JP4875521B2 - Amusement stand - Google Patents

Amusement stand Download PDF

Info

Publication number
JP4875521B2
JP4875521B2 JP2007064478A JP2007064478A JP4875521B2 JP 4875521 B2 JP4875521 B2 JP 4875521B2 JP 2007064478 A JP2007064478 A JP 2007064478A JP 2007064478 A JP2007064478 A JP 2007064478A JP 4875521 B2 JP4875521 B2 JP 4875521B2
Authority
JP
Japan
Prior art keywords
game
replay
stop
combination
displayed
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Active
Application number
JP2007064478A
Other languages
Japanese (ja)
Other versions
JP2008220715A (en
Inventor
公一 田鹿
Original Assignee
株式会社大都技研
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by 株式会社大都技研 filed Critical 株式会社大都技研
Priority to JP2007064478A priority Critical patent/JP4875521B2/en
Publication of JP2008220715A publication Critical patent/JP2008220715A/en
Application granted granted Critical
Publication of JP4875521B2 publication Critical patent/JP4875521B2/en
Active legal-status Critical Current
Anticipated expiration legal-status Critical

Links

Description

  The present invention relates to a game machine represented by a slot machine, a pachinko machine, and the like.

  In recent game machines (for example, slot machines), a reel is rotated by inserting a medal and operating a start lever, and a reel is stopped by operating a stop button. A combination is established when a predetermined symbol combination corresponding to the internal decision is displayed on the window, and when a combination with payout of medals is established, a prescribed number of medals are paid out. Yes.

In such a gaming table, when the internal winning is made to the small role by the internal lottery, in order to notify the player of that fact using a display device, a lamp, etc., the operation procedure by the player is predetermined. By conforming to the operation procedure, the reel stop control is performed so that the internal winning winning combination is aligned. In this way, in a conventional gaming table, when a small role is won internally, if the operation procedure by the player does not match the predetermined operation procedure, the small role will not be prepared, so it is important to notify the operation procedure. come. Such notification is generally called assist time (hereinafter referred to as “AT function”), and many game machines use this AT function to vary the winning combination probability of a small role (see, for example, Patent Document 1).
Japanese Patent No. 3509699

  However, since the conventional AT function determines how many times a small role is notified when a condition for operating the AT function is established, it tends to be a fixed condition, and the number of times is average. There was a problem that would become. Since the AT function changes the probability of winning a small role depending on whether the AT function is activated or not in the same gaming state, the gaming state does not change and the gaming state changes. Since the AT function operates in a non-fixed state, when the AT function is not activated, the game state is simply returned to the same gaming state as before the AT function is activated, and there is no interest. Further, there was no room for the player to intervene in determining the number of times the AT function was activated, and there was no interest in this respect.

  The present invention has been made in order to solve such a problem, and is capable of notifying information relating to changes in the gaming state in a notification mode selected by the player himself, and based on the notification. It is an object of the present invention to provide a game stand that can select whether or not the game state is changed by the player's own operation and can improve the interest of the player.

  The present invention relates to a lottery means for performing a predetermined lottery, a game setting means for setting a predetermined game from a plurality of types of games, a notification means for notifying various information in a predetermined notification mode, and a player's operation On the basis of the notification mode setting means for setting any one of a plurality of notification modes, and whether to notify the notification means according to the notification mode set by the notification mode setting means. Notification control means for performing control related to notification, wherein the game setting means cancels the currently set game when the specific symbol combination is displayed on the display window, and the released game is Different games can be set, and when the notification control means is in a permissible state in which the specific symbol combination can be displayed, the player can set the game regardless of the notification mode set by the notification mode setting means. Whether or not to notify the notification means in a specific notification mode that suggests that it is in the permissible state in a different manner for each notification mode set by the notification mode setting means so that the expected profits are the same. It is a game stand characterized by determining.

  According to the gaming machine according to the present invention, a specific symbol combination that is a release condition for a game can be displayed in the notification mode that is different depending on the effect mode selected by the player with the same expected profit that the player can obtain. It is possible to notify that it is in an allowable state, and the player can easily grasp whether or not it is in an allowable state in which a specific symbol combination can be displayed according to the notification mode selected by the player. In the state, it is possible to avoid the release of the current game by performing a reel stop operation so that the specific symbol combination is not displayed on the display window. Therefore, in addition to being able to notify information regarding changes in the gaming state in the notification mode selected by the player himself, it is possible to select whether or not to change the gaming state by the player's own operation based on the notification. it can.

  In addition, if the expected notification ratio for determining to perform notification in the specific notification mode in each notification mode is set to be the same in all notification modes, the player regardless of the notification mode selected by the player. The profits that can be obtained can be made equal.

  In addition, when the specific symbol combination is displayed on the display window, the game setting means releases the currently set game and sets the game to be more disadvantageous to the player than the released game. For example, the player can avoid shifting the current game to an unfavorable gaming state by performing a reel stop operation so that a specific symbol combination is not displayed on the display window.

  Further, the game includes at least a privilege game that is more advantageous to the player than the normal state, and the game setting means is configured to display the specific symbol combination on the display window in the privilege game. If the award game is set to a game that is more disadvantageous to the player than the award game, the player can perform a reel stop operation so that a specific symbol combination is not displayed on the display window. It can be avoided that the privilege game advantageous to the player is released and the game state is shifted to an unfavorable game state.

  In addition, the bonus game includes a game with a small total consumption of game media used during the game, or a game with a large total acquisition amount of game media that can be acquired during the game. A player performs a stop operation of the reels so that a specific symbol combination is not displayed on the display window, so that the game consumes a small amount of game media used during the game (or can be obtained during the game). It can be avoided that a game having a large amount of game media acquired) is released and the game state is shifted to an unfavorable game state.

  Further, if the specific notification mode includes information for preventing the specific symbol combination from being displayed on the display window, the information for preventing the player from displaying the specific symbol combination on the display window. Accordingly, the release of the current game can be avoided by performing the reel stop operation.

  The plurality of notification modes include, for example, a notification number determination notification mode in which the number of notifications to be notified in the specific notification mode is determined in advance, or whether or not notification is performed in the specific notification mode. Notification in which a plurality of predetermined notification counts are stored for the continuous lottery notification mode in which the lottery is determined until the lottery is determined and the lottery is determined to be lost, or in which the notification is performed in the specific notification mode. A number-of-times lottery notification mode determined by lottery using a number-of-times table can be used.

  In addition, the lottery means determines whether or not internal winning of a plurality of types of winning combinations is determined by the predetermined lottery, and is provided corresponding to each of the reels provided with a plurality of types of symbols, and each of the reels, A plurality of stop operation means for individually stopping the rotation of the reels, a reel stop control means for performing stop control related to the stop of the rotation of the reels based on the lottery result of the lottery means, And determining means for determining whether or not the symbol combination of the reels to be stopped and displayed on the set active line is a predetermined symbol combination corresponding to the winning combination internally. Suitable for slot machines.

  In addition, the specific notification mode is a notification mode that suggests an operation timing of the stop operation unit not to display the specific symbol combination or an operation order of the stop operation unit not to display the specific symbol combination. Then, the player can avoid the release of the current game by operating the stop operation means according to the notified operation timing (or operation order).

  In addition, the plurality of types of combinations include at least a re-game combination that allows a game to be played regardless of the insertion of game media, and the game setting means is configured to replay the game when a predetermined condition is satisfied. If a replay high probability game is set in which the ratio at which the symbol combination corresponding to the combination can be displayed on the active line is higher than the ratio set so far, the player can Profit can be gained by establishment.

  In addition, when the replay high probability game is set by the game setting unit, the notification mode setting unit sets the notification mode of the plurality of notification modes, and the player When it is possible to obtain a profit by setting a high probability game, and it is possible to easily grasp whether or not a specific symbol combination can be displayed according to the notification mode selected by the player, and the permitted state In this case, it is possible to avoid the release of the replay high probability game by performing the reel stop operation so that the specific symbol combination is not displayed on the display window.

  In addition, the game setting means, when the specific symbol combination is displayed, the end-time replay high-probability game that ends with a shorter number of games compared to the re-play high-probability game set so far If the player performs the reel stop operation so that the specific symbol combination is not displayed on the display window, the replay high probability game is released, and the player is more likely to play the game than the replay high probability game. It is possible to avoid the transition to the high-probability game at the end of the game, which is a disadvantageous gaming state.

  Further, the plurality of types of combinations include at least a special combination for starting a special game advantageous to the player and a re-playing combination that can play a game without inserting a game medium. The game setting means is a re-game in which the ratio that the symbol combination corresponding to the re-game player can be displayed on the active line after the end of the special game is higher than the ratio set so far. A high probability game is set, and the notification mode setting means responds to a player's operation when the replay high probability game is set by the game setting means based on establishment of a predetermined condition in the special game. In addition, if any one of the plurality of notification modes is set, the player can obtain the profit by setting the replay high probability game in addition to the profit by the special game, It is possible to easily grasp whether or not a specific symbol combination can be displayed according to the notification mode selected by the person, and when it is in the allowable state, the specific symbol combination is not displayed on the display window. By performing the reel stop operation at the same time, it is possible to avoid the release of the replay high probability game.

  The special game includes a normal probability game section in which a probability that the predetermined condition is satisfied is set to a predetermined probability, and a high probability game section in which the predetermined probability is set higher than the normal probability game section. , It is possible to change the probability that the replay high probability game is set by the game setting means in the special game, and to change the special game.

  In addition, if the notification means performs an effect control related to a selection effect that selects any one of the plurality of notification modes based on a player's operation, the notification means generates an effect that excites the selection operation of the notification mode. It can be performed and the interest of the player can be enhanced.

  In addition, a plurality of reels provided with a plurality of types of symbols, lottery means for determining whether or not an internal winning of a plurality of types of roles is won by lottery, and rotation corresponding to each of the reels are provided. A stop operation means for stopping the reel, a reel stop control means for controlling the stop of rotation of the reel based on a lottery result of the lottery means, and a stop on an effective line preset on the display window A determination means for determining whether or not the displayed symbol combination of the reels is a predetermined symbol combination corresponding to the internal winning combination, and a predetermined game is set from a plurality of types of games A game setting means, a notification means for notifying various information in a predetermined notification mode, and a notification mode setting means for setting any one of a plurality of notification modes based on a player's operation A plurality of notification control means for controlling whether or not to notify the notification means according to the notification mode set by the notification mode setting means, and an effect control means for effect control. The types of roles include at least a re-game player who can play a game without inserting a game medium, and a special role for starting a special game advantageous to the player. The means is that, when a predetermined condition is established, the replay height is such that the ratio at which the symbol combination corresponding to the replaying combination can be displayed on the active line is higher than the ratio set so far. When a probability game is set and a specific symbol combination is displayed on the display window during the replay high probability game, the replay high probability game is canceled and the replay high probability game is released. than When the game setting unit sets the replay high-probability game, based on the player's operation, the production control unit sets the other different games that are advantageous. A selection effect for selecting one of the notification modes is performed, the notification mode setting means sets the notification mode selected in the selection effect, and the notification control means is capable of displaying the specific symbol combination. In the case of a state, according to the notification mode set by the notification mode setting means, it is determined whether to perform notification in a specific notification mode that can specify that the specific symbol combination can be displayed. If the control related to the notification is performed, the benefit from the setting of the replay high probability game can be obtained, and a specific symbol combination is displayed according to the notification mode selected by the user. It is possible to easily grasp whether or not it is in a permissible state. If it is in the permissible state, the re-game height can be increased by performing a reel stop operation so that a specific symbol combination is not displayed on the display window. Cancellation of stochastic games can be avoided.

  The game setting means may cancel the setting of the replay high probability game and set a replay high probability game that is shorter than the number of times that the released replay high probability game is continuously set. The player performs a reel stop operation so that a specific symbol combination is not displayed on the display window, so that the replay high probability game is canceled and the game state is more disadvantageous to the player than the replay high probability game. Can be avoided.

  In addition, the game setting means sets the replay high probability game after the special game is finished, and the effect control means, when a specific condition is satisfied in the special game, after the special game is finished. Based on the player's operation, if the presentation control is executed to execute the selection presentation for selecting any one of the plurality of notification modes, the player can obtain a profit by setting the replay high probability game. In addition, it is possible to easily grasp whether or not it is an allowable state in which a specific symbol combination can be displayed depending on the notification mode selected by the user. By performing the reel stop operation so as not to be displayed above, it is possible to avoid the release of the replay high probability game.

  In addition, if the expected notification ratio for determining notification in the specific notification mode in each notification mode is set to be the same in all notification modes, the player regardless of the notification mode selected by the player. The profits that can be obtained can be made equal.

  The special game includes a normal special game in which a probability that the predetermined condition is satisfied is set to a predetermined probability, and a high-probability special game in which the predetermined probability is set higher than the normal special game. A transition means for shifting from the normal special game to the high-probability special game during a predetermined period from the start to the end of the special game. The probability that a high-probability game is set can be changed, and a special game can be changed.

  Further, if the effect control means is configured to control the effect in an effect mode that suggests the possibility of shifting to the high probability special game in the normal special game, the effect control means may shift to the high probability special game. It is possible to give the player a sense of expectation that it will not be done, and to enhance the player's interest.

  The special game further includes a confirmed special game in which the establishment of the predetermined condition is confirmed or almost confirmed, and at the start of the special game or until the special game starts and ends. In the meantime, if the transition means shifts from the normal special game to the confirmed special game or from the high probability special game to the confirmed special game, the interest of the player can be enhanced.

  In addition, when the symbol combination corresponding to the special role is stopped and displayed on the active line, the effect control is further provided with specific condition satisfaction lottery means for determining whether or not the predetermined condition is satisfied by lottery. The means is an effect related to a selection effect that causes one of a plurality of effect modes to be selected based on a player's operation when a symbol combination corresponding to the special role is stopped and displayed on the active line. According to the effect mode selected by the selected effect, effect control suggesting the lottery result in the specific condition establishment lottery means may be performed until the special game ends.

  According to the gaming machine according to the present invention, it is possible to notify information relating to changes in the gaming state in the notification mode selected by the player, and to change the gaming state by the player's own operation based on the notification. Whether or not can be selected, and the interest of the player can be improved.

  Hereinafter, a slot machine (game table) according to an embodiment of the present invention will be described in detail with reference to the drawings.

  FIG. 1 is an external perspective view of a slot machine 100 according to an embodiment of the present invention. In the slot machine 100, a game is started when a medal is inserted, and a medal is paid out according to the result of the game.

<Overall configuration>

  Inside the center of the main body 101 of the slot machine 100, there are three reels (left reel 110, middle) with multiple types of symbols (“bell”, “replay”, “cherry”, etc .: not shown) on the outer peripheral surface. The reel 111 and the right reel 112) are housed and can be rotated inside the slot machine 100. In this embodiment, an appropriate number of symbols are printed at equal intervals on the belt-like member, and the reels 110 to 112 are configured by affixing the belt-like member to a predetermined circular frame material. When viewed from the player, three symbols on the reels 110 to 112 are displayed in the vertical direction from the symbol display window 113 so that a total of nine symbols can be seen. Then, by rotating the reels 110 to 112, the combination of symbols that can be seen by the player varies. In the present embodiment, three reels are provided in the center of the slot machine 100, but the number of reels and the installation position of the reels are not limited to this.

  Further, a backlight (not shown) for illuminating each symbol displayed on the symbol display window 113 is disposed on the back surface of each reel 110 to 112. It is desirable that the backlight is shielded for each symbol so that the individual symbols can be illuminated evenly.

  In the slot machine 100, an optical sensor (not shown) including a light projecting unit and a light receiving unit is provided in the vicinity of each of the reels 110 to 112. The light projecting unit and the light receiving unit of the optical sensor are provided. A light-shielding piece of a certain length provided on the reel passes between them. The slot machine 100 determines the position of the symbol in the rotation direction on the reel based on the detection result of the sensor, and stops the reels 110 to 112 so that the target symbol is displayed on the winning line 114.

  The winning line display lamp 120 is a lamp indicating the winning line 114 that is valid. An effective winning line is determined in advance by the number of medals inserted into the slot machine 100. Of the five winning lines 114, for example, when one medal is inserted, the middle horizontal winning line is valid, and when two medals are inserted, the upper horizontal winning line and the lower horizontal winning line are added. When three medals are valid and three medals are inserted, five with a right-down winning line and an upper-right winning line added are valid as winning lines. Note that the number of winning lines 114 is not limited to five.

  The notification lamp 121 is a lamp for notifying the player that a specific winning combination (for example, bonus) is won internally in an internal lottery to be described later. The start lamp 122 is a lamp that informs the player that the reels 110 to 112 are in a state of being able to rotate. The replay lamp 123 indicates to the player that the current game can be replayed (the medal insertion is not required) when winning a replay game that is one of the winning games in the previous game. It is a lamp to inform. The medal insertion lamp 124 is a lamp that notifies that a medal can be inserted. The reel panel lamp 125 is an effect lamp.

  The medal insertion buttons 132 and 133 are buttons for inserting a predetermined number of medals stored electronically in the slot machine 100. In this embodiment, every time the medal insertion button 132 is pressed, a maximum of three is inserted one by one, and when the medal insertion button 133 is pressed, three are inserted. The medal slot 160 is an slot for a player to insert a medal when starting a game. That is, the medal can be inserted electronically by the medal insertion button 132 or 133, or an actual medal can be inserted from the medal slot 160, and the insertion means both.

  The stored number display 126 is a display for displaying the number of medals electronically stored in the slot machine 100. The display device 127 is a display device for displaying various internal information as numerical values. The payout number display 128 is a display for displaying the number of medals to be paid out to the player as a result of winning a winning combination.

  The start lever 130 is a lever-type switch for performing a game start operation. That is, when a desired number of medals is inserted into the medal insertion slot 160 or when the medal insertion buttons 132 and 133 are operated and the start lever 130 is operated, the reels 110 to 112 start rotating, and the game is started. Be started. The stop button unit 131 is provided with stop buttons 131a to 131c. The stop buttons 131a to 131c are button-type switches for individually stopping the reels 110 to 112 that have started rotating by operating the start lever 130. Note that a light emitter may be provided inside each of the stop buttons 131a to 131c. When the stop buttons 131a to 131c can be operated, the light emitter can be turned on to notify the player.

