JP5207318B2 - Amusement stand - Google Patents

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JP5207318B2
JP5207318B2 JP2010012629A JP2010012629A JP5207318B2 JP 5207318 B2 JP5207318 B2 JP 5207318B2 JP 2010012629 A JP2010012629 A JP 2010012629A JP 2010012629 A JP2010012629 A JP 2010012629A JP 5207318 B2 JP5207318 B2 JP 5207318B2
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game
stop
control unit
reel
player
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JP2011147680A (en
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崇弘 浦辻
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株式会社大都技研
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Description

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

  A gaming machine typified by a slot machine rotates a reel by inserting a medal (game medium) and operating a start lever, determines a role by internal lottery, and operates a stop button to operate the reel. When the symbol combination is displayed on the symbol display window in accordance with the internal determination when the symbol is stopped, a combination is established. Generally, it is configured to be paid out.

  In such game machines, slot machines equipped with a so-called AT function for notifying the reel stop operation sequence that is advantageous to the player using voice, images, lamps, etc. have appeared (for example, , See Patent Document 1).

Japanese Patent No. 3302975

  A slot machine equipped with a push order AT function such as the slot machine described in Patent Document 1 may be designed to increase the payout rate when a stop operation is performed in a specific stop operation order. For example, when the first stop reel is a right reel (a so-called reverse pressing stop operation corresponds to this), the so-called forward pressing stop operation corresponds to this (the so-called forward pressing stop operation corresponds to this). ) Designed with a high payout rate. In such a gaming machine, the gaming machine or the gaming machine manufacturer allows reverse pressing only in the AT state and recommends forward pressing in the non-AT state, and recommended when pressing backward in the non-AT state. Some of them give a penalty (for example, do not perform AT lottery) as the push order.

  However, there are some players who avoid the above-mentioned penalties and perform a push order that is not recommended by the game machine or the game machine manufacturer.

  In view of the above circumstances, an object of the present invention is to provide a gaming machine capable of preventing a player from performing a gaming method not recommended by a gaming machine or a gaming machine manufacturer with higher accuracy than before.

A plurality of reels that are subjected to multiple types of designs and are driven to rotate,
Rotation instruction operation means for instructing the start of rotation of the reel by an operation by a player;
Based on the operation of the rotation instruction operation means, a role lottery means for determining by lottery whether or not an internal winning of a plurality of types of roles is won,
Receiving a stop operation for individually stopping the rotation of the plurality of reels, and a stop operation means having a plurality of stop operation sequences;
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 and the stop operation of the stop operation means;
Based on the stop control performed by the reel stop control means, the symbol combinations that are stopped and displayed on the predetermined active lines of the reels are predetermined symbol combinations corresponding to the respective combinations. Determining means for determining whether or not
Profit granting means for granting a player a profit based on the determination result of the determination means;
A game machine comprising standby processing means for performing standby processing for waiting for the progress of a game so that one game is equal to or longer than a predetermined game time,
The standby processing means includes
When a stop operation is performed in the first stop operation sequence as the stop operation sequence, a higher ratio than in a case where the stop operation is performed in the second stop operation sequence different from the first stop operation sequence as the stop operation sequence To perform the standby process,
The profit granting means is
The case where the stop operation is performed in the first stop operation sequence makes it easier to give a larger profit amount in one game than the case where the stop operation is performed in the second stop operation sequence. The
The standby processing means includes
The standby process is performed in a state where the stop control based on the stop operation in the first stop operation order is performed .

  According to the gaming machine of the present invention, it is possible to prevent the player from performing a gaming method not recommended by the gaming machine or the gaming machine manufacturer with higher accuracy than before.

