence of the plurality of stop buttons is an appropriate operation sequence.

  In other words, if it is determined that a combination that does not stop and display a combination of symbols related to a combination on the active line unless the stop button is operated at an appropriate timing or in an appropriate operation sequence is determined as an internal winning combination. The player is required to have a certain skill regarding the operation of the stop button because the stop operation is required in the timing and the appropriate operation order.

  In addition, in conventional gaming machines, a display device such as a liquid crystal display device is provided to display various effects as the game progresses, thereby improving the interest of the player. Furthermore, in conventional gaming machines, a movable structure called a “gimmick” or “director” that imitates a character or the like is provided, and the movable structure is operated at a predetermined timing to enhance the interest. Things have been proposed. As such a conventional gaming machine, there is known one in which an internal lottery result or the like is notified by a movable “gimmick” (see Patent Document 1).

JP 2009-050527 A

  However, including the “gimmick” provided in the conventional gaming machine described above, recently it is common to provide a “gimmick” that can also be moved in slot machines and pachinko machines. There was a problem that the impression and impact (impact) to be given had become poor.

  The present invention has been made to solve such a conventional problem, and an object of the present invention is to provide a gaming machine capable of giving a player a great impression and impact.

In order to solve such a problem, the gaming machine according to the present invention performs internal lottery when a predetermined start condition is satisfied and starts a variable display of the symbol, and when the predetermined stop condition is satisfied, the symbol change In a gaming machine in which a combination of predetermined symbols is stopped and displayed, and a gaming profit is given,
A first movable structure movable within a predetermined movable range; first operation control means for operating the first movable structure within the movable range; and at least two members supported by a predetermined fulcrum. Controlling the second movable structure and the two members of the second movable structure to be in a closed state in which the two movable structures are substantially overlapped with each other, and an open state in which the second movable structure is relatively reversely rotated about the fulcrum; In the closed state, the member is set to a position shielded by the first movable structure, and in the open state, a part of the member is within the shielding range from the first movable structure. And a second operation control means for moving to a range not included.

  In addition, in the gaming machine according to the present invention, when the second motion control means is controlled to move the first movable structure within a predetermined initial position range by the first motion control means. Controlling the movable structure to the closed state, and controlling the second movable structure to the open state when the first motion control means moves the first movable structure out of the initial position range. It is characterized by doing.

  The gaming machine according to the present invention further includes a game information display device that displays information related to the game, and the second operation control means opens the second movable structure on the front surface of the game information display device. It is characterized by controlling to the state.

  Furthermore, the gaming machine according to the present invention is provided on the front surface of the member of the second movable structure, and the light emitting member that emits light and the light emitting member when the member of the second movable structure is operated in an open state. And a light emission control means for causing the member to emit light.

  ADVANTAGE OF THE INVENTION According to this invention, the game machine which can give a big impression and an impact (impact) to a player can be provided.

It is a figure which shows an example of the front view of a gaming machine. It is a figure which shows an example of the internal structure of a cabinet. It is a figure which shows an example of the back surface of a front door. It is a figure which shows an example of the block diagram of the whole gaming machine. It is a figure which shows an example of a symbol arrangement | positioning table. It is a figure which shows an example of a design code table. It is a figure which shows an example of a symbol combination table. It is a figure which shows an example of a symbol combination table. It is a figure which shows an example of a symbol combination table. It is a figure which shows an example of a symbol combination table. It is a figure which shows an example of a symbol combination table. It is a figure which shows the relationship of a winning area, the operation order of a stop button, winnings, etc. It is a figure which shows an example of the winning area determination table for RT0. It is a figure which shows an example of the winning area determination table for RT1. It is a figure which shows an example of the winning area determination table for RT2. It is a figure which shows an example of the winning area determination table for RT3. It is a figure which shows an example of the winning area determination table for RT4. It is a figure which shows an example of the winning area determination table for RT5. It is a figure which shows an example of the winning area determination table for RT6. It is a figure which shows an example of a game state transition diagram. It is a figure which shows the state list managed by a sub control board. It is a figure which shows an example of a state transition diagram. It is a figure which shows an example of an effect determination table. It is a figure which shows an example of an ART preparation state transfer game number determination table. It is a figure which shows an example of an ART preparation state distribution table. It is a figure which shows an example of a promotion lottery table. It is a figure which shows an example of the addition game number determination table. It is a figure which shows the program start process in a main control board. It is a figure which shows the main loop process in a main control board. It is a figure which shows the start lever check process in a main control board. It is a figure which shows the internal lottery process in a main control board. It is a figure which shows the reel rotation start preparation process in a main control board. It is a figure which shows the process during reel rotation in a main control board. It is a figure which shows the display determination process in a main control board. It is a figure which shows the game state transfer process in a main control board. It is a figure which shows the interruption process in a main control board. It is a figure which shows the main process in a sub control board. It is a figure which shows the main board | substrate communication process in a sub control board. It is a figure which shows the command analysis process in a sub control board. It is a figure which shows the process at the time of the reel rotation start reception command reception in a sub control board. It is a figure which shows the process for normal states in a sub control board | substrate. It is a figure which shows the process for ART preparation states in a sub control board | substrate. It is a figure which shows the process for ART states in a sub control board | substrate. It is a figure which shows the process at the time of the display determination command reception in a sub control board. It is a figure which shows the process at the time of the bonus transfer display in a sub control board. It is a figure which shows the process at the time of the deadly mode transfer display in a sub control board. It is a figure which shows the process at the time of the appearance RUSH transfer display in a sub control board. It is a figure which shows the process at the time of a striking order spill in a sub control board | substrate. It is a figure which shows the animation displayed on a liquid crystal display device. It is a partial exploded perspective view of a reel unit. It is sectional drawing of a reel. It is a front view of a drum light unit. It is a front view which shows X design. It is a perspective view which shows a sword gimmick. It is the front view and back view which show a sword gimmick. It is a figure which shows the operation | movement aspect of a sword gimmick. It is a perspective view which shows a gimmick movable part. It is a partially exploded rear view of a gimmick movable part. It is a partially exploded rear view of the gimmick movable part including a rack gear. It is a front view of an effect device. It is a front view which shows a rack gear and an effect apparatus. It is a perspective view which shows a gimmick raising / lowering drive unit. It is a partial exploded view of a gimmick raising / lowering drive unit. It is the front view and back view in which a sword gimmick is a maximum operation state.

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

(Composition of gaming machine)
First, the configuration of the gaming machine 1 according to the present invention will be specifically described with reference to FIGS. FIG. 1 is a diagram illustrating an example of a front view of a gaming machine, and FIG. 2 is a diagram illustrating an example of an internal structure of a cabinet 2. Moreover, FIG. 3 is a figure which shows an example of the back surface of a front door.

(Game machine 1)
The gaming machine 1 in the present embodiment includes a cabinet 2 described later, a front door 3 and the like.

(Cabinet 2, hinge mechanism 2a, front door 3)
The cabinet 2 is a substantially rectangular box and has an opening on the front side. Moreover, the front door 3 is pivotally supported by the hinge mechanism 2a provided on the front left side of the cabinet 2 so that it can be opened and closed.

(Keyhole 4)
The keyhole 4 is provided at the center right side of the front door 3 and is provided for unlocking the front door 3 by a locking device (not shown). Here, when a store clerk or the like of a game store performs maintenance work, changes a set value, or the like, the locking device (not shown) provided on the front door 3 is unlocked. First, a special key (not shown) is inserted into the keyhole 4 of the front door 3 and is unlocked by rotating it by a predetermined angle in the clockwise direction. Next, the front door 3 is opened, and work such as maintenance work and setting value change is performed. When the maintenance work, the change of the set value, etc. are completed, the front door 3 is closed and locked.

(Side lamps 5a, 5b)
The side lamps 5a and 5b are provided at the left and right ends of the front door 3 when viewed from the front, and incorporate high-intensity light emitting diodes. Further, the side lamps 5a and 5b are designed and designed with shapes, colors, patterns, patterns, etc. appealing to the player's vision, and at a predetermined timing such as during an ART state described later, Control to turn on or blink is performed. The side lamps 5a and 5b may be collectively referred to as “side lamp 5”.

(Medal slot 6)
The medal slot 6 is provided on the right side of a cross key 19 to be described later and is provided for a player to insert a medal.

(1BET button 7)
The 1BET button 7 is provided below a start lamp 23 described later, and is provided to use “1” medals among the stored medals for the game.

(MAX-BET button 8)
The MAX-BET button 8 is provided on the right side of the 1BET button 7 when viewed from the front, and is provided to use the maximum number of medals that can be used in one game (one game) out of the credited medals. . Here, in this embodiment, the maximum value of usable medals in one game is “3”. The 1 BET button 7 and the MAX-BET button 8 may be collectively referred to as “BET buttons 7, 8”.

(Checkout button 9)
The settlement button 9 is provided below the 1BET button 7 and is provided for settlement of stored medals among medals acquired by the player. In the present embodiment, the maximum number of medals that can be stored is “50”.

(Start lever 10)
The start lever 10 is provided on the right side of the settlement button 9 when viewed from the front, and is provided for the player to detect a start operation that triggers the start of rotation of the left reel 17a, the middle reel 17b, and the right reel 17c, which will be described later. ing. Here, based on the detection of the start operation by the player, the main control board 300 described later starts processing for obtaining a hard random number and rotation of the left reel 17a, the middle reel 17b, and the right reel 17c described later. Perform the process. Further, the grip ball portion of the start lever 10 is formed of a light-transmitting resin, and a start lever effect lamp 42 described later is built in the grip ball portion. Then, the after-mentioned effect control board 410 performs lighting / flashing control of the start lever effect lamp 42 on the basis that a predetermined condition is satisfied. Thereby, an effect appealing to the player's vision is performed.

(Left stop button 11, middle stop button 12, right stop button 13, stop button unit 14)
The left stop button 11, middle stop button 12, and right stop button 13 are provided on the right side of the start lever 10 as viewed from the front, and are unitized by a stop button unit 14. The left stop button 11, the middle stop button 12, and the right stop button 13 are provided to detect a stop operation that triggers the player to stop the rotation of the left reel 17a, the middle reel 17b, and the right reel 17c, which will be described later. It has been. The left stop button 11, the middle stop button 12, and the right stop button 13 may be collectively referred to as “stop buttons 11, 12, 13”.

(Return button 15)
The return button 15 is provided on the right side of the stop button unit 14 when viewed from the front. The return button 15 is provided to return a jammed medal when a medal inserted into the medal slot 6 is jammed in a selector 16 described later.

(Selector 16)
The selector 16 is provided inside the medal insertion slot 6 and is provided for determining whether or not the material or shape of the medal inserted into the medal insertion slot 6 is appropriate. The selector 16 is provided with a medal sensor 16s for detecting the passage of an appropriate medal. When the medal sensor 16s determines that the medal inserted into the medal slot 6 is an appropriate medal, the appropriate medal is guided to the hopper 520 described later by the hopper guide member 522 described later. To do. On the other hand, when the medal sensor 16s determines that the medal inserted into the medal slot 6 is not an appropriate medal, the medal payout port 33, which will be described later, ejects the medal from the medal payout opening 33, which will be described later.

(Left reel 17a, middle reel 17b, right reel 17c, reel unit 700)
The left reel 17a, the middle reel 17b, and the right reel 17c are provided inside the cabinet 2, and each has a cylindrical structure. Further, a translucent sheet is mounted on the circumferential surface of the cylindrical structure of the left reel 17a, the middle reel 17b, and the right reel 17c, and a plurality of types of symbols are drawn in a row on the sheet. Yes. The left reel 17a, the middle reel 17b, and the right reel 17c are rotationally driven by exciting stepping motors 101, 102, and 103 which will be described later, and a plurality of types of symbols are variably displayed. In this embodiment, the left reel 17a, middle reel 17b, and right reel 17c are unitized by a reel unit 700, and the left reel 17a, middle reel 17b, and right reel 17c are attached to and detached from the gaming machine 1. Is easy. The left reel 17a, the middle reel 17b, and the right reel 17c may be collectively referred to as “reel 17”.

(Direction button 18)
The effect button 18 is provided on the right side of the MAX-BET button 8 when viewed from the front, and is provided for the player to operate at a predetermined timing. The effect button 18 is connected to the effect button detection switch 18sw, and the sub-control board 400 described later provides an effect control board 410 described later when the effect button detection switch 18sw detects the operation of the effect button 18. Then, the liquid crystal display device 46, which will be described later, is controlled. The 1BET button 7 and the MAX-BET button 8 can be shared with the effect button 18 without providing the effect button 18. In this case, the main control board 300 to be described later (a) when the operation of the 1BET button 7 is detected by the 1BET switch 7sw, (b) the operation of the MAX-BET button 8 is detected by the MAX-BET switch 8sw. In this case, control is performed to transmit a predetermined command to a sub-control board 400 described later. The sub control board 400 described later performs control of the liquid crystal display device 46 described later based on the reception of the predetermined command. As a result, there is no need to provide a separate production button 18, and the number of parts can be reduced.

(Cross key 19)
The cross key 19 is provided on the right side of the effect button 18 when viewed from the front, and can be pressed in at least two directions (usually four directions) and is provided for the player to operate at a predetermined timing. The cross key 19 is connected to a cross key detection switch 19sw, and a sub-control board 400 described later provides an effect control board 410 described later when the cross key detection switch 19sw detects an operation of the cross key 19. Then, the liquid crystal display device 46, which will be described later, is controlled.

(Panel 20)
The panel 20 includes a display window 21, production lamps 22a to 22j, a start lamp 23, BET lamps 24a to 24c, a stored number display unit 25, a game state display lamp 26, a payout number display unit 27, a throw-in display unit 28, It comprises a game display lamp 29 and stop operation order display lamps 30a to 30c.

(Display window 21)
The display window 21 is provided in the center portion of the panel 20 so as to make the reel 17 visible. Specifically, the pattern drawn on the peripheral surface of the reel 17 is made visible by transmitting the area corresponding to the display window 21 in the panel 20.

(Direction lamps 22a-22j)
The effect lamps 22a to 22j are provided on the back side of the transmissive portions at the left and right ends of the panel 20, and emit light under a predetermined condition to notify the current state (for example, an ART state described later). Is provided. More specifically, the effect lamps 22 a to 22 e are provided on the left side of the display window 21 in front view, and the effect lamps 22 f to 22 j are provided on the right side of the display window 21 in front view. The effect lamps 22a to 22j may be collectively referred to as “effect lamp 22”.

(Start lamp 23)
The start lamp 23 is provided above the 1BET button 7 and is provided to notify whether or not the start operation of the start lever 10 can be accepted. Specifically, the main control board 300 (a) when “3” medals are inserted into the medal slot 6, (b) the number of stored medals is “3” or more, When the number of inserted sheets is “3” due to the operation of the BET buttons 7 and 8, (c) when a combination of symbols related to replay described later is displayed on the active line, the start lamp By illuminating 23, control is performed to notify that the start operation by the start lever 10 can be accepted.

(BET lamps 24a-24c)
The BET lamps 24a to 24c are provided on the right side of the start lamp 23 when viewed from the front, and are provided to notify the number of inserted medals used in the game. Specifically, when the number of medals used for the game is “1”, the BET lamp 24a is turned on, and when the number of medals used for the game is “2”, the BET lamp When 24b is lit and the number of medals used in the game is “3”, the BET lamp 24c is lit. The BET lamps 24a to 24c may be collectively referred to as “BET lamp 24”.

(Storage number indicator 25)
The stored number indicator 25 is provided on the right side of the BET lamp 24 when viewed from the front. Further, the stored number display unit 25 is provided for displaying the number of stored medal medals of the player and stored in the gaming machine 1.

(Game state display lamps 26a and 26b)
The game state display lamps 26 a and 26 b are provided on the right side of the stored number display unit 25 in front view. Further, the gaming state display lamps 26a and 26b are notified of the current gaming state by performing light emission control by the main control board 300. The game state display lamps 26a and 26b may be collectively referred to as “game state display lamps 26”.

(Payout number display 27)
The payout number display device 27 is provided on the right side of the game state display lamp 26b in front view. Also, the payout number display unit 27 pays out medals to be paid out according to the number of medals inserted into the medal slot 6 or the combination of symbols aligned on the activated line activated by operating the BET buttons 7 and 8. It is provided to display the number of sheets. The payout number display 27 is provided for displaying that the gaming machine 1 is in an error state when the gaming machine 1 is in an error state.

  Here, in the present embodiment, the effective line is a symbol displayed on the upper stage of the left reel 17a among the three symbols of the left reel 17a, the middle reel 17b, and the right reel 17c displayed on the display window 21; Only the “downwardly right line” obtained by connecting the symbol displayed in the middle stage of the middle reel 17b and the symbol displayed in the lower stage of the right reel 17c with a straight line is an effective line. Note that the right-down line may be simply referred to as “down-right”.

  It should be noted that a line connecting the symbol displayed at the upper stage of the left reel 17a, the symbol displayed at the upper stage of the middle reel 17b, and the symbol displayed at the upper stage of the right reel 17c is “upper” or “upper line”. May be written. Further, a line connecting the symbol displayed in the middle stage of the left reel 17a, the symbol displayed in the middle stage of the middle reel 17b, and the symbol displayed in the middle stage of the right reel 17c with a straight line is “middle stage” or “middle stage line”. May be written. In addition, a line connecting the symbol displayed at the lower stage of the left reel 17a, the symbol displayed at the lower stage of the middle reel 17b, and the symbol displayed at the lower stage of the right reel 17c is a “lower” or “lower line” May be written. Also, a line that connects the symbol displayed at the lower stage of the left reel 17a, the symbol displayed at the middle stage of the middle reel 17b, and the symbol displayed at the upper stage of the right reel 17c with a straight line is “upward to the right” or “right” It may be described as “rising line”.

(Putable indicator lamp 28)
The insertable display lamp 28 is provided on the right side of the payout number indicator 27 as viewed from the front. Here, the main control board 300, which will be described later, performs control to turn on the insertable display lamp 28 when the medal inserted into the medal slot 6 can be stored. On the other hand, the main control board 300, which will be described later, performs control to turn off the insertable display lamp 28 when the medal inserted into the medal insertion slot 6 cannot be stored.

  In this embodiment, since the maximum number of medals that can be stored is “50”, the main control board 300 described later can be inserted when the number of stored medals is less than “50”. Control to turn on the display lamp 28 is performed, and control to turn off the insertable display lamp 28 is performed when the number of stored medals is “50”. In addition, when the combination of symbols related to replay to be described later is displayed on the active line, control is performed to turn off the displayable display lamp 28.

(Replay display lamp 29)
The replay display lamp 29 is provided below the thrown-in display lamp 28. The re-game display lamp 29 is lit when a combination of symbols related to re-game to be described later is displayed on the active line. As a result, a combination of symbols related to “re-game” is displayed on the active line for the player, and the player can perform the next game without using a medal. It is informing that it is.

(Stop operation order display lamps 30a to 30c)
The stop operation order display lamps 30 a to 30 c are provided below the display window 21. Specifically, the stop operation order display lamp 30a is provided below the left reel 17a, the stop operation order display lamp 30b is provided below the middle reel 17b, and the stop operation order display lamp 30c is , Provided below the right reel 17c. In addition, the stop operation order display lamps 30a to 30c are used to notify the player of the optimal stop operation order of the stop buttons 11, 12, and 13 based on the winning area determined by the main control board 300 described later. Is provided. Specifically, when it is the optimal timing to stop the left stop button 11, the stop operation sequence display lamp 30a is turned on or blinked, and the intermediate stop button 12 is stopped at the optimal timing. In some cases, the stop operation sequence display lamp 30b is lit or blinked, and when the right stop button 13 is operated to be stopped at an optimal timing, the stop operation sequence display lamp 30c is lit or blinked to optimize the operation. The stop operation order is notified. The stop operation order display lamps 30a to 30c may be collectively referred to as “stop operation order display lamp 30” in some cases.

(Lumbar panel 31)
The waist panel 31 is provided below the stop button unit 14 and is provided for allowing the player to recognize a model name, a motif, and the like. Specifically, a picture of an appearing character is drawn. In addition, a light (not shown) is provided on the back surface of the waist panel 31. By emitting the light (not shown), the player can easily recognize the model name, the motif, and the like of the gaming machine 1.

(Tray receiving unit 32)
The tray unit 32 is provided below the waist panel 31 and is provided for receiving and storing medals discharged from a medal payout port 33 described later.

(Medal payout exit 33)
The medal payout port 33 is provided to discharge medals paid out by the hopper 520 when the hopper 520 described later is driven when paying out medals based on the combination of symbols displayed on the active line. It has been. Further, when the medal sensor 16s determines that the medal inserted into the medal insertion slot 6 is not an appropriate medal, or when a medal is inserted into the medal insertion slot 6 when the medal insertion acceptance is prohibited. It is provided for discharging medals inserted into the insertion slot 6 to the tray unit 32 via the medal payout opening 33.

  In this embodiment, when the medal insertion acceptance is prohibited, (a) when the left reel 17a, the middle reel 17b, and the right reel 17c are rotating, or (b) a combination of symbols related to replaying. The case where it is displayed on the active line.

(Lower speakers 34a, 34b)
The lower speakers 34a and 34b are provided on both the left and right sides of the medal payout opening 33, and are provided for outputting BGM, sound, sound effects, and the like when performing an effect. The lower speakers 34a and 34b may be collectively referred to as “lower speaker 34”.

(Upper speakers 35a, 35b)
The upper speakers 35a and 35b are provided on both the left and right sides of a liquid crystal display device 46, which will be described later, and are provided for outputting BGM, sound, sound effects, etc. when performing an effect, similar to the lower speaker 34. . The upper speakers 35a and 35b may be collectively referred to as “upper speaker 35”, and the lower speaker 34 and the upper speaker 35 may be collectively referred to as “speakers 34 and 35”.

(Setting display section 36)
The setting display unit 36 is provided for displaying the current setting value. Specifically, when a setting change key (not shown) is inserted into a key hole (not shown) and is rotated by a predetermined angle, the main control board 300 displays the currently set value on the setting display unit 36. I do.

(Setting change button 37)
The setting change button 37 is provided for changing the setting value. Here, the method for changing the setting value is as follows. First, as described above, the setting value that is currently set is displayed by rotating a predetermined angle in a state where a setting changing key (not shown) is inserted into the keyhole. 36. Next, by operating the setting change button 37, the setting value displayed on the setting display unit 36 is switched and displayed. Therefore, the setting change button 37 is pressed until the setting value to be determined is displayed on the setting display unit 36. Repeat the operation. Then, the start lever 10 is operated while the setting value to be determined is displayed on the setting display unit 36. Next, an operation of returning the rotated setting change key to an angle at which it can be inserted and removed is performed. By performing these operations, the set value is changed.

  Here, in this embodiment, when an error occurs in the gaming machine 1, no error release button for releasing the error is provided. For this reason, when an error occurs in the gaming machine 1, the main control board 300 performs control to return from the error state based on the fact that a setting change switch 37sw described later detects an operation of the setting change button 37. That is, in the present embodiment, the setting change button 37 has a function for switching the setting value and a function for returning from the error state.

  In this embodiment, the setting value is set in six stages from “setting 1” to “setting 6”, and the setting change is performed in a state where “1” is displayed on the setting display unit 36. When the button 37 is operated, “2” is displayed on the setting display section 36. Thereafter, every time the setting change button 37 is operated, the set value displayed on the setting display section 36 is added and displayed by “1”. The However, when the setting change button 37 is operated in a state where “6” is displayed on the setting display unit 36, “1” is displayed on the setting display unit 36.

(Liquid crystal display device 46)
The liquid crystal display device 46 is provided above the reel 17 to provide an effect of displaying moving images, still images, and the like. In addition, the liquid crystal display device 46 is provided for notifying information related to the result of an internal lottery process described later, or notifying information necessary for stopping and displaying a combination of symbols related to winning on the active line. It has been. Specifically, the liquid crystal display device 46, like the stop operation order display lamp 30, is based on the winning area determined by the main control board 300, which will be described later, and the optimal stop operation order of the stop buttons 11, 12, and 13. To the player.

(Sword Gimmick 640)
The sword gimmick 640 is provided so as to cover a part of the front surface of the liquid crystal display device 46 above the reel 17. Moreover, the sword gimmick 640 is provided so that opening and closing is possible on either side. Further, the sword gimmick 640 is provided so as to be movable up and down between the front lower portion of the liquid crystal display device 46 and the front upper portion of the liquid crystal display device 46. For example, the sword gimmick 640 performs an opening / closing operation based on the fact that a predetermined condition is satisfied by the effect control board 410, and is moved upward on the front surface of the liquid crystal display device 46. After the predetermined operation, the liquid crystal is again displayed. The display device 46 is returned to the lower front portion. The detailed structure and operation control of the sword gimmick 640 will be described later.

(Main control board 300)
The main control board 300 is provided inside the cabinet 2 and above the reel 17, and is provided for controlling the gaming machine 1. Details of the main control board 300 will be described later.

(Sub control board 400)
The sub control board 400 is provided above the back surface of the front door 3 and is provided for controlling the liquid crystal display device 46 and the speakers 34 and 35. Details of the sub control board 400 will be described later.

(Power supply device 510)
The power supply device 510 is provided inside the cabinet 2 and at the lower part on the left side of the front view, and is provided to supply power to the gaming machine 1.

(Hopper 520)
The hopper 520 is provided inside the cabinet 2 and on the right side of the power supply device 510 in front view, and is provided for paying out medals to the player. Further, the hopper 520 is driven and controlled based on a predetermined signal from a main control board 300 described later. The power supply board 500 described later determines whether or not a predetermined number of medals have been discharged by a medal sensor (not shown) provided in the hopper, and determines that a predetermined number of medals have been discharged. Then, a signal indicating that a predetermined number of medals have been paid out is transmitted to the main control board 300. Thereby, the main control board 300 described later can recognize that the payout of a predetermined number of medals has been completed.

(Discharge slit 521)
The discharge slit 521 is provided in the hopper 520 and is provided to discharge medals from the hopper 520.

(Hopper guide member 522)
The hopper guide member 522 is provided to guide the determined medal to the hopper 520 when the medal sensor 16s determines that the medal inserted into the medal insertion slot 6 is an appropriate medal. .

(Guide member 523)
The guide member 523 has a foreign object or an appropriate medal when a foreign object is inserted into the medal insertion slot 6 or when the medal sensor 16s determines that the medal inserted into the medal insertion slot 6 is not an appropriate medal. It is provided to guide the medal determined to be not to the medal payout exit 33.

(Discharge guide member 524)
The payout guide member 524 is provided to guide the medals discharged from the discharge slit 521 of the hopper 520 to the medal payout outlet 33 side of the tray unit 32.

(Auxiliary storage unit 530)
The auxiliary storage unit 530 is provided to store the overflowing medals when the medals stored in the hopper 520 overflow.

(Block diagram of the entire gaming machine)
Next, the configuration of the gaming machine 1 according to the present invention will be specifically described with reference to FIG.

  In the gaming machine 1, a reel control board 100, a relay board 200, a sub control board 400, and a power supply board 500 are connected to a main control board 300 that controls main operations of the gaming machine 1.

(Main control board 300)
The main control board 300 includes a main CPU 301, a main ROM 302, a main RAM 303, a random number generator 304, and an I / F (interface) circuit 305. The main control board 300 is connected to a setting display section 36, a setting change switch 37sw, and an external concentrated terminal board 38.

(Main CPU 301)
The main CPU 301 reads a program stored in the main ROM 302 and performs predetermined arithmetic processing in accordance with the progress of the game, thereby causing the reel control board 100, the relay board 200, the sub control board 400, and the power supply board 500 to be processed. A predetermined signal is transmitted.

(Main ROM 302)
The main ROM 302 stores a control program executed by the main CPU 301, a data table such as a winning area determination table, data for transmitting a command to the sub control board 400, and the like. Specifically, the main ROM 302 includes a symbol arrangement table (see FIG. 5) described later, a symbol code table (see FIG. 6) described later, a symbol combination table (see FIGS. 7 to 11) described later, and a winning for RT0 described later. Area determination table (see FIG. 13), RT1 winning area determination table described later (see FIG. 14), RT2 winning area determination table described later (see FIG. 15), RT3 winning area determination table described later (see FIG. 16) The RT4 winning area determination table described later (see FIG. 17), the RT5 winning area determination table described later (see FIG. 18), the RT6 winning area determination table described later (see FIG. 19), and the like are stored.

(Main RAM 303)
The main RAM 303 is provided with a storage area for storing various data determined by execution of programs by the main CPU 301. Specifically, the main RAM 303 stores (a) an effect transmission data storage area for transmitting a command to a sub-control board 400, which will be described later, and (b) that replaying is in operation. (C) a re-game in-operation flag storage area, (c) a winning area determining random value storage area for storing a random value extracted by a random number generator 304 described later when performing an internal lottery process described later; A game state storage area for storing a game state, (e) a lottery number storage area for storing the number of lotteries when performing an internal lottery process to be described later, and (f) a stepping motor 101, 102, 103 for reels When the stop button 11, 12, 13 is operated in the state in which the stop button 17 is rotated, the pressure reference position storage area for storing the reference pressure position acquired when the stop button 11, 12, 13 is operated. Medal insertion number storage area for storing the number of dull, is provided with (h) a storage area such as a winning area storage area for storing information relating to the winning area determined by the internal lottery process described later.