  The medal return button 134 is a button that is pressed to remove a medal when the inserted medal is clogged. The adjustment button 135 is a button for adjusting the medals electronically stored in the slot machine 100 and the bet medals and discharging them to the medal tray 156 from the medal payout outlet 161. The door key 136 is a hole into which a key for unlocking the front door 102 of the slot machine 100 is inserted. The operation button 137 is a button used when the player performs various selection operations. The medal payout port 161 is a payout port for paying out medals. The medal tray 156 is a container for collecting medals paid out from the medal payout outlet 161. In this embodiment, the medal tray 156 employs a tray that can emit light, and may be referred to as a tray lamp 156 hereinafter.

  The ashtray unit 170 is a container for storing cigarette butts, and is screwed inside the medal tray 156. The sound hole 171 is a hole for outputting the sound of a speaker provided inside the slot machine 100 to the outside. The upper lamp 151, the side lamp 152, the center lamp 153, the waist lamp 154, the lower lamp 155, and the saucer lamp 156 are decorative lamps for exciting the game, and are turned on / off / flashing according to the game state. The title panel 140 is a panel on which the model name of the slot machine and various designs are drawn, and the reel panel 141 is a panel having a symbol display window 113. A production unit A is provided at the top of the slot machine 100. A panel 180 that protects the effect unit A is provided in front of the effect unit A. Hereinafter, the configuration of the rendering unit A will be described.

<Directing unit>

  Next, the configuration of the rendering unit A will be described. 2 is an external view of the effect unit A, and FIG. 3 is an exploded perspective view of the effect unit A. The effect unit A includes an image display unit 1 and a shutter unit 50 that is detachably mounted on the front surface of the image display unit 1, and constitutes a kind of information display unit. The effect unit A is detachably attached to the back side of the front door 102 by engaging with a panel 180 fixed to the front door 102. As shown in FIG. 2, the panel 180 is formed by fixing a transparent plate 180b to a frame body 180a, and an engagement piece engaged with a hook-shaped engagement portion 52 formed on the shutter unit 50 on the upper portion of the frame body 180a. Are formed substantially uniformly in the left-right direction. By engaging the engaging portion 52 with this engaging piece, the rendering unit A is attached to the panel 180 in a suspended state and is attached to the back side of the front door 102.

  Thereafter, the effect unit A is fixed to the panel 180 by screwing screws through holes provided in the four corners of the shutter unit 50 and screwed bosses provided in the four corners of the frame body 180a. It will be fixed to the back side. Further, as shown in FIG. 3, the image display unit 1 has hook-shaped engaging portions 1 b ″ and 1 c ″, and the shutter unit 50 engages with the back side of the shutter unit 50, so that the shutter unit 50 can be Is mounted against. Thereafter, screws are passed through holes provided at the four corners of the image display unit 1 (two at each of the bent portions 1b ′ and 1c ′) and screwed into four screw holes provided at the frame 53 of the shutter unit 50, respectively. Thus, the shutter unit 50 and the image display unit 1 are fixed.

<Image display unit>

  Next, the configuration of the image display unit 1 will be described. The image display unit 1 includes a liquid crystal display device (hereinafter referred to as LCD) 10 that is an image display device, and a half mirror 20. As will be described later, the LCD 10 and the half mirror 20 are movable in conjunction with each other. FIG. 3 shows a state where the display screen 11 of the LCD 10 is exposed in front of the image display unit 1. A state in which a part of the half mirror 20 is exposed on the front surface of the image display unit 1 is shown.

  The LCD 10 is an image display device capable of displaying an electronic image on the display screen 11. In this embodiment, an LCD is used, but other types of image display devices may be used. The control circuit and the like of the LCD 10 are disposed above the top plate 1a and are covered and protected by a cover member 1a ′. The half mirror 20 is, for example, a mirror having a light transmittance of about 50%.

  The image display unit 1 has a hollow, substantially rectangular parallelepiped-shaped accommodation portion having a front surface that includes a top plate 1a, a pair of side plates 1b and 1c, a back cover 1d, and a bottom plate 1e. The LCD 10 and the half mirror 20 are accommodated in the housing. The shutter unit 50 functions as a shielding unit that can shield a display image by the LCD 10 and the half mirror 20 that can be seen from the front of the housing portion from a viewer. As shown in FIG. 3, each side plate 1 b, 1 c is bent 90 degrees at the front end thereof to constitute bent portions 1 b ′ and 1 c ′, and a part of the side plates 1 b, 1 c is projected without being bent. Hook-like engaging portions 1b "and 1c" are formed.

<Drive mechanism>

  Next, a drive mechanism that moves the LCD 10 and the half mirror 20 in conjunction with each other will be described. As shown in FIG. 4A, the LCD 10 is supported by a bracket 13. The bracket 13 is a frame member that includes a back plate portion 13b to which the back surface of the LCD 10 is attached, and a side plate portion 13a that is formed integrally with the back plate portion 13b and is spaced from the side surface of the LCD 10. A shaft 12 serving as a rotation center of the LCD 10 is attached above the side plate portion 13a. The shaft 12 is supported by the side plate 1b, and an end thereof is connected to a stopper 12a provided outside the side plate 1b through the side plate 1b. The axis of the shaft 12 is set to the horizontal direction, and the LCD 10 is supported so as to be rotatable about a horizontal axis defined by the shaft 12.

  The side plate portion 13a is provided with a long hole-shaped guide portion 13c extending vertically. The guide portion 13c is for guiding the movement of the LCD 10, and the slide portion 14c of the arm member 14 slides in addition to the guide portion 16 of the side plate 1b. That is, the sliding portion 14c passes through the guide portions 16 and 13c and penetrates the side plate 1b and the side plate portion 13a.

  Next, a half mirror 20 is disposed behind the LCD 10. Support frames 21 that support the half mirror 20 are attached to both sides of the half mirror 20. The support frame 21 is provided with four holes. The ends of the shaft bodies 23a and 23b of the auxiliary plate 23 are inserted into any two of the four holes, and the support frame 21 and the auxiliary plate 23 are integrally attached with the side plate 1b interposed therebetween.

<Movement operation>

  Next, a movement mode of the LCD 10 and the half mirror 20 by the above drive mechanism will be described. FIG. 4 and FIG. 5 are explanatory diagrams of movement modes of the LCD 10 and the half mirror 20, and are views of main structures of the LCD 10, the half mirror 20 and the above drive mechanism as viewed from the right side. 4A, the LCD 10 is in a state where the display screen 11 is substantially vertical and is exposed to the front of the image display unit 1. FIG. This is called the first position. This first position is a position where the half mirror 20 is hidden behind the LCD 10 when the image display unit 1 is viewed from the front, and the display surface of the image display unit 1 is the display screen 11 of the LCD 10. In other words, the LCD 10 becomes a direct display subject. The LCD 10 rotates about 90 degrees around the axis 12 in the rear direction as will be described. Therefore, in the state of FIG. 4A, the half mirror 20 is located at a position (retracted position) on the farther side of the image display unit 1 in order to avoid interference with the LCD 10.

  FIG. 4B is a diagram illustrating a state in which the rotating plate 30 is rotated approximately 90 degrees counterclockwise. As the rotating plate 30 rotates, the sliding portion 14d slides along the cam groove 30c, and the arm member 14 rotates clockwise around the shaft 14a by the guide of the cam groove 30c. The position of the sliding portion 14c is moved by the rotation of the arm member 14, and the sliding portion 14c slides on the guide portion 16 of the side plate 1b and the guide portion 13c of the bracket 13. Since the sliding portion 14c moves in an arc around the shaft 14a, the bracket 13 rotates counterclockwise around the shaft 12 by the sliding of the bracket 13 to the guide portion 13c. The LCD 10 supported by the bracket 13 also rotates counterclockwise. Although not shown, when the LCD 10 is in the first position, the spring 15 is extended beyond the natural length, and the contraction force urges the LCD 10 to rotate counterclockwise. .

  In the state of FIG. 4B, the half mirror 20 hardly moves. As can be seen from the shape of the cam groove 30d, the shape of the cam groove 30d is set so that the distance between the sliding locus of the sliding portion 22c and the rotation center (the shaft 30a) of the rotating plate 30 is substantially constant. Because.

  FIG. 5A is a view showing a state in which the rotating plate 30 is further rotated approximately 90 degrees counterclockwise. The clockwise rotation of the arm member 14 further proceeds, and the LCD 10 is rotated to a position where the orientation of the LCD 10 is substantially horizontal. In this state, although not shown, the spring 15 is close to the natural length, and the biasing force of the counterclockwise rotation of the LCD 10 due to the contraction force is also small. In the state of FIG. 5A, the movement of the half mirror 20 is also progressing. As the rotating plate 30 rotates, the sliding portion 22c slides along the cam groove 30d, and the arm member 22 rotates clockwise around the shaft 22a by the guide of the cam groove 30d. The position of the locking portion 22b is moved by the rotation of the arm member 22, and presses the shaft body 23a.

  The auxiliary plate 23 moves together with the support frame 21 by being biased by the pressing of the shaft body 23a, and as a result, the half mirror 20 moves. The shaft bodies 23a and 23b are guided by the guide portions 24a and 24b of the side plate 1b to move the half mirror 20 to the front side of the image display unit A. At this time, in this embodiment, since the two guide portions 24a and 24b are provided and the shaft bodies 23a and 23b are slid, respectively, the posture of the half mirror 20 can be changed instead of simply moving. . That is, the posture when the half mirror 20 is moved is defined by the guide portions 24a and 24b. In the state of FIG. 5A, it can be seen that the posture of the half mirror 20 lies down compared to the state of FIG.

  FIG. 5B is a diagram illustrating a state in which the rotating plate 30 is further rotated counterclockwise by approximately 90 degrees, and illustrates a state in which the movement of the LCD 10 and the half mirror 20 is completed. The arm member 14 is directed substantially vertically, and the posture of the LCD 10 is substantially horizontal as compared with the posture shown in FIG. This position of the LCD 10 is referred to as a second position. The display screen of the LCD 10 is substantially horizontal and faces directly below.

  In the state of FIG. 5B, the half mirror 20 is moved to the front side of the image display unit 1 larger than the retracted position, and is positioned almost directly below the LCD 10. Also, the posture is more slanted than in the retracted position, and has an inclination of approximately 45 degrees with respect to the horizontal plane. The position of the half mirror 20 is referred to as a display position. When in this display position, the half mirror 20 is exposed to the front of the image display unit 1. The LCD 10 in the second position projects an image on the half mirror 20, and the half mirror 20 becomes a display surface of the image display unit 1. In other words, the LCD 10 is an indirect display subject, and the half mirror 20 is a direct display subject.

  In this manner, when the LCD 10 is in the first position, the half mirror 20 is moved to the retracted position, and when the LCD 10 is in the second position, the half mirror 20 is moved to the display position. Become. When returning from the state shown in FIG. 5B to the state shown in FIG. 4A, the motor 32 is reversely rotated to rotate the rotating plate 30 in the reverse direction (clockwise), and the LCD 10 is moved from the second position to the first position. The half mirror 20 moves in conjunction with the position from the display position to the retracted position.

<Image display mode>

  Next, an image display mode of the image display unit 1 will be described with reference to FIG. FIG. 6 is an explanatory diagram of the principle of displaying a three-dimensional image by the image display unit 1, and the diagram on the right side of FIG. 6 is a diagram of the main part of the image display unit 1 as viewed from the side. Indicates a display image that is visible to the player when the LCD 10 is in the second position. In the example of the figure, a three-dimensional object X is disposed behind the half mirror 20. The three-dimensional object X is a model simulating a mountain.

  When the LCD 10 is in the position of the broken line (first position) in the figure, as described above, the display screen 11 of the LCD 10 is exposed to the front of the image display unit 1 and the player can see the display screen 11. However, the half mirror 20 is in the retracted position (indicated by a broken line) and is hidden behind the LCD 10 and cannot be seen. From the image display unit 1, a two-dimensional image by the LCD 10 is presented to the player.

  On the other hand, when the LCD 10 is at the solid line position (second position) in the figure, the LCD 10 is substantially horizontal, so the player cannot directly see the display screen 11. And the half mirror 20 exists in the display position shown as a continuous line, and the image (virtual image) projected on the half mirror 20 from LCD10 is shown to a player. This virtual image, when viewed from the player as shown in the figure, appears to be floating behind the half mirror 20 and becomes a three-dimensional image with a three-dimensional feeling. The position of the virtual image is determined by the distance (L1, L2) between the LCD 10 and the half mirror 20 and the angle between the LCD 10 and the half mirror 20 (approximately 45 degrees in this example). A virtual image can be seen at a position (virtual image display surface) separated from L 20 by L1 and L2 in the depth direction.

  In the example of FIG. 6, the three-dimensional object X is arranged behind the half mirror 20 and behind the virtual image position in the player's visual recognition direction. The three-dimensional object X passes through the half mirror 20 as a real image and is visible to the player. For this reason, in the display image shown on the left side of the figure, a virtual image (UFO) and a three-dimensional object X are combined and are viewed in the order of virtual image (UFO) → three-dimensional object X when viewed from the player. looks like. The presence of the three-dimensional object X enhances the sense of depth, resulting in a further three-dimensional image.

<Shutter unit>

  Next, the configuration of the shutter unit 50 will be described with reference to FIGS. 2 and 3. The shutter unit 50 includes a left door 51a and a right door 51b (hereinafter, both are collectively referred to as the door 51). The left door 51a and the right door 51b are provided on the front surface of the image display unit 1 so as to be freely opened and closed. When the left door 51a and the right door 51b are closed, the display image by the LCD 10 and the half mirror 20 is shielded from the player. It constitutes a member.

  2 and 3, the left door 51a and the right door 51b are opened, and the display image by the LCD 10 and the half mirror 20 is located at a position where it can be seen by the player (non-shielding position; also referred to as a fully opened position). When these are moved inward and are in the closed position (shielding position; see FIG. 1), the display image by the LCD 10 and the half mirror 20 is shielded from the player. The display image may be shielded by configuring the left door 51a and the right door 51b from opaque members so that the back of the left door 51a and the right door 51b cannot be seen at all, or from a member that is slightly transparent such as ground glass. Although it does not mean that the back of the left door 51a and the right door 51b cannot be seen at all, the display content of the display image may be difficult to visually recognize.

  The shutter unit 50 has a frame 53 having an opening 53a at the center. The hook-like engaging portion 52 described above is formed in which a part of the upper end portion of the frame 53 is bent in a U shape and engages with an engaging piece on the upper portion of the frame body 180a. A hollow projection 53b (not shown) is formed on the back surface of the frame 53, and a slit 53b ′ (not shown) is formed in the projection 53b. The slits 53b ′ are respectively formed corresponding to the engaging portions 1b ″ and 1c ″ of the image display unit 1, and the engaging portions 1b ″ and 1c ″ are inserted and engaged therewith. In order to release the engagement, the engaging portions 1b "and 1c" may be moved slightly upward and extracted from the slit 53b '. Thereby, the image display unit 1 and the shutter unit 50 are detachably attached to each other.

  The frame 53 is provided with two pairs of upper and lower guide rail members (58a, 58b). Each of the guide rail members 58a and 58b has a U-shaped cross section, and the lower end portion and the upper end portion of the door 51 are fitted into the guide rail members 58a and 58b, respectively, and guide the parallel movement of the door 51 in the left-right direction. The guide rail member 58a guides the door 51a, and the guide rail member 58b guides the door 51b.

  Next, driving means for moving the door 51 will be described. In this embodiment, a belt transmission mechanism is employed. By adopting the belt transmission mechanism, the door 51 can be moved quietly and smoothly. Although the left door 51a and the right door 51b are independently driven, since the drive means and the like have the same configuration, only the configuration of the drive means and the like of the right door 51b will be described here.

  The shutter unit 50 includes an endless belt 56b wound between a pair of pulleys 55b and a motor 54b that travels the endless belt 56b. The pulley 55b is a rotating body that is rotatably supported by the frame 53. One pulley 55b is connected to the output shaft of the motor 54b as a driving pulley. The motor 54 b is a stepping motor, for example, and is fixed to the back side of the frame 53. The right door 51b is attached to the endless belt 56b, and moves as the endless belt 56b travels. A pair of sensor units 57b for detecting the position of the right door 51b are attached to the frame 53 apart from each other in the moving direction of the right door 51b. When the right door 51b is detected by each sensor unit 57b, the endless belt 56b is driven by a predetermined amount by the motor 54b and then stopped, so that the right door 51b can be stopped at a predetermined position.

  By providing such a shutter unit 50, in this embodiment, the LCD 10 and the half mirror 20 can be moved while the door 51 is in the shielding position. In this way, the movement of the LCD 10 or the like can be made invisible to the player, and the player feels that the switching between the two-dimensional image and the three-dimensional image is suddenly performed by opening and closing the door 51. It is possible to give a feeling that the two-dimensional image and the three-dimensional image have been exchanged. In this embodiment, like the shoji, the left door 51a and the right door 51b are configured to move in parallel in the left-right direction so as to oppose each other. Further, other configurations may be used as long as the display images of the LCD 10 and the half mirror 20 are difficult for the player to visually recognize.

<Control unit>

  Next, the circuit configuration of the control unit of the slot machine 100 will be described in detail with reference to FIGS. The slot machine 100 controls the central part of the game, that is, the main control unit 300 that executes processing related to the game progress of the slot machine 100, and various devices according to signals (control commands) transmitted from the main control unit 300. The control unit 400 includes a sub-control unit 400 that controls, and an effect unit control unit 500 that controls the effect unit A in accordance with a signal transmitted from the sub-control unit 400. The sub-control unit 400 and the rendering unit control unit 500 execute processing related to rendering.

  In this embodiment, there is no configuration for transmitting a control command or the like from the sub control unit 400 to the main control unit 300, and data communication between the main control unit 300 and the sub control unit 400 is performed from the main control unit 300. This is one-way communication in which data is transmitted only to the sub-control unit 400. Similarly, there is no configuration for transmitting a control command or the like from the production unit control unit 500 to the sub control unit 400, and data communication between the sub control unit 400 and the production unit control unit 500 is performed from the sub control unit 400 to the production unit control. One-way communication in which data is transmitted only to unit 500.

<Main control unit>

  First, the main controller 300 of the slot machine 100 will be described with reference to FIG. The main control unit 300 includes a CPU 310 that is an arithmetic processing unit for controlling the entire main control unit 300, a data bus and an address bus for the CPU 310 to transmit and receive signals to and from each IC and each circuit, It has the structure described below. The clock correction circuit 314 is a circuit that divides the clock oscillated from the crystal oscillator 311 and supplies it to the CPU 310. For example, when the frequency of the crystal oscillator 311 is 12 MHz, the divided clock is 6 MHz. The CPU 310 operates by receiving the clock divided by the clock correction circuit 314 as a system clock.