FIG. 3 is an external perspective view of the slot machine 100 as viewed from the front side (player side). 3 is a front view of a symbol display window 113 and reels 110 to 112 provided in the slot machine 100 as viewed from the front. FIG. FIG. 3 is a front view showing the slot machine 100 with the front door 102 opened. It is the figure which showed the circuit block diagram of a control part. It is the figure which expanded and showed the arrangement | sequence of the symbol given to each reel (left reel 110, middle reel 111, right reel 112) planarly. It is a figure which shows the kind of winning combination (including an operating combination), the symbol combination corresponding to each winning combination, and the operation or payout of each winning combination. 6 is a transition transition diagram of the gaming state of the slot machine 100. FIG. It is a figure which shows the lottery table of the winning combination in each game state. 5 is a flowchart showing a flow of main processing of the main control unit 300. It is a flowchart of a winning combination internal lottery process performed by the main control unit 300. 3 is a flowchart of reel rotation start processing performed by a main control unit 300. 5 is a flowchart of a push order determination process performed by the main control unit 300. It is a flowchart which shows the flow of a timer interruption process. 4 is a flowchart of reel control processing performed by a main control unit 300. 5 is a flowchart of stop button validation processing performed by the main control unit 300. It is a flowchart of the stop button reception process which the main control part 300 performs. 4 is a flowchart of a game progress delay process performed by the main control unit 300. 4 is a flowchart of reel rotation control processing performed by a main control unit 300. 5 is a flowchart of a medal payout process performed by the main control unit 300. 5 is a flowchart of processing executed by a first sub control unit 400. 5 is a flowchart of first sub control unit command processing performed by the first sub control unit 400; 4 is a flowchart of an AT lottery process performed by the first sub-control unit 400. It is the figure which compared the expected value of the profit by having shifted to RT1 by having reversely pressed, and the expected value of the profit by having received the penalty by having reversely pressed. 7 is a flowchart of stop command reception processing performed by the first sub-control unit 400. 5 is a flowchart of processing of a second sub control unit 500. It is a figure which shows the display image displayed on the effect image display apparatus 157. FIG. It is a figure explaining another apparatus.

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

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

  A slot machine 100 shown in FIG. 1 includes a main body 101 and a front door 102 that is attached to the front surface of the main body 101 and can be opened and closed with respect to the main body 101. Inside the center of the main body 101 (not shown), three reels (left reel 110, middle reel 111, right reel 112) having a plurality of types of symbols arranged on the outer peripheral surface are stored and rotated inside the slot machine 100. It is configured to be able to. These reels 110 to 112 are rotationally driven by a driving device such as a stepping motor.

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

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

  The winning line display lamp 120 is a lamp that indicates an effective winning line. The winning line is a line for determining whether or not a symbol combination corresponding to a winning combination described in FIG. 6 to be described later is displayed. In this embodiment, the left reel middle symbol, the middle reel middle symbol, and the right reel Horizontal winning line L1 composed of middle reel design, left reel upper symbol, middle reel middle symbol and right reel lower symbol composed of right reel lower symbol, left reel lower symbol, middle reel middle symbol and right reel upper symbol There are provided three pay lines L3, which are configured as follows. An effective winning line (hereinafter sometimes simply referred to as “effective line”) is determined in advance by the number of medals bet as a game medium. In each case, for example, when one medal is bet, the horizontal pay line is valid, and when two medals are bet, when two medals are added, and two medals are bet The three lines to which the upper right winning line is added are valid as the winning line. The number of winning lines is not limited to 3 lines. For example, a winning line different from the horizontal winning line L1, the falling right winning line L2, and the rising right winning line L3 may be added and a winning line exceeding 3 lines (for example, 5 lines) may be set as an effective winning line. Regardless of the number, the same number of winning lines may be set as valid winning lines.

  The notification lamp 123 is, for example, a lamp that informs the player that a specific winning combination (specifically, special combination 1) has been won internally in the internal lottery to be described later, or that the player is in the BB gaming state. . The game medal insertable lamp 124 is a lamp for notifying that the player can insert a game medal. The replay lamp 122 indicates that the current game can be replayed when a replaying role 1 to a replaying role 4 that is one of the winning roles in the previous game is won (no medal insertion is required). This is a lamp that informs the player. The reel panel lamp 128 is an effect lamp.

  The bet buttons 130 to 132 are buttons for inserting a predetermined number of medals (referred to as credits) stored electronically in the slot machine 100. In this embodiment, each time the bet button 130 is pressed, a maximum of 3 cards are inserted, 2 when the bet button 131 is pressed, and 3 when the bet button 132 is pressed. It has become so. Hereinafter, the bet button 132 is also referred to as a MAX bet button. The game medal insertion lamp 129 lights up the number of lamps corresponding to the number of inserted medals, and when a prescribed number of medals are inserted, the game start is informed that the game can be started. The lamp 121 is turned on.