(Random number generator 304)
The random number generator 304 is provided to generate a random number for determining a winning area or the like. Here, in the present embodiment, the random number generator 304 generates a random value in the range of “0” to “65535”.

(IF circuit 305)
The I / F (interface) circuit 305 is a circuit for transmitting and receiving signals (commands) between the main control board 300, the reel control board 100, the relay board 200, the sub control board 400, and the power supply board 500.

(Setting change switch 37sw)
The setting change switch 37sw is a switch for detecting that the setting change button 37 has been operated. When the setting change button 37 is detected by the setting change switch 37sw in a state where the setting change key (not shown) is inserted into the keyhole and rotated by a predetermined angle, the main CPU 301 displays the setting display. Control to switch and display the set value on the unit 36 is performed.

  Further, the main CPU 301 performs control for returning from the error state based on the detection of the operation of the setting change button 37 by the setting change switch 37sw in the error state.

(External concentration terminal board 38)
The external concentration terminal board 38 is provided inside the gaming machine 1 and, for a hall computer (not shown), (a) a medal insertion signal that can specify the number of medals inserted into the medal insertion slot 6, and (b) a player. The medal payout signal that can specify the number of medals paid out to the player, (c) the game state transition signal that can specify the transition to the RT3 gaming state, and (d) the rotation start of the reel 17 can be specified. It is provided for outputting a predetermined signal such as a reel rotation start signal.

(Relay board 200)
The relay board 200 includes a 1BET switch 7sw, a MAX-BET switch 8sw, a checkout switch 9sw, a start switch 10sw, a left stop switch 11sw, a middle stop switch 12sw, a right stop switch 13sw, a medal sensor 16s, a start lamp 23, and a BET lamp 24. The stored number display unit 25, the game state display lamp 26, the payout number display unit 27, the insertion possible display lamp 28, the re-game display lamp 29, the selector sensor 39s, the reset key sensor 40s, and the door opening sensor 41s are connected.

(1BET switch 7sw)
The 1BET switch 7sw is a switch for detecting an operation of the 1BET button 7 by the player. In addition, when the operation of the 1BET button 7 by the player is detected by the 1BET switch 7sw, the relay board 200 transmits a predetermined signal to the I / F circuit 305 of the main control board 300. Then, the main CPU 301 performs control to use “1” medals from the medals stored by the player based on the reception of the predetermined signal from the relay board 200.

(MAX-BET switch 8sw)
The MAX-BET switch 8sw is a switch for detecting the operation of the MAX-BET button 8 by the player. Further, when the operation of the MAX-BET button 8 by the player is detected by the MAX-BET switch 8sw, the relay board 200 transmits a predetermined signal to the I / F circuit 305 of the main control board 300. . Then, the main CPU 301 performs control to use “3” medals from the medals stored by the player based on the reception of the predetermined signal from the relay board 200. The 1 BET switch 7sw and the MAX-BET switch 8sw may be collectively referred to as “BET switches 7sw, 8sw”.

(Settlement switch 9sw)
The settlement switch 9sw is a switch for detecting the operation of the settlement button 9 by the player. Further, when an operation of the payment button 9 by the player is detected by the payment switch 9sw, the relay board 200 transmits a predetermined signal to the I / F circuit 305 of the main control board 300. Then, the main CPU 301 outputs a signal indicating that the stored medal is to be returned to the power supply board 500 based on the reception of the predetermined signal from the relay board 200. And the power supply board 500 performs control which returns the medal currently stored by the hopper 520. FIG.

(Start switch 10sw)
The start switch 10sw is a switch for detecting the operation of the start lever 10 by the player. Further, when the start switch 10sw detects the operation of the start lever 10 by the player, the relay board 200 transmits a predetermined signal to the I / F circuit 305 of the main control board 300. Then, the main CPU 301 performs control for starting the rotation of the reel 17 based on the reception of a predetermined signal from the relay board 200.

(Left stop switch 11sw)
The left stop switch 11sw is a switch for detecting an operation of the left stop button 11 by the player. When the operation of the left stop button 11 by the player is detected by the left stop switch 11sw, the relay board 200 transmits a predetermined signal to the I / F circuit 305 of the main control board 300. Then, the main CPU 301 performs control to stop the rotating left reel 17a based on the reception of a predetermined signal from the relay board 200.

(Intermediate stop switch 12sw)
The middle stop switch 12sw is a switch for detecting the operation of the middle stop button 12 by the player. Further, when the operation of the middle stop button 12 by the player is detected by the middle stop switch 12sw, the relay board 200 transmits a predetermined signal to the I / F circuit 305 of the main control board 300. Then, the main CPU 301 performs control to stop the rotating middle reel 17b based on the reception of a predetermined signal from the relay board 200.

(Right stop switch 13sw)
The right stop switch 13sw is a switch for detecting the operation of the right stop button 13 by the player. Further, when the operation of the right stop button 13 by the player is detected by the right stop switch 13sw, the relay board 200 transmits a predetermined signal to the I / F circuit 305 of the main control board 300. Then, the main CPU 301 performs control to stop the rotating right reel 17c based on the reception of a predetermined signal from the relay board 200. The left stop switch 11sw, the middle stop switch 12sw, and the right stop switch 13sw may be collectively referred to as “stop switches 11sw, 12sw, 13sw”.

  In the present embodiment, the stop switches 11sw, 12sw, and 13sw are provided so that the ON / OFF of the operation of the stop buttons 11, 12, and 13 can be detected. Therefore, when the stop button 11, 12, 13 is operated by the player (ON edge), and after the player operates the stop button 11, 12, 13, the player's finger moves the stop button 11, 12 , 13 (OFF edge) can be detected.

(Medal sensor 16s)
The medal sensor 16s is a sensor for detecting that an appropriate medal is inserted into the medal insertion slot 6. In addition, when the medal sensor 16s detects a normal medal passage, the relay board 200 transmits a predetermined signal to the I / F circuit 305 of the main control board 300. Then, the main CPU 301 performs a process performed when a medal is inserted based on the reception of a predetermined signal from the relay board 200.

(Selector sensor 39s)
The selector sensor 39s is a sensor for detecting fraud. Further, when an illegal act is detected by the selector sensor 39 s, the relay board 200 transmits a predetermined signal to the I / F circuit 305 of the main control board 300. Then, the main CPU 301 performs a process performed when an illegal act is detected based on the reception of a predetermined signal from the relay board 200.

(Reset key sensor 40s)
The reset key sensor 40s is a sensor for detecting that a dedicated key (not shown) is inserted into the keyhole 4 and rotated by a predetermined angle in the counterclockwise direction. When the reset key sensor 40s detects that a dedicated key (not shown) is inserted into the keyhole 4 and is rotated by a predetermined angle in the counterclockwise direction, the relay board 200 is connected to the I of the main control board 300. A predetermined signal is transmitted to the / F circuit 305. Then, the main CPU 301 performs control for returning from the error state based on the reception of a predetermined signal from the relay board 200.

(Door open sensor 41s)
The door opening sensor 41 s is provided on the back side of the keyhole 4 and is a sensor for detecting the opening of the front door 3. In the present embodiment, the door opening sensor 41s includes a light emitting unit and a light receiving unit. When a dedicated key (not shown) is inserted into the keyhole 4 and the dedicated key is rotated clockwise by a predetermined angle, the door opening sensor 41s is illustrated. The locking portion that does not rotate will rotate. And when the said locking part rotates, the light light-emitted from the light emission part does not reach a light-receiving part. Thus, the door opening sensor 41s detects the opening of the front door 3.

(Power supply board 500)
A power supply device 510, a hopper 520, and an auxiliary storage unit full sensor 530s are connected to the power supply substrate 500.

(Power supply device 510)
The power supply device 510 includes a power button 511 and a power switch 511sw.

(Power button 511)
The power button 511 is provided for a store clerk or the like of the game store to perform an operation of supplying power to the gaming machine 1. The power button 511 is connected to a power switch 511sw.

(Power switch 511sw)
The power switch 511sw is a switch for detecting that the power button 511 is operated. Further, power is supplied to the entire gaming machine 1 based on the detection of the operation of the power button 511 by the power switch 511sw.

(Auxiliary storage part full tank sensor 530s)
The auxiliary storage unit full tank sensor 530 s is a sensor for detecting that a predetermined number of medals are stored in the auxiliary storage unit 530. When the auxiliary storage unit full sensor 530 s detects that a predetermined number of medals are stored in the auxiliary storage unit 530, the power supply board 500 is connected to the I / F circuit 305 of the main control board 300. A predetermined signal is output. Then, when the main control board 300 receives a predetermined signal, control is performed to make an error state.

(Reel control board 100)
Stepping motors 101, 102, 103, a left reel sensor 111s, a middle reel sensor 112s, and a right reel sensor 113s are connected to the reel control board 100.

(Stepping motors 101, 102, 103)
Stepping motors 101, 102, and 103 are provided for rotationally driving the reel 17. Further, the stepping motors 101, 102, and 103 have a configuration capable of stopping the rotation shaft at a specified angle. Then, the driving force of the stepping motors 101, 102, 103 is transmitted to the reel 17 through a gear having a predetermined reduction ratio. As a result, the reel 17 rotates at a constant angle each time one pulse is output to the stepping motors 101, 102, and 103. The main CPU 301 manages the rotation angle of the reel 17 by counting the number of times pulses are output to the stepping motors 101, 102, 103 after detecting the reel index.

(Left reel sensor 111s)
The left reel sensor 111s is a sensor for detecting a reel index indicating that the left reel 17a has rotated once by an optical sensor having a light emitting unit and a light receiving unit.

(Medium reel sensor 112s)
The middle reel sensor 112s is a sensor for detecting a reel index indicating that the middle reel 17b has rotated once by an optical sensor having a light emitting portion and a light receiving portion.

(Right reel sensor 113s)
The right reel sensor 113s is a sensor for detecting a reel index indicating that the right reel 17c has made one rotation by an optical sensor having a light emitting unit and a light receiving unit. The left reel sensor 111s, the middle reel sensor 112s, and the right reel sensor 113s may be collectively referred to as “reel sensors 111s, 112s, 113s”.

(Sub control board 400)
The sub-control board 400 is a board mainly for controlling effects. The sub control board 400 includes an I / F (interface) circuit 401, a sub CPU 402, a random number generator 403, a sub ROM 404, a sub RAM 405, and an RTC (Real Time Clock) device 406. Further, the effect button detection switch 18sw, the cross key detection switch 19sw, the effect control board 410, and the amplifier control board 440 are connected to the sub control board 400.

(Production button detection switch 18sw)
The effect button detection switch 18sw is a switch for detecting an operation of the effect button 18 by the player. Further, when the operation of the effect button 18 is detected by the effect button detection switch 18sw, the sub control board 400 performs control based on the operation of the effect button 18.

(Cross key detection switch 19sw)
The cross key detection switch 19sw is a switch for detecting the operation of the cross key 19 by the player. When the operation of the cross key 19 is detected by the cross key detection switch 19sw, the sub control board 400 performs control based on the operation of the cross key 19.

(I / F circuit 401)
An I / F (interface) circuit 401 is provided to receive a signal from the I / F circuit 305 of the main control board 300.

(Sub CPU 402)
The sub CPU 402 reads an effect program stored in the sub ROM 404 and performs a predetermined calculation based on a command from the main control board 300, an input signal of the effect button detection switch 18sw, and the cross key detection switch 19sw. The calculation result is provided to supply the effect control board 410 and the amplifier control board 440.

(Random number generator 403)
The random number generator 403 is provided to generate a random number used when determining an effect or the like performed by the liquid crystal display device 46, the speakers 34, 35, and the like. The random number generator 403 is provided to generate a random number for determining the number of games to be added to the number of games in the ART state described later or the number of games in the ART state described later.

(Sub ROM 404)
The sub ROM 404 is a program for executing an effect, an effect determination table (see FIG. 23) described later, an ART preparation state transition game number determination table (see FIG. 24) described later, and an ART preparation status distribution table (FIG. 25) described later. And a promotion lottery table (see FIG. 26) to be described later, an additional game number determination table (see FIG. 27) to be described later, and the like. The sub ROM 404 is mainly composed of a program storage area and a table storage area.

(Sub RAM 405)
The sub RAM 405 functions as a data work area when the sub CPU 402 performs arithmetic processing. Specifically, there are provided a storage area for storing various data such as a winning area transmitted from the main control board 300, and a storage area for storing the determined contents and effects data. Specifically, in the sub RAM 405, (a) a state number storage area for storing a state managed by the sub control board 400, (b) an ART preparation state A, an ART preparation state B, and an ART preparation state C described later. An ART ready state storage area for storing which ART ready state is stored, (c) an ART game number counter for storing the number of games that can be played in the ART state described later, (d) In a normal state to be described later, an ART preparation state transition game number counter for storing the number of games until the state transitions to the ART preparation state is provided.

(RTC device 406)
The RTC device 406 is provided for counting a predetermined counter value at a counting interval different from a count value counted by a frame counter 425 described later. The RTC device 406 is provided for acquiring the current date and time.

(Production control board 410)
The effect control board 410 is a board mainly for executing effects. The effect control board 410 includes an image control unit 420 and a lamp control unit 430.

(Image control unit 420)
The image control unit 420 is provided to control the display of the liquid crystal display device 46 mainly when performing an effect. The image control unit 420 includes a VDP (Video Display Processor) 421, a liquid crystal control CPU 422, a liquid crystal control ROM 423, a liquid crystal control RAM 424, a frame counter 425, a CGROM (Character Generator Read Only Memory) 426, a VRAM 427, a sound source IC 428, and a sound source ROM 428. Have. Further, the general-purpose board 45 and the lamp control unit 430 are connected to the image control unit 420.

(General purpose board 45)
The general-purpose substrate 45 is provided between the image control unit 420 and the liquid crystal display device 46, and has a bridge function for converting the image data into a predetermined image format when displaying the image data. Further, the general-purpose board 45 has a bridge function for converting into an image format corresponding to the performance of the liquid crystal display device 46 for displaying image data. For example, a difference in resolution between when an SXGA (1280 dots × 1080 dots) 19-inch liquid crystal display device 46 is connected and when an XGA (1024 dots × 768 dots) 17-inch liquid crystal display device 46 is connected Absorbs.

(VDP421)
The VDP 421 is a so-called image processor, and controls to read image data from the “display frame buffer area” out of the frame buffer areas of the first frame buffer area and the second frame buffer area based on an instruction from the liquid crystal control CPU 422. Do. Then, based on the read image data, a video signal (for example, an LVDS signal or an RGB signal) is generated and output to the general-purpose substrate 45, thereby performing control of displaying an image on the liquid crystal display device 46. The VDP 421 includes a control register (not shown), a CG bus I / F, a CPU I / F, a clock generation circuit, an expansion circuit, a drawing circuit, a display circuit, a memory controller, and the like, which are connected by a bus. .

(Liquid crystal control CPU 422)
The liquid crystal control CPU 422 is provided for creating a display list based on the command received from the sub control board 400 and transmitting the display list to the VDP 421. Further, the liquid crystal control CPU 422 performs control to display the image data stored in the CGROM 426 on the liquid crystal display device 46.

(LCD control ROM 423)
The liquid crystal control ROM 423 is configured by a mask ROM or the like, and includes a control processing program for the liquid crystal control CPU 422, a display list generation program for generating a display list, an animation pattern for displaying an animation of an effect pattern, and animation scene information. Etc. are stored. The animation pattern referred to here is referred to when displaying the animation of the production pattern, and stores a combination of animation scene information included in the production pattern, a display order of each animation scene information, and the like. In the animation scene information, a wait frame (display time), target data (sprite identification number, transfer source address, etc.), parameters (sprite display position, transfer destination address, etc.), drawing method, and effect image are displayed. Information such as information specifying a display device is stored.

(Liquid crystal control RAM 424)
The liquid crystal control RAM 424 is built in the liquid crystal control CPU 422. The liquid crystal control RAM 424 also functions as a data work area when the liquid crystal control CPU 422 performs arithmetic processing, and is provided to temporarily store data read from the liquid crystal control ROM 423.

(Frame counter 425)
The frame counter 425 is provided to receive a power supply from the power supply board 500 and count the frame counter value. The frame counter 425 stops counting the frame counter value when the supply of power from the power supply board 500 is stopped. Then, when the supply of power by the power supply substrate 500 is resumed, the frame counter 425 initializes the frame counter value registered in the register and resumes counting.

(CGROM426)
The CGROM 426 includes a flash memory, an EEPROM (Electrically Erasable Programmable Read Only Memory), an EPROM (Erasable Programmable Read Only Memory), a mask ROM, and the like. Further, the CGROM 426 compresses and stores image data (for example, sprites, movies) and the like that are a set of pixel information in a predetermined range of pixels (for example, 32 pixels × 32 pixels). This pixel information is composed of color number information for designating a color number for each pixel and an α value indicating the transparency of the image. Further, the CGROM 426 performs reading in units of image data by the VDP 421 and performs image processing in units of frame image data. Further, the CGROM 426 stores palette data in which color number information for specifying a color number and display color information for actually displaying colors are associated with each other without being compressed.

  In this embodiment, the CGROM 426 stores palette data in which color number information for specifying a color number and display color information for actually displaying colors are associated with each other without being compressed. Not limited to this, a configuration in which only a part is compressed may be used. As a movie compression method, various compression methods such as MPEG4 can be used.

(VRAM427)
The VRAM 427 is configured by an SRAM (Static Random Access Memory). Here, the SRAM is a readable / writable memory and is a kind of volatile memory for temporarily holding data. By configuring the VRAM 427 with SRAM, writing and reading of image data can be processed at high speed. The VRAM 427 is configured by a memory map including an arbitrary area, a display list area 1, a display list area 2, a frame buffer area 1, and a frame buffer area 2.

(Sound source IC428)
The sound source IC 428 is provided for reading a program and data relating to sound from the sound source ROM 429 and generating sound signals for driving the speakers 34 and 35.

(Sound source ROM 429)
The sound source ROM 429 is provided for storing a program and data for executing an effect. Specifically, programs and data related to voice are stored.

(Ramp control unit 430)
The lamp control unit 430 is a board for controlling the side lamp 5, the effect lamp 22, the stop operation order display lamp 30, and the start lever effect lamp 42 mainly when performing an effect. The lamp control unit 430 includes a lamp control CPU 431, a lamp control ROM 432, and a lamp control RAM 433. In addition, the side lamp 5, the effect lamp 22, the stop operation order display lamp 30, the start lever effect lamp 42, and the drive board 43 are connected to the lamp control unit 430.

(Start lever effect lamp 42)
The start lever effect lamp 42 is composed of a high-intensity light-emitting diode, and is provided to perform an effect visually appealing to the player based on the fact that a predetermined condition is satisfied. Here, the lamp control unit 430 controls lighting / flashing of the start lever effect lamp 42 based on the fact that a predetermined condition such as a case where a predetermined winning area is won is satisfied in an internal lottery process described later. I do.

(Drive board 43)
The drive substrate 43 is a substrate for performing control to move the sword gimmick 640. Further, the drive board 43 performs control to move the sword gimmick 640 based on the reception of a predetermined signal from the lamp control unit 430.

  As described above, the sword gimmick 640 is provided on the front side of the liquid crystal display device 46. Here, the lamp control unit 430 controls the player to move the sword gimmick 640 up and down or open / close through the drive board 43 based on the reception of a predetermined signal from the sub-control board 400. For the visual effect.

(Lamp control CPU 431)
The lamp control CPU 431 reads a program and data relating to light emission of the lamp and LED stored in the lamp control ROM 432, and emits the side lamp 5, the effect lamp 22, the stop operation order display lamp 30, and the start lever effect lamp 42. Is provided for generating a signal. The lamp control CPU 431 also performs light emission control of the lamp provided in the sword gimmick 640. Further, the lamp control CPU 431 reads a program and data stored in the lamp control ROM 432, generates a signal for performing control to move the sword gimmick 640 and the liquid crystal display device 46, and transmits the signal to the drive board 43. Is provided.

(Lamp control ROM 432)
The lamp control ROM 432 is provided for storing a program and data for executing an effect. Specifically, the lamp control ROM 432 stores programs, data, and the like related to light emission of the side lamp 5, the effect lamp 22, the stop operation order display lamp 30, the start lever effect lamp 42, and the lamp provided in the sword gimmick 640. doing. The lamp control ROM 432 stores a program, data, and the like for moving the sword gimmick 640 and the liquid crystal display device 46 via the drive board 43.

(Ramp control RAM 433)
The lamp control RAM 433 is provided as a temporary storage area when the side lamp 5, the effect lamp 22, the stop operation order display lamp 30, the start lever effect lamp 42, and the sword gimmick 640 are controlled to emit light. The lamp control RAM 433 is provided as a temporary storage area when the sword gimmick 640 or the liquid crystal display device 46 is moved via the drive substrate 43.

(Amplifier control board 440)
The amplifier control board 440 is a board for outputting audio data mainly from the speakers 34 and 35. The amplifier control board is connected to a lower speaker amplifier 441 and an upper speaker amplifier 442.

(Lower speaker amplifier 441)
The lower speaker amplifier 441 is provided to amplify the audio signal from the sound source IC 428 and output it to the lower speaker 34.
(Upper speaker amplifier 442)
The upper speaker amplifier 442 is provided to amplify the audio signal from the sound source IC 428 and output the amplified audio signal to the upper speaker 35.

(Reel unit 700)
Next, the reel unit 700 will be described supplementally.
50 is a partially exploded perspective view of the reel unit 700, and FIG. 51 is a cross-sectional view of the reel 17. FIG. 52 is a front view showing a drum light unit 830 to be described later.

  As shown in FIG. 50, the reel unit 700 includes a reel case 710, a left reel set 810a, a middle reel set 810b, and a right reel set 810c.

  The reel case 710 has a plurality of fitting holes and detachably accommodates a left reel set 810a, a middle reel set 810b, and a right reel set 810c.

  The left reel set 810a has a left motor set 820a and a left reel 17a. The middle reel set 810b has a middle motor set 820b and a middle reel 17b, and the right reel set 810c has a right motor set 820c and a right reel 17c.

(Left reel set 810a, middle reel set 810b, right reel set 810c)
Next, the left reel set 810a, the middle reel set 810b, and the right reel set 810c will be described. Note that the left reel set 810a, the middle reel set 810b, and the right reel set 810c are substantially equivalent, so the right reel set 810c will be described, and the description of the left reel set 810a and the middle reel set 810b will be omitted.
As described above, the right reel set 810c has the right motor set 820c and the right reel 17c.

(Right motor set 820c)
The right motor set 820c includes a motor base 821, a reel heat radiating plate 822, a drum light unit 830, a stepping motor 103, and a right reel sensor 113s.

  The motor base 821 is attached to the reel case 710 at the top and bottom. In addition, the reel base 822, the drum light unit 830, the stepping motor 103, and the right reel sensor 113s are attached to the motor base 821.

  The reel heat radiating plate 822 is made of a material having a higher thermal conductivity than the surrounding members. Further, the reel heat radiating plate 822 has a thin plate shape and has a larger surface area than the stepping motor 103.

(Drum Light Unit 830)
The drum light unit 830 is attached to the motor base 821 inside the right reel 17c. The drum light unit 830 is provided near the outer periphery of the right reel 17c, and irradiates light from the inside to a translucent sheet mounted on the peripheral surface of the right reel 17c.

  As shown in FIGS. 51 and 52, the drum light unit 830 includes a drum light house 831, a drum illumination board 832, backlights 833, 834, 835, a flexible board 836, and a point light 840.

  The drum light house 831 is attached to the motor base 821 at a position corresponding to the display window 21. The drum light house 831 has an opening having a size substantially equal to the symbol arrangement range at a position corresponding to each of the upper symbol position, the middle symbol position, and the lower symbol position on the front surface. In addition, the drum light house 831 has an opening on the back for attaching the backlights 833, 834, and 835 corresponding to the opening.

  The drum electrical decoration substrate 832 is attached to the back surface of the drum light house 831. The backlights 833, 834, and 835 are attached to the drum electrical decoration substrate 832 at positions corresponding to the upper symbol position, the middle symbol position, and the lower symbol position, respectively. Further, the backlights 833, 834, and 835 are supplied with electric power via the drum illumination board 832, emit light, and are turned on and blinked. Thereby, light is irradiated from the back of the translucent sheet | seat, and the visibility of a design is improved.

The flexible substrate 836 is provided on the front surface of the drum light house 831 so as to be curved along the inner periphery of the right reel 17c. The flexible substrate 836 is a substance that transmits light, transmits light emitted from the backlights 833, 834, and 835, and irradiates the back surface of the sheet with light.
The flexible substrate 836 is curved as described above, and is provided at equal intervals with the sheet of the right reel 17c. Thus, by setting the distance between the flexible substrate 836 and the sheet of the right reel 17c to be equal, the distance between the flexible substrate 836 and the sheet of the right reel 17c can be made closer.

  The point light 840 is attached to the flexible substrate 836. The point light 840 includes point lights 841, 842 and 843. The point light 841 is attached to a position corresponding to the upper symbol position, the point light 842 is attached to a position corresponding to the middle symbol position, and the point light 843 is attached to a position corresponding to the lower symbol position.

  As shown in FIG. 52, the point light 841 includes point lights 841a, 841b, 841c, 841d, 841e, 841f, 841g, 841h, and 841i. The point light 842 includes point lights 842a, 842b, 842c, 842d, 842e, 842f, 842g, 842h, and 842i. The point light 843 includes point lights 843a, 843b, 843c, 843d, 843e, 843f, 843g, 843h, and 843i.

  The point light 841a is attached to the approximate center of the flexible substrate 836 at the upper stage of the drum light unit 830 (hereinafter, simply referred to as the upper stage of the flexible board 836 or simply the upper stage). The point light 841b is at the upper left of the upper stage of the flexible board 836, the point light 841c is at the upper right of the upper stage of the flexible board 836, the point light 841d is at the upper left of the upper stage of the flexible board 836, and the point light 841e is at the upper right of the upper stage of the flexible board 836. Is provided.

  The point light 841f is between the point light 841a and the point light 841b, the point light 841g is between the point light 841a and the point light 841c, and the point light 841h is between the point light 841a and the point light 841d. The point lights 841i are respectively provided between the point lights 841a and 841e.

  The point lights 842a to 842i are attached to the flexible board 836 at the middle stage of the drum light unit 830 (hereinafter, abbreviated as the middle stage or simply the middle stage of the flexible board 836) in the same manner as the point lights 841a to 841i. ing. The point lights 843a to 843i are provided on the flexible board 836 at the lower stage of the drum light unit 830 (hereinafter, simply referred to as the lower stage or simply the lower stage of the flexible board 836). 842a to point light 842i are attached.

With such an arrangement, the point lights 841, 842 and 843 are arranged at positions corresponding to the arrangement of the X-pattern high-transmission area described later.
In the present embodiment, nine point lights 841a to 841i, point lights 842a to 842i, and point lights 843a to 843i are arranged with respect to one symbol, respectively. However, the present invention is not limited to this. Any number may be arranged.

  In addition, the point light 841a to the point light 841i, the point light 842a to the point light 842i, and the point light 843a to the point light 843i are supplied with electric power through the flexible substrate 836, emit light, and are turned on and blinked. Further, the point light 841a to the point light 841i, the point light 842a to the point light 842i, and the point light 843a to the point light 843i are smaller than the backlights 833, 834, and 835, and emit light with high straightness. Thereby, only the specific position part of the pattern arranged on the translucent sheet | seat can be irradiated with light from a back surface.

Here, an X symbol (for example, a symbol position “03” of the right reel 17c described later) suitable for the effect by the point light 840 will be described.
FIG. 53 is a front view showing an X symbol.

  As shown in FIG. 53, the X symbol 910 includes a color region 911 on which the color of the symbol is applied, and a high transmission region 912 having a higher light transmittance than the color region 911. The high transmission region 912 is colorless and transparent with no color applied, or has a light color and a higher light transmittance than the color region 911.

  Further, the high transmission region 912 is provided in an X shape on the entire surface of the X symbol 910. Specifically, at the center of the X pattern 910, a rhombus-shaped high transmission region 912a, a high transmission region 912b from the upper left to the center of the design region, a high transmission region 912c from the upper right to the center of the design region, It has a high transmission region 912d extending from the lower left to the center of the symbol region and a high transmission region 912e extending from the lower right to the center of the symbol region.

  Therefore, the high transmission regions 912a to 912e of the X pattern 910 are positions corresponding to the arrangement positions of the point lights 841a to 841i, the point lights 842a to 842i, and the point lights 843a to 843i provided on the flexible substrate 836. .

  For this reason, the X pattern 910 transmits much more light from the back surface in the X-shaped region due to the high transmission region 912 than the other region (color region 911), and passes through a specific region (high transmission region 912). You will be able to produce a prominent performance. The high transmission region 912 may be in a state in which there is a cut and there is no symbol sheet.

(Special production)
Here, the special effect using the point light 840 will be described. This special effect is an effect performed in the sub CPU 402 when a specific condition (for example, when a predetermined lottery is won when an X-matched symbol combination to be described later is displayed) is established. . Further, the sub CPU 402 can individually control the point lights 841a to 841i, the point lights 842a to 842i, and the point lights 843a to 843i.