  The CPU 310 is connected to a timer circuit 315 for setting a timer interrupt processing cycle for constantly monitoring the state of sensors and switches, which will be described later, and a motor drive pulse transmission cycle, via a bus. When the power is turned on, the CPU 310 transmits the frequency dividing data stored in the predetermined area of the ROM 312 to the timer circuit 315 via the data bus. The timer circuit 315 determines an interrupt time based on the received frequency division data, and transmits an interrupt request to the CPU 310 at each interrupt time. In response to this interrupt request, the CPU 310 executes monitoring of each sensor and transmission of drive pulses. For example, when the system clock of the CPU 310 is set to 6 MHz, the frequency division value of the timer circuit 315 is set to 1/256, and the data for frequency division of the ROM 312 is set to 44, the reference time for this interrupt is 256 × 44 ÷ 6 MHz = 1. 877 ms.

  In addition, the CPU 310 stores a program for controlling each IC, a lottery data used for the internal lottery of a winning combination, various data such as a reel stop position, and a ROM 312 for storing temporary data. A RAM 313 is connected. Other storage means may be used for these ROM 312 and RAM 313, and this is the same in the sub-control unit 400 and the rendering unit control unit 500 described later. The RAM 313 is configured so that the stored contents are not lost even when the power of the slot machine 100 is cut off by a battery backup circuit (not shown).

  The CPU 310 is connected to an input interface 360 for receiving an external signal. The medal acceptance sensor 320, the start lever sensor 321, the stop button sensor 322, and the medal insertion button are connected via the input interface 360 every interrupt time. The state of the sensor 323, the settlement switch 324, the reset switch 326, and the power supply voltage monitoring circuit 327 is detected, and each sensor is monitored.

  Two medal acceptance sensors 320 are installed in the passage inside the medal slot 160 and detect whether or not a medal has passed. The start lever sensor 321 is installed on the start lever 130 and detects a start operation by the player. The stop button sensor 322 is installed in each of the stop buttons 131a to 131c, and detects the operation of the stop button by the player. The medal insertion button sensor 323 is installed in each of the medal insertion buttons 132 and 133, and detects an insertion operation when a medal electronically stored in the RAM 313 is inserted as a game medal.

  The settlement switch 324 detects an operation on the settlement button 135, and when the settlement button 135 is pressed once, a medal that can be settled is paid out. In this embodiment, the medals that can be settled are both the stored medals and the bet medals, but only the stored medals may be used.

  The reset switch 326 is for initializing various information stored in the RAM 313. The power supply voltage monitoring circuit 327 monitors the power supply voltage of the slot machine 100 and outputs a signal when the voltage drops below a certain voltage. The power supply voltage monitoring circuit 327 is used to perform processing for backing up information in the RAM 313 and the like before the voltage drops completely when the power of the slot machine 100 is turned off.

  The CPU 310 further has an input interface 361 and output interfaces 370 and 371 connected to an address bus via an address decoding circuit 350. The CPU 310 exchanges signals with external devices via these interfaces. An index sensor 325 is connected to the input interface 361. The index sensor 325 is installed at a predetermined position on the mounting base of each of the reels 110 to 112, and becomes H level each time the light shielding piece provided on the reel passes through the index sensor 325. When detecting this signal, the CPU 310 determines that the reel has made one rotation, and resets the rotational position information of the reel to zero.

  The output interface 370 includes a reel motor driving unit 330 that controls a motor for driving the reel, and a motor for a hopper (a device for paying out medals accumulated in the bucket from the medal payout port 161, not shown). A hopper motor drive unit 331 for driving the game, a game lamp 340 (specifically, a winning line display lamp 120, an announcement lamp 121, a start lamp 122, a re-game lamp 123, a medal insertion lamp 124, etc.), and 7 segments A (SEG) indicator 341 (stored number indicator 126, indicator 127, payout number indicator 128, etc.) is connected.

  A random number generation circuit 317 is connected to the CPU 310 via a data bus. The random number generation circuit 317 is an increment counter capable of incrementing a value within a certain range based on a clock oscillated from the crystal oscillator 311 and the crystal oscillator 316 and outputting the count value to the CPU 310, which will be described later. Used for various lottery processes, including internal lottery for winning positions. The random number generation circuit 317 in the present embodiment includes two random number counters. An output interface 371 for transmitting a command to the sub control unit 400 is connected to the data bus of the CPU 310.

<Sub control unit>

  Next, the sub control unit 400 of the slot machine 100 will be described with reference to FIG. The sub-control unit 400 is a CPU 410 that is an arithmetic processing unit that controls the entire sub-control unit 400 based on a control command or the like transmitted from the main control unit 300, and the CPU 410 transmits and receives signals to and from each IC and each circuit. The data bus and the address bus are provided, and the configuration described below is provided. The clock correction circuit 414 is a circuit that corrects the clock oscillated from the crystal oscillator 411 and supplies the corrected clock to the CPU 410 as a system clock. Further, a timer circuit 415 is connected to the CPU 410 via a bus. The CPU 410 transmits the frequency dividing data stored in the predetermined area of the ROM 412 to the timer circuit 415 via the data bus at a predetermined timing. The timer circuit 415 determines an interrupt time based on the received frequency division data, and transmits an interrupt request to the CPU 410 at each interrupt time. The CPU 410 controls each IC and each circuit based on the interrupt request timing. In addition, the CPU 410 temporarily stores a ROM 412 in which commands and data for controlling the entire sub-control unit 400, backlight lighting patterns and data for controlling various displays, and the like are stored. The RAM 413 is connected via each bus. The RAM 413 is configured so that the stored contents are not lost even when the power of the slot machine 100 is cut off by a battery backup circuit (not shown).

  The CPU 410 is connected to an input / output interface 460 for transmitting and receiving external signals. The input / output interface 460 includes a backlight 420 for illuminating the symbols of the reels 110 to 112 from the back, a front surface. A door sensor 421 for detecting opening / closing of the door 102, a reset switch 422 for initializing information stored in the RAM 413, and a power supply voltage monitoring circuit 423 are connected. The power supply voltage monitoring circuit 423 is the same as the power supply voltage monitoring circuit 327 described above, and monitors the power supply voltage of the slot machine 100 and outputs a signal when the voltage drops below a certain voltage. The power supply voltage monitoring circuit 423 is for performing processing for backing up information in the RAM 413 and the like before the voltage is completely dropped when the power of the slot machine 100 is turned off.

  An input interface 461 for receiving a control command from the main control unit 300 via a data bus is connected to the CPU 410, and an effect process that excites the entire game based on the control command received via the input interface 461. Etc. are executed. A sound source IC 480 is connected to the data bus and address bus of the CPU 410. The sound source IC 480 controls sound according to a command from the CPU 410. The sound source IC 480 is connected to a ROM 481 that stores sound data. The sound source IC 480 amplifies the sound data acquired from the ROM 481 by the amplifier 482 and outputs the sound data from the speaker 483.

  The CPU 410 is connected to an address decoding circuit 450 for selecting an external IC, similar to the main control unit 300, and the address decoding circuit 450 has an input for receiving a control command from the main control unit 300. An output interface 472 for outputting signals to the interface 461, the clock IC 423, and the 7-segment display 440 is connected.

  The CPU 410 can acquire the current time by connecting the clock IC 423. The 7-segment display 440 is provided inside the slot machine 100, and for example, a store clerk can check predetermined information set in the sub-control unit 400. Further, a demultiplexer 419 is connected to the output interface 470. The demultiplexer 419 distributes the signal transmitted from the output interface 470 to each display unit and the like. That is, the demultiplexer 419 flashes the upper lamp 151, the side lamp 152, the center lamp 153, the waist lamp 154, the lower lamp 155, the reel panel lamp 125, and the medal payout outlet 161 from the inside according to the data received from the CPU 410. The outlet strobe 159 and the saucer lamp 156 that are illuminated are controlled. The CPU 410 performs signal transmission to the rendering unit control unit 500 via the demultiplexer 419.

<Direction unit control unit>

  Next, the rendering unit controller 500 of the slot machine 100 will be described with reference to FIG. The rendering unit control unit 500 includes a CPU 510 that is an arithmetic processing unit, a data bus and an address bus for transmitting and receiving signals to and from each IC and each circuit, and has a configuration described below. The clock correction circuit 514 is a circuit that corrects the clock oscillated from the crystal oscillator 511 and supplies the corrected clock to the CPU 510 as a system clock.

  A timer circuit 515 is connected to the CPU 510 via a bus. The CPU 510 transmits the frequency dividing data stored in the predetermined area of the ROM 512 to the timer circuit 515 via the data bus at a predetermined timing. The timer circuit 515 determines an interrupt time based on the received frequency division data, and transmits an interrupt request to the CPU 510 for each interrupt time. The CPU 510 controls each IC and each circuit based on the interrupt request timing. The CPU 510 receives a signal from the CPU 410 output via the output interface 470 and the demultiplexer 419 of the sub-control unit 400 via the input interface 520 and the bus, and controls the effect unit control unit 500 as a whole.

  The ROM 512 stores a program and data for controlling the production unit control unit 500 as a whole. The RAM 513 includes a work area for programs processed by the CPU 510. The ROM 512 and RAM 513 are connected to the CPU 510 via a bus. The CPU 510 also has a CPU 530, a motor driver 562 for driving the motor 32, a motor driver 542 for driving the motor 54a, a motor driver 552 for driving the motor 54b, a sensor 57a ′, 57b ', 41a and 41b are connected. Although not shown, two sensors 57a ′ and 57b ′ are provided. Further, a ROM 531, a RAM 532, and a VDP (video display processor) 534 are connected to the CPU 530 via a bus.

  On the other hand, the ROM 531 stores a program processed by the CPU 530. The RAM 532 has a work area for programs processed by the CPU 530 and the like. A crystal oscillator 533 is connected to the VDP 534, and further a ROM 535 and a RAM 536 are connected via a bus. The ROM 535 stores a plurality of types of image data of the LCD 10. The CPU 530 reads out the image data in the ROM 535 based on the signal from the CPU 510, generates an image signal using the work area of the RAM 536, and displays the image on the display screen of the LCD 10 via the D / A converter 537. indicate.

  <Pattern arrangement>

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

  A plurality of types of symbols are arranged on each reel 110 to 112 by a predetermined number of frames (21 frames of arrangement numbers 0 to 20 in this embodiment). Also, arrangement numbers 0 to 20 shown at the left end of the figure are numbers indicating the arrangement positions of symbols on the reels 110 to 112. For example, in the present embodiment, the number 2 frame on the left reel 110 has a “white 7” symbol, the number 0 frame on the middle reel 111 has a “replay” symbol, and the number 0 frame on the right reel 112 has a number “0”. “Bell” symbols are arranged. The names of other symbols are as shown in the table on the right side of the figure.

  <Type of winning prize>

  Next, the types of winning combinations of the slot machine 100 will be described with reference to FIG. The figure shows the types of winning combinations, the symbol combinations corresponding to each winning combination, and the operation or payout of each winning combination.

  Among the winning combinations in this specification, the big bonuses (BB1, BB2) are used as a combination for shifting to the bonus game, and the replays (replays) 1 to 8 are used as a combination that allows replay without newly inserting medals. The RT transition combination is sometimes referred to as an “acting combination (or transition combination)” as distinguished from a winning combination as a transition to the RT game described later. A big bonus, a replay, and an RT transition combination which are combinations (or transition combinations) are included. In addition, the “winning” in the present specification includes a case where a symbol combination of an operating combination (or a transition combination) not accompanied by a medal payout is displayed on the effective line (aligned on the effective line). Includes big bonuses, replays and winnings for RT transitions.

  The winning combination of the present embodiment includes a single combination constituted by one winning combination and a simultaneous winning combination capable of simultaneously winning a plurality of winning combinations. It is needless to say that the type of winning combination is not limited to the winning combination shown in the present embodiment and can be arbitrarily adopted.

  The single combination of this embodiment includes a big bonus (BB1, BB2), a small combination (watermelon, bell, cherry), a control combination (control combination A, control combination B), and replay (replay) 1-8. And there is an RT transition role.

  “Big bonus (BB1, BB2)” is a special combination (operating combination) in which a big bonus game (BB game), which is a special game, is started by winning. In the case of the present embodiment, the corresponding winning symbol combinations are BB1 “white 7-white 7-white 7” and BB2 “blue 7-blue 7-blue 7”. In the present embodiment, the flag is carried over for the big bonus. That is, when a big bonus is won internally, a flag indicating this is set (information indicating that the internal winning is stored in a predetermined area of the RAM 313 of the main control unit 300), but the big bonus is not won in the game. However, the flag is kept standing until winning, and the big bonus is being won internally even after the next game.

  “Small (watermelon, bell, cherry)” (hereinafter sometimes referred to simply as “watermelon, bell, cherry”) is a winning combination in which a predetermined number of medals are paid out by winning, and the corresponding winning symbol combination is implemented in this implementation. In the case of the form, the watermelon is “chance-chance-watermelon”, the bell is “bell-bell-bell”, and the cherry is “cherry-ANY-ANY”. Further, the corresponding payout number is as shown in FIG. In the case of “cherry-ANY-ANY”, the symbol of the left reel 110 may be “cherry”, and the symbol of the middle reel 111 and the right reel 112 may be any symbol.

  The “control combination (control combination A, control combination B)” is a combination of the stop buttons 131a to 131c when the internal winning combination is the simultaneous winning combination (bell, control combination A) or the simultaneous winning combination (bell, control combination A) described later. It is a role for controlling whether only the bell can be stopped and displayed on the winning line 114 or both the bell and the RT transition combination can be stopped and displayed on the winning line 114 according to the stop order (details). Will be described later). Since the control combination is a combination for performing such control, the symbol combinations “Bell-Bell-White 7” and “Bell-Bell-Blue 7” corresponding to the control combination are displayed on the winning line 114. In this embodiment, special processing such as medal payout and game state transition is not performed even if the display is stopped.

  “Replay (Replay) 1 to 8” is a winning combination (operating role) that allows a game to be played without winning a medal (game medium) in the next game by winning, and the medal is paid out. Absent. The winning symbol combinations corresponding to each re-playing combination are as shown in FIG.

  The “RT transition technique” is a transition role that shifts to a normal game (RT2 mode) by winning, and does not pay out medals. Further, the corresponding winning symbol combination is “replay-bell-replay” in the present embodiment.

  Next, the gaming state of the slot machine 100 will be described. The gaming state of the slot machine 100 is roughly divided into a normal game, a re-probability high-probability game (RT game), and a BB game when winning in the BB.

  <Normal game>

  FIG. 12 shows in the ROM 312 the types of winning combinations in the normal game (normal game RT0 mode), the types of single / simultaneous winning combinations, internal winning probabilities, and the number of medals to be paid out (dividends) in association with each other. It is an example of the memorize | stored data table. In the figure, the “feature” column describes the features of each winning combination for reference (the same applies to the following data tables). In the figure, the numerator value of the internal winning probability of the winning combination is a numerical value (lottery data) indicating the number of appearances of each winning combination in a predetermined number of games, and the denominator value is acquired at the time of internal winning of the winning combination. The size of the range of random values (in this embodiment, 65536). This internal winning probability exists from setting 1 to setting 6, and an attendant of the game shop can arbitrarily select and set any one.

  In addition to the above-mentioned single bonuses, such as big bonuses (BB1, BB2), small roles (watermelon, bell, cherry), and re-game 1, there are simultaneous winning combinations in the winning combinations of normal games.

  The simultaneous winning combination is a winning combination capable of simultaneously winning a plurality of winning combinations, and in this embodiment, there are simultaneous winning combinations indicated by numbers 7 to 47 in FIG. For example, the simultaneous winning combination (BB1, replay 1) corresponding to number 16 in the figure is a winning combination that can be internally won by BB1 and replay 1 at the same time, and the winning symbol combination “white” corresponding to BB1 is shown. When “7-White 7-White 7” is stopped and displayed on the winning line 114 (when they are aligned), the game proceeds to the BB game and the winning symbol combination “Replay-Replay-Replay” corresponding to the replay 1 is selected. When the stop line is displayed on the winning line 114, the game can be performed without inserting medals in the next game. In addition, the control combination A and the control combination B included in the simultaneous winning combination (bell, control combination A) or the simultaneous winning combination (bell, control combination B) are more than other simultaneous selection combinations (bell in this embodiment). The number of medals to be paid out is set to be small (in this embodiment, the number of payouts of the control combination A and the control combination B is one, whereas the number of payout of the bell is nine), and the simultaneous winning combination (Bell , Even if the winning combination (the control combination A) or the simultaneous winning combination (bell, control combination B) is won internally, the combination is not displayed on the winning line 114. Providing a combination that does not appear in this way facilitates work for changing lottery data and reel stop control data associated with a change in the specifications of the game machine.

  <Replay high probability game>

  FIG. 13 and FIG. 14 are stored in the ROM 312 in association with the type of winning combination, the type of single winning combination / simultaneous winning combination, the internal winning probability, and the number of medals to be paid out (dividend) in the replay high probability game. It is an example of a data table.

  The replay high probability game refers to a game in which the internal winning probability of the regame player is set higher than that of the normal game. In the present embodiment, the replay high probability game 1 (normal game RT1 mode) and the replay high probability There are two types of game 2 (normal game RT2 mode). In addition, the winning combination of the replay high probability game includes the above-mentioned single combination, such as the big bonus (BB1, BB2), the small combination (watermelon, bell, cherry), the replay 1 and the simultaneous winning combination.

  In the replay high probability game 1, the internal winning probability of the single role (replay 1) is set to 50000/65536, from 7560/65536 which is the internal winning probability of the single role (replay 1) in the normal game. Is set to be significantly higher (the probability is set to be advantageous to the player), and the inside of the simultaneous winning combination (replay 1, replay 2) and simultaneous winning combination (replay 1, replay 3) The winning probability is set to 350/65536, from 340/65536 which is the internal winning probability of the simultaneous winning combination (replay 1, replay 2) and the simultaneous winning combination (replay 1, replay 3) in the normal game Is also set high. In the replay high probability game 2, the internal winning probability of the single role (replay 1) is set to 7555/65536, and the internal winning probability of the single role (replay 1) in the normal game is 7560 /. Although it is set slightly lower than 65536 (although it is set at a disadvantageous probability for the player), simultaneous winning combination (replay 1, replay 2) and simultaneous winning combination (replay 1, replay 3) The internal winning probability is set to 350/65536, and it is 340 / which is the internal winning probability of the simultaneous winning combination (replay 1, replay 2) and the simultaneous winning combination (replay 1, replay 3) in the normal game. It is set higher than 65536.