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

  The start lever 135 is a lever type switch for starting the rotation of the reels 110 to 112. That is, when a desired number of medals is inserted into the medal insertion slot 134 or the bet buttons 130 to 132 are operated and the start lever 135 is operated, the reels 110 to 112 start rotating. The operation on the start lever 135 is referred to as a game start operation. That is, it can be said that the start lever 135 constitutes a rotation instruction operation means for instructing the start of rotation of each reel 110 to 112 by an operation by the player.

  The stop button unit 136 is provided with stop buttons 137 to 139 including a left stop button 137, a middle stop button 138, and a right stop button 139. The stop buttons 137 to 139 are button-type switches for individually stopping the reels 110 to 112 that have started rotating by operating the start lever 135, and are associated with the reels 110 to 112. More specifically, the left reel 110 can be stopped by operating the left stop button 137, the middle reel 111 can be stopped by operating the middle stop button 138, and the right stop button 139 can be The right reel 111 can be stopped by operating. Hereinafter, the operation on the stop buttons 137 to 139 is referred to as a stop operation, the first stop operation is referred to as a first stop operation, the next stop operation is referred to as a second stop operation, and the last stop operation is referred to as a third stop operation. The order in which stop buttons 137 to 139 are stopped to stop all the rotating reels 110 to 112 is called a stop operation order. Further, the stop operation sequence in which the first stop operation is the stop operation of the left reel 110 is called “forward press stop operation sequence” or simply “forward press”, and the first stop operation is the stop operation of the right reel 112. Is called “reverse pressing stop operation sequence” or simply “reverse pressing”. A light emitter may be provided inside each stop button 137 to 139, and when the stop button 137 to 139 can be operated, the light emitter can be turned on to notify the player. The stop buttons 137 to 139 receive stop operations for individually stopping the rotations of the reels 110 to 112, and can be said to constitute stop operation means having a plurality of stop operation sequences.

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

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

  The sound hole 180 is a hole for outputting the sound of a speaker provided inside the slot machine 100 to the outside. The side lamps 144 provided on the left and right portions of the front door 102 are decorative lamps for exciting games. An effect device 160 is disposed above the front door 102, and a sound hole 143 is provided above the effect device 160. The effect device 160 includes a shutter (shielding device) 163 including two right shutters 163a and a left shutter 163b that can be opened and closed in the horizontal direction, and an effect image display device 157 disposed on the back side of the shutter 163. When the right shutter 163a and the left shutter 163b are opened outward in the horizontal direction before the effect image display device 157, the display screen of the effect image display device 157 appears on the front side (player side) of the slot machine 100. Yes. In addition, the display device is not limited to the effect image display device, and may be any display device capable of displaying various effect images and various game information. For example, a multi-segment display (7-segment display), a dot matrix display, an organic EL display, plasma A display, a reel (drum), or a display device including a projector and a screen may be used. Further, the display screen has a rectangular shape and is configured so that the player can visually recognize the entire display screen. In the case of this embodiment, the display screen is rectangular, but may be square. In addition, a decorative object (not shown) may be provided on the periphery of the display screen, and a part of the peripheral edge of the display screen may be hidden by the decorative object, so that the display screen looks irregular. In the present embodiment, the display screen is a flat surface, but may be a curved surface.

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

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

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

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

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

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

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

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

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

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

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

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

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

  The main control unit 300 is provided in a drive circuit 322 for driving a stepping motor provided in the reel devices 110 to 112, a drive circuit 324 for driving a solenoid provided in a medal selector 170 for selecting inserted medals, and a medal payout device 180. A drive circuit 326 for driving the motor, various lamps 338 (a winning line display lamp 120, a notification lamp 123, a game medal insertion possible lamp 124, a re-game lamp 122, a game medal insertion lamp 129, a game start lamp 121, and a stored number display. A driving circuit 328 for driving the device 125, the game information display 126, and the payout number display 127).

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

  Of the winning combinations in the present embodiment, special combination 1 (BB (big bonus)) is a combination that shifts to bonus games, and special combination 2 (SB (single bonus)) is a combination that shifts to SB games. In addition, the re-playing role 1 to the re-playing role 4 may be referred to as “acting roles”, which are distinguished from winning roles as roles that allow re-playing without newly inserting medals. The “winning combination” includes a big bonus, a single bonus, and a re-playing game 1 to a re-playing game 4 that are actuating roles. In addition, the “winning” in the present embodiment includes a case where a symbol combination of an actuator not accompanied by a medal payout (without medal payout) is displayed on an active line, for example, a big bonus, a single Bonuses and winnings for re-game players 1 to 4 are included.