  In the special effect, the sub CPU 402 first, through the effect control board 410 and the lamp control unit 430, for a predetermined time, all the point lights 841a to 841i, the point lights 842a to 842i, the point lights 843a to the points. The light 843i is turned on. Next, all the point lights 841a to 841i, the point lights 842a to 842i, and the point lights 843a to 843i are turned off for a short time.

  Next, the point light 843d (lower left lower) of the left reel 17a is turned on, then the point light 843h of the left reel 17a is turned on, the point light 843a of the left reel 17a is turned on, and the point light 843g of the left reel 17a is turned on. The point light 843c (lower upper right) of the left reel 17a is turned on. Note that the point lights 843d, 843h, 843a, and 843g of the left reel 17a remain on until the point light 843c of the left reel 17a is turned on.

  Next, the point light 842d (lower left of the middle stage) of the middle reel 17b is turned on, then the point light 842h of the middle reel 17b is turned on, the point light 842a of the middle reel 17b is turned on, and the point light 842g of the middle reel 17b. And the point light 842c (middle upper right) of the middle reel 17b is turned on. Note that the point lights 842d, 842h, 842a, and 842g of the middle reel 17b remain lit until the point light 842c of the middle reel 17b is turned on. Further, the point lights 843d, 843h, 843a, 843g, and 843c of the left reel 17a are also kept on.

  Further, the point light 841d (upper left and lower) of the right reel 17c is turned on, then the point light 841h of the right reel 17c is turned on, the point light 841a of the right reel 17c is turned on, and the point light 841g of the right reel 17c is turned on. The point light 841c (upper right upper stage) of the right reel 17c is turned on. Note that the point lights 841d, 841h, 841a, and 841g of the right reel 17c remain lit until the point light 841c of the right reel 17c is turned on. Further, the point lights 843d, 843h, 843a, 843g, and 843c of the left reel 17a and the point lights 842d, 842h, 842a, 842g, and 842c of the middle reel 17b are kept lit.

  Next, all the point lights 841a to 841i, the point lights 842a to 842i, and the point lights 843a to 843i are turned off for a short time.

  Next, the point light 841b (upper left top) of the left reel 17a is turned on, then the point light 841f of the left reel 17a is turned on, the point light 841a of the left reel 17a is turned on, and the point light 841i of the left reel 17a is turned on. The point light 841e (upper right lower) of the left reel 17a is turned on. Note that the point lights 841b, 841f, 841a, and 841i of the left reel 17a are kept on until the point light 841e of the left reel 17a is turned on.

  Next, the point light 842b (upper left of the middle stage) of the middle reel 17b is turned on, then the point light 842f of the middle reel 17b is turned on, the point light 842a of the middle reel 17b is turned on, and the point light 842i of the middle reel 17b is turned on. Is turned on, and the point light 842e (lower right in the middle stage) of the middle reel 17b is turned on. Note that the point lights 842b, 842f, 842a, and 842i of the middle reel 17b remain lit until the point light 842e of the middle reel 17b is turned on. Further, the point lights 841b, 841f, 841a, 841i, 841e of the left reel 17a are also kept on.

  Further, the point light 843b (lower upper left) of the right reel 17c is turned on, then the point light 843f of the right reel 17c is turned on, the point light 843a of the right reel 17c is turned on, and the point light 843i of the right reel 17c is turned on. The point light 843e (lower right lower) of the right reel 17c is turned on. Note that the point lights 843b, 843f, 843a, and 843i of the right reel 17c remain lit until the point light 843e of the right reel 17c is turned on. Further, the point lights 841b, 841f, 841a, 841i, 841e of the left reel 17a and the point lights 842b, 842f, 842a, 842i, 842e of the middle reel 17b are also kept lit.

  Next, all the point lights 841a to 841i, the point lights 842a to 842i, and the point lights 843a to 843i are turned on and continued for a predetermined time.

  In the special effect, the point light 841d (lower left lower) of the left reel 17a is turned on until the point light 841c (upper right upper) of the right reel 17c is turned on. 843d, 843h, 843a, 843g, 843c, the point lights 842d, 842h, 842a, 842g, 842c of the middle reel 17b, and the point lights 841d, 841h, 841a, 841g of the right reel 17c are kept lit. However, the present invention is not limited to this, and the light may be turned off immediately or may be turned off halfway.

  Similarly, the point lights 841b, 841f, 841f, 841b, 841f of the left reel 17a are turned on after the point light 841b (upper left upper) of the left reel 17a is turned on until the point light 843e (lower right) of the right reel 17c is turned on. 841a, 841i, 841e, the point lights 842b, 842f, 842a, 842i, 842e of the middle reel 17b, and the point lights 843b, 843f, 843a, 843i of the right reel 17c are kept on, but this is not limitative. Instead, it may be turned off immediately or turned off halfway.

  As described above, in the special effect, light runs from the lower left area of the lower left symbol to the upper right area of the upper right symbol for the nine 3 × 3 symbols displayed, and then from the upper left area of the upper left symbol. There will be an effect that looks like light has run through the lower right area of the lower right symbol. Here, since the issue position of the above special effects changes in five stages for one symbol, a detailed effect that allows light to flow, which was not possible with the conventional light effect for each symbol, is performed. Can do.

(Sword Gimmick 640)
Hereinafter, the details of the sword gimmick 640 will be described.
54 and 55 are diagrams showing the sword gimmick 640. FIG. FIG. 54 is a perspective view showing the sword gimmick 640. FIG. 55A is a front view of the sword gimmick 640 provided on the front surface of the liquid crystal display device 46, and FIG. 55B is a rear view of the sword gimmick 640.

  As shown in FIG. 54, the sword gimmick 640 includes a gimmick lifting drive unit 650 and a gimmick movable portion 1100. The gimmick lift drive unit 650 will be described later.

As shown in FIG. 55, the gimmick movable portion 1100 includes a gimmick base 1110, a handle gimmick portion 1120, a sheath gimmick portion 1130, and a rack gear 1140. An effect device 1200 is provided on the back of the gimmick movable unit 1100. The effect device 1200 includes a first effect unit 1210 and a second effect unit 1220.
As will be described later, the gimmick movable portion 1100 is provided with a handle gimmick portion 1120 and a sheath gimmick portion 1130 so as to sandwich the gimmick base 1110, and a rack gear 1140 is provided on the back thereof.

Here, the operation | movement aspect of the sword gimmick 640 is shown previously.
FIG. 56 is a diagram illustrating an operation mode of the sword gimmick 640.

  As shown in FIG. 56A, the sword gimmick 640 can open and close the handle gimmick part 1120 and the sheath gimmick part 1130 within a predetermined range when the gimmick movable part 1100 is at the lower position of the liquid crystal display device 46. . As shown in FIG. 56B, the sword gimmick 640 can move the gimmick movable part 1100 up and down from the lower position of the liquid crystal display device 46 to the middle position. Also, as shown in FIG. 56 (c), the sword gimmick 640 has a gimmick movable part 1100 ascending to the middle position of the liquid crystal display device 46, the handle gimmick part 1120 and the sheath gimmick part 1130 are fully opened, The first effect unit 1210 and the second effect unit 1220 rotate and can be exposed in an X shape.

  Here, a range from the lower position to the middle position of the liquid crystal display device 46 in which the gimmick movable section 1100 can move is referred to as a movable range of the gimmick movable section 1100. In the present embodiment, the movable range of the gimmick movable portion 1100 is set as the range from the lower position to the middle position of the liquid crystal display device 46 as described above. The position may be from the lower position to the upper stage position, or beyond, or may be another movable range regardless of the liquid crystal display apparatus 46 from the middle stage position to the upper stage position.

(Gimmick movable part 1100)
Next, each component of the gimmick movable part 1100 will be described.
57 and 58 are diagrams showing the gimmick movable portion 1100. FIG.

FIG. 57 is a perspective view showing the gimmick movable part 1100. FIG. 58 is a partially exploded rear view of the gimmick movable part 1100.
FIG. 58A is a rear view of the gimmick base 1110, the handle gimmick portion 1120, and the sheath gimmick portion 1130 showing the initial state of the gimmick movable portion 1100. 58 (b) is a rear view showing a state in which the handle gimmick part 1120 and the sheath gimmick part 1130 of the gimmick movable part 1100 are opened to a predetermined range, and FIG. 58 (c) is a handle of the gimmick movable part 1100. It is a rear view which shows the state which the gimmick part 1120 and the sheath gimmick part 1130 fully opened.

As shown in FIGS. 57 and 58, the gimmick base 1110 of the gimmick movable portion 1100 includes a gimmick main body portion 1111, an open / close drive gear 1115, an open / close driven gear 1116, and a link gear 1117.
The gimmick main body 1111 includes a gimmick bar 1112, a gimmick arm 1113, and a gimmick arm 1114.

The gimmick bar 1112 is composed of a plate-like member extending left and right in the front.
The gimmick arm 1113 has a shape extending rearward from the back of the right end of the gimmick bar 1112 when viewed from the front. The gimmick arm 1113 is formed with an arm insertion hole 1113a and an arm insertion hole 1113b penetrating left and right.

The gimmick arm 1114 has a shape extending rearward from the back of the left end of the gimmick bar 1112 when viewed from the front. The gimmick arm 1114 is formed with an arm insertion hole 1114a and an arm insertion hole 1114b penetrating left and right.
That is, the gimmick arm 1113 and the gimmick arm 1114 are formed substantially symmetrically.

The open / close drive gear 1115 is composed of a plurality of external gears, and is controlled by the drive board 43 under the control of the sub CPU 402 and rotated by a predetermined amount in a predetermined direction. For example, in FIG. 58, when power is transmitted from the drive board 43 to the external gear at the leftmost end (the rightmost end in a front view) of the open / close drive gear 1115, and the external gear is rotated clockwise on the paper, it opens and closes. The external gear at the rightmost end (leftmost end in front view) of the drive gear 1115 is rotated counterclockwise on the paper.
Hereinafter, unless otherwise specified, the rotation direction of the open / close drive gear 1115 indicates the rotation direction of the external gear at the rightmost end (leftmost end in front view) of the drawing.

The open / close driven gear 1116 is composed of an external gear having teeth on a circular outer periphery.
The link gear 1117 has a gear having teeth in a circumferential shape and a gear having teeth on a fan-shaped circumference that rotates integrally with the same center as the gear.

(Pattern gimmick part 1120)
Next, the handle gimmick part 1120 will be described.
The handle gimmick portion 1120 includes a handle body portion 1121, handle cover portions 1122 a and 1122 b, a handle long gear 1123, and a handle short gear 1124.

  The handle body portion 1121 is provided on the front surface of the gimmick base 1110 and extends to the left and right shorter than half of the left and right length of the gimmick main body portion 1111.

  The handle cover part 1122a is provided on the upper part of the back surface of the gimmick base 1110, and the handle cover part 1122b is provided on the lower part of the back surface of the gimmick base 1110. The handle cover portion 1122a and the handle cover portion 1122b are fastened to the handle body portion 1121 so as to sandwich the gimmick base 1110, respectively. Thereby, the handle gimmick part 1120 is provided to be slidable in the left-right direction with respect to the gimmick base 1110.

  The handle long gear 1123 is attached to the upper portion of the lower handle cover portion 1122b. Further, the long handle gear 1123 is provided with gear teeth on the upper side. The long handle gear 1123 has a sufficient length provided with the gear teeth, and meshes with the open / close driven gear 1116 of the gimmick base 1110.

Accordingly, the long handle gear 1123 is moved left and right as the open / close driven gear 1116 rotates.
Specifically, in FIG. 58A, when the open / close driven gear 1116 rotates counterclockwise on the paper surface, the long handle gear 1123 is moved in the right direction on the paper surface (the left side in the front view). With the movement of the long pattern gear 1123, the pattern cover portions 1122a and 1122b fixed to the long pattern gear 1123 and the pattern body portion 1121 are moved in the right direction (left direction in the front view).

  That is, as shown in FIG. 58 (b), when the open / close driven gear 1116 rotates counterclockwise, the handle gimmick portion 1120 is moved rightward (leftward in front view). Further, when the open / close driven gear 1116 rotates counterclockwise, as shown in FIG. 58 (c), the handle gimmick part 1120 is moved in the right direction (left direction in the front view) of the drawing, and is fully opened.

  On the other hand, in FIGS. 58 (b) and 58 (c), when the open / close driven gear 1116 rotates clockwise on the paper surface, the long handle gear 1123 is moved in the left direction on the paper surface (right direction in front view). With the movement of the long pattern gear 1123, the pattern cover portions 1122a and 1122b fixed to the long pattern gear 1123 and the pattern body portion 1121 are moved in the left direction (right direction in front view).

  Accordingly, in FIG. 58, when the open / close driven gear 1116 rotates counterclockwise, the handle gimmick portion 1120 is moved rightward (leftward in the front view), and when the open / close driven gear 1116 rotates clockwise, the handle gimmick portion 1120 It is moved in the left direction of the paper (right direction in front view). That is, the handle gimmick part 1120 is moved to the left and right as the open / close driven gear 1116 rotates.

  The handle short gear 1124 is fixed to the handle long gear 1123 such that the upper side is lower than the upper side of the handle long gear 1123 behind the handle long gear 1123. The handle short gear 1124 is provided with gear teeth on the upper side, and the length of the teeth is shorter than the length of the handle long gear 1123.

  Further, as shown in FIG. 58A, the handle short gear 1124 is provided at a position away from the link gear 1117 of the gimmick base 1110 in the initial state. As shown in FIG. 58 (b), when the handle short gear 1124 is moved by a predetermined amount due to the movement of the handle long gear 1123, the link gear 1117 is engaged.

  Therefore, in FIG. 58A, when the open / close driven gear 1116 of the gimmick base 1110 rotates counterclockwise on the paper surface, the long handle gear 1123 moves in the right direction on the paper surface (left direction in the front view), and the short handle gear 1124 also moves. Move to the right side of the page (left side of the front view). As shown in FIG. 58 (b), when the open / close driven gear 1116 rotates more than a predetermined amount counterclockwise, the handle short gear 1124 moves together with the handle long gear 1123 more than a predetermined amount in the right direction (left direction in front view). Mesh with the link gear 1117. As shown in FIG. 58C, when the open / close driven gear 1116 further rotates, the handle short gear 1124 further moves together with the handle long gear 1123 to rotate the link gear 1117 counterclockwise.

  In the following, the position where the handle short gear 1124 first meshes with the link gear 1117 from the initial position is referred to as the first movement position of the handle gimmick part 1120, from the initial position of the handle gimmick part 1120 to the first movement position. Is referred to as a first movement amount. Further, the pattern long gear 1123, that is, the position where the entire handle gimmick portion 1120 is farthest from the initial position (the position where the handle gimmick portion 1120 has moved to the right in FIG. 58) is the second movement of the handle gimmick portion 1120. The amount of movement from the initial position of the handle gimmick portion 1120 to the second movement position is referred to as a second movement amount.

Furthermore, the range from the initial position of the handle gimmick part 1120 to the first movement position is referred to as a first movement range of the handle gimmick part 1120. The range from the first movement position of the handle gimmick part 1120 to the second movement position is referred to as a second movement range of the handle gimmick part 1120.
Therefore, in FIG. 58, when the handle gimmick portion 1120 moves to the second movement range, the link gear 1117 is rotated by the handle short gear 1124. Further, as described above, the movable range of the handle gimmick portion 1120 is a range obtained by combining the first movement range and the second movement range from the initial position to the second movement position.

(Sheath gimmick part 1130)
The sheath gimmick portion 1130 includes a sheath body portion 1131, sheath cover portions 1132 a and 1132 b, and a sheath long gear 1133.
The sheath body portion 1131 is provided on the front surface of the gimmick base 1110 and extends to the left and right shorter than half of the left and right lengths of the gimmick main body portion 1111.

  The sheath cover portion 1132 a is provided on the upper portion of the back surface of the gimmick base 1110, and the sheath cover portion 1132 b is provided on the lower portion of the back surface of the gimmick base 1110. The sheath cover portion 1132a and the sheath cover portion 1132b are fastened to the sheath body portion 1131 so as to sandwich the gimmick base 1110, respectively. Thereby, the sheath gimmick part 1130 is provided to be slidable in the left-right direction with respect to the gimmick base 1110.

The sheath long gear 1133 is attached to the lower portion of the upper sheath cover portion 1132a. The sheath long gear 1133 is provided with gear teeth on the lower side. The long sheath gear 1133 has a sufficient length provided with the gear teeth, and meshes with the open / close drive gear 1115 and the open / close driven gear 1116 of the gimmick base 1110.
Thereby, the sheath long gear 1133 is moved left and right as the opening / closing drive gear 1115 rotates, and rotates the opening / closing driven gear 1116.

Specifically, in FIG. 58A, when the opening / closing drive gear 1115 rotates counterclockwise on the paper surface, the long sheath gear 1133 is moved in the left direction on the paper surface (right direction in front view). Then, with the movement of the sheath long gear 1133, the sheath cover portions 1132a and 1132b fixed to the sheath long gear 1133 and the sheath body portion 1131 are moved in the left direction (right direction in front view).
In addition, when the sheath long gear 1133 is moved in the left direction (right direction in front view), the open / close driven gear 1116 rotates counterclockwise as the sheath long gear 1133 moves. Then, the rotation of the open / close driven gear 1116 is transmitted to the handle gimmick portion 1120.

  That is, as shown in FIG. 58 (b), when the opening / closing drive gear 1115 rotates counterclockwise, the sheath gimmick portion 1130 is moved in the left direction (right direction in front view). Further, when the sheath long gear 1133 is moved in the left direction (right direction in the front view), the open / close driven gear 1116 rotates counterclockwise, and the handle gimmick portion 1120 is in the right direction (left direction in the front view). Moved.

  Further, when the opening / closing drive gear 1115 rotates counterclockwise, as shown in FIG. 58 (c), the sheath gimmick portion 1130 is moved in the left direction (right direction in the front view) in the drawing, and is fully opened. Further, when the sheath long gear 1133 is further moved in the left direction (right direction in the front view), the open / close driven gear 1116 rotates counterclockwise, and the handle gimmick part 1120 is in the right direction (left direction in the front view). To be fully opened.

  On the other hand, in FIGS. 58 (b) and 58 (c), when the open / close drive gear 1115 rotates clockwise on the paper surface, the sheath long gear 1133 is moved rightward (leftward in front view). Then, with the movement of the sheath long gear 1133, the sheath cover portions 1132a and 1132b fixed to the sheath long gear 1133 and the sheath body portion 1131 are moved in the right direction on the paper surface (left direction in front view). In addition, when the sheath long gear 1133 is moved in the right direction on the paper surface (left side in the front view), the open / close driven gear 1116 is rotated clockwise, and the handle gimmick portion 1120 is moved in the left direction on the paper surface (right direction in the front view). The

Therefore, in FIG. 58, when the opening / closing drive gear 1115 rotates counterclockwise, the sheath gimmick part 1130 is moved in the left direction (right direction in the front view), and the open / close driven gear 1116 rotates counterclockwise. The gimmick part 1120 is moved in the right direction on the paper (left direction in front view).
Further, when the opening / closing drive gear 1115 rotates clockwise, the sheath gimmick portion 1130 is moved in the right direction (left direction in the front view) of the paper, and the open / close driven gear 1116 rotates clockwise, so that the sheath gimmick portion 1130 is rotated to the left of the paper surface. Is moved in the direction (right direction in front view).

  That is, the sheath gimmick part 1130 is moved left and right as the opening / closing drive gear 1115 rotates, and the handle gimmick part 1120 is also moved left and right as the opening / closing drive gear 1115 rotates. It becomes.

  In the following, the rotational position of the opening / closing drive gear 1115 when the handle short gear 1124 of the handle gimmick part 1120 is in the first movement position meshing with the link gear 1117 is referred to as the first rotation position, and the sheath length at this time The position of the scale gear 1133, that is, the sheath gimmick portion 1130 is referred to as a first movement position of the sheath gimmick portion 1130. Further, the rotation amount from the initial position of the open / close drive gear 1115 to the first rotation position is referred to as a first rotation amount, and the movement amount from the initial position of the sheath gimmick portion 1130 to the first movement position is defined as the sheath gimmick portion. This is referred to as a first movement amount 1130.

  The rotation position of the opening / closing drive gear 1115 when the handle gimmick part 1120 is in the second movement position is referred to as a second rotation position, and the position of the sheath long gear 1133, that is, the sheath gimmick part 1130 at this time , Referred to as a second movement position of the sheath gimmick portion 1130. Further, the rotation amount from the initial position of the open / close drive gear 1115 to the second rotation position is referred to as a second rotation amount, and the movement amount from the initial position of the sheath gimmick portion 1130 to the second movement position is defined as the sheath gimmick portion. This is referred to as a second movement amount 1130.

  Furthermore, the range from the initial position of the sheath gimmick part 1130 to the first movement position is referred to as the first movement range of the sheath gimmick part 1130, and the rotation range from the initial position of the open / close drive gear 1115 to the first rotation position. Is referred to as a first rotation range. Further, the range from the first movement position to the second movement position of the sheath gimmick portion 1130 is referred to as a second movement range of the sheath gimmick portion 1130, and the second rotation range of the open / close drive gear 1115 is changed from the first rotation position. A rotation range up to the rotation position is referred to as a second rotation range.

  Therefore, in FIG. 58, when the opening / closing drive gear 1115 rotates more than the first rotation amount counterclockwise, the handle short gear 1124 meshes with the link gear 1117 and the opening / closing drive gear 1115 rotates within the second rotation range. In this case, the link gear 1117 is rotated. On the other hand, when the open / close drive gear 1115 is rotating within the first rotation range, the link gear 1117 is not rotated but is stopped. Further, as described above, the movable range of the sheath gimmick portion 1130 is a range obtained by combining the first movement range and the second movement range from the initial position to the second movement position.

(Rack gear 1140)
Next, the rack gear 1140 will be described.
FIG. 59 is a partially exploded rear view of the gimmick movable part 1100 including the rack gear 1140. 59 is a rear view in which a rack gear 1140 is added to the gimmick base 1110, the handle gimmick portion 1120, and the sheath gimmick portion 1130 of the gimmick movable portion 1100 shown in FIG. That is, FIG. 59 is a rear view of the gimmick movable unit 1100 in which the effect device 1200 is removed so that the back surface of the gimmick movable unit 1100 can be seen.

  FIG. 59A is a rear view showing an initial state of the gimmick movable part 1100 including the rack gear 1140. FIG. 59B is a rear view of the gimmick movable portion 1100 including the rack gear 1140 showing a state in which the handle gimmick portion 1120 and the sheath gimmick portion 1130 of the gimmick movable portion 1100 are opened to a predetermined range. ) Is a rear view of the gimmick movable portion 1100 including the rack gear 1140 showing a state in which the handle gimmick portion 1120 and the sheath gimmick portion 1130 of the gimmick movable portion 1100 are fully opened.

  As shown in FIG. 59, the rack gear 1140 of the gimmick movable part 1100 has a rack link gear 1142, an effect insertion hole 1143, and support pin insertion holes 1144a, 1144b, 1144c.

The rack link gear 1142 meshes with the link gear 1117 of the gimmick base 1110. As a result, the link gear 1117 rotates to move the rack gear 1140 left and right.
The effect insertion hole 1143 has a first effect gear 1143a formed at the top and a second effect gear 1143b formed at the bottom.

  Each of the support pin insertion holes 1144a, 1144b, 1144c has an elliptical shape that is long to the left and right. The rack gear support pins 1191a, 1191b, and 1191c are inserted into the support pin insertion holes 1144a, 1144b, and 1144c, respectively.

  The rack gear support pins 1191a, 1191b, and 1191c each have a cylindrical shaft portion with a thread formed at the tip, and a head portion having a diameter larger than that of the shaft portion is provided at the end of the shaft portion. The diameters of the shaft portions of the rack gear support pins 1191a, 1191b, and 1191c are slightly smaller than the short shafts of the support pin insertion holes 1144a, 1144b, and 1144c, respectively, and the diameters of the heads are respectively the support pin insertion holes 1144a, 1144b, and 1144c. It is larger than the short axis. The tips of the rack gear support pins 1191a, 1191b, and 1191c are attached to the gimmick base 1110, respectively.

  Therefore, the rack gear 1140 is restricted from moving back and forth and up and down, and moves within the range of the support pin insertion holes 1144a, 1144b, and 1144c in the major axis direction of the support pin insertion holes 1144a, 1144b, and 1144c, that is, the left and right direction. It is possible.

  Specifically, in FIG. 59, when the opening / closing drive gear 1115 of the gimmick base 1110 rotates counterclockwise, the handle short gear 1124 and the handle long gear 1123 of the handle gimmick portion 1120 rotate rightward (leftward in front view). Move to. At this time, when the rotation amount of the open / close drive gear 1115 is within the first rotation range, the movement amounts of the handle long gear 1123 and the handle short gear 1124 are within the first movement range, and the sheath short gear 112. Is not meshed with the link gear 1117 of the gimmick base 1110.

  On the other hand, when the open / close drive gear 1115 rotates counterclockwise beyond the first rotation range to the second rotation range, the handle short gear 1124 together with the handle long gear 1123 exceeds the first movement range. 2 moves to the right of the page (left direction in front view) up to the movement range of 2. When the handle short gear 1124 moves to the second movement range, the sheath short gear 112 meshes with the link gear 1117, and as the handle short gear 1124 moves in the right direction (left direction in front view), the link gear 1117 is rotated counterclockwise.

  As a result, the rack gear 1140 is moved in the left direction (right direction in the front view) by the rack link gear 1142 of the rack gear 1140 engaged with the link gear 1117. Therefore, when the opening / closing drive gear 1115 of the gimmick base 1110 rotates counterclockwise beyond the first rotation range to the second rotation range, the rack gear 1140 is moved in the left direction (right direction in front view).

(Effect device 1200)
Next, the effect device 1200 will be described.
FIG. 60 is a front view of the effect device 1200. FIG. FIG. 60A is a front view of the first effect unit 1210, and FIG. 60B is a front view of the second effect unit 1220.

  As shown in FIG. 60 (a), the first effect unit 1210 includes a first effect shaft unit 1211, a first effect gear unit 1212, and a first effect base 1213.

The first effect shaft portion 1211 has a substantially columnar shape and is hollowed out. Further, the first effect shaft portion 1211 is provided substantially at the center of the first effect portion 1210, and the first effect portion 1210 can rotate around the first effect shaft portion 1211.
The first effect gear portion 1212 has a fan shape of approximately 120 °, the center is fixed to the first effect shaft portion 1211, and gear teeth are provided on the outer periphery.

  The first effect body 1213 has a fan-shaped portion equivalent to the first effect gear portion 1212, the center of which is fixed to the first effect shaft portion 1211 on the back surface of the first effect gear portion 1212, and a donut on the outer periphery thereof. It has a ring-shaped ring-shaped part, and further has rod-shaped elongated wings at both ends. Thereby, the 1st effect part 1210 is a substantially rod-shaped member as a whole.

  Further, an effect light 1231 and an effect light 1232 are provided on both wings of the first effect body 1213, respectively. The effect light 1231 and the effect light 1232 are each provided with wiring (not shown) so that power is supplied and light can be emitted. Note that the effect light 1231 and the effect light 1232 are controlled by the sub CPU 402, and light emission is controlled via the lamp control unit 430.

  As shown in FIG. 60 (b), the second effect unit 1220 includes a second effect shaft unit 1221, a second effect gear unit 1222, and a second effect base body 1223 in the same manner as the first effect unit 1210. Yes.

The second effect shaft portion 1221 has a substantially cylindrical shape and can be accommodated in the hollow of the first effect shaft portion 1211 of the first effect portion 1210. In addition, the second effect shaft portion 1221 is provided at substantially the center of the second effect portion 1220, and the second effect portion 1220 can rotate around the second effect shaft portion 1221.
The second effect gear portion 1222 has a fan shape of approximately 120 °, the center is fixed to the second effect shaft portion 1221, and gear teeth are provided on the outer periphery.

  The second effect base body 1223 has a fan-shaped portion equivalent to the second effect gear portion 1222, the center of which is fixed to the second effect shaft portion 1221 on the back surface of the second effect gear portion 1222, and a donut on the outer periphery thereof. It has a ring-shaped ring-shaped part, and further has rod-shaped elongated wings at both ends. As a result, the second effect section 1220 is a substantially rod-like member as a whole.

  In addition, an effect light 1233 and an effect light 1234 are provided on both wings of the second effect base 1223, respectively. Similar to the effect light 1231 and the effect light 1232, the effect light 1233 and the effect light 1234 are respectively provided with wiring (not shown) so that electric power is supplied and light can be emitted. Note that the effect light 1233 and the effect light 1234 are controlled by the sub CPU 402, and light emission is controlled via the lamp control unit 430.

  Then, the second effect shaft portion 1221 of the second effect portion 1220 is inserted into the hollow portion of the first effect shaft portion 1211 of the first effect portion 1210, and the first effect portion 1210 and the second effect portion 1220 are the same. At the center, each can rotate independently. Specifically, as will be described later, the first effect unit 1210 and the second effect unit 1220 rotate in opposite directions.

Next, the relationship between the rack gear 1140 of the gimmick movable part 1110 and the effect device 1200 will be described.
FIG. 61 is a front view showing the rack gear 1140 and the effect device 1200. In FIG. 61, in order to explain the relationship between the rack gear 1140, the first effect unit 1210, and the second effect unit 1220, a front view is shown unlike the rear views of FIGS.