  <When winning the BB internal>

  FIGS. 15 and 16 show the types of winning combinations at the time of BB internal winning, the types of single / simultaneous winning combinations, internal winning probabilities, and the number of medals to be paid out (dividends) stored in the ROM 312 in association with each other. It is an example of a data table.

  In the BB internal winning, an internal winning is made to the winning combination of BB1 or BB2 (including an internal winning by simultaneous winning combination), and BB1 and BB2 are not won (the winning symbol combination corresponding to BB1 and BB2 is the winning line 114) In this embodiment, BB1 internal winning game (RT3 mode per internal) and BB2 internal winning game (internal BB2 internal gaming (internal)) There are two types of hits (RT4 mode). Further, the winning combination at the time of winning the BB internal prize includes the small role (watermelon, bell, cherry) and replay 1 which are the above-mentioned single roles.

  In the BB1 internal winning game and the BB2 internal winning game, the internal winning probabilities of the bonus winning combination and the re-playing winning combination or the bonus winning combination and the small winning combination are set to be different. Specifically, in the game per BB1, the internal winning probability of the simultaneous winning combination composed of BB1 and the replaying role, or BB1 and the small role is BB2 and the replaying role, or BB2 and the small role. It is set higher than the internal winning probability of the configured simultaneous winning combination, and in the BB2 internal winning game, the internal winning probability of the simultaneous winning combination composed of BB2 and the re-playing combination, or BB2 and the small combination, It is set higher than the internal winning probability of the simultaneous winning combination composed of BB1 and the replaying combination or BB1 and the small combination. For example, the internal winning probability of the simultaneous winning combination (BB1, replay 1) in the game per BB1 is set to 17560/65536, whereas the simultaneous winning combination (BB1, replay 1) in the game per BB2 internal The internal winning probability is set to 0/65536, and the internal winning probability of the simultaneous winning combination (BB1, replay 1) in the game per BB1 internal is the simultaneous winning combination (BB1, replay 1) in the game per BB2 internal Is set higher than the internal winning probability.

  <BB game>

  FIG. 17 shows the association between the type of winning combination at the time of BB game, the type of single combination / simultaneous winning combination, the internal winning probability, the corresponding winning symbol combination, and the number of medals to be paid out (dividend). 4 is an example of a data table stored in a ROM 312.

  The BB game is a game that is more advantageous to the player than the normal game (for example, a game that consumes less medals than the normal game, or an amount of medals that can be acquired during the game than the normal game) In the BB game, there are small roles (watermelon, bell, cherry) which are the above-mentioned single roles. In this embodiment, the BB game ends when the number of medals paid out exceeds 465.

  Next, the game state transition control will be described with reference to FIGS. FIG. 18 is a diagram showing the types of RT states, the triggers for transitioning to each RT state, and the corresponding gaming states, and FIG. 19 is a gaming state transition diagram showing how the gaming states transition.

  In the present embodiment, the RT state includes a normal game RT0 mode (normal game), a normal game RT1 mode (replay high probability game 1), a normal game RT2 mode (replay high probability game 2), and an internal RT3 mode (BB1). There are five types of RT modes: games per inside, and RT4 modes per inside (games per inside BB2).

  The normal game RT0 mode is a game state that is initially set at the start of a normal game, after setting change, or after RAM clear (RAM initialization). The normal game RT1 mode shifts after the end of the BB1 game or the BB2 game, and the normal game RT1 mode is continued for 5000 games after the shift, and then shifts to the normal game RT0 mode. The normal game RT2 mode shifts to the case where the RT transition combination is won in the normal game RT0 mode (when the symbol combination “Replay Bell-Replay” corresponding to the RT transition combination is displayed on the winning line 114), and after the transition During one game, the normal game RT2 mode is continued, and then the normal game RT0 mode is entered. The internal RT3 mode is shifted to the case where BB1 is won internally, and continues until the BB1 is won (until the symbol combination “white 7-white 7-white 7” corresponding to BB1 is displayed on the winning line 114). Is done. The internal RT4 mode is changed to the case where BB2 is won internally and continues until BB2 is won (until the symbol combination “Blue 7-Blue 7-Blue 7” corresponding to BB2 is displayed on the winning line 114). Is done. In the case of winning a game for BB1 (or BB2) in a game per BB1 (or a game per BB2), the game shifts to a BB1 game (or BB2 game).

  <Main processing>

  Next, the main process of the main control unit 300 will be described with reference to FIG. FIG. 3 is a flowchart showing the flow of main processing of the main control unit 300.

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

  When power is turned on to the slot machine 100, first, various initialization processes are executed in step S101. Thereafter, in step S102 of the main control unit main process, a process related to medal insertion and a process related to a game start operation are performed. . In the process related to the start operation, it is checked whether or not the start lever 135 has been operated. If it is determined that the start operation has been performed, the number of inserted medals is determined. In addition, a start lever reception command is transmitted to the sub-control unit 400. The sub-control unit 400 grasps the start of the game by receiving this start lever reception command.

  In step S103, a valid pay line 114 is determined.

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

  In step S105, an internal lottery of a winning combination is performed using the random number value acquired in step S104 and the above-described data table stored in the ROM 312. As a result of the internal lottery, when any winning combination is won internally, the flag of the winning combination is turned on internally. In step S105, an internal winning command is transmitted to the sub-control unit 400. The sub-control unit 400 grasps the result of the internal lottery by receiving this internal winning command.

  In step S106, a reel stop data candidate is selected. Here, referring to the data table shown in FIG. 21, one stop table acquisition information is acquired from a plurality of stop table acquisition information based on the internal winning combination determined in step S105. FIG. 21 is an example of a data table stored in the ROM 312 in association with a winning combination type, a single combination / simultaneous winning combination type, and stop table acquisition information. The stop table acquisition information stored in this data table defines reel stop data candidates corresponding to each winning combination, and the stop priority order (replaying combination> bonus> small combination) shown in FIG. Accordingly, a stop table that can be acquired as reel stop data candidates for each winning combination is defined. For example, in the case of the internal lottery for the number 16 simultaneous winning combination (BB1, replay 1) shown in FIG. 21 as a result of the internal lottery, the stop priority order rule shown in FIG. Since the stop priority is higher, and the re-gamer is always defined as a role that stops and displays the symbol combination corresponding to the re-game player, the reel stop data of the simultaneous winning combination (BB1, re-game 1) The only stop table that can be acquired as a candidate is the replay 1 stop table. On the other hand, considering the case where an internal winning combination (BB1, watermelon) of No. 36 in the same figure is considered, the stop priority order rule shown in FIG. In addition, BB1 is a role that preferentially stops only when there is a symbol corresponding to BB1 within a predetermined pull-in movement range after detecting the reel stop operation, and watermelon (small role) has a high dividend Since it is a combination that preferentially stops the combination, the stop table that can be acquired as a candidate for reel stop data of the simultaneous winning combination (BB1, watermelon) is the BB1 stop table or the watermelon stop table.

  Returning to FIG. 20, in step S107, rotation of all reels 110 to 112 is started by reel rotation start processing.

  In step S108, a production input button reception process (details will be described later) is performed.

  In step S109, a reel control process is performed. Although details will be described later, in this reel control process, stop control is performed to stop the rotation of the reels 110 to 112 corresponding to the pressed stop buttons 131a to 131c.

  In step S110, the winning determination of the symbol stopped by pressing the stop buttons 131a to 131c is performed. Here, it is determined that the winning combination is won when a symbol combination corresponding to an internal winning winning combination or a winning combination with a flag carryover is stopped on the active line 114. For example, when “Replay-Replay-Replay” is stopped and displayed on the active line 114, it is determined that the replay 1 is won. In step S110, a winning command is transmitted to the sub-control unit 400. The sub-control unit 400 grasps the winning result by receiving this winning command. If a bonus is won, a bonus winning command is transmitted to the sub-control unit 400 instead of the winning command. The sub-control unit 400 grasps the bonus winning by receiving this bonus winning command.

  In step S111, a medal payout process is performed. In this medal payout process, if any winning combination with payout (dividend) is won, the number of medals corresponding to the winning combination is paid out.

  In step S112, game state control processing is performed. Although details will be described later, in this game state control process, control for shifting the game state is performed. For example, in the case of BB winning, preparation is made so that a BB game can be started from the next time. Prepare to start normal games from

  Thus, one game is completed, and thereafter, the game proceeds by repeating the main control unit main process.

  <Direction input process for production>

  Next, with reference to FIG. 23, the effect insertion button reception process (step S <b> 108) in the main process will be described. In addition, the figure is a flowchart which shows the flow of the input button reception process for productions.

  In step S201, it is determined whether or not the third stop reel is waiting to be stopped, that is, whether or not the two reels are already stopped and only the remaining one reel is rotating. If the stop of the third stop reel is awaiting reception, the process ends without performing any processing. If not, the process proceeds to step S202.

  In step S202, it is determined whether or not the medal insertion button (bet button) 130 has been pressed. If the pressing of the medal insertion button 130 is accepted, the process proceeds to step S203, and if not, the process ends without performing any processing.

  In step S203, an effect input button acceptance command is transmitted to the sub-control unit 400, and the process ends. The sub-control unit 400 recognizes that the medal insertion button 130 has been operated by receiving the effect insertion button reception command.

  <Reel control processing>

  Next, the reel control process (step S109) in the main process will be described with reference to FIG. This figure is a flowchart showing the flow of the reel control process.

  In step S301, it is determined whether any operation of the stop buttons 131a to 131c has been accepted. When any operation of the stop buttons 131a to 131c is accepted, the process proceeds to step S302, and when any operation of the stop buttons 131a to 131c is not accepted, the stop buttons 131a to 131c are operated. wait.

  In step S302, a stop button reception command is transmitted to the sub control unit 400. By receiving this stop button reception command, the sub-control unit 400 recognizes that the main control unit 300 has received any operation of the stop buttons 131a to 131c.

  In step S303, a reel stop process is performed (details will be described later).

  In step S304, it is determined whether or not all the reels 110 to 112 are stopped. If all the reels 110 to 112 are stopped, the process proceeds to step S305. Otherwise, the process returns to step S301. Stops the rotating reel.

  In step 305, a stop information command related to reel stop is transmitted to the sub-control unit 400. By receiving this stop information command, the sub-control unit 400 grasps stop position information of the reels 110 to 112 and the like.

  <Reel stop processing>

  Next, the reel stop process (step S303) in the reel control process will be described with reference to FIG. This figure is a flowchart showing the flow of reel stop processing.

  In step S401, symbol position data at the time of operating the stop buttons 131a to 131c is acquired. More specifically, the symbol number of the symbol located on the middle horizontal line of the winning line 114 when the stop operation of the stop buttons 131a to 131c is performed is acquired as symbol position data at the time of the stop operation.

  In step S402, referring to the stop table acquisition information acquired in step S106 described above, stop table data matching the condition is acquired from the stop table data selected as candidates. If stop table data has been updated in steps S407 and S410, which will be described later, the process skips step S402 and proceeds to step S403.

  In step S403, reference is made to stop table data acquired in step S402 (or updated in steps S407 and S410 described later), and position information for stopping the reel is shown based on the symbol position data acquired in step S401. Obtain symbol stop position information.

  In step S404, the number of reel drawing frames is set based on the symbol position data acquired in step S401 and the symbol stop position information acquired in step S403.

  In step S405, the reels 110 to 112 are stopped based on the number of drawn frames set in step S404.

  In step S406, it is determined whether or not the stopped reel is the first stop, that is, whether or not it is the first stopped reel among the three reels 110 to 112. The process proceeds to S407, and if not, the process proceeds to step S409.

  In step S407, referring to the stop table acquisition information, the stop table data that matches the conditions taking into account the stop symbol of the first stop reel is acquired from the stop table data selected as candidates, and the stop table data is updated. In step S408, a first stop reel command is transmitted to the sub-control unit 400.

  In step S409, it is determined whether or not the stopped reel is the second stop, that is, whether or not it is the second stopped reel among the three reels 110 to 112. The process proceeds to step S410, and if not, the process proceeds to step S412.

  In step S410, the stop table acquisition information is referred to, and stop table data matching the conditions including the stop symbols of the first stop reel and the second stop reel is acquired and stopped from the stop table data selected as candidates. The table data is updated, and in step S411, a second stop reel command is transmitted to the sub-control unit 400.

  In step S412, the information of the acquired stop table data is deleted, and in step S413, an all stop reel command is transmitted to the sub-control unit 400.

  Next, the reel stop process will be specifically described. FIG. 26 is a diagram showing the relationship between the nine display areas 1 to 9 of the above-described symbol display window 113 and the above-described five pay lines 114. In the present embodiment, the display areas 1, 4, and 7 are shown. The upper horizontal winning line (horizontal winning line a) constituted by the upper horizontal winning line (horizontal winning line b) constituted by the display areas 2, 5, 8 and the lower horizontal constituted by the display areas 3, 6, 9 A winning line (horizontal winning line c), a right rising winning line (diagonal winning line a) composed of display areas 3, 5, 7 and a right falling winning line (diagonal) composed of display areas 1, 5, 9 There are five winning lines b).

  FIG. 27A is a diagram showing an example of a symbol combination displayed on the symbol display window 113 when an internal winning is made for a single role (replay 1). When the single winning combination (replay 1) is won internally, only the replay 1 stop table data is acquired as a candidate for the above stop table data, as shown in the row of number 3 in FIG. Also, as shown in FIG. 22 above, since the re-playing role is always a stop-display of the symbol combination corresponding to the re-playing role, all the reels 110 to 112 are stopped by the stop operation of the stop buttons 131a to 131c. In this case, the reel stop control is performed based on the replay 1 stop table data regardless of the stop operation procedure of the stop buttons 131a to 131c, and the symbol combination “replay-replay-replay” corresponding to the replay 1 is set. It is stopped and displayed on the winning line (in this example, the middle horizontal winning line).

  FIG. 27B is a diagram showing an example of symbol combinations displayed on the symbol display window 113 when the internal winning combination of the simultaneous winning combination (replay 1 and replay 2) is made. When an internal winning combination (replay 1 and replay 2) is won internally, as shown in the row of number 7 in FIG. 21, the reel stop table data candidate is placed in the symbol position at the start of pull-in. Based on this, replay 1 stop table data or replay 2 stop table data is acquired. Also, as shown in FIG. 22 above, since the re-game is always a role for stopping and displaying the symbol combination corresponding to the re-game, the re-game 2 is displayed in the display areas 7, 8, and 9 corresponding to the right reel 112. The right stop button 131c so that the chance symbol which is the symbol constituting the symbol combination “replay-replay-chance” corresponding to is stopped and displayed (at the symbol position where the chance symbol is within the range where the reel pull-in control is possible). When the stop operation is performed, reel stop control is performed based on the replay 2 stop table data, and the symbol combination “replay-replay-chance” corresponding to replay 2 is a winning line (in this example, a middle horizontal winning line) ) Stopped display above.

  FIG. 27C is a diagram showing an example of symbol combinations displayed on the symbol display window 113 when the internal winning combination of the simultaneous winning combination (replay 1, replay 3) is made. In the case of an internal winning combination for the simultaneous winning combination (replay 1, replay 3), as shown in the row of number 8 in FIG. 21, the reel stop table data candidate is placed in the symbol position at the start of the pull-in. Based on this, replay 1 stop table data or replay 3 stop table data is acquired. Further, as shown in FIG. 22 above, since the re-game is always a role for stopping and displaying the symbol combination corresponding to the re-game, the re-game 3 is displayed in the display areas 4, 5, and 6 corresponding to the middle reel 111. If the stop operation of the middle stop button 131b is performed so that the chance symbol which is the symbol constituting the symbol combination “replay-chance-replay” corresponding to is stopped and displayed, the reel stops based on the replay 3 stop table data Control is performed, and the symbol combination “replay-chance-replay” corresponding to the replay 3 is stopped and displayed on the winning line (in this example, the middle horizontal winning line).

  FIG. 27D is a diagram showing an example of symbol combinations displayed on the symbol display window 113 when the internal winning combination of the simultaneous winning combination (replay 1, replay 4) is made. When the internal winning combination (replay 1 and replay 4) is won internally, as shown in the row of number 9 in FIG. 21, the reel stop table data candidate is placed in the symbol position at the start of the pull-in. Based on this, replay 1 stop table data or replay 4 stop table data is acquired. Also, as shown in FIG. 22 above, since the re-game is always a role that stops and displays the symbol combination corresponding to the re-game, the re-game 4 is displayed in the display areas 1, 2, and 3 corresponding to the left reel 110. When the stop operation of the left stop button 131a is performed so that the chance symbol which is the symbol constituting the symbol combination “chance-replay-replay” corresponding to is stopped and displayed, the reel stops based on the replay 4 stop table data Control is performed, and the symbol combination “chance-replay-replay” corresponding to the replay 4 is stopped and displayed on the winning line (in this example, the middle horizontal winning line).

  FIG. 28A is a diagram showing an example of a symbol combination displayed in the symbol display window 113 when an internal winning combination is made for the simultaneous winning combination (replay 1, replay 2, replay 3, replay 5). is there. When the internal winning combination is the simultaneous winning combination (replay 1, replay 2, replay 3, replay 5), as shown in the row of number 10 in FIG. Based on the symbol position at the start of the pull-in, replay 1 to replay 3 stop table data or replay 5 stop table data is acquired. Further, as shown in FIG. 22 above, since the re-playing role is always a role for stopping and displaying the symbol combination corresponding to the re-playing role, it is displayed in the display areas 4, 5, 6 and the right reel 112 corresponding to the middle reel 111. The middle stop button 131b and the right stop button 131c are displayed so that the chance symbols which are symbols constituting the symbol combination “replay-chance-chance” corresponding to the replay 5 are stopped and displayed in the corresponding display areas 7, 8, and 9. When the stop operation is performed, the reel stop control is performed based on the replay 5 stop table data, and the symbol combination “replay-chance-chance” corresponding to the replay 5 is a winning line (in this example, the middle horizontal winning line) ) Stopped display above. In this case, even if the chance symbols cannot be stopped and displayed in the display areas 4, 5, 6 corresponding to the middle reel 111 and the display areas 7, 8, 9 corresponding to the right reel 112, either If the chance symbol can be stopped and displayed, the symbol combination “replay-replay-chance” corresponding to replay 2 or the symbol combination “replay-chance-replay” corresponding to replay 3 can be stopped and displayed. .