  The winning combination of the slot machine 100 includes a big bonus (BB), a single bonus (SB), a small combination (small combination 1 to small combination 6), and a replay combination (replay 1 to replay 4). . Needless to say, the type of winning combination is not limited to this and can be arbitrarily adopted.

  “Big Bonus (BB)” (hereinafter sometimes simply referred to as “BB”) is a special combination (operating combination) in which a big bonus game (BB game), which is a special game, is started by winning. As for the corresponding symbol combination, BB is “Seven 1-Seven 1-Seven 1”. For BB, the flag is carried over. That is, when the BB is won internally, a flag indicating this is set (stored in a predetermined area of the RAM 308 of the main control unit 300), but even if the BB is not won in the game, the internal winning until the win is won. The BB flag is kept standing, the BB is in the internal winning state even after the next game, and the symbol combination “Seven 1-Seven 1-Seven 1” corresponding to the BB is in a state of winning all together. The main controller 300 shifts the gaming state to the RT3 gaming state (described in detail in FIG. 7 described later) based on the display of the symbol combination.

  The “single bonus (RB)” is a special combination (operating combination) in which a single bonus game (SB game) is started by winning. The corresponding symbol combination is “Seven 2-bell-bell”. When the symbol combination corresponding to the SB combination is displayed, the SB game is performed in the next game. The main control unit 300 draws a winning combination based on a winning combination lottery table corresponding to being an SB game in an SB game. Note that the SB game ends with one game. Also, in a game in which the winning combination of the special role 2 is won, the player performs a reverse push stop operation, and when the stop operation is performed at a timing at which the symbol of the second 2 is not drawn when the left reel 110 is stopped, “SB spilling” "Is displayed. The symbol combination “SB spill” is “bell-bell-bell”, and the main control unit 300 changes the gaming state to the RT1 gaming state (detailed in FIG. 8 described later) based on the display of this symbol combination. To explain).

  The “re-game player (re-game player 1, re-game player 2, re-game player 3, re-game player 4)” can play a game without inserting medals (game media) in the next game due to winning. It is a winning combination (operating combination) that can be made, and medals are not paid out. The corresponding symbol combinations are “replay-replay-replay (ordinary replay)” for replay player 1, “replay-replay-bell (punk play)” for replay player 2, and “bell-” for replay player 3. “Replay-Replay (Control Replay 1)” and Replaying Role 4 are “Replay-Bell-Replay (Control Replay 2)”. Note that the main control unit 300 shifts the gaming state to the RT0 gaming state (described in detail in FIG. 8 described later) based on the display of the symbol combination corresponding to the re-game player 2.

  “Small (1 to 6)” (hereinafter simply “Small 1”, “Small 2”, “Small 3”, “Small 4”, “Small 5”, “Small” Is a winning combination in which a predetermined number of medals are paid out by winning. Corresponding symbol combinations include “ANY-Cherry-ANY (cherry)” for small combination 1 and “ "Watermelon-Watermelon-Watermelon (Watermelon)", Minor 3 is "Seven 1-Bell-Bell (Blue Bell)", Minor 4 is "Seven 2-Bell-Bell (Red Bell)" and Minor 5 is "BAR" “Bell-Bell (black bell)” and the small part 6 is “Seven 2-watermelon-BAR (single small part)”. The corresponding payout number is as shown in FIG. In the case of “ANY-Cherry-ANY”, the middle reel 110 may have the middle reel middle stage symbol “Cherry”, and the symbols of the left reel 111 and the right reel 112 may be any symbol.