  FIG. 61A is a front view showing initial states of the rack gear 1140, the first effect unit 1210, and the second effect unit 1220. FIG. FIG. 61 (b) is a front view showing the state of the rack gear 1140, the first effect unit 1210, and the second effect unit 1220 when the opening / closing drive gear 1115 of the gimmick base 1110 is in the first rotation position. FIG. 61 (c) is a front view showing the state of the rack gear 1140, the first effect unit 1210, and the second effect unit 1220 in a state where the open / close drive gear 1115 rotates to the second rotation position and the rack gear 1140 moves. is there.

  As shown in FIG. 61, the first effect gear portion 1212 of the first effect portion 1210 meshes with the first effect gear 1143a of the rack gear 1140. Further, the second effect gear portion 1222 of the second effect portion 1220 meshes with the second effect gear 1143 b of the rack gear 1140.

  Here, when the rotation amount of the opening / closing drive gear 1115 of the gimmick base 1110 is within the first rotation range, the handle short gear 1124 does not mesh with the link gear 1117, the rack gear 1140 does not move, and the first effect unit 1210 and the second effect unit 1220 remain at the initial positions.

  A state in which the effect device 1200 is still in the initial position and the first effect unit 1210 and the second effect unit 1220 are not rotating and substantially overlap each other is referred to as a closed state. Further, in this closed state, the effect device 1200 is in a position shielded by the gimmick movable portion 1100 when viewed from the front of the gaming machine 1. Note that, as the closed state, for example, even when the first effect unit 1210 and the second effect unit 1220 are slightly rotated, the effect device 1200 may be included in a position shielded by the gimmick movable unit 1100. Good.

  Next, when the rotation amount of the opening / closing drive gear 1115 of the gimmick base 1110 rotates to the second rotation range, the handle short gear 1124 meshes with the link gear 1117, the rack gear 1140 moves, and the first effect unit 1210 and the second effect unit 1220 are rotated in opposite directions.

That is, in FIG. 61, when the rack gear 1140 moves in the right direction, the first effect gear portion 1212 is rotated clockwise by the first effect gear 1143a, and the first effect shaft portion 1211 is used as the center for the first effect gear portion 1211. Part 1210 is rotated clockwise.
Further, when the rack gear 1140 moves in the right direction, the second effect gear portion 1222 is rotated counterclockwise by the second effect gear 1143b, and the second effect portion 1220 is rotated about the second effect shaft portion 1221. Rotated counterclockwise.

  It should be noted that the first effect unit 1210 is rotated clockwise, the second effect unit 1220 is rotated counterclockwise, and the tips of the first effect unit 1210 and the second effect unit 1220 are opened. It is called a state. Further, in this open state, a part of the effect device 1200 is in a position exposed from the gimmick movable unit 1100 when viewed from the front of the gaming machine 1. Note that the open state may include, for example, the case where the first effect unit 1210 and the second effect unit 1220 rotate and a part of the effect device 1200 is slightly exposed from the gimmick movable unit 1100.

  As described above, when the opening / closing drive gear 1115 of the gimmick base 1110 rotates clockwise when viewed from the front, the handle gimmick part 1120 is moved to the left, the sheath gimmick part 1130 is moved to the right, and the sword is opened. It will be in such a state. Further, when the open / close drive gear 1115 rotates clockwise beyond the first rotation amount to the second rotation amount, the handle gimmick portion 1120 and the sheath gimmick portion 1130 are fully opened and the rack gear 1140 moves to the right. Then, the first effect unit 1210 is rotated clockwise, and the second effect unit 1220 is rotated counterclockwise.

  Thereby, the 1st effect part 1210 and the 2nd effect part 1220 are expanded in X shape. That is, the 1st effect part 1210 and the 2nd effect part 1220 which were concealed in the gimmick base 1110, the handle gimmick part 1120, and the sheath gimmick part 1130 will be exposed so that a player can visually recognize. At this time, the effect light 1231, the effect light 1232, the effect light 1233, and the effect light 1234 provided in the first effect unit 1210 and the second effect unit 1220 are emitted, and the first effect unit 1210 and the second effect unit 1220 are emitted. Is more emphasized.

(Gimmick lift drive unit 650)
Next, the main part of the gimmick lifting drive unit 650 will be described.
FIG. 62 is a perspective view showing the gimmick raising / lowering drive unit 650. FIG. 63 is a partially exploded view of the gimmick lifting / lowering drive unit 650.

  As shown in FIGS. 62 and 63, the gimmick lift drive unit 650 includes a gimmick lift drive motor 651, a gimmick lift motor gear 652, a gimmick lift cam gear 653, a gimmick lift arm 654, a gimmick arm link 655, and a gimmick lift. Guide bush 656, gimmick slide bush 657, gimmick lift guide base 658, gimmick link shaft 659, gimmick lift plate 660, gimmick arm link shaft 661, gimmick roller presser 662, gimmick lift first photosensor 663 And a gimmick raising / lowering second photosensor 664.

  The gimmick raising / lowering drive motor 651 is a motor that is controlled by the drive board 43 under the control of the sub CPU 402 and rotates. The gimmick elevating motor gear 652 is an external gear, and the central axis is fixed to the axis of the gimmick elevating drive motor 651. Thereby, gimmick raising / lowering motor gear 652 is rotated with rotation of gimmick raising / lowering drive motor 651.

The gimmick elevating cam gear 653 has a semicircular gear portion having external teeth meshing with the gear of the gimmick elevating motor gear 652 on the outer periphery, and an arm portion having the same central axis as that of the gear portion and extending in the opposite direction. It is supported by the central axis. Further, a projection is provided at the tip of the arm portion of the gimmick elevating cam gear 653.
Thereby, the gimmick elevating cam gear 653 is configured such that the protrusion at the tip of the arm portion moves in an arc shape by the rotation of the gimmick elevating motor gear 652.

  The gimmick raising / lowering arm 654 has a shape on an arm on which one end is pivotally supported. The gimmick elevating arm 654 has a long hole 654a that is slightly closer to the center and a long hole 654b that is closer to the tip than the long hole 654a. Further, the projection of the gimmick elevating cam gear 653 is fitted into the elongated hole 654 a of the gimmick elevating arm 654.

  Thus, the gimmick elevating arm 654 rotates about the axis of the gimmick elevating arm 654 when the projection of the gimmick elevating cam gear 653 moves in an arc shape around the axis of the gimmick elevating cam gear 653.

The gimmick arm link 655, the gimmick lift guide bush 656, and the gimmick slide bush 657 are integrally moved in the vertical direction.
The gimmick elevating guide bush 656 is attached to the gimmick arm link 655 and is fitted into the elongated hole 654 b of the gimmick elevating arm 654.

  The gimmick slide bush 657 has a rounded rectangular shape and both ends are attached to the gimmick arm link 655. Here, the rounded rectangular shape is a substantially rectangular shape, and the short side of the rectangle is a semicircular shape. The shape of the gimmick slide bush 657 is not limited to a rounded rectangle, but may be a rectangle, an ellipse, or another shape.

  Further, the gimmick slide bush 657 is fitted into a long hole 658a (described later) of the gimmick lift guide base 658 so that the long diameter direction of the rounded rectangle is the long diameter direction of the long hole 658a. In addition, the long hole 658a of the gimmick raising / lowering guide base 658 has a long diameter in a substantially up-down direction.

  As a result, when the gimmick lifting arm 654 rotates around the axis of the gimmick arm link 655, the gimmick lifting guide bush 656 moves together with the gimmick lifting arm 654, and the gimmick slide bush 657 is restricted from movement other than vertical movement. Furthermore, it moves up and down substantially.

  The gimmick lift guide base 658 houses a gimmick lift motor gear 652, a gimmick lift cam gear 653, a gimmick lift arm 654, a gimmick arm link 655, and a gimmick lift guide bush 656. Further, as described above, a long hole 658a having a major axis substantially in the vertical direction is formed on the side surface of the gimmick lifting guide base 658. Further, a long hole 658b and a long hole 658c are formed on the side surface of the gimmick elevating guide base 658 in parallel with both sides of the long hole 658a.

  The gimmick link shaft 659 is attached to the gimmick arm link 655. The gimmick link shaft 659 includes four gimmick link shafts 659a, a gimmick link shaft 659b, a gimmick link shaft 659c, and a gimmick link shaft 659d. Furthermore, the gimmick link shaft 659a and the gimmick link shaft 659b pass through the long hole 658b of the gimmick lift guide base 658, and the gimmick link shaft 659c and the gimmick link shaft 659d pass through the long hole 658c of the gimmick lift guide base 658. Yes.

  The gimmick elevating plate 660 is fixed to the gimmick link shaft 659. That is, since the gimmick elevating plate 660 is fixed to the gimmick arm link 655 via the gimmick link shaft 659, when the gimmick arm link 655 moves up and down, it moves up and down accordingly.

  The gimmick arm link shaft 661 is attached to the gimmick lift plate 660. The gimmick arm link shaft 661 has a gimmick arm link shaft 661a and a gimmick arm link shaft 661b.

  The gimmick arm link shaft 661a in the gimmick elevating drive unit 650 on the right when viewed from the front is inserted into the arm insertion hole 113a formed in the gimmick arm 1113 of the gimmick movable portion 1100, and the gimmick arm link shaft 661b is formed in the gimmick arm 1113. The arm insertion hole 113b is inserted.

  Further, the gimmick arm link shaft 661a in the left gimmick lift drive unit 650 is inserted through the arm insertion hole 114a formed in the gimmick arm 1114 of the gimmick movable portion 1100, and the gimmick arm link shaft 661b is inserted into the gimmick arm 1114. It is inserted through the formed arm insertion hole 114b.

  The gimmick roller presser 662 is attached to the gimmick arm link shaft 661a and the gimmick arm link shaft 661b. The gimmick roller presser 662 has a rounded rectangular shape. As with the gimmick slide bush 657, the gimmick roller presser 662 is not limited to a rounded rectangular shape, and may have another shape.

  Further, the gimmick roller presser 662 presses the gimmick arm 1113 and the gimmick arm 1114 from the outside of the gimmick movable portion 1100. Thereby, dropping of gimmick movable part 1100 from gimmick raising / lowering drive unit 650 is prevented.

  Therefore, when the gimmick elevating plate 660 moves up and down, the gimmick arm link shaft 661a and the gimmick arm link shaft 661b follow, and the gimmick arm 1113 and the gimmick arm 1114 are moved up and down. That is, the gimmick movable part 1100 moves up and down as the gimmick lift plate 660 moves up and down.

  The gimmick raising / lowering first photosensor 663 includes a light emitting unit and a light receiving unit, emits an optical signal from the light emitting unit, and receives the light at the light receiving unit. A part of the path of the gimmick arm link 655 is provided between the light emitting unit and the light receiving unit of the first gimmick lift first photosensor 663 so that the initial position of the gimmick arm link 655 is detected.

  The gimmick raising / lowering second photosensor 664 includes a light emitting unit and a light receiving unit, emits an optical signal from the light emitting unit, and receives the light at the light receiving unit. A part of the path of the gimmick arm link 655 is provided between the light emitting section and the light receiving section of the second gimmick lift photosensor 664 so that the maximum movable position of the gimmick arm link 655 is detected.

  The gimmick raising / lowering first photosensor 663 and the gimmick raising / lowering second photosensor 664 detect the movable state of the gimmick arm link 655, that is, the vertical movement position of the gimmick movable portion 1100.

  In addition, the gimmick movable part 1100 can detect the movement position by the gimmick raising / lowering first photosensor 663 and the gimmick raising / lowering second photosensor 664. The gimmick movable unit 1100 can be stopped and reversed in the moving direction even between the lowest position and the highest position, which are the initial stop positions.

  With the above configuration, when the gimmick lifting drive motor 651 is rotated under the control of the drive substrate 43 under the control of the sub CPU 402, the gimmick lifting motor gear 652 is rotated and the gimmick lifting cam gear 653 is rotated. Next, the rotation of the gimmick elevating cam gear 653 causes the projection at the tip of the arm portion of the gimmick elevating cam gear 653 to move in an arc shape, thereby rotating the gimmick elevating arm 654.

  When the gimmick lifting arm 654 is rotated, the gimmick arm link 655 to which the gimmick lifting guide bush 656 is attached is moved up and down. Next, as the gimmick arm link 655 moves up and down, the gimmick lifting plate 660 fixed to the gimmick arm link 655 via the gimmick link shaft 659 is moved up and down. When the gimmick elevating plate 660 is moved up and down, the gimmick arm link shaft 661 attached to the gimmick elevating plate 660 is moved up and down to move the gimmick movable portion 1100 up and down integrally.

  Therefore, by controlling the drive substrate 43 under the control of the sub CPU 402 and rotating the gimmick lifting drive motor 651, the gimmick movable unit 1100 can be moved up and down.

  As described above, by controlling the drive board 43 under the control of the sub CPU 402 and rotating the open / close drive gear, the handle gimmick part 1120 and the sheath gimmick part 1130 are opened and closed, and the first effect part 1210 and second Since the effect unit 1220 can be rotated, the sub CPU 402 controls the vertical movement of the gimmick movable unit 1100, the opening and closing of the handle gimmick unit 1120 and the sheath gimmick unit 1130, and the first effect unit 1210 and the second effect unit. 1220 rotations can be performed.

  FIG. 64 is a diagram showing the sword gimmick 640 in a state where the gimmick movable unit 1100 is moved upward and the first effect unit 1210 and the second effect unit 1220 are rotated. 64A is a front view of the sword gimmick 640 in the maximum operating state, and FIG. 64B is a rear view of the sword gimmick 640 in the maximum operating state.

  As shown in FIG. 64, the gimmick movable part 1100 is controlled by the drive substrate 43 under the control of the sub CPU 402 and is raised from the lower part of the liquid crystal display device 46 to the middle stage part. Further, the gimmick movable portion 1100 is controlled by the drive substrate 43 under the control of the sub CPU 402, the handle gimmick portion 1120 and the sheath gimmick portion 1130 are opened to the left and right, and the first effect portion 1210 and the second effect portion 1220 are Each is rotated and opened in an X shape.

  At this time, the effect light 1231, the effect light 1232, the effect light 1233, and the effect light 1234 provided in the first effect unit 1210 and the second effect unit 1220 are also controlled by the drive board 43 under the control of the sub CPU 402, respectively. It is made to emit light.

Next, the operating conditions of the sword gimmick 640 will be described.
Whether the sword gimmick 640 is operated or not is determined according to the effect determined by the effect determination process described later.

More specifically, in the effect determination process, the operation of the sword gimmick 640 is determined according to the content of the effect selected from the effect determination table.
As described above, the operation of the sword gimmick 640 includes the following.

1. In the lower part of the liquid crystal display device 46, the handle gimmick part 1120 and the sheath gimmick part 1130 of the gimmick movable part 1100 open to the left and right halfway, and perform a swinging operation that repeats opening and closing.
2. The gimmick movable part 1100 rises from the lower part to the middle part of the liquid crystal display device 46, the handle gimmick part 1120 and the sheath gimmick part 1130 open to the left and right, and the first effect part 1210 and the second effect part 1220 are in the opposite directions, respectively. Rotate to open in X shape.

  Here, for example, in the case of an effect in which the handle gimmick part 1120 and the sheath gimmick part 1130 perform a swinging motion, the probability of transition to a deadly mode described later is 5%, and the first effect part 1210 and the second effect part 1220 In the case of an effect that opens in an X shape, the probability of transition to the deadly mode is set to 40%.

  Further, in the case of an effect in which the handle gimmick part 1120 and the sheath gimmick part 1130 perform a swinging motion, it is a preparation state transition to be described later, and the effect of opening the first effect part 1210 and the second effect part 1220 in an X shape. In this case, it is assumed that the bonus shift described later. The transition destination of the bonus transition here is a state more advantageous to the player than the transition destination of the preparation state transition.

  Furthermore, in the case where the gimmick gimmick part 1120 and the sheath gimmick part 1130 perform a swinging motion, the number of games added to the ART is “10”, and the first effect part 1210 and the second effect part 1220 are X-shaped. In the case of an effect that opens in a similar manner, it is assumed that the number of games added to the ART is “50”.

  In addition, the operation of the sword gimmick 640 includes a combination of opening / closing the handle gimmick part 1120 and the sheath gimmick part 1130 of the gimmick movable part 1100 and raising the gimmick movable part 1100 from the lower part of the liquid crystal display device 46 to the middle stage part. In some cases, the effect unit 1210 and the second effect unit 1220 do not rotate.

(Design arrangement table)
Next, the symbol arrangement table will be described with reference to FIG.

  The symbol arrangement table is provided in the main ROM 302. When the main CPU 301 detects the reel index, the symbol position in the middle of the display window 21 is defined as “00”. Further, “00” to “20” corresponding to the symbol counter are assigned to the symbols in the order of the reel rotation direction with reference to the symbol position “00”.

(Design code table)
Next, the symbol code table will be described with reference to FIG.

  The symbol code table stores symbol codes corresponding to symbols arranged on the left reel 17a, middle reel 17b, and right reel 17c, and data corresponding to the symbols. Here, in this embodiment, when the symbol code is “01”, “00000001” is stored as data corresponding to the symbol “red 7”. Similarly, data corresponding to each symbol is stored for symbol codes “02” to “10”.

  Further, the type of the symbol displayed on the display window 21 is specified based on the symbol counter value (“00” to “20”), the symbol arrangement table (see FIG. 5), and the symbol code table. Can do. For example, when the value of the symbol counter corresponding to the left reel 17a is “00”, it is specified that the symbol “Bell 1” at the symbol position “00” is displayed in the middle of the display window 21. Can do. Similarly, when the value of the symbol counter corresponding to the left reel 17a is “00”, it is specified that the symbol “cherry” at the symbol position “20” is displayed on the upper part of the display window 21. It is possible to specify that the symbol “Replay 1” at the symbol position “01” is displayed in the lower part of the display window 21. Then, when the symbol displayed on the display window 21 is specified, the main CPU 301 stores “00000111” as data in a predetermined storage area provided in the main RAM 303.

  The data stored in a predetermined storage area of the main RAM 303 can be set as appropriate according to the effective line. For example, as in the present embodiment, when the effective line is a downward-sloping line, “Cherry” is displayed on the upper stage of the left reel 17a, and therefore “00001010” is stored in a predetermined storage area of the main RAM 303. It is good to do. In this case, data relating to symbols displayed in the middle stage of the middle reel 17 b and the lower stage of the right reel is stored in a predetermined storage area of the main RAM 303.

(Design combination table)
Next, the symbol combination table will be described with reference to FIGS.

  In the present embodiment, FIG. 7 is a symbol combination table whose symbol combination group is “00”, FIG. 8 is a diagram showing a symbol combination table whose symbol combination group is “01”, and FIG. 9 is a symbol combination table. FIG. 10 shows a symbol combination table whose symbol combination group is “03”, and FIG. 11 shows a symbol combination table whose symbol combination group is “04”. FIG.

  The symbol combination table is stored in the main ROM 302 and prescribes symbol combinations determined in advance according to the type of privilege and the number of payouts. Here, when the combination of symbols displayed along the active line matches the combination of symbols defined in the symbol combination table, the main CPU 301 pays out medals, activates a replay, and plays bonus games. A privilege such as activation is given to the player. For example, when the symbol combination “X”, “Replay 1”, and “X” is displayed on the effective line, the main CPU 301 displays that the symbol combination related to “middle replay 01” is displayed. judge. If the symbol combination displayed on the active line does not match the symbol combination defined in the symbol combination table, the game is “lost”.

  Here, the “payout number” refers to the number of medals to be paid out to the player. When a value of “1” or more is determined as the payout number, medals are paid out. Specifically, medals are paid out when a combination of symbols in which a numerical value of “1” or more is defined as the payout number is displayed on the active line.

  In this embodiment, “push order bell A1 — 01-02”, “push order bell A2 — 01-02”, “push order bell A3 — 01-02”, “push order bell A4 — 01-02”, “push order bell B1 B4 "," push order bell C1_01-02 "," push order bell C2_01-02 "," push order bell C3_01-02 "," push order bell C4_01-02 "," correct answer bell 01-06 "," upper bell " 01-12 ”,“ Right-up watermelon 01-03 ”,“ Right-down watermelon ”,“ Right-up cherry ”,“ Right-down cherry ”,“ Middle-stage cherry 01-04 ”are displayed on the active line. Based on this, a medal is paid out.

  Here, “push order bell A1 — 01-02”, “push order bell A2 — 01-02”, “push order bell A3 — 01-02”, “push order bell A4 — 01-02”, “push order bell B1-B4”, “push Order bell C1_01-02 "," push order bell C2_01-02 "," push order bell C3_01-02 "," push order bell C4_01-02 "," correct answer bell 01-06 "," upper bell 01-12 ", The combination of symbols related to “Rising Watermelon 01-03”, “Right Down Watermelon”, “Right Up Cherry”, “Right Down Cherry”, “Middle Stage Cherry 01-04” are collectively referred to as “ It may be described as “combination”.

  In addition, “push order bell A1_01-02”, “push order bell A2_01-02”, “push order bell A3_01-02”, “push order bell A4_01-02”, “push order bell B1-B4”, “push order” "Bell C1_01-02", "Push order bell C2_01-02", "Push order bell C3_01-02", "Push order bell C4_01-02", "Correct answer bell 01-06", "Upper bell 01-12" In some cases, it is simply described as “bell”. In addition, “right-up watermelon 01 to 03” and “right-down watermelon” may be collectively referred to simply as “watermelon”. In addition, “right-up cherry”, “down-right cherry”, and “middle cherry 01-04” may be collectively referred to as “cherry” in some cases.

  In the present embodiment, combinations of symbols related to “middle replay 01-04”, “upward replay 01-12”, “chance replay 01_01-08”, and “chance replay 02_01-09” are displayed on the active line. When it is played, re-playing is performed.

  Here, “middle replay 01-04”, “upward replay 01-12”, “chance replay 01_01-08” and “chance replay 02_01-09” are collectively referred to as “replay” or “replay”. There is a case.

  Further, “middle stage replays 01 to 04” may be collectively referred to simply as “middle stage replays”. In addition, “right-up replays 01 to 12” may be collectively referred to simply as “right-up replays”. In addition, “chance replay 01 — 01 to 08” and “chance replay 02 — 01 to 09” may be collectively referred to simply as “chance replay”. In addition, “middle replay 01 to 04” and “upward replay 01 to 09” may be collectively referred to as “normal replay”.

  Hereinafter, “preparation state transitions 01 to 04” may be collectively referred to as “preparation state transition”. In the following, “bonus transition 1 — 01 to 40”, “bonus transition 2 — 01 to 09” and “bonus transition 3 — 01 to 09” may be collectively referred to as “bonus transition”. Further, in the following description, the “deadly mode transition 01 to 06” may be collectively referred to simply as “deadly mode transition”. In the following, “starting RUSH transition 01 to 02” may be collectively referred to simply as “starting RUSH transition”. Further, in the following description, “Missing Random Dance Transition 01 to 04” may be collectively referred to as “Must Move Random Dance”. In the following, “batting order spilling 1_01 to 04”, “batting order spilling 2_01 to 04”, “batting order spilling 3_01 to 12” and “batting order spilling 4_01 to 04” are collectively referred to simply as “batting order spilling”. There is.

  FIG. 7 is a symbol combination table in which the symbol combination group is “00”, and “middle stage replay 01 to 04”, “upward right replay 01 to 12”, and “preparation state transition 01” are combinations of symbols that are determined in advance. -04 "," Bonus transition 1_01-40 "," Bonus transition 2_01-09 "," Bonus transition 3_01-09 "," Death mode transition 01-06 "," Starting RUSH transition 01-02 " The bit corresponding to the combination and the symbol bit name corresponding to each bit are defined.

  For example, when the symbol combination group is “00” and bit 0 is ON (00000001), a symbol combination related to “middle replay 01 to 04” is defined.

  FIG. 8 is a symbol combination table in which the symbol combination group is “01”, which is a combination of symbols that are determined in advance, “Missing Dance 01-04”, “Upper Watermelon 01-04”, “Lower Watermelon 01— "12", "Upper cherry 01-05", "Lower cherry 01-24", "Chance replay 01-01-08" and "Chance replay 02-01-09", bits corresponding to this symbol combination, The symbol bit name corresponding to each bit is defined.

  For example, when the symbol combination group is “01” and the bit 0 is ON (00000001), the symbol combination related to “Missing Dance” 01 to 04 is defined.

  FIG. 9 is a symbol combination table in which the symbol combination group is “02”, and the “push order bell A1 — 01-02”, “push order bell A2 — 01-02”, “push order bell”, which are predetermined symbol combinations. A3_01-02 ”,“ push order bell A4_01-02 ”and“ push order bell B1-4 ”, bits corresponding to this symbol combination, and symbol bit names corresponding to each bit are defined.

  For example, when the symbol combination group is “02” and bit 0 is ON (00000001), the symbol combinations related to “push order bells A1_01 to 02” are defined.

  FIG. 10 is a symbol combination table in which the symbol combination group is “03”, and “push order bell C1 — 01-02”, “push order bell C2 — 01-02”, “push order bell” are combinations of symbols that are determined in advance. "C3_01-02", "push order bell C4_01-02", "correct answer bell 01-12", "right-up watermelon 01-02" and "right-down watermelon", bits corresponding to this symbol combination, and each bit The symbol bit name corresponding to is defined.

  For example, when the symbol combination group is “03” and bit 0 is ON (00000001), a symbol combination related to “push order bell C1_01 to 02” is defined.

  FIG. 11 is a symbol combination table in which the symbol combination group is “04”, and “Right-up cherry”, “Right-down cherry”, “Middle cherries 01 to 04”, “Chance”, which are predetermined symbol combinations. "Eye", "Batting order spilled 1_01-04", "Batting order spilled 2_01-04", "Batting order spilled 3_01-12" and "Batting order spilled 4_01-04", bits corresponding to this symbol combination and corresponding to each bit The design bit name is specified.

  For example, when the symbol combination group is “04” and bit 0 is ON (00000001), the symbol combination related to “Rising Cherry” is defined.

(Relationship between winning area, stop button operation sequence, winnings, etc.)
Next, based on FIG. 12, the relationship between the winning area, the operation order of the stop button, and winnings will be described.

  RT0 winning area determination table, RT1 winning area determination table, RT2 winning area determination table, RT3 winning area determination table, RT4 winning area determination table, RT5 winning area determination table, which will be described later, stored in the main ROM 302. In the RT6 winning area determination table, winning areas of “00” to “35” are defined. However, not all winning areas can be determined in all gaming states.

  For example, in the RT0 gaming state and the RT1 gaming state, there is a possibility of determining “losing” of the winning area “00”, while in the RT2 gaming state, the RT3 gaming state, the RT4 gaming state, the RT5 gaming state, and the RT6 gaming state, There is no possibility of determining “losing” in the winning area “00”. Further, in the RT2 gaming state, there is a possibility of determining the “bonus entry lip 1” in the winning area “05”, while the RT0 gaming state, the RT1 gaming state, the RT3 gaming state, the RT4 gaming state, the RT5 gaming state, and the RT6 gaming. In the state, there is no possibility of determining “bonus entry lip 1” in the winning area “05”.

  In this embodiment, even if the stop buttons 11, 12, and 13 are operated at the same symbol position, winning areas having different combinations of symbols arranged on the effective line are provided depending on the stop operation order by the player. Specifically, “preparation state transition 01 to 04”, “bonus rush lip 1 to 3”, “bonus lip 1 to 2”, “deadly mode lip 1 to 2”, “ RUSH Medium Lip 1-2, “Watermelon Play”, “Weak Cherry Replay”, “Strong Cherry Replay”, “Chance Eye A Replay”, “Direct Hit Start BIG”, “Chance Eye B Replay”, “Push Order Bell A1 When “-4” and “push order bells B1-4” are determined as the winning areas, the combinations of symbols arranged on the active line differ depending on the stop operation order of the stop buttons 11, 12, 13 by the player. For example, when “bonus entry replay 1” of the winning area “05” is determined as the winning area by the internal lottery process described later, even if the stop buttons 11, 12, 13 are operated at the same symbol position, Different combinations of symbols are displayed on the active line when the left stop button 11 is operated and when the right stop button 13 is operated.

  On the other hand, when the stop buttons 11, 12, and 13 are operated at the same symbol position, there is a winning area where the combination of symbols aligned on the active line is different regardless of the stop operation sequence by the player. Is provided. Specifically, “Lose”, “Normal Replay”, “Middle Cherry Replay”, “Watermelon”, “Weak Cherry”, “Strong Cherry”, “Middle Cherry”, “Chance Eye” by the internal lottery process described later When the “common bell” is determined as the winning area, the combination of symbols arranged on the active line is the same no matter what order the stop buttons 11, 12, 13 are operated by the player. . However, if the left stop button 11, the middle stop button 12, and the right stop button 13 are not operated at an appropriate timing, the combination of symbols related to winning may not be displayed on the active line.

(Winning area determination table)
Next, the winning area determination table will be described with reference to FIGS.