  FIG. 28B is a diagram showing an example of symbol combinations displayed in the symbol display window 113 when an internal winning combination is made for the simultaneous winning combination (replay 1, replay 4, replay 6). When the internal winning combination (replay 1, replay 4, replay 6) is won internally, as shown in the row of number 11 in FIG. Based on the symbol position, replay 1, replay 4, or replay 6 stop table data is acquired. In addition, as shown in FIG. 22 above, the re-playing role is a role that always stops and displays the symbol combination corresponding to the re-playing role, so that the display areas 1, 2, 3 and the right reel 112 corresponding to the left reel 110 are displayed. The left stop button 131a and the right stop button 131c are displayed so that the chance symbols which are symbols constituting the symbol combination “chance-replay-chance” corresponding to the replay 6 are stopped and displayed in the corresponding display areas 7, 8, and 9. When the stop operation is performed, the reel stop control is performed based on the replay 6 stop table data, and the symbol combination “chance-replay-chance” corresponding to the replay 6 is a winning line (in this example, the middle horizontal winning line) ) Stopped display above. In this case, the chance symbols can be stopped and displayed in the display areas 7, 8, and 9 corresponding to the right reel 112. The chance symbols are stopped and displayed in the display areas 1, 2, and 3 corresponding to the left reel 110. Limited to

  FIG. 28 (c) is a diagram showing an example of symbol combinations displayed in the symbol display window 113 when the internal winning combination of the simultaneous winning combination (replay 1, replay 4, replay 7) is made. When an internal winning combination is selected for the simultaneous winning combination (replay 1, replay 4, replay 7), as shown in the row of number 12 in FIG. The replay 1, replay 4, or replay 7 stop table is acquired based on the symbol position. In addition, as shown in FIG. 22 above, the re-playing role is always a stop-display of the symbol combination corresponding to the re-playing role, so that the display areas 1, 2, 3 and the middle reel 111 corresponding to the left reel 110 are displayed. The left stop button 131a and the middle stop button 131b are displayed so that the chance symbols which are symbols constituting the symbol combination “chance-chance-replay” corresponding to the replay 7 are stopped and displayed in the corresponding display areas 4, 5, 6 When the stop operation is performed, reel stop control is performed based on the replay 7 stop table data, and the symbol combination “chance-chance-replay” corresponding to the replay 7 is a winning line (in this example, the middle horizontal winning line) ) Stopped display above. In this case, the chance symbol can be stopped and displayed in the display areas 4, 5, and 6 corresponding to the middle reel 111. The chance symbol is stopped and displayed in the display areas 1, 2, and 3 corresponding to the left reel 110. Limited to

  FIG. 28D is a diagram showing an example of symbol combinations displayed on the symbol display window 113 when the internal winning combination of the simultaneous winning combination (replay 1 to replay 8) is made. If the internal winning combination (replay 1 to replay 8) is won internally, as shown in the row of number 15 in FIG. 21, the reel stop table data candidate is placed at the symbol position at the start of pull-in. Based on this, the replay 1 to replay 8 stop table is acquired. In addition, as shown in FIG. 22 above, the re-playing role is always a stop-display of the symbol combination corresponding to the re-playing role, so that the display areas 1, 2, 3, and the middle reel 111 corresponding to the left reel 110 are displayed. Chance symbols that are symbols constituting the symbol combination “chance-chance-chance” corresponding to the replay 8 are stopped in the corresponding display regions 4, 5, 6 and the display regions 7, 8, 9 corresponding to the right reel 112. When the stop operation of the stop buttons 131a to 131c is performed so as to be displayed, the reel stop control is performed based on the replay 8 stop table data, and the symbol combination “chance-chance-chance” corresponding to the replay 8 is obtained. It is stopped and displayed on the winning line (in this example, the middle horizontal winning line).

  FIG. 29A is a diagram showing an example of symbol combinations displayed in the symbol display window 113 when the internal winning combination of the simultaneous winning combination (replay 1 to replay 6 and replay 8) is made. In the case of the internal winning combination of the simultaneous winning combination (replay 1 to replay 6 and replay 8), as shown in the row of number 13 in FIG. Based on the symbol position, the replay 1 to replay 6 or replay 8 stop table is acquired. In addition, as shown in FIG. 22 above, since the re-game player is always a game player that stops and displays the symbol combination corresponding to the re-game player, the stop symbols 131a to 131c are operated in a predetermined stop order to perform the chance game. Is stopped and displayed, the symbol combination “chance-chance-chance” corresponding to the replay 8 can be stopped and displayed on the winning line (in this example, the middle horizontal winning line). Note that the reel stop control in the case of internal winning in the simultaneous winning combination (replay 1 to replay 6 and replay 8) will be described in detail later with reference to FIGS.

  FIG. 29B is a diagram showing an example of symbol combinations displayed in the symbol display window 113 when the internal winning combination of the simultaneous winning combination (replay 1 to replay 4 and replay 6) is made. In the case of an internal winning combination of the simultaneous winning combination (replay 1 to replay 4 and replay 6), as shown in the row of number 14 in FIG. Based on the symbol positions, the replay 1 to replay 4 or replay 6 stop table is acquired. In addition, as shown in FIG. 22 above, the re-playing role is always a stop-display of the symbol combination corresponding to the re-playing role, so that the display areas 1, 2, 3, and the middle reel 111 corresponding to the left reel 110 are displayed. The chance symbol can be stopped and displayed in any of the corresponding display areas 4, 5, 6, or the display areas 7, 8, 9 corresponding to the right reel 112.

Next, with reference to FIG. 30 and FIG. 31, symbol combinations that can be displayed in the symbol display window 113 and reels when the above-mentioned simultaneous winning combination (replay 1 to replay 6, replay 8) is internally won. The stop control will be described in detail.
FIG. 30 shows a combination of symbols displayed in the symbol display window 113 when there is no chance symbol within the pull-in range when the winning combination is a simultaneous winning combination (replay 1 to replay 6, replay 8). FIG.

  In the case of an internal winning combination of the simultaneous winning combination (replay 1 to replay 6, replay 8), as shown in the number 13 of FIG. 21 and FIG. Based on the symbol position at the start, the replay 1 to replay 6 or replay 8 stop table is acquired.

  Next, when the first stop reel (in this example, the left reel 110) is stopped, there is no chance symbol within the range that can be pulled into the display areas 1, 2, and 3 corresponding to the left reel 110 (at the start of pulling). (When there is no chance symbol within 4 frames from the symbol position at the time of the stop operation of the first stop reel), the chance symbol may be stopped and displayed in the display areas 1, 2, and 3 corresponding to the left reel 110. Since the required symbol combinations of replay 4, replay 6, and replay 8 cannot be stopped and displayed, it is unnecessary to stop and display the chance symbols in the display areas 1, 2, and 3 corresponding to the left reel 110. Only the stop table data corresponding to the game 1, the re-game 2, the re-game 3 and the re-game 5 remain as candidates, and become stop table data effective for the stop control of the first stop reel. Game 6, and stops the table data corresponding to the replay 8 stop off from the candidates, and invalid in the stop control of this first to third stop reel.

  Next, when the second stop reel (in this example, the middle reel 111) is stopped, if there is no chance symbol within the range that can be pulled into the display areas 4, 5, and 6 corresponding to the middle reel 111 (at the time of starting the pull-in) When there is no chance symbol within 4 frames from the symbol position (when the second stop reel is stopped), the chance symbol may be stopped and displayed in the display areas 4, 5, and 6 corresponding to the middle reel 111. Since the required symbol combinations of replay 3 and replay 5 cannot be stopped and displayed, the replay 1 and replay that do not require the chance symbols to be stopped and displayed in the display areas 4, 5, and 6 corresponding to the middle reel 111 are not required. Only the stop table data corresponding to the game 2 remains as candidates, and becomes stop table data effective for the stop control of the second stop reel, and the stop table data corresponding to the replay 3 to the replay 8 is obtained. Motor is disengaged from the candidates, a second time, the invalid in the stop control of the third stop reel.

  Finally, when the third stop reel (in this example, the right reel 112) is stopped, there is no chance symbol within the range that can be pulled into the display areas 7, 8, and 9 corresponding to the right reel 112 (at the start of pulling). (When there is no chance symbol within 4 frames from the symbol position at the time of the stop operation of the third stop reel), the chance symbol may be stopped and displayed in the display areas 7, 8, and 9 corresponding to the right reel 112. Since the required symbol combination of replay 2 cannot be stopped, stop table data corresponding to replay 1 that does not require the chance symbols to be stopped and displayed in the display areas 7, 8, and 9 corresponding to the right reel 112. Only the remaining candidates become stop table data effective for the stop control of the third stop reel, and the stop table data corresponding to the replay 2 to the replay 8 are excluded from the candidates. It becomes invalid in the third stop reel stop control of the times. As a result, the reel stop control is performed according to the replay 1 stop table data, and the symbol combination “replay-replay-replay” corresponding to the replay 1 is stopped and displayed on the winning line (in this example, the middle horizontal line). Is done.

  FIG. 31 shows a case in which a winning combination is made for the simultaneous winning combination (replay 1 to replay 6, replay 8), and the symbols are displayed when the left reel 110 and the right reel 112 are stopped and displayed aiming at the chance symbol. It is the figure which showed the symbol combination displayed on the window 113. FIG.

  In the case of an internal winning combination of the simultaneous winning combination (replay 1 to replay 6, replay 8), as shown in the number 13 of FIG. 21 and FIG. Based on the symbol position, re-game 1 to re-game 6 or re-game 8 stop table data is acquired.

  Next, when a chance symbol is stopped and displayed in the display areas 1, 2, and 3 corresponding to the left reel 110 during the stop operation of the first stop reel (the left reel 110 in this example), it corresponds to the left reel 110. The display combinations corresponding to the left reel 110 cannot be displayed because the symbol combinations of re-game 1 to re-game 3 and re-game 5 that do not require the chance symbols to be stopped and displayed in the display regions 1, 2 and 3 to be displayed are displayed. Only the stop table data corresponding to the replay 4, the replay 6, and the replay 8 that require the chance symbols to be stopped and displayed at 1, 2, and 3 remain in the candidates and are effective for the stop control of the first stop reel. The stop table data corresponding to the replay 1 to the replay 3 and the replay 5 are excluded from the candidates and are invalid in the current stop control of the first to third stop reels.

  Next, when the chance symbol is stopped and displayed in the display areas 7, 8, and 9 corresponding to the right reel 112 during the stop operation of the second stop reel (the left reel 112 in this example), it corresponds to the right reel 112. Since the symbol combination of the replay 4 that does not require the chance symbol to be stopped and displayed in the display areas 7, 8 and 9 to be displayed cannot be stopped and displayed, the chance symbol is displayed in the display areas 7, 8 and 9 corresponding to the right reel 112. Re-play 6 and re-play 8 stop table data that need to be stopped and displayed remain as candidates, and become stop table data effective for stop control of the second stop reel, and re-game 1 to re-game 5 stop table data is It is excluded from the candidates and is invalid in the stop control of the second and third stop reels this time. When the middle reel 111 is stopped as the second stop reel and the replay symbols are stopped and displayed on the display areas 4, 5, 6 corresponding to the middle reel 111, the display area 4, corresponding to the middle reel 111, Since the combination of symbols of the replay 8 that does not require the replay symbols to be stopped and displayed on the 5th and 6th cannot be stopped, the replay symbols are stopped and displayed on the display areas 4, 5, and 6 corresponding to the middle reel 111. The replay 4 and replay 6 stop table data that need to be stored in the candidates become effective stop table data for stop control of the second stop table data, and the replay 8 stop table data is excluded from the candidates. 2. Invalid in stop control of third stop reel.

  Finally, when a chance symbol is stopped and displayed in the display areas 4, 5 and 6 corresponding to the middle reel 111 during the stop operation of the third stop reel (in this example, the middle reel 111), it corresponds to the middle reel 111. Since the symbol combination of the replay 6 that does not require the chance symbol to be stopped and displayed in the display areas 4, 5 and 6 to be displayed cannot be stopped and displayed, the chance symbol is displayed in the display areas 4, 5 and 6 corresponding to the middle reel 111. Only the replay 8 stop table data that needs to be displayed in a stopped state remains in the candidates and becomes the stop table data effective for the stop control of the third stop reel, and the replay 1 to replay 6 stop table data are excluded from the candidates. Thus, this third stop reel stop control becomes invalid. As a result, reel control is performed according to the replay 8 stop table, and the symbol combination “chance-chance-chance” corresponding to the replay 8 is stopped and displayed on the winning line. When the replay symbols are stopped and displayed in the display areas 4, 5, and 6 corresponding to the middle reel 111 during the stop operation of the third stop reel (in this example, the middle reel 111), it corresponds to the middle reel 111. Since the symbol combination of the replay 8 that does not require the replay symbols to be stopped and displayed in the display areas 4, 5, and 6 cannot be stopped and displayed, the replay symbols are displayed in the display areas 4, 5, and 6 corresponding to the middle reel 111. Only the replay 6 stop table data that needs to be displayed in the stop remains in the candidates, and becomes the stop table data effective for the stop control of the third stop reel, and the replay 8 stop table data is out of the candidates. It becomes invalid in the stop control of 3 stop reels. As a result, reel control according to the replay 6 stop table data is performed, and the symbol combination “chance-replay-chance” corresponding to the replay 6 is stopped and displayed on the winning line.

  Next, with reference to FIGS. 32 to 35, a stop table used when an internal winning combination is made for a single combination (bell), simultaneous winning combination (bell, control combination A), and simultaneous winning combination (bell, control combination B). And an example of a symbol combination that can be displayed in the symbol display window 113 will be described in detail.

  FIG. 32 is an example of a stop table used when a single role (bell) is won internally, and FIG. 32 (a) shows a stop position of a symbol that is stopped and displayed in the display area 2 corresponding to the left reel 110. The figure showing the number of pull-in (number of pull-in frames) to this stop position, (b) is a stop position of the symbol that is stopped and displayed in the display area 5 corresponding to the middle reel 111, and to the stop position FIG. 8C is a diagram showing the drawing-in, and FIG. 8C is a diagram showing the stop position of the symbol that is stopped and displayed in the display area 8 corresponding to the right reel 111 and the number of pull-in up to this stop position. FIGS. 33 (a) and 33 (b) are examples of a stop table used when an internal winning is made in the simultaneous winning combination (bell, control combination A), and FIG. The figure showing the stop position of the symbol that is stopped and displayed in the display area 2 corresponding to the reel 110 and the number of pull-in up to this stop position, FIG. 9B is stopped and displayed in the display area 5 corresponding to the middle reel 111. FIG. 33 (c) is an example of a stop table used when an internal winning combination is made for the simultaneous winning combination (bell, control combination B). FIG. 8 is a diagram showing a stop position of a symbol that is stopped and displayed in the display area 8 corresponding to the right reel 111, and the number of pull-ins up to the stop position. Further, FIGS. 34 (a) and 34 (b) are examples of a reel stop table used when an internal winning is made in the simultaneous winning combination (bell, control combination B), and FIG. The figure showing the stop position of the symbol that is stopped and displayed in the display area 2 corresponding to the left reel 110 and the number of pull-in up to this stop position, FIG. 9B is the stop display in the display area 5 corresponding to the middle reel 111. FIG. 34 (c) is a diagram showing a reel stop table used when the internal winning is made in the simultaneous winning combination (bell, control combination A). It is an example, and is a diagram showing a stop position of a symbol that is stopped and displayed in the display area 8 corresponding to the right reel 111, and the number of pull-in to this stop position.

  When a single role (bell) is won internally, as shown in the row of number 5 in FIG. 21, the stop table (single bell stop table) shown in FIG. 32 is acquired as the reel stop data candidate described above. Based on this stop table, reel stop control is performed so that “bell-bell-bell” corresponding to the bell role is stopped and displayed on the upper horizontal winning line.

  Further, when the internal winning combination (bell, control combination A) is won, as shown in the row of number 38 in FIG. 21, the left reel 110 and the middle reel 111 are shown as the above reel stop data candidates. The stop table (bell + control combination A stop table) shown in FIGS. 33 (a) and (b) is acquired, and the stop table (bell + control combination A stop table) shown in FIG. 34 (c) is acquired for the right reel 112. The reel stop control is performed based on the stop table. As a result, when the left reel 110 or the middle reel 111 is stopped as the first stop reel, bell symbols are stopped and displayed in the display areas 1, 4 and 7 as shown in the upper part of FIG. The reel stop control is performed so that “Bell-Bell-Bell” is stopped and displayed on the upper horizontal winning line. On the other hand, when the right reel 112 is stopped as the first stop reel, bell symbols are stopped and displayed in the display areas 1, 5, and 9 as shown in the lower part of FIG. The reels are displayed so that the symbol combination “bell-bell-bell” is stopped and displayed on the middle horizontal winning line and the symbol combination “replay-bell-replay” corresponding to the RT transition combination is stopped. The stop control is performed.

  When the internal winning combination (bell, control combination B) is won internally, the left reel 110 and the middle reel 111 are shown as the reel stop data candidates as shown in FIG. 34 (a) and 34 (b), the stop table (bell + control combination B stop table) is acquired, and the right reel 112 acquires the stop table (bell + control combination B stop table) shown in FIG. 33 (c). The reel stop control is performed based on the stop table. As a result, when the left reel 110 or the middle reel 111 is stopped as the first stop reel, the bell symbols are stopped and displayed in the display areas 1, 5 and 9 as shown in the upper part of FIG. The symbol combination “Bell-Bell-Bell” is stopped and displayed on the lower-right winning line, and the symbol combination “Replay-Bell-Replay” corresponding to the RT transition combination is stopped and displayed on the middle horizontal winning line. Is done. On the other hand, when the right reel 112 is stopped as the first stop reel, bell symbols are stopped and displayed in the display areas 1, 4, and 7 as shown in the lower part of FIG. The symbol combination “bell-bell-bell” is stopped and displayed above.