  Note that the symbol combinations corresponding to each of the small combination 3, the small combination 4, and the small combination 5 are arranged at positions where they are not drawn simultaneously. More specifically, among the symbol combinations corresponding to the small role 3, the small role 4 and the small role 5, the symbols displayed on the left reel 110 are “Seven 1”, “Seven 2”, and “BAR”, respectively. . As shown in FIG. 5, “Seven 1” is arranged at the second position, “Seven 2” is arranged at the ninth position, and “BAR” is arranged at the sixteenth position. Here, when the winning combination of the small combination 3 is won internally, three symbols of “Bell (No. 7), Blank 2 (No. 8), Seven 2 (No. 9)” are displayed on the left reel 110. Even if the stop operation of the left reel 110 is performed at the timing, “Seven 1 (No. 2)” is not displayed on the left reel 110, and the player cannot display the symbol combination corresponding to the small role 3. In order to display the symbol combination corresponding to the small role 3, “replay (6th), bell (7th), blank 2 (8th)” to “bell (0th), watermelon (1st) ), Stop operation must be performed at the timing when “Seven 1 (No. 2)” is displayed. In order to display the symbol combination corresponding to the small role 4, "watermelon (No. 13), bell (No. 14), replay (No. 15)" to "Bell (No. 7), blank 2 (No. 8) is displayed on the left reel 110. ), 7-2 (No. 9) "must be stopped at the timing displayed. To display the symbol combination corresponding to the small role 5, "replay (20th), bell (1st), watermelon (2nd)" to "bell (14th), replay (15th) on the left reel 110 , BAR (No. 16) "must be stopped at the timing displayed. That is, there is no stop timing common to the symbols of the left reel 110 among the symbol combinations corresponding to the small combination 3, the small combination 4, and the small combination 5. The position that is not pulled in at the same time refers to a position provided so that there is no common stop timing. In this case, since the player does not know which combination is won unless the game stand 100 notifies the internal winning combination, the small combination 3, the small combination 4 and the small combination 5 cannot be surely arranged.

<Type of gaming state>
Next, the type and transition of the gaming state of the slot machine 100 will be described. FIG. 7 is a transition transition diagram of the gaming state of the slot machine 100. FIG. 8 is a diagram showing a lottery table for winning combinations in each gaming state.

  FIG. 7 is a state transition diagram of the above four gaming states. The gaming state of the main control unit 300 is largely divided into four gaming states: a re-gaming low probability state (RT0), a re-gaming high probability state (RT1), a special role 1 internal winning state (RT2), and a BB gaming state (RT3). Separated. In addition, the first condition is to win the transition to the re-probability high probability state or to win the special role 1 or BB game internally, and the second indicated on the arrow in the direction of the arrow shown in the figure. The game state shifts when the above condition is satisfied. Note that there are cases where the game state is roughly divided into a normal game state (RT0, RT1, and RT2) and a BB game state (RT3).

FIG. 8 shows a lottery table for winning combinations in each gaming state. The horizontal axis represents each gaming state, and the vertical axis represents the lottery value for each winning combination. The lottery probability is a value obtained by multiplying the lottery value divided by 65536 by 100. For example, in RT3 (BB gaming state), the lottery value of the small combination 1 is 512, and the winning probability of the small combination 1 is 512/65536 * 100≈8%.
<Replay low probability state (RT0)>
The re-gaming low probability state is a gaming state having the lowest internal winning probability of re-gaming in the normal gaming state, and is also an initial gaming state (corresponding to an example of the first gaming state according to the present invention). In the replay low probability state, a winning combination to be won internally is drawn by referring to a lottery table of “Non-SB” or “SB” in the column “RT0” on the horizontal axis shown in FIG. If the SB game is not being played, the “non-SB” lottery table is referred to. If the SB game is being played, the “SB being played” lottery table is referred to. In addition, since the winning probability of the small role 6 is slightly higher in “SB in progress” than in “Non-SB”, it can be said that the SB game is more advantageous than the non-SB game.

  In the replay low probability state, the winning combination that is won internally includes special role 1, special role 2, replay role 1, small role 1, small role 2, small role 3, small role 4, There are a small role 5 and a small role 6. If the winning combination is not won, the game is lost, and the symbol combination corresponding to the winning combination is not displayed. In addition, the fact that the winning combination has not been won may be expressed as “winning”.