  In the present embodiment, FIG. 13 is a diagram showing an RT0 winning area determination table, FIG. 1410 is an RT1 winning area determination table, and FIG. 15 is an RT2 winning area determination table. FIG. 16 is a diagram showing a winning area determination table for RT3. FIG. 17 is a diagram illustrating an RT4 winning area determination table, FIG. 18 is a diagram illustrating an RT5 winning area determination table, and FIG. 19 is a diagram illustrating an RT6 winning area determination table.

  The winning area determination table is stored in the main ROM 302 and is provided for each gaming state. Here, in the present embodiment, a winning area determination table for RT0, a winning area determination table for RT1, a winning area determination table for RT2, a winning area determination table for RT3, a winning area determination table for RT4, and a winning area determination table for RT5. , And a winning area determination table for RT6.

  In the winning area determination table, lottery values are defined for each set value. Here, in the present embodiment, a winning area determination table for RT0, a winning area determination table for RT1, a winning area determination table for RT2, a winning area determination table for RT3, a winning area determination table for RT4, and a winning area determination table for RT5. In the RT6 winning area determination table, lottery values “setting 1” to “setting 6” are respectively defined.

(RT0 winning area determination table)
As shown in FIG. 13, the winning area determination table for RT0 is a winning area “losing”, “normal replay”, “watermelon”, “weak cherry”, “strong cherry”, “middle cherry”, “chance eye C”, “Push order bell A1”, “push order bell A2”, “push order bell A3”, “push order bell A4”, “push order bell B1”, “push order bell B2”, “push order bell B3”, “ Lottery values are defined for “push order bell B4” and “common bell”. That is, the lottery value other than these is “0”, and in the RT0 gaming state, “preparation state transition 1”, “preparation state transition 2”, “preparation state transition 3”, “preparation state transition 4”, “bonus “Rip 1”, “Bonus Rip 2”, “Bonus Rip 3”, “Bonus Lip 1”, “Bonus Lip 2”, “Missing Mode Lip 1”, “Missing Mode Lip 2”, “ RUSH Medium Lip 1, "RUSH Medium Lip 2,""WatermelonPlay","Weak Cherry Replay", "Strong Cherry Replay", "Medium Cherry Replay", "Chance Eye A Replay", "Direct Attack" and "Chance" “Eye B Replay” is not determined as the winning area.

  In the RT0 winning area determination table, a lottery value is defined for each set value. Here, in the present embodiment, lottery values are defined for “setting 1” to “setting 6” respectively, but in FIG. 13, illustration of lottery values for “setting 2” to “setting 5” is omitted. doing.

  Here, when the lottery values defined in the RT0 winning area determination table in the case of “setting 1” and “setting 6” are compared, “setting 6” is winning when compared with “setting 1”. The probability that “00” is determined as an area is defined low. In other words, “Setting 6” has a lower probability of “losing” than “Setting 1”, and has a higher probability of determining any winning area other than “losing”. Therefore, it can be said that “setting 6” is a setting value that is more advantageous to the player than “setting 1”.

  For “Setting 2” to “Setting 5”, the higher the set value, the lower the probability that “00” is determined as the winning area. That is, the higher the setting value, the more advantageous the setting value for the player.

(RT1 winning area determination table)
As shown in FIG. 14, the winning area determination table for RT1 is the winning area “losing”, “preparation state transition 1”, “preparation state transition 2”, “preparation state transition 3”, “preparation state transition 4”, “direct hit” “Stamp”, “Chance Eye B Replay”, “Watermelon”, “Weak Cherry”, “Strong Cherry”, “Middle Cherry”, “Chance Eye C”, “Push Order Bell A1,” “Push Order Bell A2,” “ Lottery values are displayed for “push order bell A3”, “push order bell A4”, “push order bell B1”, “push order bell B2”, “push order bell B3”, “push order bell B4”, and “common bell”. It is prescribed. That is, the lottery value other than these is “0”, and in the RT1 gaming state, “bonus rush lip 1”, “bonus rush lip 2”, “bonus rush lip 3”, “bonus lip 1”, “bonus “Middle Lip 2”, “Normal Replay”, “Rip 1 in Special Mode”, “Rip 2 in Special Mode”, “Rip 1 in RUSH”, “Rip 2 in RUSH”, “Watermelon Play”, “Weak Cherry Replay” In addition, “strong cherry replay”, “middle cherry replay”, and “chance eye A replay” are not determined as winning areas.

  Similarly to the RT0 winning area determination table, the RT1 winning area determination table defines a lottery value for each set value. In FIG. 14, the lottery values “setting 2” to “setting 5” are determined. The illustration is omitted.

  Here, in the present embodiment, the RT0 gaming state and the RT1 gaming state have “losing” as a winning area compared to the RT2 gaming state, the RT3 gaming state, the RT4 gaming state, the RT5 gaming state, and the RT6 gaming state. Since the probability of being determined is high, it can be said that the game state is relatively disadvantageous for the player.

(RT2 winning area determination table)
As shown in FIG. 15, the winning area determination table for RT2 is the winning areas “bonus rushing lip 1”, “bonus rushing lip 2”, “bonus rushing lip 3”, “chance eye B replay”, “watermelon”, “weak” Cherry, Strong Cherry, Middle Cherry, Chance Eye C, Pushing Bell A1, Pushing Bell A2, Pushing Bell A3, Pushing Bell A4, Pushing Lottery values are defined for “Bell B1”, “Push Order Bell B2”, “Push Order Bell B3”, “Push Order Bell B4”, and “Common Bell”. That is, the lottery value other than these is “0”, and in the RT2 gaming state, “losing”, “preparation state transition 1”, “preparation state transition 2”, “preparation state transition 3”, “preparation state transition 4”. "Rip 1 during bonus", "Rip 2 during bonus", "Normal replay", "Lip 1 during Special Mode", "Lip 2 during Special Mode", "Rip 1 during RUSH", "Rip 2 during RUSH" “Watermelon Play”, “Weak Cherry Replay”, “Strong Cherry Replay”, “Middle Cherry Replay”, “Chance Eye A Replay”, and “Direct Attack Start” are not determined as winning areas.

  Similarly to the RT0 winning area determination table and the RT1 winning area determination table, the RT2 winning area determination table defines a lottery value for each set value. In FIG. 15, “setting 2” to “setting” The drawing of the lottery value “5” is omitted.

(RT3 winning area determination table)
As shown in FIG. 16, the winning area determination table for RT3 is the winning area “Lip 1 during bonus”, “Lip 2 during bonus”, “Normal replay”, “Watermelon play”, “Weak cherry replay”, “Strong cherry replay”. ”,“ Chance Eye A Replay ”,“ Chance Eye B Replay ”,“ Watermelon ”,“ Weak Cherry ”,“ Strong Cherry ”,“ Middle Cherry ”,“ Chance Eye C ”,“ Push Order Bell A1 ”,“ Press "Sequence Bell A2", "Push Order Bell A3", "Push Order Bell A4", "Push Order Bell B1", "Push Order Bell B2", "Push Order Bell B3", "Push Order Bell B4", and "Common A lottery value is defined for “Bell”. That is, the lottery value other than these is “0”, and in the RT3 gaming state, “losing”, “preparation state transition 1”, “preparation state transition 2”, “preparation state transition 3”, “preparation state transition 4”. ”,“ Bonus rush lip 1 ”,“ Bonus rush lip 2 ”,“ Bonus rush lip 3 ”,“ Liquid in killer mode 1 ”,“ Lip 2 in killer mode ”,“ Lip 1 in RUSH ”,“ Lip in RUSH ” “2”, “middle cherry replay”, and “direct hitting” are not determined as winning areas.

  Similarly to the RT0 winning area determination table, the RT1 winning area determination table, and the RT2 winning area determination table, the RT3 winning area determination table defines a lottery value for each set value. Illustration of lottery values of “setting 2” to “setting 5” is omitted.

(RT4 winning area determination table)
As shown in FIG. 17, the winning area determination table for RT4 is the winning area “Normal Replay”, “Rip 1 in Special Mode”, “Rip 2 in Special Mode”, “Watermelon Play”, “Weak Cherry Replay”, “Strong” “Cherry Replay”, “Middle Cherry Replay”, “Chance Eye A Replay”, “Chance Eye B Replay”, “Watermelon”, “Weak Cherry”, “Strong Cherry”, “Middle Cherry”, “Chance Eye C”, “ "Push order bell A1", "push order bell A2", "push order bell A3", "push order bell A4", "push order bell B1", "push order bell B2", "push order bell B3", "push Lottery values are defined for “order bell B4” and “common bell”. That is, the lottery value other than these is “0”, and in the RT4 gaming state, “losing”, “preparation state transition 1”, “preparation state transition 2”, “preparation state transition 3”, “preparation state transition 4”. ”,“ Bonus rush lip 1 ”,“ bonus rush lip 2 ”,“ bonus rush lip 3 ”,“ bonus lip 1 ”,“ bonus lip 2 ”,“ RUSH lip 1 ”,“ RUSH lip 2 ” In addition, “Direct Attack” is not determined as a winning area.

  In addition, the RT4 winning area determination table defines a lottery value for each set value, similar to the RT0 winning area determination table, the RT1 winning area determination table, the RT2 winning area determination table, and the RT3 winning area determination table. In FIG. 17, the drawing of the lottery values of “setting 2” to “setting 5” is omitted.

(RT5 winning area determination table)
As shown in FIG. 18, the winning area determination table for RT5 includes the winning areas “RUSH in lip 1”, “RUSH in lip 2”, “watermelon play”, “weak cherry replay”, “strong cherry replay”, “chance eyes” "A Replay", "Chance Eye B Replay", "Watermelon", "Weak Cherry", "Strong Cherry", "Middle Cherry", "Chance Eye C", "Push Order Bell A1,""Push Order Bell A2," “Push order bell A3”, “push order bell A4”, “push order bell B1”, “push order bell B2”, “push order bell B3”, “push order bell B4” and “common bell” have lottery values It is prescribed. That is, the lottery value other than these is “0”, and in the RT5 gaming state, “losing”, “preparation state transition 1”, “preparation state transition 2”, “preparation state transition 3”, “preparation state transition 4”. ”,“ Bonus rush lip 1 ”,“ bonus rush lip 2 ”,“ bonus rush lip 3 ”,“ normal replay ”,“ lip 1 in deadly mode ”,“ lip 2 in deadly mode ”,“ middle cherry replay ”and "Direct hitting" is not determined as a winning area.

  The RT5 winning area determination table is a set value similar to the RT0 winning area determination table, the RT1 winning area determination table, the RT2 winning area determination table, the RT3 winning area determination table, and the RT4 winning area determination table. A lottery value is defined for each, and in FIG. 18, illustration of lottery values of “setting 2” to “setting 5” is omitted.

(RT6 winning area determination table)
As shown in FIG. 19, the winning area determination table for RT6 includes the winning areas “RUSH in lip 1”, “RUSH in lip 2”, “watermelon play”, “weak cherry replay”, “strong cherry replay”, “chance eyes” "A Replay", "Chance Eye B Replay", "Watermelon", "Weak Cherry", "Strong Cherry", "Middle Cherry", "Chance Eye C", "Push Order Bell A1,""Push Order Bell A2," “Push order bell A3”, “push order bell A4”, “push order bell B1”, “push order bell B2”, “push order bell B3”, “push order bell B4” and “common bell” have lottery values It is prescribed. That is, the lottery value other than these is “0”, and in the RT6 gaming state, “losing”, “preparation state transition 1”, “preparation state transition 2”, “preparation state transition 3”, “preparation state transition 4”. ”,“ Bonus rush lip 1 ”,“ bonus rush lip 2 ”,“ bonus rush lip 3 ”,“ normal replay ”,“ lip 1 in deadly mode ”,“ lip 2 in deadly mode ”,“ middle cherry replay ”and "Direct hitting" is not determined as a winning area.

  The RT6 winning area determination table includes an RT0 winning area determination table, an RT1 winning area determination table, an RT2 winning area determination table, an RT3 winning area determination table, an RT4 winning area determination table, and an RT5 winning area determination. Similarly to the table, lottery values are defined for each set value, and in FIG. 19, illustration of lottery values of “setting 2” to “setting 5” is omitted.

  RT0 winning area determination table, RT1 winning area determination table, RT2 winning area determination table, RT3 winning area determination table, RT4 winning area determination table, RT5 winning area determination table, and RT6 winning area determination The tables may be collectively referred to as “winning area determination table”.

  Also, in this embodiment, “losing” is determined as the winning area in the RT2 gaming state, the RT3 gaming state, the RT4 gaming state, the RT5 gaming state, and the RT6 gaming state compared to the RT0 gaming state and the RT1 gaming state. Since the probability of being played is low, the gaming state is relatively advantageous to the player.

  Hereinafter, the RT2 gaming state, the RT3 gaming state, the RT4 gaming state, the RT5 gaming state, and the RT6 gaming state may be collectively referred to as “replay time (RT)”.

(Game state transition diagram)
Next, based on FIG. 20, a game state transition diagram will be described.

  The gaming state transition diagram defines (a) the current gaming state, (b) the gaming state transition condition, and (c) the transition destination gaming state when the gaming state transition condition is satisfied. Here, in the present embodiment, when the current gaming state is the RT0 gaming state, the main CPU 301 displays one of the symbol combinations among the symbol combinations related to “stroke order spill” on the active line. Based on this, control is performed to shift the gaming state from the RT0 gaming state to the RT1 gaming state.

  On the other hand, when the current gaming state is the RT1 gaming state, the main CPU 301 is based on the fact that one of the symbol combinations related to the “preparation state transition” is displayed on the active line. The game state is controlled to shift from the RT1 game state to the RT2 game state.

  In addition, when the current gaming state is the RT1 gaming state, the main CPU 301, based on the fact that one of the symbol combinations related to “Bonus Transition” is displayed on the active line, Control is performed to shift the gaming state from the RT1 gaming state to the RT3 gaming state.

  On the other hand, when the current gaming state is the RT2 gaming state, the main CPU 301 is based on the fact that one of the symbol combinations related to “batting order spill” is displayed on the active line. Control is performed to shift the gaming state from the RT2 gaming state to the RT1 gaming state.

  In addition, when the current gaming state is the RT2 gaming state, the main CPU 301 is based on the fact that one of the symbol combinations among the symbol combinations related to “Bonus Transition” is displayed on the active line. Control is performed to shift the gaming state from the RT2 gaming state to the RT3 gaming state.

  In addition, when the current gaming state is the RT2 gaming state, the main CPU 301 determines that, based on the combination of symbols displayed on the active line, among the symbol combinations related to “shift to deadly mode”. The game state is controlled to shift from the RT2 game state to the RT4 game state.

  In addition, when the current gaming state is the RT2 gaming state, the main CPU 301 is based on the fact that one of the symbol combinations among the symbol combinations related to the “start RUSH transition” is displayed on the active line. The game state is controlled to shift from the RT2 game state to the RT5 game state.

  On the other hand, when the current gaming state is the RT3 gaming state, the main CPU 301 is based on the fact that one of the symbol combinations related to “stroke order spill” is displayed on the active line. Control is performed to shift the gaming state from the RT3 gaming state to the RT1 gaming state.

  In addition, when the current gaming state is the RT3 gaming state, the main CPU 301 determines that, based on the combination of symbols displayed on the active line among the symbol combinations related to “shift to deadly mode”. The game state is controlled to shift from the RT3 gaming state to the RT4 gaming state.

  In addition, when the current gaming state is the RT3 gaming state, the main CPU 301 is based on the fact that one of the symbol combinations among the symbol combinations related to the “starting RUSH transition” is displayed on the active line. The game state is controlled to shift from the RT3 gaming state to the RT5 gaming state.

  On the other hand, when the current gaming state is the RT4 gaming state, the main CPU 301 is based on the fact that one of the symbol combinations related to “stroke order spill” is displayed on the active line. Control is performed to shift the gaming state from the RT4 gaming state to the RT1 gaming state.

  In addition, when the current gaming state is the RT4 gaming state, the main CPU 301 is based on the fact that one of the symbol combinations related to the “preparation state transition” is displayed on the active line. The game state is controlled to shift from the RT4 game state to the RT2 game state.

  In addition, when the current gaming state is the RT4 gaming state, the main CPU 301 is based on the fact that one of the symbol combinations among the symbol combinations related to the “starting RUSH transition” is displayed on the active line. The game state is controlled to shift from the RT4 game state to the RT5 game state.

  Further, when the current gaming state is the RT4 gaming state, the main CPU 301 is based on the fact that one of the symbol combinations among the symbol combinations related to “Transition to the deadly dance” is displayed on the active line. The game state is controlled to shift from the RT4 game state to the RT6 game state.

  On the other hand, when the current gaming state is the RT5 gaming state, the main CPU 301 is based on the fact that one of the symbol combinations related to “stroke order spill” is displayed on the active line. Control is performed to shift the gaming state from the RT5 gaming state to the RT1 gaming state.

  In addition, when the current gaming state is the RT5 gaming state, the main CPU 301 determines that, based on the combination of symbols displayed on the active line, among the symbol combinations related to “shift to deadly mode”. The game state is controlled to shift from the RT5 game state to the RT4 game state.

  On the other hand, when the current gaming state is the RT6 gaming state, the main CPU 301, based on the fact that one of the symbol combinations related to “batting order spill” is displayed on the active line, Control is performed to shift the gaming state from the RT6 gaming state to the RT1 gaming state.

  In addition, when the current gaming state is the RT6 gaming state, the main CPU 301 determines that, based on the symbol combination displayed on the active line, among the symbol combinations related to the “deadly mode transition”. The game state is controlled to shift from the RT6 game state to the RT4 game state.

  In the following, the RT0 gaming state and the RT1 gaming state may be referred to as “non-RT gaming state” or “general gaming state”, and the RT2 gaming state to the RT6 gaming state are collectively referred to as “RT gaming state”. There is a case.

(List of states managed by sub control board)
Next, a state list managed by the sub control board will be described with reference to FIG.

  The state list managed by the sub-control board defines the state name and the number corresponding to each state name. In this embodiment, the state number is “01”, “normal state”, and the state number is “ “ART ready state” of “02” and “ART state” of state number “03” are defined.

(State transition diagram)
Next, the state transition diagram will be described based on FIG.

  The state transition diagram includes (a) a state managed by the sub-control board 400, (b) a condition for shifting a state managed by the sub-control board 400, and (c) managed by the sub-control board 400. When the condition for the state transition is satisfied, the state of the transition destination of the state managed by the sub control board 400 is defined.

  Specifically, in the normal state, the state managed by the sub control board 400 based on the value of the ART ready state transition game number counter provided in the sub RAM 405 being “0” is the normal state. To the ART ready state. Further, in the normal state, the information related to the winning area included in the reel rotation start acceptance command is “20”, and the information included in the display determination command is a combination of symbols related to the start-up alignment or bonus transition Is information indicating that it is displayed on the active line, the state managed by the sub-control board 400 is shifted from the normal state to the ART state.

  Similarly, in the ART ready state, the information included in the display determination command indicates that a combination of symbols related to bonus transition, BIG alignment, REG alignment, deadly mode transition, or starting RUSH transition is displayed on the active line. In the case of information, the state managed by the sub-control board 400 is shifted from the ART ready state to the ART state.

  Further, in the ART state, the value of the ART game number counter provided in the sub RAM 405 is “0”, and the information included in the display determination command is displayed on the effective line as a combination of symbols related to the stroke order spillage. In the case of the information indicating that it has been, the state managed by the sub-control board 400 is shifted from the ART state to the normal state.

  The state transition diagram defines the correspondence between the state managed by the sub control board 400 and the gaming state managed by the main control board 300. Specifically, when the state managed by the sub control board 400 is the normal state, the gaming state managed by the main control board 300 is in principle the RT0 gaming state or the RT1 gaming state. Similarly, when the state managed by the sub control board 400 is the ART ready state, the gaming state managed by the main control board 300 is in principle the RT2 gaming state, and the state managed by the sub control board 400 is ART. In the case of the state, the gaming state managed by the main control board 300 is basically the RT3 gaming state, the RT4 gaming state, the RT5 gaming state, or the RT6 gaming state.

  As an exception, even if the state managed by the sub control board 400 is the normal state, the gaming state managed by the main control board 300 may not be the RT0 gaming state or the RT1 gaming state. For example, when the state managed by the sub control board 400 is the normal state and the gaming state managed by the main control board 300 is the RT1 gaming state, the winning area “01” is set by the internal lottery process described later. When the player operates in the order of the middle stop button 12, the left stop button 11, and the right stop button 13, the symbol combination related to the preparation state transition is displayed on the active line and managed by the main control board 300. The gaming state becomes the RT2 gaming state, but the state managed by the sub-control board 400 remains in the normal state.

  Further, as an exception when the state managed by the sub control board 400 is the ART ready state, for example, the state managed by the sub control board 400 is the ART ready state and is managed by the main control board 300. When the gaming state is the RT2 gaming state, the winning area “27” is determined by the internal lottery process described later, the left stop button 11 is first operated by the player, and the combination of symbols related to the stroke order spill is on the active line. When displayed, the gaming state managed by the main control board 300 becomes the RT1 gaming state, but the state managed by the sub-control board 400 remains in the ART ready state.

  Further, as an exception when the state managed by the sub control board 400 is the ART state, for example, the state managed by the sub control board 400 is the ART state, and the value of the ART game number counter is not “0”. When the gaming state managed by the main control board 300 is the RT3 gaming state, the winning area “27” is determined by an internal lottery process to be described later, and the left stop button 11 is first operated by the player, so When such a symbol combination is displayed on the active line, the gaming state managed by the main control board 300 becomes the RT1 gaming state, but the state managed by the sub-control board 400 remains in the ART state. .

(Direction decision table)
Next, an effect determination table will be described based on FIG.

  The effect determination table is provided in the sub ROM 404 and is provided for determining the effects to be performed in each state. Specifically, “production No.” and production contents corresponding to “production No.” are defined. In the effect determination table, conditions for executing effects such as a state managed by the sub CPU 402 are defined.

  Here, in the present embodiment, the effect determination table includes (a) a normal state effect determination table used when the state managed by the sub CPU 402 is a normal state, and (b) a state managed by the sub CPU 402. There are provided an ART preparation state effect determination table used in the case of the ART preparation state, and (c) an ART state effect determination table used when the state managed by the sub CPU 402 is in the ART state.

  For example, in the present embodiment, an effect X1 (special effect) of “effect No. 011” is provided in the ART state effect determination table, and this effect X1 is obtained by a player who suggests promotion of the RT state. It is an effect that is performed when expectations can be met. When the effect X1 is executed, the point light 840 and the like are controlled in a special light emission mode that repeatedly turns on, flashes, and turns off in a predetermined mode. At this time, a predetermined notification sound or the like is also output from the speakers 34 and 35.

(ART ready state transition game number determination table)
Next, the ART preparation state transition game number determination table will be described with reference to FIG.

  The ART ready state transition game number determination table is provided in the sub-ROM 404, and is provided for determining the number of games until the state shifts to the ART preparation state. Specifically, the ART ready state transition game number determination table defines the range of the number of games until the transition to the ART ready state and the lottery value.

  Here, the lottery value in the ART ready state transition game number determination table is provided for each set value, and the lottery value defined for each range of the number of games differs for each set value. In particular, in the present embodiment, the lottery value in the ART ready state transition game number determination table is defined such that the higher the set value, the higher the probability that the sub CPU 402 determines the range of the faster game number. As a result, the ratio of the sub CPU 402 that determines the short number of games as the number of games for shifting to the ART ready state increases.

(ART preparation status distribution table)
Next, the ART preparation state distribution table will be described with reference to FIG.

The ART ready state distribution table is provided in the sub ROM 404. Further, the ART preparation state distribution table defines the state to be shifted to among the ART preparation states A to C and the lottery values corresponding to each ART preparation state.
In the present embodiment, the lottery values defined in the ART ready state distribution table are provided for each set value, and the higher the set value, the higher the probability of shifting to the ART ready state C. Has been.

(ART preparation state A)
The ART preparation state A is a state having the lowest advantageous degree among the ART preparation state A, the ART preparation state B, and the ART preparation state C. Further, in the ART preparation state A, when the received reel rotation start acceptance command has information on winning areas “05” to “07” (“bonus entry lip 1” to “bonus entry lip 3”). Control for informing the stop operation order of the stop buttons 11, 12, 13 and the like so that the "black bar" symbols are aligned on any of the upper line, the middle line, the lower line, the upper right line, or the lower right line.

(ART preparation state B)
The ART preparation state B is a state in which the degree of advantage is higher than that in the ART preparation state A and the degree of advantage is lower than that in the ART preparation state C. Further, in the ART preparation state B, when the received reel rotation start acceptance command has information on winning areas “05” to “07” (“bonus entry lip 1” to “bonus entry lip 3”). In addition, control is performed to notify the stop operation order of the stop buttons 11, 12, and 13 so that the “red 7” symbol is aligned with any of the upper line, the middle line, the lower line, the right-up line, or the right-down line.

(ART preparation state C)
The ART preparation state C is a state having the highest advantageous degree among the ART preparation state A, the ART preparation state B, and the ART preparation state C. Further, in the ART preparation state C, when the received reel rotation start acceptance command has information on winning areas “05” to “07” (“bonus entry lip 1” to “bonus entry lip 3”). Control for informing the stop operation sequence of the stop buttons 11, 12, 13 and the like so that the "blue 7" symbol is aligned with any of the upper line, the middle line, the lower line, the right-up line, or the right-down line.

(Promotional lottery table)
Next, the promotion lottery table will be described with reference to FIG.

  The promotion lottery table is provided in the sub ROM 404, and after the lottery based on the ART preparation state distribution table (see FIG. 25) is determined to shift to the ART preparation state A or the ART preparation state B, It is provided for performing a lottery to shift to the ART preparation state B or ART preparation state C before shifting to the ART state.

  Specifically, the promotion lottery table is (a) an ART lottery table for an ART preparation state A used when performing an promotion lottery in the ART preparation state A, and (b) an promotion lottery in the ART preparation state B. An ART preparation state B promotion lottery table used at the time is provided, and in each promotion lottery table, a lottery value for each winning area and a transfer destination ART preparation state are defined. For example, in the ART preparation state A, when “strong cherry” is determined by an internal lottery process described later, the sub CPU 402 performs a lottery to shift to the ART preparation state B at “32768/65536”.

(Additional game number determination table)
Next, the added game number determination table will be described with reference to FIG.

  The added game number determination table is provided in the sub ROM 404. Further, the added game number determination table indicates the number of games that the sub control board 400 can play in the ART state based on information related to a winning area included in a reel rotation start acceptance command described later received from the main control board 300. It is provided to determine the number of games to be added.

  For example, when the information related to the winning area included in the reel rotation start acceptance command described later received from the main control board 300 is information related to “common bell”, the sub CPU 402 has a probability of “4587/65536”. , “10” game is determined as the number of additional games, “20” game is determined as the number of additional games with the probability of “2244/65536”, and “30” is determined as the number of additional games with the probability of “678/65536”. A game is determined, “50” games are determined as the number of additional games with a probability of “154/65536”, and “100” games are determined as the number of additional games with a probability of “9/65536”. On the other hand, if the information related to the winning area included in the reel rotation start acceptance command (described later) received from the main control board 300 is information related to the “common bell”, the number of added games with the probability of “57864/65536” As a result, the “0” game is determined. In this case, the number of games that can be played in the ART state is not added.

(Program start processing by the main control board 300)
Next, a program start process performed by the main control board 300 will be described with reference to FIG. Note that the program start process is a process performed based on the power switch 511sw being turned on.

(Step S1)
In step S1, the main CPU 301 performs an initial setting process. Specifically, a table address for setting the internal register of the gaming machine 1 is set, and a process of setting the register address is performed based on the table. Then, when the process of step S1 ends, the process proceeds to step S2.

(Step S2)
In step S2, the main CPU 301 performs a process of determining whether or not the setting change switch is ON. Here, in the present embodiment, the setting change switch 37sw is turned on by rotating a predetermined angle while a setting changing key (not shown) is inserted into the keyhole. Therefore, in step S2, the main CPU 301 performs a process of determining whether or not the setting change key (not shown) is rotated by a predetermined angle in a state where the key is inserted into the keyhole. If it is determined that the setting change switch is ON (step S2 = Yes), the process proceeds to step S3. If it is determined that the setting change switch is OFF (step S2 = No) ), The process proceeds to step S5.

(Step S3)
In step S3, the main CPU 301 performs a setting change process. Specifically, the main CPU 301 switches the setting value displayed on the setting display unit 36 based on the detection of the operation of the setting change button 37 by the setting change switch 37sw, or the start switch 10sw is a start lever. Based on the detection of the ten operations, the setting value displayed on the setting display unit 36 is confirmed. Then, when the process of step S3 ends, the process proceeds to step S4.

(Step S4)
In step S4, the main CPU 301 performs processing for setting a setting change command. Specifically, a process of setting a setting change command having information related to the setting value determined in step S 3 in an effect transmission data storage area provided in the main RAM 303 is performed. Then, when the process of step S4 ends, the process proceeds to the main loop process of FIG.

(Step S5)
In step S5, the main CPU 301 performs a power interruption recovery process. Specifically, the main CPU 301 displays the saved register value and the saved stack pointer value when power supply is started after the power supply to the gaming machine 1 is cut off. Perform processing to restore. In the power interruption recovery process, an initialization process of the main RAM 303 is performed. Then, when the process of step S5 ends, the process proceeds to the main loop process of FIG.