  <Game state control processing>

  Next, the gaming state control process (step S112) in the main control unit main process described above will be described with reference to FIG. This figure is a flowchart showing the flow of the game state control process.

  In step S501, it is determined whether or not the current gaming state is a BB game (BB game). If it is a BB game, the process proceeds to step S502. If not, the process proceeds to step S504.

  In step S502, the BB payout counter for counting medals paid out during the BB game is updated.

  In step S503, it is determined whether or not the value of the BB payout counter updated in step S502 is larger than a predetermined value (465 in this embodiment). If the value of the BB payout counter is larger than the predetermined value, step S511 is performed. Proceed to and set the RT mode to the normal game RT1 mode. On the other hand, if the value of the BB payout counter is equal to or smaller than the predetermined value, the process proceeds to step S504.

  In step S504, it is determined whether or not BB has been won. If BB has been won, the process proceeds to step S505 to set a BB game, and then proceeds to step S506. Otherwise, the process proceeds to step S507.

  In step S506, a bonus winning waiting time is set in a predetermined area of the RAM 313. FIG. 37A shows an example of a waiting time table in which the types of winning combinations and the waiting times corresponding to each winning combination are stored in the ROM 312 in association with each other. The symbol combinations corresponding to each winning combination are described for reference. In the present embodiment, among the plurality of waiting times, the waiting time corresponding to the BB combination is referred to as “bonus winning waiting time”, and the waiting time corresponding to the re-game winning combination is referred to as “re-game winning waiting time”. In step S506, with reference to this time table, a bonus winning waiting time corresponding to the type of BB combination is set.

  In step S507, it is determined whether or not the RT transition combination has been won. If the RT transition combination has been won, the process proceeds to step S508 to perform game mode processing. In this game mode process, if the current RT mode is the normal game RT0 mode, the RT mode is set to the normal game RT2 mode. On the other hand, if the RT transition combination has not been won, the process proceeds to step S509.

  In step S509, it is determined whether or not any of the replays 1 to 8 has been won. If any of the replays 1 to 8 has been won, the process proceeds to step S510 and the replaying combination is placed in a predetermined area of the RAM 313. The waiting time for replay winning according to the type of game is set with reference to the above time table, and if none of the replays 1 to 8 has been won, the process proceeds to step S512.

  In step S512, a game setting command is transmitted to the sub-control unit 400, and other game mode processing (for example, processing for shifting to the RT3 or RT4 mode per unit, etc.) is performed.

  In step S513, after waiting time processing is performed, the processing is terminated. FIG. 37B is an example of a wait time table in which the conditions for setting the wait times and the wait times corresponding to the respective conditions are stored in the ROM 312 in association with each other. In step S513, with reference to this time table, a corresponding waiting time is set at the end of the BB1 game or at the end of the BB2 game.

  <Sub control section main processing>

  Next, the sub-control unit main process will be described with reference to FIG. This figure is a flowchart showing the flow of the sub-control unit main process.

  When power is turned on to the slot machine 100, first, various initialization processes are executed in step S601 of the sub-control section main process.

  Next, in step S602, it is determined whether a control command has been received from the main control unit 300 or not. If a control command is received, the process proceeds to step S603. Otherwise, the control command is waited for.

  In step S603, the received control command is determined, and in step S604, effect processing is performed (details will be described later).

  Thereafter, the sub-control unit 400 repeatedly executes this sub-control unit main process except when the supply of power is interrupted.

  <Direction unit control unit interrupt processing>

  Next, the rendering unit control unit interrupt process will be described with reference to FIG. In addition, the figure is a flowchart which shows the flow of an effect unit control part interruption process.

  Based on the interrupt request input from the timer circuit 515, the CPU 510 of the rendering unit controller 500 periodically executes the rendering unit controller interrupt process.

  In step S701, it is determined whether a control command is received from the sub-control unit 400. If a control command is received, the process proceeds to step S702, where the control command is stored in a predetermined area of the RAM 513. If no control command has been received, the process ends.

  <Production unit controller main processing>

  Next, the rendering unit control unit main process will be described with reference to FIG. In addition, the figure is a flowchart which shows the flow of a production | generation unit control part main process.

  In step S801, it is determined whether a control command is received from the sub-control unit 400. If a control command is received, the process proceeds to step S802. Otherwise, the control command is waited for.

  In step S802, the received control command is determined, and in step S803, effect data set processing is performed. In this effect data set process, the image data in the ROM 535 is read out and set in the work area of the RAM 536, or the effect unit A is controlled.

  Thereafter, the rendering unit control unit 500 repeatedly executes this rendering unit control unit main process except when the supply of power is interrupted.

  Next, a change in the game controlled by the main control unit 300 and changes in various effects performed in the sub-control unit 400 and the effect unit control unit 500 in accordance with the change in the game will be described with reference to FIG. Note that FIG. 39 shows a gaming state, an effect mode, an effect mode, a waiting time of the main control unit 300, an effect performed using the effect unit A, and a shutter (door) disposed in front of the LCD 10. FIG. 5 is a diagram illustrating an example of changes in the operation state (shutter state) of 51a and 51b, the ON / OFF state of display on the LCD (LCD state), and the type of sound output from the speaker 483.

  For example, when the game state is a normal game (normal game RT0 mode), the effect mode is the two-dimensional mode state (the state where the LCD 10 is stopped at the “first position” described above is the “two-dimensional mode state”). The state in which the LCD 10 is stopped at the “second position” is the “three-dimensional mode state”), the production mode is two-dimensional, the waiting time of the main control unit 300 is 0, and the production unit A A normal effect is performed, the shutter state is fully open, the LCD state is ON, and a normal effect sound is output from the speaker 483.

  Next, in this normal game (normal game RT0 mode), for example, when the internal winning combination of the simultaneous winning combination (BB1, replay 1, replay 4, replay 7) is achieved, RT3 mode), the production mode, the production mode, the shutter state, and the LCD state are not changed, but the waiting time of the main control unit 300 is set to 4.001 seconds, and the production unit A performs the expectation production. The expectation effect sound is output from the speaker 483 and the expectation effect suggesting the possibility of winning the BB game is performed.

  Next, after winning the replay 7 (after the symbol combination “chance-chance-replay” corresponding to the replay 7 is stopped and displayed on the winning line 114), when winning BB1 (the symbol corresponding to BB1) When the combination “white 7-white 7-white 7” is stopped and displayed on the winning line), the game state is set to BB1 game, and the effect mode, shutter state, and LCD state do not change, but the effect mode Changes to two dimensions after BB selection, and the waiting time of the main control unit 300 is set to 6.001 seconds. Also, in the production unit A, after the BB winning effect is performed in a manner that congratulates the BB winning in accordance with the BB selection of the production mode, the BB production for the BB game is performed in accordance with the two-dimensional production mode. The speaker 483 outputs a blessing effect sound for celebrating the BB winning in accordance with the BB selection of the effect mode, and then outputs a BB effect sound for the BB game in accordance with the two-dimensional effect mode.

  Next, when the BB game is ended and the game is shifted to the normal game (normal game RT1 mode), the effect mode is changed from the effect state in motion to the three-dimensional mode state, and the effect mode is changed from waiting time to three-dimensional. The waiting time of the main control unit 300 is set to 6.001 seconds. In addition, in the production unit A, after the movement process (processing for switching the production unit A from the 2D mode state to the 3D mode) is performed in accordance with the waiting time of the production mode, the production unit A is adapted to the 3D of the production mode. RT selection start effect is performed, the shutter state is fully closed in accordance with the movement of waiting time of the effect mode, and then fully opened in accordance with the three dimensions of the effect mode, and the LCD state is After being turned off according to the waiting time being movable, it is turned on according to the three-dimensional effect mode, and the speaker 483 outputs a moving effect sound according to the waiting time of the effect mode being movable, A selection effect sound is output in accordance with the three-dimensional aspect.

  Note that control of the gaming state in the slot machine 100 is not limited to this, and for example, control as shown in FIG. 40 may be performed. In this example, in response to a bonus winning for starting a bonus game, the sub-control unit 400 performs a lottery of the RT continuation right to determine whether or not to continue the RT state, and if the lottery is won, The fact that the lottery for the RT continuation right has been won in any of the periods is notified. Specifically, a plurality of bonus effect modes are prepared for the bonus effect, and each effect mode can be selected by the player before the start of the bonus game, and the RT continuation right is determined according to the selected bonus effect mode. The lottery result is notified. For example, a bonus production mode A, a bonus production mode B, and a bonus production mode C are prepared, and the bonus production mode A is a lottery of the RT continuation right depending on the production results of continuous production over several games. The result is notified, and the bonus effect mode B is notified by a special notification sound and a special display image in any of the bonus games, and the bonus effect mode C is a special notification sound that the RT right acquisition has failed. Notification is made with a special image or the like. If the RT continuation right lottery is won, a special production state is set to change the production state at a higher rate than if the lottery is not won. You may comprise so that it may alert | report.

  <Direction processing>

  Next, the rendering process (step S604) in the sub control unit main process will be described with reference to FIG. In addition, the figure is a flowchart which shows the flow of an effect process.

  In step S901, it is determined whether or not the received command is a “winning command”. If the received command is a “winning command”, the process proceeds to step S902. If not, the process proceeds to step S903.

  In step S902, the winning result included in the received winning command is confirmed, and it is determined whether or not the RT transition combination is won. If the RT transition combination is won, the process proceeds to step S903, and the RT transition combination is won. If not, the process proceeds to step S904.

  In step S903, the RT continuation flag stored in the predetermined area of the RAM 413 is deleted.

  In step S904, it is determined whether or not the received command is a “bonus winning command”. If the received command is a “bonus winning command”, the process proceeds to step S905 to perform a bonus effect process (details will be described later). Otherwise, the process proceeds to step S909.

  In step S906, it is determined whether or not the BB game has ended. If the BB game has ended, the process proceeds to step S907. If the BB game has not ended, the process returns to step S905 to continue the bonus effect process. .

  In step S907, it is determined whether or not the RT effect mode selection effect execution flag is set (set) in a predetermined area of the RAM 413. If the RT effect mode selection effect execution flag is set, the process proceeds to step S908. The RT effect mode selection effect (details will be described later) is performed, and if the RT effect mode selection effect execution flag is not set, the process proceeds to step S909.

  In step S909, it is determined whether or not the received command is an “internal winning command”. If the received command is an “internal winning command”, the process proceeds to step S910 to perform an internal winning notification effect process (details will be described later). If not, the process proceeds to step S911 to perform other effect processes. Then, the process is terminated.

  <Bonus production process>

  Next, the bonus effect process (step S905) in the effect process described above will be described with reference to FIG. This figure is a flowchart showing the flow of bonus effect processing.

  In step S1001, it is determined whether or not the BB win is in the normal game RT0 mode. If the BB win is in the normal game RT0 mode, the process proceeds to step S1002, and if not in the normal game RT0 mode, the process proceeds to step S1003.

  In step S1002, an RT transition combination notification lottery is performed. In this RT transition combination notification lottery, it is determined by lottery using a random value whether or not to notify the player of an operation procedure (see FIG. 47) for avoiding the RT transition combination winning.

  In step S1003, it is determined whether or not the RT effect mode type is the BYO mode. If the RT effect mode is the BYO mode, the process proceeds to step S1004. If the RT effect mode is not the BOY mode, the process proceeds to step S1005.

  In step S1004, continuous lottery 1 is performed. FIG. 45 (a) is a diagram showing the correspondence between the RT effect mode type and the lottery method of the consecutive-chan lottery corresponding to each RT effect mode. There are three types of RT effect modes, namely, a BOY mode, an FK mode, and a NADJA mode. In this embodiment, the lottery method for consecutive lottery lottery is different for each RT effect mode type. Specifically, in the BOY mode, a new continuous number of times is determined by adding 4 to the current number of continuous changes (continuous lottery 1). Further, in the FK mode, a new continuous number of times is determined by adding 1 to the current number of continuous changes, and in the subsequent continuous lottery, the winning (continuation) is performed with a probability of 2/3 by a lottery using random numbers. Judgment (continuous lottery 2). Also, in the NADJA mode, a new continuous number of times is determined using the continuous number of times table shown in FIG. 45B and a random number value that fluctuates in the numerical range of 0 to 255 (for example, the random number value is 0 to 127). If it is a numerical value, the number of consecutive chunks is determined to be 1).

  Returning to FIG. 42, in step 1005, it is determined whether or not the RT effect mode type is the FK mode. If the RT effect mode is the FK mode, the process proceeds to step S1006 and the continuous lottery 2 is performed. If is not in the FK mode, the process proceeds to step S1009.

  In step S1007, it is determined whether or not the above-mentioned RT transition combination notice lottery, continuous lottery 1 or continuous lottery 2 has been won. If the lottery has been won, the process proceeds to step S1008, and if the lottery has not been won. Advances to step S1009.

  In step S1008, an RT effect mode selection effect execution flag setting process is performed. In this setting process, the above-described RT effect mode selection execution flag is set (set) only during the first BB game.

  In step S1009, based on the result of the continuous lottery, the continuous number of times counter stored in a predetermined area of the RAM 413 is updated.

  In step S1010, it is determined whether or not the value of the continuous channel number counter updated in step S1009 is 0. If the value of the continuous channel number counter is 0, the process proceeds to step S1011 to store the RT effect mode type. If the RT effect mode information is deleted and the value of the continuous channel counter is not 0, the process proceeds to step S1012.

  In step S1012, a bonus effect stage selection effect is performed for allowing the player to select one bonus effect stage from a plurality of types of bonus effect stages.

  In step S1013, the lottery result notification effect setting for each bonus effect stage selected in step S1012 is performed. In step S1014, after other bonus effect settings are made, the process is terminated.

  <RT effect mode selection effect processing>

  Next, the RT effect mode selection effect process (step S908) in the effect process will be described with reference to FIG. This figure is a flowchart showing the flow of the RT effect mode selection effect process.

  In step S1101, an RT effect mode for initial display is set.

  In step S1102, “RT effect mode display command” including the current RT effect mode type is transmitted to effect unit control unit 500. Receiving this “RT effect mode display command”, effect unit control section 500 performs “RT effect mode selection effect” to be described later, based on the RT effect mode type.

  In step S1103, it is determined whether or not a predetermined time has elapsed from the command transmission in step S1102. If the predetermined time has elapsed, the process proceeds to step S1104. If the predetermined time has not elapsed, the process proceeds to step S1105. move on.

  In step S1104, after setting a different RT effect mode, the process returns to step S1102, and an “RT effect mode display command” is transmitted to the effect unit control unit 500 in order to change the RT effect mode. FIG. 45 (c) shows an example of the RT effect mode selection effect. In this embodiment, the RT effect mode selection effect is changed in order of BOY mode → FK mode → NADJA mode → BOY mode → FK mode →.

  Returning to FIG. 43, in steps S1105 and S1106, it is determined whether or not an “effect insertion button reception command” or “medal insertion command” is received from the main control unit 300, that is, whether or not the medal insertion button 130 has been pressed. Or whether or not a medal has been inserted. If the “effect insertion button acceptance command” or “medal insertion command” is received (when the medal insertion button 130 is pressed or a medal is inserted), the process proceeds to step S1107. If the effect insertion button acceptance command "or" medal insertion command "has not been received, the process returns to step S1103.

  In step S1107, the selected RT effect mode is set in the RT effect mode information stored in the predetermined area of the RAM 413. In step S1108, the RT effect mode selection effect execution flag is deleted. In step S1109, the above-described lottery number lottery is performed according to the set RT effect mode. In step S1110, the RT continuation flag stored in a predetermined area of the RAM 413 is set (set).

  In step S <b> 1111, after transmitting an “effect mode setting command” to the effect unit controller 500, the process ends.

  <Internal winning notification production process>

  Next, with reference to FIG. 44, the internal winning notification effect processing (step S910) in the effect processing will be described. In addition, the figure is a flowchart which shows the flow of an internal winning alert | report effect process.

  In step S1201, it is determined whether or not the internal winning combination is a simultaneous winning combination (bell, control combination A). If the internal winning combination is a simultaneous winning combination (bell, control combination A), step S1203 is performed. If not, the process proceeds to step S1202.

  In step S1202, it is determined whether or not the internal winning combination is a simultaneous winning combination (bell, control combination B). If the internal winning combination is a simultaneous winning combination (bell, control combination B), step S1203 is performed. If not, the process proceeds to step S1204.

  In step S1203, it is determined whether or not the RT continuation flag is set (set). If the RT continuation flag is set, the process proceeds to step S1208. If the RT continuation flag is not set, the process proceeds to step S1208. The process proceeds to step S1204.

  In step S1204, it is determined whether or not any of replays 2 to 8 has been internally won. If any of replays 2 to 8 has been internally won, the process proceeds to step S1205, and replays 2 to 2 are selected. If none of 8 has been won internally, the process proceeds to step S1206.

  In step S1205, a linked effect lottery is performed. FIG. 46 is a diagram showing an example of the linked effect lottery data table stored in the ROM 412 in association with the number of chance symbols, the types of linked effects, and the lottery data corresponding to each linked effect. (A) is a data table used when BB1 or BB2 is internally won, and (b) is a data table used when BB1 and BB2 are not internally won. In the linked production lottery, it is linked based on information on whether or not BB1 or BB2 has been won internally, a random value that fluctuates in the range of 0 to 127, and the number of chance symbols stopped and displayed on the symbol display window 113. Determine the type of production. For example, when BB1 or BB2 is won internally and the number of chance symbols stopped and displayed on the symbol display window 113 is three, the linked effect B is selected with a probability of 32/128, and 64/128 The interlocking effect C is selected with the probability of and the interlocking effect D is selected with the probability of 32/128. Note that the interlocking effect is an effect continuously performed over a plurality of games, and in this embodiment, the probability of being selected in the order of the interlocking effects A, B, C, and D decreases. Is set so that the number of executions is reduced.