(Main loop processing)
Next, the main loop process will be described with reference to FIG.

(Step S101)
In step S101, the main CPU 301 performs an initialization process. Specifically, the main CPU 301 performs processing for setting a stack pointer and initializing the main RAM 303. Note that the process of step S101 is an initialization process performed for each game. Then, when the process of step S101 ends, the process proceeds to step S102.

(Step S102)
In step S102, the main CPU 301 performs a game start management process. Specifically, a process for clearing the payout number and a process for setting the current gaming state are performed. Then, when the process of step S102 ends, the process proceeds to step S103.

(Step S103)
In step S103, the main CPU 301 performs an overflow display process. Specifically, the main CPU 301 pays out via the relay board 200 based on the fact that the auxiliary storage unit full tank sensor 530s detects that a predetermined number of medals are stored in the auxiliary storage unit 530. A process of displaying a predetermined error by the number display 27 is performed. Then, when the process of step S103 ends, the process proceeds to step S104.

(Step S104)
In step S104, the main CPU 301 performs medal acceptance start processing. In this process, the main CPU 301 performs a process of permitting the reception of medals when the re-game is not operating. Then, when the process of step S104 ends, the process proceeds to step S105.

(Step S105)
In step S105, the main CPU 301 performs medal management processing. In the processing, the main CPU 301 performs processing for checking whether or not a medal has been inserted into the medal insertion slot 6. Then, when the process of step S105 ends, the process proceeds to step S106.

(Step S106)
In step S106, the main CPU 301 performs a start lever check process. In the processing, the main CPU 301 performs processing for determining whether or not the start switch 10sw is ON. Details of the start lever check process will be described later. Then, when the process of step S106 ends, the process proceeds to step S107.

(Step S107)
In step S107, the main CPU 301 performs an internal lottery process. In the process, the main CPU 301 performs a process of determining a winning area by lottery. Details of the internal lottery process will be described later. Then, when the process of step S107 ends, the process proceeds to step S108.

(Step S108)
In step S108, the main CPU 301 performs processing for setting a reel rotation start acceptance command. Specifically, a process of setting a reel rotation start acceptance command having information related to the winning area determined in step S107 in the effect transmission data storage area provided in the main RAM 303 is performed. Then, when the process of step S108 ends, the process proceeds to step S109.

(Step S109)
In step S109, the main CPU 301 performs reel rotation start preparation processing. In this process, the main CPU 301 performs a process for setting a minimum one game time. Details of the reel rotation start preparation process will be described later. Then, when the process of step S109 ends, the process proceeds to step S110.

(Step S110)
In step S110, the main CPU 301 performs a reel rotation start process. Specifically, the main CPU 301 performs a process of setting data for rotating the reel 17 at a constant speed by driving the stepping motors 101, 102, and 103 via the reel control board 100. Then, when the process of step S110 ends, the process proceeds to step S111.

(Step S111)
In step S111, the main CPU 301 performs processing during reel rotation. In the processing, the main CPU 301 performs control to stop the rotation of the corresponding reel 17 based on the fact that the stop switches 11sw, 12sw, and 13sw detect a stop operation on the stop buttons 11, 12, and 13 by the player. . Details of the reel rotation processing will be described later. Then, when the process of step S111 ends, the process proceeds to step S112.

(Step S112)
In step S112, the main CPU 301 performs processing for setting a reel stop command. Specifically, the main CPU 301 detects information regarding the type of the reel 17 that has stopped, and the stop switches 11sw, 12sw, and 13sw detected a stop operation on the stop buttons 11, 12, and 13 by the player with respect to the sub-control board 400. In order to transmit the reel stop command having the information related to the symbol position at the time of the operation and the information related to the symbol code corresponding to the symbol position, a process of setting the reel stop command in the effect transmission data storage area of the main RAM 303 is performed. Do. Then, when the process of step S112 ends, the process proceeds to step S113.

(Step S113)
In step S113, the main CPU 301 determines whether or not all reels have been stopped. Specifically, the main CPU 301 performs a process of determining whether or not all of the reels 17 rotated by the reel rotation start process in step S110 have been stopped by operating the stop buttons 11, 12, and 13. If it is determined that all reels have been stopped (step S113 = Yes), the process proceeds to step S114, and if it is determined that any reel has not been stopped (step S113 =). No), the process proceeds to step S111.

(Step S114)
In step S114, the main CPU 301 performs display determination processing. In this process, the main CPU 301 performs a process of calculating the number of payouts according to the winning symbol combination. Details of the display determination process will be described later. Then, when the process of step S114 ends, the process proceeds to step S115.

(Step S115)
In step S115, the main CPU 301 performs a payout process. In this process, the main CPU 301 performs a process of paying out medals by driving the hopper 520 via the power supply substrate 500. Then, when the process of step S115 ends, the process proceeds to step S116.

(Step S116)
In step S116, the main CPU 301 performs a game state transition process. In the process, the main CPU 301 performs a process of shifting the gaming state based on the combination of symbols displayed on the active line. Details of the game state transition processing will be described later. Then, when the process of step S116 ends, the process proceeds to step S101, and the main loop process is repeatedly executed.

(Start lever check processing)
Next, the start lever check process performed by the process of step S106 of FIG. 29 will be described based on FIG. FIG. 30 is a diagram showing a subroutine of start lever check processing.

(Step S106-1)
In step S106-1, the main CPU 301 performs processing for determining whether or not the start switch is ON. Specifically, the main CPU 301 determines whether the value of the medal insertion number storage area provided in the main RAM 303 is “3”, or (b) the re-game in-operation flag provided in the main RAM 303. When the re-game in-operation flag in the storage area is ON, processing is performed to determine whether or not the start switch 10sw has detected an operation of the start lever 10 by the player. If it is determined that the start switch is ON (step S106-1 = Yes), the process proceeds to step S106-2, and if it is determined that the start switch is not ON (step S106). -1 = No), the process of step S106-1 is repeatedly executed until the start switch is turned on.

(Step S106-2)
In step S106-2, the main CPU 301 performs processing for turning off the re-game in-operation flag. Specifically, the main CPU 301 performs processing for turning off the value of the re-game operating flag storage area provided in the main RAM 303. When the process of step S106-2 is completed, the start lever check process subroutine is terminated, and the process proceeds to step S107 of the main loop process.

(Internal lottery process)
Next, based on FIG. 31, the internal lottery process performed by the process of step S107 of FIG. 29 will be described. FIG. 31 shows a subroutine of the internal lottery process.

(Step S107-1)
In step S107-1, the main CPU 301 performs a hard random number acquisition process. Specifically, the main CPU 301 performs processing for extracting a random number value generated by the random number generator 304. Here, when the main CPU 301 extracts the random number value generated by the random number generator 304, the main CPU 301 performs a process of storing it in the winning area determination random value storage area provided in the main RAM 303. Then, when the process of step S107-1 ends, the process proceeds to step S107-2.

(Step S107-2)
In step S107-2, the main CPU 301 performs processing for acquiring a gaming state. Specifically, the main CPU 301 performs processing for acquiring a gaming state based on the value of the gaming state storage area provided in the main RAM 303. Then, when the process of step S107-2 ends, the process proceeds to step S107-3.

(Step S107-3)
In step S107-3, the main CPU 301 performs processing for acquiring the number of lotteries. Specifically, the main CPU 301 performs a process of acquiring the number of lotteries based on the gaming state acquired by the process of step S107-2. Here, in the present embodiment, the main CPU 301 acquires “24” as the number of lotteries regardless of the value of the game state storage area provided in the main RAM 303, and is provided in the main RAM 303. Processing to store in the lottery count storage area is performed. Then, when the process of step S107-3 ends, the process proceeds to step S107-4.

(Step S107-4)
In step S107-4, the main CPU 301 performs a lottery data acquisition process. Specifically, the main CPU 301 performs a process of acquiring a lottery value in the winning area corresponding to the current number of lotteries. For example, when the set value is “1” and the number of lotteries is “35”, the lottery value “1656” related to “common bell” is acquired. When the set value is “1” and the number of lotteries is “34”, the lottery value “2472” related to “push order bell B4” is acquired. Then, when the process of step S107-4 ends, the process proceeds to step S107-5.

(Step S107-5)
In step S107-5, the main CPU 301 performs calculation update processing. Specifically, the main CPU 301 corresponds to the current number of lotteries acquired by the processing of step S107-4 from the random number value stored in the winning area determination random value storage area provided in the main RAM 303. The process of subtracting the lottery value of the winning area to be performed is performed, and the process of updating the value of the random number stored in the winning area determining random value storage area provided in the main RAM 303 to the value obtained by the subtraction is performed. . Then, when the process of step S107-5 ends, the process proceeds to step S107-6.

(Step S107-6)
In step S <b> 107-6, the main CPU 301 performs processing for determining whether or not it has been won. Specifically, the main CPU 301 performs a process of determining whether or not the value stored in the winning area determination random value storage area of the main RAM 303 is a negative value. And when it determines with having been won (step S107-6 = Yes), a process is transferred to step S107-7. On the other hand, when it is determined that the winning is not made (step S107-6 = No), the process proceeds to step S107-8.

(Step S107-7)
In step S107-7, the main CPU 301 performs data storage processing. Specifically, the main CPU 301 performs a process of storing the winning area determined to be won in the process of step S107-6 in a winning area storage area provided in the main RAM 303. When the process of step S107-7 is completed, the internal lottery process subroutine is terminated, and the process proceeds to step S108 of the main loop process.

(Step S107-8)
In step S107-8, the main CPU 301 performs a process of subtracting “1” from the number of lotteries. Specifically, the main CPU 301 performs a process of subtracting “1” from the value stored in the lottery count storage area provided in the main RAM 303. Then, when the process of step S107-8 ends, the process proceeds to step S107-9.

(Step S107-9)
In step S107-9, the main CPU 301 performs a process of determining whether or not the number of lotteries is “0”. Specifically, the main CPU 301 subtracts “1” from the value stored in the lottery count storage area provided in the main RAM 303 by the process of step S107-8, so that the value of the lottery count storage area is A process of determining whether or not “0” has been reached is performed. If it is determined that the number of lotteries is “0” (step S107-9 = Yes), the internal lottery process subroutine is terminated, and the process proceeds to step S108 of the main loop process. On the other hand, if it is determined that the number of lotteries is not “0” (step S107-9 = No), the process proceeds to step S107-4.

  In this embodiment, when the number of lotteries is “0” (step S107-9 = YES), “00” “losing” is determined as the winning area.

(Reel rotation start preparation process)
Next, the reel rotation start preparation process performed by the process of step S109 of FIG. 29 will be described based on FIG. FIG. 32 shows a subroutine for reel rotation start preparation processing.

(Step S109-1)
In step S109-1, the main CPU 301 performs processing to determine whether or not the minimum one game time has elapsed. Specifically, the main CPU 301 performs a process of determining whether or not the value of the timer counter set by the process of step S109-2 described later has become “0” in the previous game. When it is determined that the minimum one game time has elapsed (step S109-1 = Yes), the process proceeds to step S109-2, and when it is determined that the minimum one game time has not elapsed. (Step S109-1 = No), the process of Step S109-1 is repeatedly executed until the minimum one game time elapses.

(Step S109-2)
In step S109-2, the main CPU 301 performs a process of setting a minimum one game time. Specifically, the main CPU 301 does not spend less than the minimum one game time from the process of step S109-2 in the current game to the process of step S109-2 in the next game in order to suppress gambling for the game. As described above, a process of setting the minimum one game time in the timer counter is performed. Here, in the present embodiment, the minimum one game time is about 4.1 seconds. Then, when the process of step S109-2 ends, the process proceeds to step S109-3.

(Step S109-3)
In step S109-3, the main CPU 301 performs processing for setting a constant speed rotation waiting time. Specifically, the main CPU 301 performs processing for setting a waiting time until the rotation speed of the reel 17 reaches a constant speed. Then, when the process of step S109-3 ends, the process proceeds to step S109-4.

(Step S109-4)
In step S109-4, the main CPU 301 performs a process of setting a reel rotation start command. Specifically, in order for the main CPU 301 to transmit a reel rotation start command having information indicating that the rotation of the reel 17 is started to the sub-control board 400, the reel rotation start command is sent to the effect of the main RAM 303. To set in the transmission data storage area. When the process of step S109-4 ends, the reel rotation start preparation process subroutine ends, and the process proceeds to step S110 of the main loop process.

(Processing during reel rotation)
Next, based on FIG. 33, the reel rotation process performed by the process of step S111 of FIG. 29 will be described. FIG. 33 is a diagram showing a subroutine of reel rotation processing.

(Step S111-1)
In step S111-1, the main CPU 301 performs a process of determining whether or not the stop button is pressed. Specifically, the main CPU 301 performs a process of determining whether or not the stop switches 11sw, 12sw, and 13sw have detected the operation of the stop buttons 11, 12, and 13 by the player. If it is determined that the stop button has been pressed (step S111-1 = Yes), the process proceeds to step S111-2, and if it is determined that the stop button has not been pressed (step S111). -1 = No), the reel rotation process subroutine is terminated, and the process proceeds to step S112 of the main loop process.

(Step S111-2)
In step S111-2, the main CPU 301 performs a pressing reference position acquisition process. Specifically, the main CPU 301 acquires the pressing reference position based on the target reel 17 and the counter value of the pulses supplied to the stepping motors 101, 102, 103, and is provided in the main RAM 303. A process of storing in the pressing reference position storage area is performed. Then, when the process of step S111-2 ends, the process proceeds to step S111-3.

(Step S111-3)
In step S111-3, the main CPU 301 performs a sliding frame number acquisition process. Specifically, the main CPU 301 is based on a sliding frame number determination table (not shown) provided in the main ROM 302, the winning area determined by the internal lottery process, the operation order of the stop buttons 11, 12, 13 and the like. To obtain the number of sliding frames. Here, in the present embodiment, the main CPU 301 performs a process of determining the number of sliding frames within the range of “0” frames to “4” frames as the number of sliding frames. Then, when the process of step S111-3 ends, the process proceeds to step S111-4.

(Step S111-4)
In step S111-4, the main CPU 301 performs a reel stop process. Specifically, the main CPU 301 performs a process of stopping the control reel based on the pressing reference position acquired by the process of step S111-2 and the number of sliding symbols acquired by the process of step S111-3. When the process in step S111-4 is completed, the subroutine for the reel rotation process is ended, and the process proceeds to step S112 in the main loop process.

(Display judgment processing)
Next, based on FIG. 34, the display determination process performed by the process of step S114 of FIG. 29 is demonstrated. FIG. 34 is a diagram showing a subroutine of display determination processing.

(Step S114-1)
In step S114-1, the main CPU 301 performs display determination error detection processing. Specifically, the main CPU 301 determines whether the combination of symbols displayed on the active line is not abnormal based on the winning area determined by the internal lottery process and the combination of symbols displayed on the active line. Judgment is made. Then, when the process of step S114-1 ends, the process proceeds to step S114-2.

(Step S114-2)
In step S114-2, the main CPU 301 performs processing for determining whether or not a display determination error has been detected. Specifically, the main CPU 301 performs a process of determining whether or not an abnormality has been detected by the display determination error detection process of step S114-1. If it is determined that a display determination error has been detected (step S114-2 = Yes), the process proceeds to step S114-3, and if it is determined that a display determination error has not been detected ( Step S114-2 = No), the process proceeds to step S114-5.

(Step S114-3)
In step S114-3, the main CPU 301 performs processing for setting a display determination error command. Specifically, in order for the main CPU 301 to transmit a display determination error command having information related to the display determination error to the sub control board 400, the display determination error command is stored in the effect transmission data storage area of the main RAM 303. Perform the setting process. Then, when the process of step S114-3 ends, the process proceeds to step S114-4.

(Step S114-4)
In step S114-4, the main CPU 301 performs a display determination error detection process. Specifically, since the main CPU 301 determines that a display determination error has been detected in the process of step S114-2 (step S114-2 = Yes), the main CPU 301 enters a winning area that has not been determined by the internal lottery process. Since the combination of symbols is displayed on the active line, a display determination error detection process is performed to make it impossible to recover from the error state. Then, when the process of step S114-4 is completed, the main CPU 301 ends the process without returning to the main loop process of FIG.

(Step S114-5)
In step S <b> 114-5, the main CPU 301 performs a process for determining whether or not replay display is in progress. Specifically, the main CPU 301 performs a process of determining whether or not a combination of symbols related to replay is displayed on the active line. If it is determined that the regame display is being performed (step S114-5 = Yes), the process proceeds to step S114-6, and if it is determined that the regame display is not being performed (step S114). -5 = No), the process proceeds to step S114-7.

(Step S114-6)
In step S114-6, the main CPU 301 performs a process of turning on the re-game operating flag. Specifically, the main CPU 301 performs processing for turning on the re-game in-operation flag in the re-game in-operation flag storage area of the main RAM 303. Then, when the process of step S114-6 ends, the process proceeds to step S114-9.

(Step S114-7)
In step S114-7, the main CPU 301 performs a process of determining whether or not a winning symbol is displayed. Specifically, the main CPU 301 performs a process of determining whether or not a combination of symbols related to winning is displayed on the active line. When it is determined that a winning symbol is displayed (step S114-7 = Yes), the process proceeds to step S114-8, and when it is determined that a winning symbol is not displayed (step S114). −7 = No), the process proceeds to step S114-9.

(Step S114-8)
In step S114-8, the main CPU 301 performs a payout number calculation process. Specifically, the main CPU 301 performs a process of calculating the payout number based on a combination of symbols related to winnings displayed on the active line and a symbol combination table (see FIGS. 7 to 11). Then, when the process of step S114-8 ends, the process proceeds to step S114-9.

(Step S114-9)
In step S114-9, the main CPU 301 performs processing for setting a display determination command. Specifically, in order for the main CPU 301 to transmit a display determination command having information related to the combination of symbols displayed on the effective line to the sub-control board 400, the display determination command is used for effects in the main RAM 303. Performs processing to set in the transmission data storage area. When the process of step S114-9 ends, the display determination process subroutine ends, and the process proceeds to step S115 of the main loop process.

(Game state transition process)
Next, based on FIG. 35, the game state transition process performed by the process of step S116 of FIG. 29 will be described. FIG. 35 is a diagram showing a subroutine of the game state transition process.

(Step S116-1)
In step S116-1, the main CPU 301 determines whether or not it is in the RT0 gaming state. Specifically, the main CPU 301 performs processing for determining whether or not the current gaming state is the RT0 gaming state based on the value of the gaming state storage area provided in the main RAM 303. If it is determined that the game is in the RT0 gaming state (step S116-1 = Yes), the process proceeds to step S116-2, and if it is determined that the game is not in the RT0 gaming state (step S116-1). = No), the process proceeds to step S116-3.

(Step S116-2)
In step S116-2, the main CPU 301 performs a gaming state transition process for RT0 gaming state. In this process, the main CPU 301 performs a process of shifting the game state based on the combination of the current game state (RT0 game state) and the symbols displayed on the active line.

  Specifically, when the main CPU 301 determines that a combination of symbols related to the stroke order is displayed on the active line, a process of setting the RT1 gaming state is performed. When the process of step S116-2 is completed, the gaming state transition process subroutine is terminated, and the process proceeds to step S101 of the main loop process.

(Step S116-3)
In step S116-3, the main CPU 301 determines whether or not it is in the RT1 gaming state. Specifically, the main CPU 301 performs processing for determining whether or not the current gaming state is the RT1 gaming state based on the value of the gaming state storage area provided in the main RAM 303. When it is determined that the RT1 gaming state is set (step S116-3 = Yes), the process proceeds to step S116-4, and when it is determined that the RT1 gaming state is not set (step S116-3). = No), the process proceeds to step S116-5.

(Step S116-4)
In step S116-4, the main CPU 301 performs a gaming state transition process for RT1 gaming state. In this process, the main CPU 301 performs a process of shifting the game state based on the combination of the current game state (RT1 game state) and the symbols displayed on the active line.

  Specifically, when the main CPU 301 determines that the symbol combination related to the preparation state transition is displayed, the main CPU 301 determines that the processing for setting the RT2 gaming state is performed and the symbol combination related to the bonus transition is displayed. In this case, processing for setting the RT3 gaming state is performed. When the process of step S116-4 is completed, the gaming state transition process subroutine is terminated, and the process proceeds to step S101 of the main loop process.

(Step S116-5)
In step S116-5, the main CPU 301 determines whether or not it is in the RT2 gaming state. Specifically, the main CPU 301 performs a process of determining whether or not the current gaming state is the RT2 gaming state based on the value of the gaming state storage area provided in the main RAM 303. When it is determined that the RT2 gaming state is set (step S116-5 = Yes), the process proceeds to step S116-6, and when it is determined that the RT2 gaming state is not set (step S116-5). = No), the process proceeds to step S116-7.

(Step S116-6)
In step S116-6, the main CPU 301 performs a gaming state transition process for RT2 gaming state. In this process, the main CPU 301 performs a process of shifting the game state based on the combination of the current game state (RT2 game state) and the symbols displayed on the active line.

  Specifically, when it is determined that the symbol combination related to the stroke order spill is displayed, the main CPU 301 determines that the RT1 gaming state is set and the symbol combination related to the bonus transition is displayed. If it is determined that the combination of symbols related to the transition to the deadly mode is displayed, the processing of setting the RT4 gaming state is performed and the symbol related to the transition to the starting RUSH is performed. When it is determined that the combination is displayed, processing for setting the RT5 gaming state is performed. When the process of step S116-6 is completed, the gaming state transition process subroutine is terminated, and the process proceeds to step S101 of the main loop process.

(Step S116-7)
In step S116-7, the main CPU 301 determines whether or not it is in the RT3 gaming state. Specifically, the main CPU 301 performs processing for determining whether or not the current gaming state is the RT3 gaming state based on the value of the gaming state storage area provided in the main RAM 303. If it is determined that the gaming state is RT3 (step S116-7 = Yes), the process proceeds to step S116-8. If it is determined that the gaming state is not RT2 (step S116-7). = No), the process proceeds to step S116-9.

(Step S116-8)
In step S116-8, the main CPU 301 performs a gaming state transition process for RT3 gaming state. In this process, the main CPU 301 performs a process of shifting the game state based on the combination of the current game state (RT3 game state) and the symbols displayed on the active line.

  Specifically, when the main CPU 301 determines that the combination of symbols related to stroke order spilling has been displayed, the main CPU 301 determines that the combination of symbols related to the transition to the deadly mode is performed by performing processing for setting the RT1 gaming state. If it is determined that the RT4 gaming state is set, and it is determined that the combination of symbols relating to the entry RUSH transition is displayed, the processing for setting the RT5 gaming state is performed. When the process of step S116-8 is completed, the gaming state transition process subroutine is terminated, and the process proceeds to step S101 of the main loop process.

(Step S116-9)
In step S116-9, the main CPU 301 determines whether or not it is in the RT4 gaming state. Specifically, the main CPU 301 performs processing for determining whether or not the current gaming state is the RT4 gaming state based on the value of the gaming state storage area provided in the main RAM 303. If it is determined that the game is in the RT4 gaming state (step S116-9 = Yes), the process proceeds to step S116-10. If it is determined that the game is not in the RT4 gaming state (step S116-9). = No), the process proceeds to step S116-11.

(Step S116-10)
In step S116-10, the main CPU 301 performs a gaming state transition process for RT4 gaming state. In this process, the main CPU 301 performs a process of shifting the game state based on the combination of the current game state (RT4 game state) and the symbols displayed on the active line.

  Specifically, the main CPU 301 determines that the combination of symbols relating to the preparation state transition is displayed when the combination of symbols relating to the batting order spill is determined and the processing for setting the RT1 gaming state is performed. If it is determined that the RT2 gaming state is set, and it is determined that the combination of symbols relating to the entry RUSH transition is displayed, the processing for setting the RT5 gaming state is performed, and the replay for the deadly dance transition is performed. When it is determined that such a symbol combination is displayed, processing for setting the RT6 gaming state is performed. When the process of step S116-10 is completed, the gaming state transition process subroutine is terminated, and the process proceeds to step S101 of the main loop process.

(Step S116-11)
In step S116-11, the main CPU 301 determines whether or not it is in the RT5 gaming state. Specifically, the main CPU 301 performs processing for determining whether or not the current gaming state is the RT5 gaming state based on the value of the gaming state storage area provided in the main RAM 303. If it is determined that the game is in the RT5 gaming state (step S116-11 = Yes), the process proceeds to step S116-12. If it is determined that the game is not in the RT5 gaming state (step S116-11). = No), the process proceeds to step S116-13.

(Step S116-12)
In step S116-12, the main CPU 301 performs a gaming state transition process for RT5 gaming state. In this process, the main CPU 301 performs a process of shifting the game state based on the combination of the current game state (RT5 game state) and the symbols displayed on the active line.

  Specifically, when the main CPU 301 determines that the combination of symbols related to stroke order spilling has been displayed, the main CPU 301 determines that the combination of symbols related to the transition to the deadly mode is performed by performing processing for setting the RT1 gaming state. If it is, processing for setting the RT4 gaming state is performed. When the process of step S116-12 is completed, the gaming state transition process subroutine is terminated, and the process proceeds to step S101 of the main loop process.

(Step S116-13)
In step S116-13, the main CPU 301 performs a gaming state transition process for RT6 gaming state. In this process, the main CPU 301 performs a process of shifting the gaming state based on the combination of the current gaming state (RT6 gaming state) and the symbols displayed on the active line.

  Specifically, the main CPU 301 performs processing for setting the RT1 gaming state when it is determined that the symbol combination related to the hitting order has been displayed. When the process of step S116-13 is completed, the gaming state transition process subroutine is terminated, and the process proceeds to step S101 of the main loop process.

(Interrupt processing)
Next, the interrupt process will be described with reference to FIG. Here, the interrupt process is a process performed by interrupting the main loop process every “1.49 ms”.

(Step S201)
In step S <b> 201, the main CPU 301 performs processing for saving a register. Specifically, the main CPU 301 performs processing for saving the value of the register used at the time of step S201. Then, when the process of step S201 ends, the process proceeds to step S202.

(Step S202)
In step S202, the main CPU 301 performs input port read processing. Specifically, the main CPU 301 performs processing for receiving signals from the reel control board 100, the relay board 200, and the power supply board 500 through the I / F circuit 305. Then, when the process of step S202 ends, the process proceeds to step S203.

(Step S203)
In step S203, the main CPU 301 performs timer measurement processing. Specifically, the main CPU 301 performs a process of subtracting “1” from the value of the timer counter for measuring the minimum one game time or the like. Then, when the process of step S203 ends, the process proceeds to step S204.

(Step S204)
In step S204, the main CPU 301 performs a reel drive control process. Specifically, the main CPU 301 drives the stepping motors 101, 102, and 103 via the reel control board 100, thereby performing acceleration, constant speed, deceleration control, and the like of the reel 17. Then, when the process of step S204 ends, the process proceeds to step S205.

(Step S205)
In step S205, the main CPU 301 performs external signal output processing. Specifically, the main CPU 301 performs a process of outputting a signal to the external concentration terminal board 38. Then, when the process of step S205 ends, the process proceeds to step S206.

(Step S206)
In step S206, the main CPU 301 performs LED display processing. Specifically, the main CPU 301 controls the light emission of the start lamp 23, the BET lamp 24, the stored number display unit 25, the game state display lamp 26, the payout number display unit 27, the throw-in possible display lamp 28, and the re-game display lamp 29. I do. Then, when the process of step S206 ends, the process proceeds to step S207.

(Step S207)
In step S207, the main CPU 301 performs control command transmission processing. Specifically, the main CPU 301 performs processing for transmitting various commands set in the effect transmission data storage area provided in the main RAM 303 to the sub-control board 400. Then, when the process of step S207 ends, the process proceeds to step S208.

(Step S208)
In step S208, the main CPU 301 performs a register restoration process. Specifically, the main CPU 301 performs a process of restoring the saved register value in the process of step S201. Then, when the process of step S208 ends, the interrupt process ends, and the process returns to the main loop process.

(Main processing on sub-control board)
Next, the main process in the sub control board will be described with reference to FIG. The main process in the sub control board is a process performed based on the power switch 511sw being turned on.

(Step S301)
In step S301, the sub CPU 402 performs an initialization process. Specifically, the sub CPU 402 performs processing such as error checking of the sub RAM 405. Then, when the process of step S301 ends, the process proceeds to step S302.

(Step S302)
In step S302, the sub CPU 402 performs main board communication processing. In the processing, the sub CPU 402 performs processing for analyzing a command transmitted from the main control board 300 and the like. Details of the main board communication processing will be described later. Then, when the process of step S302 ends, the process proceeds to step S303.

(Step S303)
In step S303, the sub CPU 402 performs sound control processing. Specifically, the sub CPU 402 performs a process of outputting sound from the speakers 34 and 35 via the amplifier control board 440 based on the effect content determined by the effect determination process described later. Then, when the process of step S303 ends, the process proceeds to step S304.

(Step S304)
In step S304, the sub CPU 402 performs lamp control processing. Specifically, the sub CPU 402, based on the effect content determined by the effect determination process described later, via the effect control board 410, the side lamp 5, the effect lamp 22, the stop operation order display lamp 30, and the start The lever effect lamp 42 is controlled. Further, the sub CPU 402 controls the sword gimmick 640 via the effect control board 410 and the drive board 43 based on the effect content determined by the effect determination process described later. Then, when the process of step S304 ends, the process proceeds to step S305.

(Step S305)
In step S305, the sub CPU 402 performs image control processing. Specifically, the sub CPU 402 controls the liquid crystal display device 46 via the effect control board 410 and the general-purpose board 45 based on the effect contents determined by the effect determination process described later. Then, when the process of step S305 ends, the process proceeds to step S306.

(Step S306)
In step S306, the sub CPU 402 performs various switch detection processing. Specifically, the sub CPU 402 detects (a) processing executed when the effect button detection switch 18sw detects the operation of the effect button 18, and (b) the cross key detection switch 19sw detects the operation of the cross key 19. The process to be executed when it is done. Then, when the process of step S306 ends, the process proceeds to step S302.

(Main board communication processing)
Next, the main board communication process will be described with reference to FIG. FIG. 38 is a diagram showing a subroutine of main board communication processing.

(Step S302-1)
In step S302-1, the sub CPU 402 performs processing to determine whether or not a different command has been received. Specifically, the sub CPU 402 performs a process of determining whether or not the command transmitted from the I / F circuit 305 of the main control board 300 is a command different from the previously transmitted command. If it is determined that a different command has been received (step S302-1 = Yes), the process proceeds to step S302-2. If it is determined that a different command has not been received (step S302). −1 = No), the main board communication process subroutine is terminated, and the process proceeds to step S303 of the main process in the sub control board.

(Step S302-2)
In step S302-2, the sub CPU 402 performs a game information storage process. Specifically, since the command transmitted from the I / F circuit 305 of the main control board 300 is a command different from the command transmitted last time, the sub CPU 402 is based on a command different from the command transmitted last time. Processing for creating game information and storing it in a predetermined storage area of the sub-RAM 405 is performed. Then, when the process of step S302-2 ends, the process proceeds to step S302-3.

(Step S302-3)
In step S302-3, the sub CPU 402 performs command analysis processing. In this process, the sub CPU 402 executes a process based on the game information stored by the process of step S302-2. Details of the command analysis processing will be described later. When the process of step S302-3 ends, the main board communication process subroutine ends, and the process proceeds to step S303 of the main process in the sub control board.

(Command analysis processing)
Next, command analysis processing will be described with reference to FIG. FIG. 39 shows a subroutine of command analysis processing.

(Step S302-3-1)
In step S302-3-1, the sub CPU 402 performs processing for determining whether or not a setting change command has been received. Specifically, the sub CPU 402 performs a process of determining whether or not the command stored by the game information storage process of step S302-2 is a setting change command. If it is determined that the setting change command has been received (step S302-3-1 = Yes), the process proceeds to step S302-3-2, and it is determined that the setting change command has not been received. In this case (step S302-3-1 = No), the process proceeds to step S302-3-3.

(Step S302-3-2)
In step S302-3-2, the sub CPU 402 performs processing for receiving a setting change command. Specifically, the sub CPU 402 performs processing for determining the content of the effect at the time of setting change based on the information included in the received setting change command. With this processing, the sub CPU 402 determines an effect to display the image data indicating that the setting is being changed on the liquid crystal display device 46, or an effect to display the image data indicating that the setting change has been completed. Control. When the process of step S302-3-2 ends, the command analysis process subroutine ends, and the process proceeds to step S303 of the main process in the sub control board.

(Step S302-3-3)
In step S302-3-3, the sub CPU 402 performs processing to determine whether or not a reel rotation start acceptance command has been received. Specifically, the sub CPU 402 performs a process of determining whether or not the command stored by the game information storage process of step S302-2 is a reel rotation start acceptance command. If it is determined that the reel rotation start acceptance command has been received (step S302-3-3 = Yes), the process proceeds to step S302-3-4, and the reel rotation start acceptance command has not been received. Is determined (step S302-3-3 = No), the process proceeds to step S302-3-5.

(Step S302-3-4)
In step S302-3-4, the sub CPU 402 performs a reel rotation start acceptance command reception process. In this process, the sub CPU 402 performs a process of determining the contents of effects based on the information included in the received reel rotation start acceptance command. Details of the reel rotation start acceptance command reception process will be described later. When the process of step S302-3-4 ends, the command analysis process subroutine ends, and the process proceeds to step S303 of the main process in the sub control board.

(Step S302-3-5)
In step S302-3-5, the sub CPU 402 performs processing for determining whether or not a reel rotation start command has been received. Specifically, the sub CPU 402 performs a process of determining whether or not the command stored by the game information storage process of step S302-2 is a reel rotation start command. If it is determined that the reel rotation start command has been received (step S302-3-5 = Yes), the process proceeds to step S302-3-6, and it is determined that the reel rotation start command has not been received. If it is determined (step S302-3-5 = No), the process proceeds to step S302-3-7.

(Step S302-3-6)
In step S302-3-6, the sub CPU 402 performs a reel rotation start command reception process. In the processing, the sub CPU 402 performs processing for determining the content of the effect at the start of reel rotation based on the information included in the received reel rotation start command. When the process of step S302-3-6 ends, the command analysis process subroutine ends, and the process proceeds to step S303 of the main process in the sub control board.

(Step S302-3-7)
In step S302-3-7, the sub CPU 402 performs processing for determining whether or not a reel stop command has been received. Specifically, the sub CPU 402 performs a process of determining whether or not the command stored by the game information storage process of step S302-2 is a reel stop command. If it is determined that the reel stop command has been received (step S302-3-7 = Yes), the process proceeds to step S302-3-8, and it is determined that the reel stop command has not been received. In this case (step S302-3-7 = No), the process proceeds to step S302-3-9.

(Step S302-3-8)
In step S302-3-8, the sub CPU 402 performs a reel stop command reception process. In the process, the sub CPU 402 performs a process of determining the content of the effect based on the information included in the received reel stop command. When the process of step S302-3-8 ends, the command analysis process subroutine ends, and the process proceeds to step S303 of the main process in the sub control board.

(Step S302-3-9)
In step S302-3-9, the sub CPU 402 performs processing to determine whether an error command has been received. Specifically, the sub CPU 402 performs a process of determining whether or not the command stored by the game information storage process of step S302-2 is an error command. When it is determined that an error command has been received (step S302-3-9 = Yes), the process proceeds to step S302-3-10, and when it is determined that no error command has been received. (Step S302-3-9 = No), the process proceeds to Step S302-3-11.

  Here, the error command includes commands relating to various errors such as a display determination error command. For example, when the auxiliary storage unit full sensor 530s detects that more than a predetermined number of medals are stored in the auxiliary storage unit 530, an auxiliary storage unit error and a combination of symbols related to winning are displayed on the active line, Even when a hopper error occurs when there is no medal stored in the hopper 520 and the medal cannot be paid out, a selector error occurs when the medal sensor 16s cannot normally detect the passage of the medal, The main CPU 301 transmits each error command to the sub control board 400 via the I / F circuit 305.

(Step S302-3-10)
In step S302-3-10, the sub CPU 402 performs error command reception processing. In the process, the sub CPU 402 performs a process of determining the production content based on the information included in the received error command. As a result of the processing, the sub CPU 402 determines the effect of displaying the image data indicating that the error has been detected on the liquid crystal display device 46 as the effect content, or the audio data output when the error is detected by the speakers 34,. The control which determines the production output from 35 is performed. When the process of step S302-3-10 ends, the command analysis process subroutine ends, and the process proceeds to step S303 of the main process in the sub control board.

(Step S302-3-11)
In step S302-3-11, the sub CPU 402 performs processing for determining whether or not a display determination command has been received. Specifically, the sub CPU 402 performs a process of determining whether or not the command stored by the game information storage process of step S302-2 is a display determination command. If it is determined that the display determination command has been received (step S302-3-11 = Yes), the process proceeds to step S302-3-12, and it is determined that the display determination command has not been received. In this case (step S302-3-11 = No), the process proceeds to step S302-3-13.

(Step S302-3-12)
In step S302-3-12, the sub CPU 402 performs a display determination command reception process. In the process, the sub CPU 402 performs a process of determining the contents of the effect when winning or the like is established based on the information included in the received display determination command. Details of the display determination command reception process will be described later. When the process of step S302-3-12 ends, the command analysis process subroutine ends, and the process proceeds to step S303 of the main process in the sub control board.

(Step S302-3-13)
In step S302-3-13, the sub CPU 402 performs control to execute processing according to the received command. In this process, the sub CPU 402 performs a process of determining the content of the effect based on the command stored by the game information storage process of step S302-2. When the process of step S302-3-13 ends, the command analysis process subroutine ends, and the process proceeds to step S303 of the main process in the sub control board.

(Reel rotation start acceptance command reception processing)
Next, the reel rotation start acceptance command reception process will be described with reference to FIG. FIG. 40 is a diagram showing a subroutine of processing at the time of receiving a reel rotation start acceptance command.

(Step S302-3-4-1)
In step S302-3-4-1, the sub CPU 402 performs a process of determining whether or not the state number is “01”. Specifically, the sub CPU 402 performs processing for determining whether or not the state number is “01” based on a value stored in a state number storage area provided in the sub RAM 405. If it is determined that the state number is “01” (step S302-3-4-1 = Yes), the process proceeds to step S302-3-4-2, and the state number is “01”. If it is determined that it is not (step S302-3-4-1 = No), the process proceeds to step S302-3-4-3.

(Step S302-3-4-2)
In step S302-3-4-2, the sub CPU 402 performs normal state processing. In this process, the sub CPU 402 performs a process of subtracting “1” from the value of the ART ready state transition game number counter. Details of the normal state processing will be described later. When the process of step S302-3-4-2 is completed, the subroutine for the reel rotation start acceptance command reception process is terminated, and the process proceeds to step S303 of the main process on the sub control board.

(Step S302-3-4-3-3)
In step S <b> 302-3-3-3, the sub CPU 402 performs processing for determining whether or not the state number is “02”. Specifically, the sub CPU 402 performs processing for determining whether or not the state number is “02” based on the value stored in the state number storage area provided in the sub RAM 405. If it is determined that the state number is “02” (step S302-3-4-3 = Yes), the process proceeds to step S302-3-4-4, and the state number is “02”. If it is determined that it is not (step S302-3-4-3 = No), the process proceeds to step S302-3-4-5.

(Step S302-3-4-4)
In step S302-3-4-4, the sub CPU 402 performs an ART preparation state process. In the processing, the sub CPU 402 performs processing related to the promotion lottery in the ART preparation state A or the ART preparation state B based on the promotion lottery table (see FIG. 26). Details of the ART preparation state processing will be described later. When the process of step S302-3-4-4 is completed, the subroutine for the reel rotation start acceptance command reception process is terminated, and the process proceeds to step S303 of the main process on the sub control board.

(Step S302-3-4-5)
In step S302-3-4-5, the sub CPU 402 performs an ART state process. In this process, the sub CPU 402 performs an ART game number addition lottery process or the like to increase the number of ART games based on information related to the winning area included in the reel rotation start acceptance command. Details of the ART state processing will be described later. When the process of step S302-3-4-5 ends, the reel rotation start acceptance command reception process ends, and the process proceeds to step S303 of the main process in the sub control board.

(Normal processing)
Next, the normal state process will be described with reference to FIG. FIG. 41 is a diagram showing a subroutine for normal state processing.

(Step S302-3-4-2-1)
In step S302-3-4-2-1, the sub CPU 402 performs a process of subtracting “1” from the value of the ART ready state transition game number counter. Specifically, the sub CPU 402 performs a process of subtracting “1” from the value of the ART ready state transition game number counter stored in the sub RAM 405. Then, when the process of step S302-3-4-2-2-1 ends, the process proceeds to step S302-3-4-2-2.

(Step S302-3-4-2-2)
In step S302-3-4-2-2, the sub CPU 402 performs processing to determine whether or not the value of the ART ready state transition game number counter is “0”. Specifically, as a result of subtracting “1” from the value of the ART ready state transition game number counter by the process of step S302-3-2-1, the sub CPU 402 sets the value of the ART ready state transition game number counter to “0”. Processing for determining whether or not If it is determined that the value of the ART ready state transition game number counter is “0” (step S302-3-4-2-2 = Yes), the process proceeds to step S302-3-4-2-2-3. When the process is shifted and it is determined that the value of the ART ready state transition game number counter is not “0” (step S302-3-4-2-2 = No), step S302-3-4-2-2 The processing is shifted to 6.

(Step S302-3-4-2-2-3)
In step S302-3-4-2-2-3, the sub CPU 402 performs a process of setting “02” as the state number. Specifically, the sub CPU 402 performs processing to update the value of the state number storage area provided in the sub RAM 405 to “02”. Then, when the process of step S302-3-4-2-2-3 ends, the process proceeds to step S302-3-4-2-2-4.

(Step S302-3-4-2-2-4)
In step S302-3-4-2-2-4, the sub CPU 402 performs an ART preparation state distribution process. Specifically, the sub CPU 402 selects one of the ART preparation state A, the ART preparation state B, and the ART preparation state C based on the ART preparation state distribution table (see FIG. 25) provided in the sub ROM 404. The process of determining is performed. Then, when the process of step S302-3-4-2-2-4 ends, the process proceeds to step S302-3-4-2-5.

(Step S302-3-4-2-5)
In step S302-3-4-2-5, the sub CPU 402 performs an ART preparation state storage process. Specifically, the sub CPU 402 stores information related to any of the ART preparation state A, the ART preparation state B, and the ART preparation state C determined by the process of step S302-3-4-2-2-4. A process of storing in an ART preparation state storage area provided in the RAM 405 is performed. Then, when the process of step S302-3-4-2-5 ends, the process proceeds to step S302-3-4-2-2-6.

(Step S302-3-4-2-6)
In step S302-3-4-2-6, the sub CPU 402 performs an effect determination process. Specifically, the sub CPU 402 stores information related to the winning area stored by the normal state effect determination table (see FIG. 23A) provided in the sub ROM 404 and the game information storage process of step S302-2. Based on the above, processing for determining the contents of the effect is performed. When the process of step S302-3-4-2-6 is completed, the normal state processing subroutine is terminated, and the process proceeds to step S303 of the main process in the sub control board.

(ART preparation status processing)
Next, the ART preparation state process will be described with reference to FIG. FIG. 42 is a diagram showing a subroutine of the ART preparation state processing.

(Step S302-3-4-4-1)
In step S <b> 302-3-4-4-1, the sub CPU 402 performs processing for determining whether or not the ART preparation state A is in effect. Specifically, the sub CPU 402 performs a process of determining whether or not the ART preparation state A is based on a value stored in an ART preparation state storage area provided in the sub RAM 405. If it is determined that the state is the ART preparation state A (step S302-3-4-4-1 = Yes), the process proceeds to step S302-3-4-4-2, and the ART preparation state A If it is determined that this is not the case (step S302-3-4-4-1 = No), the process proceeds to step S302-3-4-4-5.

(Step S302-3-4-4-2)
In step S302-3-4-4-2, the sub CPU 402 performs a promotion lottery process. Specifically, the sub CPU 402 performs the promotion lottery based on the ART preparation state A promotion lottery table (see FIG. 26A) and information related to the winning area included in the reel rotation start acceptance command. . Then, when the process of step S302-3-4-4-2 is completed, the process proceeds to step S302-3-4-4-3.

(Step S302-3-4-4-3)
In step S <b> 302-3-4-4-3, the sub CPU 402 performs a process of determining whether or not it is determined to shift to the ART preparation state B or the ART preparation state C. Specifically, the sub CPU 402 determines whether or not it has been decided to shift to the ART preparation state B or the ART preparation state C as a result of the lottery by the promotion lottery process in step S302-3-4-4-2. Perform the process. If it is determined that the transition to the ART preparation state B or the ART preparation state C is determined (step S302-3-4-4-3 = Yes), step S302-3-4-4- 4, when it is determined that it is not determined to shift to the ART preparation state B or ART preparation state C (step S302-3-4-4-3 = No), step S302 The process proceeds to -3--4-4-9.

(Step S302-3-4-4-4)
In step S302-3-4-4-4, the sub CPU 402 performs an ART preparation state update process. Specifically, the sub CPU 402 changes the value stored in the ART ready state storage area provided in the sub RAM 405 by the lottery determined by the lottery process of promotion in step S302-3-4-4-2. A process of updating information related to the previous ART preparation state is performed. Then, when the process of step S302-3-4-4-4 ends, the process proceeds to step S302-3-4-4-9.

(Step S302-3-4-4-5)
In step S <b> 302-3-4-4-5, the sub CPU 402 performs processing for determining whether or not the ART preparation state B is set. Specifically, the sub CPU 402 performs a process of determining whether or not the ART preparation state B is based on the value stored in the ART preparation state storage area provided in the sub RAM 405. If it is determined that the state is the ART preparation state B (step S302-3-4-4-5 = Yes), the process proceeds to step S302-3-4-4-6, and the ART preparation state B is reached. If it is determined that this is not the case (step S302-3-4-4-5 = No), the process proceeds to step S302-3-4-4-9.

(Step S302-3-4-4-6)
In step S302-3-4-4-6, the sub CPU 402 performs promotion lottery processing. Specifically, the sub CPU 402 performs the promotion lottery based on the ART preparation state B promotion lottery table (see FIG. 26B) and information related to the winning area included in the reel rotation start acceptance command. . Then, when the process of step S302-3-4-4-6 ends, the process proceeds to step S302-3-4-4-7.

(Step S302-3-4-4-7)
In step S <b> 302-3-4-4-7, the sub CPU 402 performs a process of determining whether or not to shift to the ART preparation state C is determined. Specifically, the sub CPU 402 performs a process of determining whether or not it is determined to shift to the ART preparation state C as a result of the lottery by the promotion lottery process in step S302-3-4-4-6. If it is determined that it is determined to shift to the ART preparation state C (step S302-3-4-4-7 = Yes), the process proceeds to step S302-3-4-4-8. If it is determined that the transition to the ART preparation state C has not been determined (step S302-3-4-4-7 = No), the process proceeds to step S302-3-4-4-9. To do.

(Step S302-3-4-4-8)
In step S302-3-4-4-8, the sub CPU 402 performs an ART preparation state update process. Specifically, the sub CPU 402 changes the value stored in the ART preparation state storage area provided in the sub RAM 405 by the lottery determined by the promotion lottery process in step S302-3-4-4-6. A process of updating information related to the previous ART preparation state is performed. Then, when the process of step S302-3-4-4-8 ends, the process proceeds to step S302-3-4-4-9.

(Step S302-3-4-4-9)
In step S302-3-4-4-9, the sub CPU 402 performs effect determination processing. Specifically, the sub CPU 402 relates to the ART ready state effect determination table (see FIG. 23B) provided in the sub ROM 404 and the winning area stored by the game information storage process of step S302-2. Based on the information, a process for determining the production contents is performed. When the process of step S302-3-4-4-9 ends, the ART preparation state process subroutine ends, and the process proceeds to step S303 of the main process in the sub control board.

(ART status processing)
Next, the ART state process will be described with reference to FIG. FIG. 43 is a diagram showing a subroutine of ART state processing.

(Step S302-3-4-5-1)
In step S302-3--4-5-1, the sub CPU 402 performs a process of subtracting “1” from the value of the ART game number counter. Specifically, the sub CPU 402 performs a process of subtracting “1” from the value of the ART game number counter provided in the sub RAM 405. Then, when the process of step S302-3--4-5-1 ends, the process proceeds to step S302-3--4-5-2.

(Step S302-3-4-5-2)
In step S302-3--4-5-2, the sub CPU 402 performs a process of determining whether or not the value of the ART game number counter has become “0”. Specifically, as a result of subtracting “1” from the value of the ART game number counter by the processing of step S302-3-4-5-1, the sub CPU 402 has determined that the value of the ART game number counter has become “0”. Processing to determine whether or not. If it is determined that the value of the ART game number counter is “0” (step S302-3-4-5-2 = Yes), the process proceeds to step S302-3-4-5-6. If it is determined that the value of the ART game number counter is not “0” (step S302-3-4-5-2 = No), the process proceeds to step S302-3-4-5-3. .

(Step S302-3-4-5-3)
In step S302-3-4-5-3, the sub CPU 402 performs a lottery process by adding the number of ART games. Specifically, the sub CPU 402 performs an extra lottery for the number of games that can be played in the ART state based on the extra game number determination table (see FIG. 27) and information related to the winning area included in the reel rotation start acceptance command. Do. Then, when the process of step S302-3-4-5-3 ends, the process proceeds to step S302-3-4-5-4.

(Step S302-3-4-5-4)
In step S302-3-4-5-4, the sub CPU 402 performs a process of determining whether or not the ART game number is added and the lottery is won. Specifically, the sub CPU 402 performs a process of determining whether or not the ART game number addition lottery is won as a result of the lottery process by the ART game number addition lottery process in step S302-3-4-5-3. Here, when the sub CPU 402 performs the lottery process for adding the number of ART games, when the game “0” is not determined as the number of added games, that is, the number of games of “10” or more is determined as the number of added games. In such a case, it is determined that the lottery is won by adding the number of ART games. When it is determined that the number of ART games is added and the lottery is determined (step S302-3-4-5-4 = Yes), the process proceeds to step S302-3-4-5-5, and the ART game is performed. When it is determined that the lottery is not won by adding a number (step S302-3-4-5-4 = No), the process proceeds to step S302-3-4-5-6.

(Step S302-3-4-5-5)
In step S302-3-4-5-5, the sub CPU 402 performs ART game number addition processing. Specifically, the sub CPU 402 adds the ART game number counter value provided in the sub RAM 405 to the value of the ART game number selected in the step S302-3-4-5-3 lottery process. The process which adds is performed. Then, when the process of step S302-3-4-5-5 ends, the process proceeds to step S302-3-4-5-6.

(Step S302-3-4-5-6)
In step S302-3-4-5-6, the sub CPU 402 performs effect determination processing. Specifically, the sub CPU 402 has information related to the winning area stored by the ART state effect determination table (see FIG. 23C) provided in the sub ROM 404 and the game information storage process of step S302-2. Based on the above, processing for determining the contents of the effect is performed. When the process of step S302-3-4-5-6 is completed, the ART state subroutine is terminated, and the process proceeds to step S303 of the main process on the sub control board.

(Process when receiving display judgment command)
Next, the display determination command reception process will be described with reference to FIG. FIG. 44 is a diagram showing a subroutine of display determination command reception processing.

(Step S302-3-12-1)
In step S302-3-12-1, the sub CPU 402 performs a process of determining whether or not a bonus shift is displayed. Specifically, the sub CPU 402 determines whether or not the combination of symbols related to the bonus transition is displayed on the active line based on the information related to the display determination command stored by the game information storage process in step S302-2. Processing to determine is performed. If it is determined that the bonus transition is displayed (step S302-3-12-1 = YES), the process proceeds to step S302-3-12-2, and it is determined that the bonus transition is not displayed. If it is determined (step S302-3-12-1 = NO), the process proceeds to step S302-3-12-3.

(Step S302-3-12-2)
In step S302-3-12-2, the sub CPU 402 performs a bonus transition display process. In this process, the sub CPU 402 performs a process of setting the value of the ART game number counter provided in the sub RAM 405 based on the value stored in the ART preparation state storage area provided in the sub RAM 405. Details of the bonus shift display process will be described later. Then, when the process of step S302-3-12-2 ends, the process proceeds to step S302-3-12-9.

(Step S302-3-12-3)
In step S302-3-12-3, the sub CPU 402 performs a process of determining whether or not the transition to the killing mode is displayed. Specifically, the sub CPU 402 determines whether or not the combination of symbols related to the deadly mode transition is displayed on the active line based on the information related to the display determination command stored by the game information storage process of step S302-2. The process which determines is performed. If it is determined that the special mode transition is displayed (step S302-3-12-3 = YES), the process proceeds to step S302-3-12-4, and the special mode transition is not displayed. (Step S302-3-12-3 = NO), the process proceeds to step S302-3-12-5.

(Step S302-3-12-4)
In step S302-3-12-4, the sub CPU 402 performs a special mode transition display process. In this process, the sub CPU 402 performs a process of setting the value of the ART game number counter provided in the sub RAM 405 based on the value stored in the ART preparation state storage area provided in the sub RAM 405. Details of the process for displaying the transition to the deadly mode will be described later. Then, when the process of step S302-3-12-4 ends, the process proceeds to step S302-3-12-9.

(Step S302-3-12-5)
In step S302-3-12-5, the sub CPU 402 performs a process of determining whether or not the appearance RUSH transition is displayed. Specifically, the sub CPU 402 determines whether or not the combination of symbols related to the entry RUSH transition is displayed on the active line based on the information related to the display determination command stored by the game information storage process of step S302-2. The process which determines is performed. If it is determined that the appearance RUSH transition is displayed (step S302-3-12-5 = YES), the process proceeds to step S302-3-12-6, and the participation RUSH transition is not displayed. (Step S302-3-12-5 = NO), the process proceeds to step S302-3-12-7.

(Step S302-3-12-6)
In step S302-3-12-6, the sub CPU 402 performs a start-up RUSH transition display process. In this process, the sub CPU 402 performs a process of setting the value of the ART game number counter provided in the sub RAM 405 based on the value stored in the ART preparation state storage area provided in the sub RAM 405. Details of the start-up RUSH transition display process will be described later. Then, when the process of step S302-3-12-6 ends, the process proceeds to step S302-3-12-9.

(Step S302-3-12-7)
In step S302-3-12-7, the sub CPU 402 performs a process of determining whether or not a stroke order spill has been displayed. Specifically, the sub CPU 402 determines whether or not the combination of symbols related to the stroke order has been displayed on the active line based on the information related to the display determination command stored by the game information storage process in step S302-2. Processing to determine is performed. If it is determined that the stroke order spill is displayed (step S302-3-12-7 = YES), the process proceeds to step S302-3-12-8, and it is determined that the stroke order spill is not displayed. If so (step S302-3-12-7 = NO), the process proceeds to step S302-3-12-9.

(Step S302-3-12-8)
In step S302-3-12-8, the sub CPU 402 performs a stroke order spillage display process. In the process, the sub CPU 402 performs a process of determining the number of games for shifting to the ART preparation state. Details of the striking order spill display process will be described later. Then, when the process of step S302-3-12-8 ends, the process proceeds to step S302-3-12-9.

(Step S302-3-12-9)
In step S302-3-12-9, the sub CPU 402 performs a process of determining whether or not X alignment is displayed. Specifically, the sub CPU 402 determines whether or not the combination of symbols related to the X alignment is displayed on the active line based on the information related to the display determination command stored by the game information storage process of step S302-2. Processing to determine is performed. If it is determined that the X alignment is displayed (step S302-3-12-9 = YES), the process proceeds to step S302-3-12-10, and it is determined that the X alignment is not displayed. If so (step S302-3-12-9 = NO), the process proceeds to step S302-3-12-11.

(Step S302-3-12-10)
In step S302-3-12-10, the sub CPU 402 performs special effect determination processing. Specifically, the sub CPU 402 performs the special effect lottery process, and executes the special effect when the special effect is won.

  When executing the special effect, the sub CPU 402 performs the light emission control of the point light 840, the operation of the sword gimmick 640, and the light emission control via the effect control board 410, the lamp control unit 430, and the drive board 43.

  In the special effect, the sub CPU 402 controls the vertical movement of the gimmick movable part 1100, the opening / closing control of the handle gimmick part 1120 and the sheath gimmick part 1130, the rotation control of the first effect part 1210 and the second effect part 1220, and the effect lights 1231 and 1232. , 1233, 1234 and the like.

  For example, in the special effect, the sub CPU 402 controls the drive board 43 to rotate the opening / closing drive gear 1115 of the gimmick movable unit 1100 in the first rotation range (clockwise in front view, counterclockwise in FIG. 58). ) And counter-rotation (counter-clockwise in front view, clockwise in FIG. 58). As a result, the handle gimmick part 1120 and the sheath gimmick part 1130 of the gimmick movable part 1100 are repeatedly opened and closed, and an effect is given to the player.

  Further, the sub CPU 402 controls the drive substrate 43 to drive the gimmick lift drive motor 651 of the gimmick lift drive unit 650 and to rotate the open / close drive gear 1115 of the gimmick movable unit 1100 to the second rotation amount. Further, the sub CPU 402 controls the drive board 43 to control the light emission of the effect lights 1231, 1232, 1233 and 1234. Thereby, the gimmick movable part 1100 is raised to the middle position of the liquid crystal display device 46, the handle gimmick part 1120 and the sheath gimmick part 1130 are fully opened, and the first effect part 1210 and the second effect part 1220 are in an X shape. It opens and the effect lights 1231, 1232, 1233, 1234 emit light, which can have a great impact on the player.

  In the special effect, as described above, the sub CPU 402 sequentially turns on the point light 843d (lower left lower) of the left reel 17a to the point light 841c (upper right upper) of the right reel 17c, and puts all lights off. The point light 841b (upper left upper) of the left reel 17a to the point light 843e (lower lower right) of the right reel 17c are turned on in order.

Thereby, it is possible to produce an effect that the light appears to run in an X shape on the nine 3 × 3 symbols displayed. In addition, by providing a plurality of point lights 841a to 841i, point lights 842a to 842i, and point lights 843a to 843i for a single symbol, the flow is finer than before. Can be performed.
Then, when the process of step S302-3-12-10 ends, the process proceeds to step S302-3-12-11.