  Returning to FIG. 44, in step S1208, an operation procedure for avoiding the RT transition winning combination is notified. FIG. 47 is a diagram showing an example of an operation procedure for avoiding the RT transition winning combination. FIG. 47 (a) shows an operation to be displayed using the LCD 10 when the internal winning combination of the simultaneous winning combination (bell, control combination A) is performed. The image of the procedure, (b) in the figure, shows the image of the operation procedure that is displayed using the LCD 10 when the internal winning combination of the simultaneous winning combination (bell, control combination B) is made. When the simultaneous winning combination (bell, control combination A) is internally won, as shown in the lower part of FIG. 35 (a), the “replay-bell-replay” which is the RT transition combination is stopped and displayed. (To avoid winning the RT transition role), as shown in the upper part of FIG. 5A, only “Bell-Bell-Bell” is stopped and displayed on the upper horizontal winning line. Of the stop buttons 131a to 131c, an image suggesting that the left reel 110 is stopped with the left stop button 131a is displayed on the LCD 10 first. On the other hand, when the internal winning combination (Bell, Control B) is won internally, “Replay-Bell-Replay”, which is an RT transition combination, is stopped and displayed as shown in the upper part of FIG. (To avoid winning the RT transition role), as shown in the lower part of FIG. 5B, only “Bell-Bell-Bell” is stopped and displayed on the upper horizontal winning line. Of the stop buttons 131a to 131c, an image suggesting that the right reel 112 is first stopped by the right stop button 131c is displayed on the LCD 10. As a result, the player stops the stop buttons 131a to 131c according to the operation sequence displayed on the LCD 10, thereby winning a transitional role during the game of the normal game (RT0 mode). It can be easily avoided that the game shifts to the normal game (RT2 mode) which is a disadvantageous game state (RT0 mode).

  As described above, the slot machine 100 according to the present embodiment has a lottery means for performing a predetermined lottery (in this embodiment, a winning combination internal lottery) and a game setting for setting a predetermined game from a plurality of types of games. Based on means (game state setting process in the present embodiment), notification means (in this embodiment, LDC 10, speaker 483, shutters 51a, 51b, etc.) for notifying various information in a predetermined notification mode, and the player's operation. The notification mode setting means (RT effect mode selection effect in this embodiment) for setting any one of the notification modes and the notification mode (RT in this embodiment) set by the notification mode setting means. In accordance with the effect mode), notification control means (in this embodiment, such as bonus effect processing and internal lottery notification effect processing) that controls whether to notify the notification means or not. ), And the game setting means, when a specific symbol combination (in this example, a symbol combination corresponding to the RT transition combination) is displayed on the display window (in this example, the symbol display window) 113, The currently set game can be canceled and a game different from the released game can be set, and the notification control means can display a specific symbol combination (in this embodiment, a normal game (RT0 mode)). ), A different method for each notification mode set by the notification mode setting means (this embodiment) so that the expected profit obtained by the player is the same regardless of the notification mode set by the notification mode setting means. Then, the notification means is notified in a specific notification mode (in this embodiment, an operation procedure for avoiding the RT transition winning prize) that suggests that it is in an allowable state by a different method of continuous channel number lottery). And determining whether Ukaina a gaming table.

  According to the gaming machine according to the present invention, a specific symbol combination that is a release condition for a game can be displayed in the notification mode that is different depending on the effect mode selected by the player with the same expected profit that the player can obtain. It is possible to notify that it is in an allowable state, and the player can easily grasp whether or not it is in an allowable state in which a specific symbol combination can be displayed according to the notification mode selected by the player. In the state, it is possible to avoid the release of the current game by performing a reel stop operation so that the specific symbol combination is not displayed on the display window. Therefore, in addition to being able to notify information regarding changes in the gaming state in the notification mode selected by the player himself, it is possible to select whether or not to change the gaming state by the player's own operation based on the notification. it can.

  In addition, if the expected notification ratio (in the present embodiment, the expected value of 4 times including the first time) is determined to be the same in all notification modes in each notification mode, Regardless of the notification mode selected by the player, the benefits that the player can obtain can be equalized.

  In addition, when a specific symbol combination is displayed on the display window 113, the game setting means cancels the currently set game and sets the game to be more disadvantageous to the player than the released game. The player can avoid shifting the current game to an unfavorable gaming state by performing a reel stop operation so that a specific symbol combination is not displayed on the display window.

  In addition, the game includes at least a privilege game (BB game in this embodiment) that is more advantageous to the player than the normal state, and the game setting means displays a specific symbol combination on the display window 113 in the privilege game. If the bonus game is set to a game that is more disadvantageous to the player than the bonus game, the player performs a reel stop operation so that a specific symbol combination is not displayed on the display window. It can be avoided that the privilege game that is more advantageous to the player than the normal state is canceled and the game state is shifted to an unfavorable game state.

  In addition, if a bonus game includes a game that consumes a small amount of game media used during the game or a game that includes a large amount of game media that can be acquired during the game, The player performs a stop operation of the reels so that a specific symbol combination is not displayed on the display window, so that the game consumes less total game media used during the game (or a game that can be acquired during the game). It is possible to avoid that a game with a large amount of medium acquisition) is released and the game state is shifted to an unfavorable game state.

  In addition, if the specific notification mode includes information for preventing a specific symbol combination from being displayed on the display window 113, the player can use a reel according to the information for preventing the specific symbol combination from being displayed on the display window. By performing the stop operation, it is possible to avoid the release of the current game.

  In addition, as the plurality of notification modes, for example, a notification number determination notification mode (BOY mode in this embodiment) in which the number of notifications to be notified in a specific notification mode is determined in advance, or whether notification is performed in a specific notification mode. Is determined by a lottery with a predetermined winning probability, and a continuous lottery notification mode (FK mode in the present embodiment) in which the lottery is continued until it is out of the lottery, or the number of notifications to be notified in a specific notification mode is determined in advance. The number lottery notification mode (NADJA mode in this embodiment) determined by lottery using a notification number table in which a plurality of notification counts are stored can be used.

  Moreover, if the specific notification mode is a notification mode that suggests the operation timing of the stop operation means not to display a specific symbol combination or the operation order of the stop operation means not to display a specific symbol combination, The player can avoid the release of the current game by operating the stop operation means according to the notified operation timing (or operation order).

  In addition, the multiple types of combinations include at least a re-game player who can play a game without inserting a game medium, and the game setting means supports a re-game player when a predetermined condition is satisfied. If the replay high probability game is set such that the ratio at which the symbol combination to be displayed can be displayed on the active line 114 is higher than the ratio set so far, the player can benefit from the establishment of a predetermined condition. Can be obtained.

  In addition, when the replay high probability game is set by the game setting means, the notification mode setting means sets the notification mode of any of the plurality of notification modes so that the player can replay high probability games. It is possible to easily obtain whether or not it is an allowable state in which a specific symbol combination can be displayed according to the notification mode selected by the user. By releasing the reels so that the symbol combination is not displayed on the display window, it is possible to avoid the release of the replay high probability game.

  In addition, the game setting means sets an end-time replay high-probability game that ends with a shorter number of games compared to the re-play high-probability game set so far when a specific symbol combination is displayed. For example, the player performs a reel stop operation so that a specific symbol combination is not displayed on the display window, so that the replay high probability game is canceled and the game is more disadvantageous to the player than the replay high probability game. It is possible to avoid the transition to the high-probability game at the end when the game is in the end state.

  In addition, the multiple types of combinations include at least a special combination (BB in this embodiment) for starting a special game (BB game in this embodiment) advantageous to the player, and regardless of the input of game media. The game setting means sets the ratio at which the combination of symbols corresponding to the re-gamer can be displayed on the active line 114 until the end of the special game. The replay high probability game is set to a rate higher than the ratio to be played, and the notification mode setting means is set when the replay high probability game is set by the game setting means based on establishment of a predetermined condition in the special game. If any one of a plurality of notification modes is set according to the player's operation, the player can obtain a profit by setting a replay high-probability game in addition to a profit by a special game. it can In both cases, it is possible to easily grasp whether or not a specific symbol combination can be displayed according to the notification mode selected by the user, and if it is in the allowable state, the specific symbol combination is displayed on the display window. By performing the reel stop operation so as not to be performed, it is possible to avoid the release of the replay high probability game.

  The special game includes a normal probability game section in which a probability that a predetermined condition is satisfied is set to a predetermined probability, and a high probability game section in which a predetermined probability is set higher than the normal probability game section. Then, in the special game, the probability that the replay high probability game is set by the game setting means can be changed, and the special game can be changed.

  In addition, the informing means performs an effect such that the selection operation in the notification mode is excited if performing the effect control related to the selection effect that selects any one of the notification modes among the plurality of notification modes based on the operation of the player. It is possible to enhance the interest of the player.

  In addition, a plurality of reels provided with a plurality of types of symbols, lottery means for determining whether or not an internal winning of a plurality of types of roles is won by lottery, and rotation corresponding to each of the reels are provided. A stop operation means for stopping the reel, a reel stop control means for controlling the stop of rotation of the reel based on a lottery result of the lottery means, and a stop on an effective line preset on the display window A determination means for determining whether or not the displayed symbol combination of the reels is a predetermined symbol combination corresponding to the internal winning combination, and a predetermined game is set from a plurality of types of games A game setting means, a notification means for notifying various information in a predetermined notification mode, and a notification mode setting means for setting any one of a plurality of notification modes based on a player's operation A plurality of notification control means for controlling whether or not to notify the notification means according to the notification mode set by the notification mode setting means, and an effect control means for effect control. The types of roles include at least a re-game player who can play a game without inserting a game medium, and a special role for starting a special game advantageous to the player. The means is that, when a predetermined condition is established, the replay height is such that the ratio at which the symbol combination corresponding to the replaying combination can be displayed on the active line is higher than the ratio set so far. When a probability game is set and a specific symbol combination is displayed on the display window during the replay high probability game, the replay high probability game is canceled and the replay high probability game is released. than When the game setting unit sets the replay high-probability game, based on the player's operation, the production control unit sets the other different games that are advantageous. A selection effect for selecting one of the notification modes is performed, the notification mode setting means sets the notification mode selected in the selection effect, and the notification control means is capable of displaying the specific symbol combination. In the case of a state, according to the notification mode set by the notification mode setting means, it is determined whether to perform notification in a specific notification mode that can specify that the specific symbol combination can be displayed. If the control related to the notification is performed, the benefit from the setting of the replay high probability game can be obtained, and a specific symbol combination is displayed according to the notification mode selected by the user. It is possible to easily grasp whether or not it is in a permissible state. If it is in the permissible state, the re-game height can be increased by performing a reel stop operation so that a specific symbol combination is not displayed on the display window. Cancellation of stochastic games can be avoided.

  The game setting means may cancel the setting of the replay high probability game and set a replay high probability game that is shorter than the number of times that the released replay high probability game is continuously set. The player performs a reel stop operation so that a specific symbol combination is not displayed on the display window, so that the replay high probability game is canceled and the game state is more disadvantageous to the player than the replay high probability game. Can be avoided.

  In addition, the game setting means sets the replay high probability game after the special game is finished, and the effect control means, when a specific condition is satisfied in the special game, after the special game is finished. Based on the player's operation, if the presentation control is executed to execute the selection presentation for selecting any one of the plurality of notification modes, the player can obtain a profit by setting the replay high probability game. In addition, it is possible to easily grasp whether or not it is an allowable state in which a specific symbol combination can be displayed depending on the notification mode selected by the user. By performing the reel stop operation so as not to be displayed above, it is possible to avoid the release of the replay high probability game.

  In addition, if the expected notification ratio for determining notification in the specific notification mode in each notification mode is set to be the same in all notification modes, the player regardless of the notification mode selected by the player. The profits that can be obtained can be made equal.

  The special game includes a normal special game in which a probability that the predetermined condition is satisfied is set to a predetermined probability, and a high-probability special game in which the predetermined probability is set higher than the normal special game. A transition means for shifting from the normal special game to the high-probability special game during a predetermined period from the start to the end of the special game. The probability that a high-probability game is set can be changed, and a special game can be changed.

  Further, if the effect control means is configured to control the effect in an effect mode that suggests the possibility of shifting to the high probability special game in the normal special game, the effect control means may shift to the high probability special game. It is possible to give the player a sense of expectation that it will not be done, and to enhance the player's interest.

  The special game further includes a confirmed special game in which the establishment of the predetermined condition is confirmed or almost confirmed, and at the start of the special game or until the special game starts and ends. In the meantime, if the transition means shifts from the normal special game to the confirmed special game or from the high probability special game to the confirmed special game, the interest of the player can be enhanced.

  In addition, when the symbol combination corresponding to the special role is stopped and displayed on the active line, the effect control is further provided with specific condition satisfaction lottery means for determining whether or not the predetermined condition is satisfied by lottery. The means is an effect related to a selection effect that causes one of a plurality of effect modes to be selected based on a player's operation when a symbol combination corresponding to the special role is stopped and displayed on the active line. According to the effect mode selected by the selected effect, effect control suggesting the lottery result in the specific condition establishment lottery means may be performed until the special game ends.

  The various data tables applicable to the game machine according to the present invention are not limited to the above-described various data tables. For example, the data table shown in FIG. 48 is used instead of the data table shown in FIG. A table can also be applied. This data table defines one type of stop table for each stop table acquisition information. According to this data table, a plurality of types of stop tables are defined in the stop table acquisition information, and compared to the data table shown in FIG. 21 configured so as to acquire one type of stop table that meets the conditions. The table acquisition process can be performed quickly.

  Further, the symbols applied to the reels 110 to 112 and the symbol arrangement are not limited to this embodiment, and for example, a symbol arrangement as shown in FIG. 49 may be applied. In this example, instead of the bell symbol, two types of symbols are employed: a bell 1 symbol in which the character “right” is drawn in the symbol and a bell 2 symbol in which the character “left” is depicted in the symbol. . The data table shown in FIG. 50 replaces the simultaneous winning combination (Bell, control combination A) of numbers 38, 41, and 44 with the simultaneous winning combination (Bell A, Bell B) of the data table shown in FIG. In addition, the simultaneous winning combination (Bell, Control B) with numbers 39, 42, and 45 is replaced with the simultaneous winning combination (Bell A, Bell B, Control A). Note that Bell A is a winning combination in which 6 medals are paid out by winning, and Bell B is a winning combination and RT transition in which 6 medals are paid out by winning.

  In this case, as shown in FIG. 51, when the internal winning combination of the simultaneous winning combination (Bell A, Bell B) is won, the Bell 2 design in which the character “left” is drawn on the design is displayed corresponding to the left reel 110. If the first stop is performed so that the display is stopped in the display areas 4, 5, 6 corresponding to the areas 1, 2, 3 or the middle reel 11, the symbol combination "Bell 1 design-Bell 1 design-- "Bell 1 symbol" is stopped on the winning line, 6 medals are paid out, and the bell 1 symbol with the characters "right" drawn on the symbol is displayed in the display areas 7, 8, If the 1st stop is performed so that it is stopped and displayed at 9, the symbol combination "Bell 1 design-Bell 1 design-Bell 2 design" corresponding to Bell B is stopped on the winning line and 6 medals are paid out. At the same time, the RT mode is shifted according to the conditions. Accordingly, the bell 2 symbol in which the characters “left” are drawn on the symbol is stopped and displayed in the display regions 1, 2, 3 corresponding to the left reel 110 or the display regions 4, 5, 6 corresponding to the middle reel 11. If the first stop is performed as described above, the transition to the RT mode can be avoided. In addition, in the case where a simultaneous winning combination (Bell A, Bell B, Control Role A) is won internally, the Bell 2 design in which the characters “left” are drawn on the design is displayed in the display areas 1 and 2 corresponding to the left reel 110. If the first stop is performed so as to be stopped and displayed in the display areas 4, 5 and 6 corresponding to 3 or the middle reel 11, the symbol combination "Bell 1 design-Bell 1 design-Bell 2 design" corresponding to Bell B Is displayed on the winning line and 6 medals are paid out, and the RT mode is shifted according to the conditions, and the bell 1 symbol in which the character “right” is drawn corresponds to the right reel 112. If the first stop is performed so as to be stopped and displayed in the display areas 7, 8, and 9, the symbol combination "Bell 1 design-Bell 1 design-Bell 1 design" corresponding to Bell A is stopped and displayed on the winning line. Six medals are paid out. Therefore, if the first stop is performed such that the bell 1 symbol in which the characters “right” are drawn on the symbol is stopped and displayed in the display areas 7, 8 and 9 corresponding to the right reel 112, the transition to the RT mode is performed. It can be avoided. 52 (a) and 52 (b) are diagrams showing an example of informing an operation procedure for avoiding the RT transition winning combination using the LCD 10. In the reel design shown in FIG. ”And“ Right ”, which indicate the order of operation of the stop buttons 131 a to 131 c, the player stops the bell 2 symbol in which the character“ Left ”is drawn on the symbol by the left reel 110. If the bell 1 symbol with the characters “right” drawn on the symbol is stopped and displayed by the right reel 112, it can be easily detected that the RT transition winning combination can be avoided. There is no misunderstanding.

  In the present invention, a plurality of reels with a plurality of types of symbols, a lottery means for determining whether or not an internal winning of a plurality of types of winnings is won by lottery, and a reel rotation based on a lottery result of the lottery means. Based on the reel stop control means for performing stop control related to the stop and the lottery result of the lottery means, a predetermined symbol combination is stopped and displayed on a preset active line, and is displayed on the reel at the stop time on the display window. It is suitable for a slot machine provided with a determination means for determining whether or not a symbol combination is a symbol combination determined in advance corresponding to an internal winning combination, but the present invention is not limited to this. For example, the present invention can also be applied to a slot machine or a pachinko gaming machine that uses a game ball (for example, a pachinko ball) as a game medium.

  Here, the pachinko gaming machine to which the present invention is applied includes a variable display device that has a movable body such as a reel (rotary body) and displays a predetermined pattern (identification information) in a variable manner. An example is a pachinko gaming machine in which a symbol is changed by a variable display device and then the symbol is stopped and displayed to notify the transition of the gaming state when the player enters and wins a prize.

  In such a pachinko gaming machine, when a game ball enters the start opening, a lottery is performed and it is determined whether or not the lottery result is a win. When winning the jackpot in this lottery, the variable display device displays a combination (a jackpot symbol; for example, 777) based on a specific symbol and shifts to a jackpot state. In the big hit state, the big prize opening is kept open, for example, for a predetermined time or a predetermined number of times, so that the game ball is easy to enter and a state advantageous to the player is realized. In addition, if the combination with a specific symbol (big jackpot symbol) is a big jackpot symbol (probability variation symbol) with probability fluctuation, the probability of the next big jackpot is set higher, realizing a more advantageous state for the player Is done.