(Step S302-3-12-11)
In step S302-3-12-11, the sub CPU 402 performs an effect determination process. Specifically, the sub CPU 402 determines the content of the effect based on the effect determined when the reel rotation start acceptance command is received, the stop operation position of the stop buttons 11, 12, 13, the stop operation order, and the like. I do. When the process of step S302-3-12-11 ends, the display determination command reception process subroutine ends, and the process proceeds to step S303 of the main process in the sub control board.

(Process during bonus transfer display)
Next, the bonus shift display process will be described with reference to FIG. FIG. 45 is a diagram showing a subroutine of bonus shift display processing.

(Step S302-3-12-2-1)
In step S302-3-12-2-1, the sub CPU 402 performs a process of determining whether or not the state number is “01”. Specifically, the sub CPU 402 performs processing to determine whether or not the state number “01” is stored in the state number storage area provided in the sub RAM 405. If it is determined that the state number is “01” (step S302-3-12-2-1 = Yes), the process proceeds to step S302-3-12-2-2, and the state number is set. Is determined not to be “01” (step S302-3-12-2-1 = No), the process proceeds to step S302-3-12-2-5.

(Step S302-3-12-2-2)
In step S302-3-12-2-2, the sub CPU 402 performs a process of determining whether or not the winning area is “20”. Specifically, the sub CPU 402 determines whether or not the winning area is “20” based on the information related to the winning area included in the reel rotation start acceptance command stored by the game information storing process of step S302-2. The process which determines is performed. If it is determined that the winning area is “20” (step S302-3-12-2-2 = Yes), the process proceeds to step S302-3-12-2-3, and the winning area is determined. Is determined to be not “20” (step S302-3-12-2-2 = No), the bonus transition display time processing subroutine is terminated, and the display determination command reception time processing step S302-3 is completed. The process is shifted to -12-9.

(Step S302-3-12-2-3)
In step S302-3-12-2-3, the sub CPU 402 performs a process of setting “03” as the state number. Specifically, the sub CPU 402 performs processing to update the value of the state number storage area provided in the sub RAM 405 to “03”. Then, when the process of step S302-3-12-2-3 ends, the process proceeds to step S302-3-12-2-4.

(Step S302-3-12-2-4)
In step S302-3-12-2-4, the sub CPU 402 performs a process of setting “200” to the value of the ART game number counter. Specifically, the sub CPU 402 performs a process of setting “200” to the value of the ART game number counter provided in the sub RAM 405. Then, when the processing of step S302-3-12-2-4 is completed, the subroutine for bonus transition display processing is terminated, and the processing proceeds to step S302-3-12-9 of display determination command reception processing.

(Step S302-3-12-2-5)
In step S302-3-12-2-5, the sub CPU 402 performs processing to determine whether or not the state number is “02”. Specifically, the sub CPU 402 performs processing to determine whether or not the state number “02” is stored in the state number storage area provided in the sub RAM 405. If it is determined that the state number is “02” (step S302-3-12-2-5 = Yes), the process proceeds to step S302-3-12-2-6, and the state number Is determined not to be “02” (step S302-3-12-2-5 = No), the bonus transition display time processing subroutine is terminated, and the display determination command reception time processing step S302-3- The process proceeds to 12-9.

(Step S302-3-12-2-6)
In step S <b> 302-3-12-2-6, the sub CPU 402 performs processing for determining whether or not the ART preparation state A is in effect. Specifically, the sub CPU 402 performs a process of determining whether or not the ART preparation state A is based on a value stored in an ART preparation state storage area provided in the sub RAM 405. If it is determined that the state is the ART preparation state A (step S302-3-12-2-6 = Yes), the process proceeds to step S302-3-12-2-7, and the ART preparation state A is determined. If it is determined that this is not the case (step S302-3-12-2-6 = No), the process proceeds to step S302-3-12-2-9.

(Step S302-3-12-2-7)
In step S302-3-12-2-7, the sub CPU 402 performs a process of setting “03” as the state number. Specifically, the sub CPU 402 performs processing to update the value of the state number storage area provided in the sub RAM 405 to “03”. Then, when the process of step S302-3-12-2-7 ends, the process proceeds to step S302-3-12-2-8.

(Step S302-3-12-2-8)
In step S302-3-12-2-8, the sub CPU 402 performs a process of setting “50” to the value of the ART game number counter. Specifically, the sub CPU 402 performs a process of setting “50” to the value of the ART game number counter provided in the sub RAM 405. When the process of step S302-3-12-2-8 is completed, the bonus transition display time process subroutine is terminated, and the process proceeds to step S302-3-12-9 of the display determination command reception process.

(Step S302-3-12-2-9)
In step S <b> 302-3-12-2-9, the sub CPU 402 performs processing for determining whether or not the ART preparation state B is set. Specifically, the sub CPU 402 performs a process of determining whether or not the ART preparation state B is based on the value stored in the ART preparation state storage area provided in the sub RAM 405. If it is determined that the state is the ART preparation state B (step S302-3-12-2-9 = Yes), the process proceeds to step S302-3-12-2-10, and the ART preparation state B is reached. If it is determined that this is not the case (step S302-3-12-2-9 = No), the process proceeds to step S302-3-12-2-12.

(Step S302-3-12-2-10)
In step S302-3-12-2-10, the sub CPU 402 performs a process of setting “03” as the state number. Specifically, the sub CPU 402 performs processing to update the value of the state number storage area provided in the sub RAM 405 to “03”. Then, when the process of step S302-3-12-2-10 ends, the process proceeds to step S302-3-12-2-11.

(Step S302-3-12-2-11)
In step S302-3-12-2-11, the sub CPU 402 performs a process of setting “100” to the value of the ART game number counter. Specifically, the sub CPU 402 performs a process of setting “100” to the value of the ART game number counter provided in the sub RAM 405. When the process of step S302-3-12-2-11 is completed, the subroutine for bonus transition display processing is terminated, and the process proceeds to step S302-3-12-9 of display determination command reception processing.

(Step S302-3-12-2-12)
In step S302-3-12-2-12, the sub CPU 402 performs a process of setting “03” as the state number. Specifically, the sub CPU 402 performs processing to update the value of the state number storage area provided in the sub RAM 405 to “03”. Then, when the process of step S302-3-12-2-12 ends, the process proceeds to step S302-3-12-2-13.

(Step S302-3-12-2-13)
In step S302-3-12-2-13, the sub CPU 402 performs a process of setting “200” to the value of the ART game number counter. Specifically, the sub CPU 402 performs a process of setting “200” to the value of the ART game number counter provided in the sub RAM 405. When the process of step S302-3-12-2-13 is completed, the subroutine for bonus transition display processing is terminated, and the process proceeds to step S302-3-12-9 of display determination command reception processing.

(Processing when displaying the Special Move mode)
Next, based on FIG. 46, the process at the time of display of the deadly mode transition will be described. FIG. 46 is a diagram showing a sub-routine of the process for displaying the deadly mode transition display.

(Step S302-3-12-4-1)
In step S302-3-12-4-1, the sub CPU 402 performs processing to determine whether or not the state number is “02”. Specifically, the sub CPU 402 performs processing to determine whether or not the state number “02” is stored in the state number storage area provided in the sub RAM 405. If it is determined that the state number is “02” (step S302-3-12-4-1 = Yes), the process proceeds to step S302-3-12-4-2, and the state number Is determined not to be “02” (step S302-3-12-4-1 = No), the subroutine of the process for displaying the deadly mode transition is terminated, and step S302-3 of the process for receiving the display determination command is completed. The process is shifted to -12-9.

(Step S302-3-12-4-2)
In step S <b> 302-3-12-4-2, the sub CPU 402 performs processing to determine whether or not it is in the ART preparation state A. Specifically, the sub CPU 402 performs a process of determining whether or not the ART preparation state A is based on a value stored in an ART preparation state storage area provided in the sub RAM 405. If it is determined that the state is the ART preparation state A (step S302-3-12-4-2 = Yes), the process proceeds to step S302-3-12-4-3, and the ART preparation state A is determined. If it is determined that this is not the case (step S302-3-12-4-2 = No), the process proceeds to step S302-3-12-4-5.

(Step S302-3-12-4-3)
In step S302-3-12-4-3, the sub CPU 402 performs a process of setting “03” as the state number. Specifically, the sub CPU 402 performs processing to update the value of the state number storage area provided in the sub RAM 405 to “03”. Then, when the process of step S302-3-12-4-3 ends, the process proceeds to step S302-3-12-4-4.

(Step S302-3-12-4-4)
In step S302-3-12-4-4, the sub CPU 402 performs a process of setting “50” to the value of the ART game number counter. Specifically, the sub CPU 402 performs a process of setting “50” to the value of the ART game number counter provided in the sub RAM 405. Then, when the process of step S302-3-12-4-4 is completed, the sub-routine of the deadly mode transition display process is terminated, and the process proceeds to step S302-3-12-9 of the display determination command reception process. .

(Step S302-3-12-4-5)
In step S <b> 302-3-12-4-5, the sub CPU 402 performs processing for determining whether or not the ART preparation state B is in effect. Specifically, the sub CPU 402 performs a process of determining whether or not the ART preparation state B is based on the value stored in the ART preparation state storage area provided in the sub RAM 405. If it is determined that the state is the ART preparation state B (step S302-3-12-4-5 = Yes), the process proceeds to step S302-3-12-4-6, and the ART preparation state B is reached. If it is determined that it is not (step S302-3-12-4-5 = No), the process proceeds to step S302-3-12-4-8.

(Step S302-3-12-4-6)
In step S302-3-12-4-6, the sub CPU 402 performs a process of setting “03” as the state number. Specifically, the sub CPU 402 performs processing to update the value of the state number storage area provided in the sub RAM 405 to “03”. Then, when the process of step S302-3-12-4-6 ends, the process proceeds to step S302-3-12-4-7.

(Step S302-3-12-4-7)
In step S302-3-12-4-7, the sub CPU 402 performs a process of setting “100” to the value of the ART game number counter. Specifically, the sub CPU 402 performs a process of setting “100” to the value of the ART game number counter provided in the sub RAM 405. Then, when the process of step S302-3-12-4-7 ends, the sub-routine of the process for displaying the deadly mode transition ends, and the process proceeds to step S302-3-12-9 of the process for receiving the display determination command. .

(Step S302-3-12-4-8)
In step S302-3-12-4-8, the sub CPU 402 performs a process of setting “03” as the state number. Specifically, the sub CPU 402 performs processing to update the value of the state number storage area provided in the sub RAM 405 to “03”. Then, when the process of step S302-3-12-4-8 ends, the process proceeds to step S302-3-12-4-9.

(Step S302-3-12-4-9)
In step S302-3-12-4-9, the sub CPU 402 performs a process of setting “200” to the value of the ART game number counter. Specifically, the sub CPU 402 performs a process of setting “200” to the value of the ART game number counter provided in the sub RAM 405. When the process of step S302-3-12-4-9 is completed, the subroutine for the special mode switching display process is terminated, and the process proceeds to step S302-3-12-9 of the display determination command reception process. .

(Processing when entering RUSH transition display)
Next, based on FIG. 47, a description will be given of the start-up RUSH transition display process. FIG. 47 is a diagram showing a subroutine of the process at the time of the appearance RUSH transition display.

(Step S302-3-12-6-1)
In step S302-3-12-6-1, the sub CPU 402 performs processing to determine whether or not the state number is “02”. Specifically, the sub CPU 402 performs processing to determine whether or not the state number “02” is stored in the state number storage area provided in the sub RAM 405. If it is determined that the state number is “02” (step S302-3-12-6-1 = Yes), the process proceeds to step S302-3-12-6-2, and the state number Is determined not to be “02” (step S302-3-12-6-1 = No), the subroutine for the start-up RUSH transition display process is terminated, and the process at the time of display determination command reception is performed at step S302-3. The process is shifted to -12-9.

(Step S302-3-12-6-2)
In step S <b> 302-3-12-6-2, the sub CPU 402 performs processing for determining whether or not the ART preparation state A is set. Specifically, the sub CPU 402 performs a process of determining whether or not the ART preparation state A is based on a value stored in an ART preparation state storage area provided in the sub RAM 405. If it is determined that the state is the ART preparation state A (step S302-3-12-6-2 = Yes), the process proceeds to step S302-3-12-6-6, and the ART preparation state A is determined. If it is determined that it is not (step S302-3-12-6-2 = No), the process proceeds to step S302-3-12-6-6.

(Step S302-3-12-6-3)
In step S302-3-12-6-3, the sub CPU 402 performs a process of setting “03” as the state number. Specifically, the sub CPU 402 performs processing to update the value of the state number storage area provided in the sub RAM 405 to “03”. Then, when the process of step S302-3-12-6-3 ends, the process proceeds to step S302-3-12-6-4.

(Step S302-3-12-6-4)
In step S302-3-12-6-4, the sub CPU 402 performs a process of setting “50” to the value of the ART game number counter. Specifically, the sub CPU 402 performs a process of setting “50” to the value of the ART game number counter provided in the sub RAM 405. Then, when the process of step S302-3-12-6-4 is completed, the subroutine for the start-up RUSH transition display process is terminated, and the process proceeds to step S302-3-12-9 of the display determination command reception process. .

(Step S302-3-12-6-5)
In step S <b> 302-3-12-6-5, the sub CPU 402 performs processing for determining whether or not the ART preparation state B is set. Specifically, the sub CPU 402 performs a process of determining whether or not the ART preparation state B is based on the value stored in the ART preparation state storage area provided in the sub RAM 405. If it is determined that the state is the ART preparation state B (step S302-3-12-6-5 = Yes), the process proceeds to step S302-3-12-6-6, and the ART preparation state B is reached. If it is determined that this is not the case (step S302-3-12-6-5 = No), the process proceeds to step S302-3-12-6-8.

(Step S302-3-12-6-6)
In step S302-3-12-6-6, the sub CPU 402 performs a process of setting “03” as the state number. Specifically, the sub CPU 402 performs processing to update the value of the state number storage area provided in the sub RAM 405 to “03”. Then, when the process of step S302-3-12-6-6 ends, the process proceeds to step S302-3-12-6-7.

(Step S302-3-12-6-7)
In step S302-3-12-6-7, the sub CPU 402 performs a process of setting “100” to the value of the ART game number counter. Specifically, the sub CPU 402 performs a process of setting “100” to the value of the ART game number counter provided in the sub RAM 405. Then, when the process of step S302-3-12-6-7 is completed, the subroutine for the start-up RUSH transition display process is terminated, and the process proceeds to step S302-3-12-9 of the display determination command reception process. .

(Step S302-3-12-6-8)
In step S302-3-12-6-8, the sub CPU 402 performs a process of setting “03” as the state number. Specifically, the sub CPU 402 performs processing to update the value of the state number storage area provided in the sub RAM 405 to “03”. Then, when the process of step S302-3-12-6-8 ends, the process proceeds to step S302-3-12-6-9.

(Step S302-3-12-6-9)
In step S302-3-12-6-9, the sub CPU 402 performs a process of setting “200” to the value of the ART game number counter. Specifically, the sub CPU 402 performs a process of setting “200” to the value of the ART game number counter provided in the sub RAM 405. Then, when the process of step S302-3-12-6-9 is completed, the subroutine for the start-up RUSH transition display process is terminated, and the process proceeds to step S302-3-12-9 of the display determination command reception process. .

(Processing when displaying spilling order)
Next, the stroke order spillage display process will be described with reference to FIG. FIG. 48 is a diagram showing a subroutine of the process for displaying the shot order spillage.

(Step S302-3-12-8-1)
In step S302-3-12-8-1, the sub CPU 402 performs processing to determine whether or not the state number is “03”. Specifically, the sub CPU 402 performs a process of determining whether or not the state number “03” is stored in the state number storage area provided in the sub RAM 405. If it is determined that the state number is “03” (step S302-3-12-8-1 = Yes), the process proceeds to step S302-3-12-8-2, and the state number is set. Is determined not to be “03” (step S302-3-12-8-1 = No), the subroutine of the stroke order spill display process is terminated, and the step S302-3- of the display determination command reception process is terminated. The process proceeds to 12-9.

(Step S302-3-12-8-2)
In step S302-3-12-8-2, the sub CPU 402 performs a process of determining whether or not the value of the ART game number counter is “0”. Specifically, the sub CPU 402 performs a process of determining whether or not the value of the ART game number counter provided in the sub RAM 405 is “0”. If it is determined that the value of the ART game number counter is “0” (step S302-3-12-8-2 = Yes), the process proceeds to step S302-3-12-8-3. If it is determined that the value of the ART game number counter is not “0” (step S302-3-12-4-2 = No), the batting order spill display processing subroutine is terminated and a display determination command is displayed. The processing shifts to step S302-3-12-9 of reception processing.

(Step S302-3-12-8-3)
In step S302-3-12-8-3, the sub CPU 402 performs a process of setting “01” as the state number. Specifically, the sub CPU 402 performs processing to update the value of the state number storage area provided in the sub RAM 405 to “01”. Then, when the process of step S302-3-12-8-3 ends, the process proceeds to step S302-3-12-8-4.

(Step S302-3-12-8-4)
In step S302-3-12-8-4, the sub CPU 402 performs an ART preparation state transition game number determination process. Specifically, the sub CPU 402 determines and determines the range of the number of games until the transition to the ART preparation state based on the ART preparation state transition game number determination table (see FIG. 24) provided in the sub ROM 404. Within the range of the number of games played, control is performed to determine the number of games until the transition to the ART ready state by lottery. Then, the sub CPU 402 performs processing for storing the number of games until the determined ART preparation state is shifted to the ART preparation state transition game number counter provided in the sub RAM 405. Then, when the process of step S302-3-12-8-4 is completed, the subroutine of the stroke order spill display process is terminated, and the process proceeds to step S302-3-12-9 of the display determination command reception process.

(Animation displayed on the liquid crystal display device 46 in the ART state)
Next, an animation displayed on the liquid crystal display device 46 in the ART state will be described with reference to FIG.

  In the ART state, as shown in FIG. 49, the number of games that can be played in the ART state, the number of games played in the ART state, and the number of medals acquired in the ART state are displayed on the liquid crystal display device 46. Further, the sub CPU 402 performs the stop operation of the stop buttons 11, 12, and 13 in the ART state based on the information related to the winning area included in the reel rotation start acceptance command stored by the game information storage process in step S <b> 302-2. Display the order of.

  For example, when the information related to the winning area included in the reel rotation start acceptance command stored by the game information storage process in step S302-2 is “27”, the sub CPU 402 determines that the combination of symbols related to the bell is an effective line Control to display on the liquid crystal display device 46 the order of the stop operations of the stop buttons 11, 12, and 13 to be aligned with each other. In this case, the player first operates the middle stop button 12, then operates the left stop button 11, and finally operates the right stop button 13, so that the combination of symbols related to the bell is placed on the active line. Can be displayed.

  As described above, the gaming machine 1 according to the present embodiment includes the gimmick movable unit 1100 that can move within a predetermined movable range, and the first effect unit 1210 and the second effect unit 1220 that rotate around the same axis. The effect device 1200 and the gimmick movable unit 1100 are operated within the movable range, and the first effect unit 1210 and the second effect unit 1220 are relatively close to each other with the substantially overlapped closed state and the axis center. When the first effect unit 1210 and the second effect unit 1220 are shielded by the gimmick movable unit 1100 in the closed state, the first effect unit 1210 and the second effect unit 1220 are shielded by the gimmick movable unit 1100. A shielding range in which part of first effect unit 1210 and second effect unit 1220 is exposed from gimmick movable unit 1100 It includes a sub CPU 402, the moving to. Thereby, in addition to the operation of the gimmick movable unit 1100, the gaming machine 1 makes a movement different from that of the gimmick movable unit 1100, so that the player can have a greater impression and a stronger impact than before. , Can increase the interest of the player.

In addition, in the gaming machine 1 according to the present embodiment, when the gimmick movable unit 1100 is controlled to move within the first movement range by the sub CPU 402, the effect device 1200 is controlled to be closed, and the gimmick movable unit 1100 is controlled. When the movement control is performed up to the second movement range, the effect device 1200 is controlled to be in the open state. Thereby, when the gimmick movable part 1100 is within the first movement range, the effect of only the gimmick movable part 1100 is performed, and when the gimmick movable part 1100 is moved to the second movement range, the effect device Since 1200 appears, it can give a big impact to a player and can improve interest.
Note that the first movement range in the present embodiment corresponds to the initial position range in the present invention.

  Furthermore, the gaming machine 1 in the present embodiment includes a liquid crystal display device 46 that displays information related to the game, and controls the effect device 1200 to be in an open state on the front surface of the liquid crystal display device 46. As a result, the effect device 1200 appears and operates on the front surface of the liquid crystal display device 46 that the player pays attention to, so that a great impact can be given to the player and the interest can be improved.

  Furthermore, the gaming machine 1 in the present embodiment is provided with effect lights 1231, 1232, 1233, 1234 that emit light on the front surfaces of the first effect unit 1210 and the second effect unit 1220 of the effect device 1200, and the first effect unit 1210 and When the second effect unit 1220 is operated in the open state, the effect lights 1231, 1232, 1233, 1234 are caused to emit light. Therefore, it is possible to increase the player's interest by making the gimmick more conspicuous.

  In the present embodiment, the movable direction of the gimmick base 1110 of the gimmick movable unit 1100 is the vertical direction. However, the present invention is not limited to this, and the operation may be performed by combining the front-rear direction, other directions, or a plurality of directions. It may be. For example, the gimmick base 1110 may move from the rear of the liquid crystal display device 46 to the front.

  Further, in the present embodiment, the movable direction of the handle gimmick part 1120 and the sheath gimmick part 1130 of the gimmick movable part 1100 is the left-right lateral direction. However, the present invention is not limited to this. You may make it operate | move combining a direction. For example, the handle gimmick part 1120 and the sheath gimmick part 1130 may rotate around the gimmick base 1110.

  In the present embodiment, the movement amount of the handle gimmick part 1120 and the sheath gimmick part 1130 is the same, but the movement amount of the handle gimmick part 1120 and the sheath gimmick part 1130 is different from each other. May be.

Furthermore, in the present embodiment, the rotation direction of the first effect unit 1210 and the second effect unit 1220 of the effect device 1200 is the reverse direction, but is not limited to this, and the first effect unit 1210 and the second effect unit are not limited thereto. The rotation direction with the part 1220 may be the same direction.
Further, in the present embodiment, the rotation amount of the first effect unit 1210 and the second effect unit 1220 is set to the same rotation amount, but not limited to this, the first effect unit 1210 and the second effect unit 1220 The amount of rotation of each may be different.

  In the present embodiment, the rotation axes of the first effect unit 1210 and the second effect unit 1220 are set to the front-rear direction. However, the present invention is not limited thereto, and the rotation axes of the first effect unit 1210 and the second effect unit 1220 May be the vertical direction or other directions. Further, the directions of the rotation axes of the first effect unit 1210 and the second effect unit 1220 may be different from each other.

  Furthermore, in the present embodiment, the movable direction of the first effect unit 1210 and the second effect unit 1220 is the rotation direction, but the present invention is not limited to this, and other operations such as vertical movement and horizontal movement are performed. Also good.

  Furthermore, in the present embodiment, the open / close state of the handle gimmick part 1120 and the sheath gimmick part 1130 of the sword gimmick 640 and the rotation amounts of the first effect part 1210 and the second effect part 1220 are linked. Not limited to this, the open / close state of the handle gimmick portion 1120 and the sheath gimmick portion 1130 and the rotation amounts of the first effect portion 1210 and the second effect portion 1220 may be independently operated. Further, the first effect unit 1210 and the second effect unit 1220 are also rotated in conjunction with each other. However, the present invention is not limited to this, and the first effect unit 1210 and the second effect unit 1220 may be independently rotated or moved. Similarly, the handle gimmick part 1120 and the sheath gimmick part 1130 are also moved in conjunction with each other. However, the present invention is not limited to this, and may be moved independently.

DESCRIPTION OF SYMBOLS 1 Game machine 2 Cabinet 3 Front door 21 Display windows 22a-22j Production lamp 31 Lumbar panel 43 Drive board (1st operation control means, 2nd operation control means, light emission control means)
46 Liquid crystal display device (game information display device)
100 reel control board 300 main control board 301 main CPU
400 Sub-control board 402 Sub-CPU (first operation control means, second operation control means, light emission control means)
404 sub ROM
405 Sub RAM
410 Production control board (first motion control means, second motion control means, light emission control means)
420 Image control unit 422 Liquid crystal control CPU
430 Lamp control unit 431 Lamp control CPU (first operation control means, second operation control means, light emission control means)
432 Lamp control ROM
433 Lamp control RAM
640 sword gimmick 650 gimmick lift drive unit 651 gimmick lift drive motor 652 gimmick lift motor gear 653 gimmick lift cam gear 654 gimmick lift arm 655 gimmick lift guide bush 657 gimmick slide guide base 659 gimmick lift guide base 659 gimmick lift shaft 660 gimmick lift shaft 660 Plate 661 Gimmick arm link shaft 662 Gimmick roller presser 663 Gimmick lift first photosensor 664 Gimmick lift second photosensor 836 Flexible substrate 840, 841, 841a to 841i, 842, 842a to 842i, 843, 843a to 843i Point light 910 X Design 911 Color region 912, 912a-912e High transmission region 1100 Gimmick movable part ( First movable structure)
1110 Gimmick base 1111 Gimmick body part 1112 Gimmick bar 1113 Gimmick arm 1113a, 1113b Arm insertion hole 1114 Gimmick arm 1114a, 1114b Arm insertion hole 1115 Open / close drive gear 1116 Open / close driven gear 1117 Link gear 1120 Handle gimmick part 1121 Handle body part 1122a, 1122b Handle Cover portion 1123 Handle long gear 1124 Handle short gear 1130 Sheath gimmick portion 1131 Sheath body portions 1132a and 1132b Sheath cover portion 1133 Sheath long gear 1140 Rack gear 1142 Rack link gear 1143 Effect insertion hole 1143a First effect gear 1143b Second effect Gears 1144a, 1144b, 1144c support pin insertion holes 1191a, 1191b, 1191c Rack gear support pin 1200 Effect device (second movable structure)
1210 First effect section (member)
1211 1st effect shaft part 1212 1st effect gear part 1213 1st effect mother body 1220 2nd effect part (member)
1221 2nd effect shaft part 1222 2nd effect gear part 1223 2nd effect mother body 1231, 1232, 1233, 1234 Effect light (light emitting member)

Claims (4)

  1. When the predetermined start condition is established, the internal lottery is performed and the symbol variation display is started, and when the predetermined stop condition is established, the symbol variation display stop control is performed and the combination of the predetermined symbols is stopped and displayed. In gaming machines that grant gaming profits,
    A first movable structure movable within a predetermined movable range;
    First operation control means for operating the first movable structure within the movable range;
    A second movable structure composed of at least two members supported by a predetermined fulcrum;
    When the two members of the second movable structure are operated and controlled to a closed state in which the members substantially overlap each other and an open state in which the two movable structures are rotated in reverse relative to each other about the fulcrum, Makes the member shielded by the first movable structure, and when in the open state, part of the member is moved from the first movable structure to a range not included in the shielding range. Second operation control means;
    A gaming machine characterized by comprising:
  2. The second operation control unit controls the second movable structure to the closed state when the first movable structure is controlled to move within a predetermined initial position range by the first operation control unit. The second movable structure is controlled to be in the open state when the first movable structure is controlled to move out of the initial position range by the first operation control means. The gaming machine described.
  3. A game information display device for displaying information about the game,
    The gaming machine according to claim 1 or 2, wherein the second operation control means controls the second movable structure to the open state on a front surface of the game information display device.
  4. A light emitting member that is provided on a front surface of the member of the second movable structure and emits light;
    A light emission control means for causing the light emitting member to emit light when the member of the second movable structure is operated in an open state;
    The gaming machine according to any one of claims 1 to 3, further comprising:
JP2013262514A 2013-12-19 2013-12-19 Game machine Pending JP2015116373A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
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Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
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Publications (1)

Publication Number Publication Date
JP2015116373A true JP2015116373A (en) 2015-06-25

Family

ID=53529659

Family Applications (1)

Application Number Title Priority Date Filing Date
JP2013262514A Pending JP2015116373A (en) 2013-12-19 2013-12-19 Game machine

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Country Link
JP (1) JP2015116373A (en)

Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2012157586A (en) * 2011-02-01 2012-08-23 Kyoraku Sangyo Kk Pachinko game machine
JP2013202048A (en) * 2012-03-27 2013-10-07 Olympia:Kk Game machine
JP2013208308A (en) * 2012-03-30 2013-10-10 Kyoraku Sangyo Kk Game machine
JP2013240655A (en) * 2013-07-19 2013-12-05 Kyoraku Sangyo Kk Game machine

Patent Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2012157586A (en) * 2011-02-01 2012-08-23 Kyoraku Sangyo Kk Pachinko game machine
JP2013202048A (en) * 2012-03-27 2013-10-07 Olympia:Kk Game machine
JP2013208308A (en) * 2012-03-30 2013-10-10 Kyoraku Sangyo Kk Game machine
JP2013240655A (en) * 2013-07-19 2013-12-05 Kyoraku Sangyo Kk Game machine

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