  In addition to the actual machines such as the slot machines and pachinko gaming machines described above, the gaming machine according to the present invention executes the operations of the actual machines such as the slot machines for arcade game machines and home game machines in a pseudo manner. Even in such a game program, a game can be executed by applying the present invention. In that case, a DVD-ROM, CD-ROM, FD (flexible disk), or any other recording medium can be used as a recording medium for recording the game program.

  In addition, the actions and effects described in the above embodiments are merely a list of the most preferable actions and effects resulting from the present invention, and the actions and effects according to the present invention are limited to those described in the above embodiments. It is not something.

  The present invention can be applied to game machines represented by slot machines and pachinko machines.

FIG. 3 is an external perspective view of the slot machine according to the present embodiment. It is an external view of the rendering unit of the slot machine. It is a disassembled perspective view of the same production unit. It is a figure explaining the movement aspect of LCD and a half mirror of an image display unit with FIG. It is a figure explaining the movement aspect of LCD and a half mirror of an image display unit with FIG. It is explanatory drawing of the display principle of the three-dimensional image by an image display unit. 3 is a circuit block diagram of a main control unit in the slot machine. FIG. FIG. 4 is a circuit block diagram of a sub control unit in the slot machine. It is a circuit block diagram of the rendering unit control unit in the slot machine. It is the figure which expand | deployed and showed the symbol arrangement | sequence given to each reel in the slot machine. It is the figure which showed the kind of winning combination in the same slot machine, the symbol combination corresponding to each winning combination, the action or payout of each winning combination. A data table in which the type of winning combination, the type of single / simultaneous winning combination, the internal winning probability, and the number of medals to be paid out (dividend) are stored in the ROM in association with each other in the normal game (normal game RT0 mode) It is an example. An example of a data table in which the type of winning combination, the type of single winning combination / simultaneous winning combination, the internal winning probability, and the number of medals to be paid out (dividend) are associated with each other and stored in the ROM in the replay high probability game 1 It is. An example of a data table in which the type of winning combination, the type of single winning combination / simultaneous winning combination, the internal winning probability, and the number of medals to be paid out (dividend) are associated with each other and stored in the ROM in the re-probability high probability game 2 It is. It is an example of a data table in which a type of winning combination at the time of BB1 internal winning, a type of single winning combination / simultaneous winning combination, an internal winning probability, and a payout number (payout) of medals are associated with each other and stored in a ROM. It is an example of a data table in which a type of winning combination at the time of BB2 internal winning, a type of single winning combination / simultaneous winning combination, an internal winning probability, and the number of paid out medals (payout) are associated with each other and stored in the ROM. The types of winning combinations at the time of BB gaming, the types of single / simultaneous winning combinations, internal winning probabilities, the corresponding winning symbol combinations, and the number of medals to be paid out (dividends) are stored in the ROM in association with each other. It is an example of a data table. It is the figure which showed the kind of RT state, the transition opportunity to each RT state, and a corresponding game state. It is a state transition diagram showing a state of gaming state transition. It is a flowchart which shows the flow of the main process of a main control part. It is an example of a data table in which a winning combination type, a single winning combination / simultaneous winning combination type, and stop table acquisition information are associated with each other and stored in a ROM. It is the figure which showed the outline of priority stop order, the type of a corresponding combination, and combination stop control. It is a flowchart which shows the flow of the production | use insertion button reception process. It is a flowchart which shows the flow of a reel control process. It is a flowchart which shows the flow of a reel stop process. It is the figure which showed the relationship between nine display areas 1-9 of a symbol display window, and five pay lines. (A) It is the figure which showed an example of the symbol combination displayed on a symbol display window, when an internal winning is carried out to a single role (replay 1). (B) It is the figure which showed an example of the symbol combination displayed on a symbol display window, when a simultaneous winning combination (re-game 1, re-game 2) is won internally. (C) It is the figure which showed an example of the symbol combination displayed on a symbol display window, when a simultaneous winning combination (re-game 1, re-game 3) is won internally. (D) It is the figure which showed an example of the symbol combination displayed on a symbol display window, when a simultaneous winning combination (re-game 1, re-game 4) is won internally. (A) It is the figure which showed an example of the symbol combination displayed on a symbol display window, when internal winning is carried out to the simultaneous winning combination (re-game 1, re-game 2, re-game 3, re-game 5). (B) It is the figure which showed an example of the symbol combination displayed on a symbol display window, when internal winning is carried out to the simultaneous winning combination (replay 1, replay 4, replay 6). (C) It is the figure which showed an example of the symbol combination displayed on a symbol display window, when internal winning is carried out to the simultaneous winning combination (replay 1, replay 4, replay 7). (D) It is the figure which showed an example of the symbol combination displayed on a symbol display window, when a simultaneous winning combination (re-game 1-re-game 8) is won internally. (A) It is the figure which showed an example of the symbol combination displayed on a symbol display window, when internal winning is carried out to the simultaneous winning combination (re-game 1-re-game 6 and re-game 8). (B) is the figure which showed an example of the symbol combination displayed on a symbol display window, when a simultaneous winning combination (re-game 1-re-game 4 and re-game 6) is won internally. The figure which shows the symbol combination displayed on the symbol display window when there is no chance symbol in the pull-in range when the internal winning combination is the simultaneous winning combination (replay 1 to replay 6, replay 8) It is. This is displayed in the symbol display window when a winning combination is made for the simultaneous winning combination (replay 1 to replay 6, replay 8) and the left and right reels are stopped and aimed at the chance symbol. It is the figure which showed the symbol combination. It is an example of a stop table used when a single role (bell) is won internally, and (a) is a stop position of a symbol that is stopped and displayed in the display area 2 corresponding to the left reel, and drawing to this stop position. The figure which showed the number, (b) is the figure which showed the stop position of the symbol stopped and displayed in the display area 5 corresponding to the middle reel, and the drawing to this stop position, (c) is the display corresponding to the right reel It is the figure which showed the stop position of the symbol stopped-displayed in the area | region 8, and the number of drawing-in to this stop position. (A) And (b) is an example of a stop table used in the case of internal winning in the simultaneous winning combination (bell, control combination A), (a) is a display area corresponding to the left reel 2 is a diagram showing the stop position of the symbol that is stopped and displayed, and the number of pull-in to this stop position, FIG. 2B is the stop position of the symbol that is stopped and displayed in the display area 5 corresponding to the middle reel, and this stop position. (C) is an example of a stop table used in the case of internal winning in the simultaneous winning combination (bell, control combination B), and stops in the display area 8 corresponding to the right reel. It is the figure which showed the stop position of the symbol displayed, and the number of drawing-in to this stop position. (A) And (b) is an example of a reel stop table used when an internal winning is made in the simultaneous winning combination (Bell, Control B), and (a) is a display corresponding to the left reel. The figure which shows the stop position of the symbol which is stopped and displayed in the area 2, and the number of pull-in to this stop position, (b) is the stop position of the symbol which is stopped and displayed in the display area 5 corresponding to the middle reel, and this stop FIG. 6C is a diagram showing the pulling to the position, and FIG. 8C is an example of a reel stop table used when the internal winning combination (bell, control combination A) is won, and the display area 8 corresponding to the right reel It is the figure which showed the stop position of the symbol stopped-displayed, and the drawing-in number to this stop position. (A) An example in which the bell symbol is stopped and displayed in the display areas 1, 4 and 7, and “Bell-Bell-Bell” is stopped and displayed on the upper horizontal winning line, and the bell symbol is displayed in the display areas 1, 5 and 9. The symbol combination “BELL-BELL-BELL” is stopped and displayed on the lower-right winning line, and the symbol combination “REPLAY-BELL-REPLAY” corresponding to the RT transition is displayed on the middle horizontal winning line. It is the figure which showed the example by which stop display was carried out. (B) The bell symbol is stopped and displayed in the display areas 1, 5 and 9, the “Bell-Bell-Bell” symbol combination is stopped and displayed on the lower-right winning line, and RT transition is performed on the middle horizontal winning line. An example in which the symbol combination “Replay-Bell-Replay” corresponding to the combination is stopped and displayed, and the bell symbol is stopped and displayed in the display areas 1, 4 and 7, and “Bell-Bell-Bell” is displayed on the upper horizontal winning line. It is the figure which showed the example by which the symbol combination of was stopped and displayed. It is a flowchart which shows the flow of a game state control process. (A) It is an example of the waiting time table which matched and memorize | stored the kind of winning combination and waiting time corresponding to each winning combination in ROM. (B) It is an example of the waiting time table which matched and memorize | stored the conditions which set waiting time, and the waiting time corresponding to each condition in ROM. (A) is a flowchart which shows the flow of a sub control part main process, (b) is a flowchart which shows the flow of an effect unit control part interruption process, (b) is a flowchart which shows the flow of an effect unit control part main process. It is. The gaming state, the rendering mode, the rendering mode, the waiting time of the main control unit, the rendering performed using the rendering unit, and the operating state (shutter state) of the shutter (door) disposed in front of the LCD FIG. 5 is a diagram showing an example of changes in the ON / OFF state (LCD state) of LCD display and the type of sound output from a speaker. It is the figure which showed the outline | summary of the game control which concerns on another example. It is a flowchart showing the flow of effect processing. It is a flowchart which shows the flow of a bonus effect process. It is a flowchart which shows the flow of RT production mode selection production processing. It is a flowchart which shows the flow of an internal winning alert | report effect process. (A) It is the figure which showed the correspondence of RT production mode classification | category and the lottery method of the lottery number lottery corresponding to each RT production mode. (B) It is the figure which showed an example of the continuous number of times table. (C) is the figure which showed an example of RT production mode selection production. It is the figure which showed an example of the interlocking production lottery data table which matched and memorize | stored the number of chance symbols, the kind of interlocking production, and the lottery data corresponding to each interlocking production in ROM, (a) is BB1. Alternatively, a data table used when BB2 is internally won, and (b) is a data table used when BB1 and BB2 are not internally won. It is the figure which showed an example of the operation procedure which avoids RT transition combination winning a prize, (a) is the image of the operation procedure displayed using LCD, when a simultaneous winning combination (bell, control combination A) is won internally, ( b) shows an image of an operation procedure to be displayed using the LCD when the internal winning combination of the simultaneous winning combination (bell, control combination B) is performed. It is the figure which showed an example of the data table which prescribed | regulated one kind of stop table to each stop table acquisition information. It is the figure which expanded and showed the pattern arrangement | sequence of the other example given to each reel in the slot machine in plane. A data table in which the type of winning combination, the type of single / simultaneous winning combination, the internal winning probability, and the number of medals to be paid out (dividend) are stored in the ROM in association with each other in the normal game (normal game RT0 mode) It is another example. It is the figure which showed an example of the mode of a stop display at the time of an internal winning combination to a simultaneous winning combination (Bell A, Bell B, and control combination A), when winning simultaneously to a simultaneous winning combination (Bell A, Bell B) . (A), (b) It is the figure which showed an example which alert | reports the operation procedure which avoids RT transition combination winning a prize using LCD.

Explanation of symbols

10 ... LCD
DESCRIPTION OF SYMBOLS 100 ... Slot machine 110, 111, 112 ... Reel 113 ... Symbol display window 131a-131c ... Stop button 135 ... Start lever 300 ... Main control part 400 ... Sub-control part 500 ... Production unit control part

Claims (1)

  1. Multiple reels with multiple types of designs,
    Lottery means for determining whether or not an internal winning of a plurality of types of roles is successful by lottery;
    Stop operation means provided corresponding to each of the reels, for individually stopping the rotation of the reels;
    Reel stop control means for performing stop control related to the stop of rotation of the reel based on the lottery result of the lottery means;
    Determining means for determining whether or not the symbol combination of the reel, which is stopped and displayed on an active line set in advance on the display window, is a predetermined symbol combination corresponding to the winning combination in the internal; ,
    Game setting means for setting a predetermined game from a plurality of types of games;
    An informing means for informing various types of information in a predetermined informing manner;
    Based on the player's operation, a notification mode setting means for setting any one of a plurality of notification modes;
    Notification control means for performing control related to notification as to whether or not to notify the notification means according to the notification mode set by the notification mode setting means;
    Production control means for performing production control,
    The multiple types of roles include
    At least, a re-game player who can play a game without inserting a game medium, and a special game for starting a special game advantageous to the player are included.
    The game setting means includes
    A re-probability high probability game is set after the special game is completed so that the proportion that the symbol combination corresponding to the re-game player can be displayed on the active line is higher than the proportion set so far. When a specific symbol combination is displayed on the display window during the replay high-probability game, the setting of the replay high-probability game is canceled, which is disadvantageous to the released replay high-probability game. Set different games,
    The notification control means includes
    In a permissible state in which the specific symbol combination can be displayed , the specific symbol combination can be displayed in accordance with the notification mode set by the notification mode setting means, and the specific symbol combination is stopped and displayed. Control related to notification so as to determine whether or not to perform notification in a specific notification mode capable of specifying an operation procedure for preventing
    The expected notification ratio for determining to perform notification in the specific notification mode in each of the notification modes is set to be the same in all notification modes,
    The production control means includes
    When a specific condition is established during the special game, in the replay high probability game set after the end of the special game, one of the plurality of notification modes is selected based on the operation of the player. The selection effect for selecting the notification mode is automatically performed immediately after the end of the special game in which the specific condition is satisfied during the special game, and when the specific condition is not satisfied during the special game, A game table, wherein the selection effect is not performed after the end of the special game.
JP2007064478A 2007-03-14 2007-03-14 Amusement stand Active JP4875521B2 (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
JP2007064478A JP4875521B2 (en) 2007-03-14 2007-03-14 Amusement stand

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
JP2007064478A JP4875521B2 (en) 2007-03-14 2007-03-14 Amusement stand

Publications (2)

Publication Number Publication Date
JP2008220715A JP2008220715A (en) 2008-09-25
JP4875521B2 true JP4875521B2 (en) 2012-02-15

Family

ID=39840000

Family Applications (1)

Application Number Title Priority Date Filing Date
JP2007064478A Active JP4875521B2 (en) 2007-03-14 2007-03-14 Amusement stand

Country Status (1)

Country Link
JP (1) JP4875521B2 (en)

Families Citing this family (11)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP5455345B2 (en) * 2008-09-30 2014-03-26 株式会社オーイズミ Game machine
JP5697841B2 (en) * 2008-10-24 2015-04-08 株式会社三共 Slot machine
JP5754834B2 (en) * 2010-04-19 2015-07-29 株式会社オリンピア Game machine
JP5556746B2 (en) * 2011-06-17 2014-07-23 タイヨーエレック株式会社 Game machine
JP5403000B2 (en) * 2011-07-04 2014-01-29 タイヨーエレック株式会社 Game machine
JP5403001B2 (en) * 2011-07-04 2014-01-29 タイヨーエレック株式会社 Game machine
JP5698175B2 (en) * 2012-03-30 2015-04-08 株式会社三共 Slot machine
JP6459179B2 (en) * 2014-01-31 2019-01-30 株式会社三洋物産 Game machine
JP5851562B2 (en) * 2014-07-16 2016-02-03 株式会社三共 Slot machine
JP5869162B2 (en) * 2015-03-02 2016-02-24 株式会社三共 Slot machine
JP6017070B2 (en) * 2016-01-06 2016-10-26 株式会社三共 Slot machine

Family Cites Families (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP4469698B2 (en) * 2004-10-29 2010-05-26 株式会社ユニバーサルエンターテインメント Game machine
JP4347827B2 (en) * 2005-03-15 2009-10-21 株式会社オリンピア Game machine

Also Published As

Publication number Publication date
JP2008220715A (en) 2008-09-25

Similar Documents

Publication Publication Date Title
JP5305415B2 (en) Amusement stand
JP5534310B2 (en) Amusement stand
JP5207318B2 (en) Amusement stand
JP4034803B2 (en) Game table and image display unit
JP4227136B2 (en) Game table and image display unit
JP2012115537A (en) Game machine
JP4199184B2 (en) Amusement stand
EP1526487A1 (en) Gaming machine
JP5025926B2 (en) Amusement stand
JP5256428B2 (en) Amusement stand
JP2010063654A (en) Game machine
JP4781209B2 (en) Amusement stand
JP2007229177A (en) Game machine
JP2007300981A (en) Game machine
JP2007282899A (en) Game machine
JP5344439B2 (en) Amusement stand
JP6366941B2 (en) Game machine
JP5961954B2 (en) Game machine
JP2012120662A (en) Game board
JP5109206B2 (en) Amusement stand
JP2009017905A (en) Game table
JP2007007298A (en) Game board
JP4898198B2 (en) Amusement stand
JP5810075B2 (en) Game machine
JP2006204681A (en) Game machine and slot machine

Legal Events

Date Code Title Description
A521 Written amendment

Free format text: JAPANESE INTERMEDIATE CODE: A523

Effective date: 20090304

A131 Notification of reasons for refusal

Free format text: JAPANESE INTERMEDIATE CODE: A131

Effective date: 20110412

A521 Written amendment

Free format text: JAPANESE INTERMEDIATE CODE: A523

Effective date: 20110608

A02 Decision of refusal

Free format text: JAPANESE INTERMEDIATE CODE: A02

Effective date: 20110712

A521 Written amendment

Free format text: JAPANESE INTERMEDIATE CODE: A523

Effective date: 20111012

A911 Transfer of reconsideration by examiner before appeal (zenchi)

Free format text: JAPANESE INTERMEDIATE CODE: A911

Effective date: 20111019

TRDD Decision of grant or rejection written
A01 Written decision to grant a patent or to grant a registration (utility model)

Free format text: JAPANESE INTERMEDIATE CODE: A01

Effective date: 20111115

A01 Written decision to grant a patent or to grant a registration (utility model)

Free format text: JAPANESE INTERMEDIATE CODE: A01

A61 First payment of annual fees (during grant procedure)

Free format text: JAPANESE INTERMEDIATE CODE: A61

Effective date: 20111125

R150 Certificate of patent or registration of utility model

Ref document number: 4875521

Country of ref document: JP

Free format text: JAPANESE INTERMEDIATE CODE: R150

Free format text: JAPANESE INTERMEDIATE CODE: R150

FPAY Renewal fee payment (event date is renewal date of database)

Free format text: PAYMENT UNTIL: 20141202

Year of fee payment: 3

R250 Receipt of annual fees

Free format text: JAPANESE INTERMEDIATE CODE: R250

R250 Receipt of annual fees

Free format text: JAPANESE INTERMEDIATE CODE: R250

R250 Receipt of annual fees

Free format text: JAPANESE INTERMEDIATE CODE: R250