In addition, as shown in FIG. 7, in the replay low probability state, the special combination 2 is won and further reverse pressed to display the symbol combination “SB spilled eyes”. In this case, the process shifts to a replay high probability state described later. Further, when the special combination 1 is won internally in the replay low probability state, the state shifts to the special combination 1 internal winning state described later.
<Replay high probability state (RT1)>
The replay high probability state is a game state (corresponding to an example of the second game state according to the present invention) having a higher internal winning probability of the regame player than the replay low probability state. In the replay high probability state, a winning combination to be won internally is drawn by referring to a lottery table of “Non-SB” or “SB” in the column “RT1” on the horizontal axis shown in FIG. If the SB game is not being played, the “non-SB” lottery table is referred to. If the SB game is being played, the “SB being played” lottery table is referred to. In addition, since the winning probability of the small role 6 is slightly higher in “SB in progress” than in “Non-SB”, it can be said that the SB game is more advantageous than the non-SB game.

  In the replay high probability state, the winning combination that is won internally includes special combination 1, special combination 2, replay combination 1, replay combination 1-2, replay combination 1-2-3, replay There are a combination 1-2-4, a small combination 1, a small combination 2, a small combination 3, a small combination 4, a small combination 5, and a small combination 6. If the winning combination is not won, the game is lost, and the symbol combination corresponding to the winning combination is not displayed.

  Here, “re-game player 1-2” indicates that re-player game 1 and re-game player 2 are won simultaneously. Similarly, “re-game player 1-2-3” means that re-game player 1, re-game player 2 and re-game player 3 are won at the same time, and “re-game player 1-2-4” It means that the re-game player 1, the re-game player 2 and the re-game player 4 are won at the same time. In these cases, it is determined which symbol combination corresponding to which combination is displayed according to the stop operation order of the player. In this embodiment, when “re-game player 1-2” is elected, if the first stop operation is a left-reel stop operation, a symbol combination (normal replay) corresponding to re-game player 1 is displayed. In other cases, a symbol combination (punk play) corresponding to the re-playing combination 2 is displayed. In addition, when “re-game player 1-2-3” is elected, if the first stop operation is a middle reel stop operation, the symbol combination corresponding to re-game player 1 (normal replay) is displayed. In other cases, the symbol combination (punk play) corresponding to the re-playing combination 2 is displayed. In addition, when “re-game player 1-2-4” is won and the first stop operation is the right-reel stop operation, the symbol combination (normal replay) corresponding to re-game player 1 is displayed. In other cases, the symbol combination (punk play) corresponding to the re-playing combination 2 is displayed. The player recognizes the internal winning combination as long as the game table 100 is not notified of an operation procedure that is advantageous to the player, such as notification of which internal winning combination has been won or notification of the pushing order to avoid punching play. I can't. Therefore, unless the game stand 100 performs notification of an internal winning combination or a push order that avoids a puncture play, the player cannot reliably maintain the re-game high probability state without displaying the puncture play. In addition, the symbol combination corresponding to the winning combination is determined by the pressing order, such as “re-game player 1-2”, “re-game player 1-2-3”, and “re-game player 1-2-4”. The re-game player may be referred to as “push order replay”.

  As will be described later, the first sub-control unit 400 and the second sub-control unit 500 notify the stop operation sequence that avoids the symbol combination of the puncture play when the push order replay is established at RT1 when a predetermined condition is satisfied. ”,“ Notify which winning combination is won internally when the winning combination of small role 1, small role 2 and small role 3 is elected internally ”and“ Special role 2 is elected internally at RT0 ” In such a case, all of the following is performed: “Prompt to push backward and prompt the left reel 110 not to stop the Seven 2 symbols” so that the SB spilled symbol combination is displayed. As described above, a state in which an operation procedure or operation timing that is advantageous to the player is notified may be referred to as an AT state (AT game state).

  In addition, it has the meaning that the wave of a ball can be created by having an AT gaming state and a non-AT gaming state. That is, when the game is in the non-AT game state, notification to shift to RT1 is not performed, and notification that does not display punk play is not performed even if the event shifts to RT1, and the small roles 3 to 5 are selected. If you do, you will not be notified that each role has been won. On the other hand, when the AT gaming state is entered, a notification of transition to RT1 is made, and further, a stop operation order that avoids display of a symbol combination of punk play so as not to transition from RT1 to RT0 is notified. -When the small role 5 is won, the fact that each role is won is notified. From these things, it is provided so that the difference between an advantageous state and an unfavorable state can be increased, and a wave of emergence can be created. Furthermore, since the first sub-control unit 400 performs switching between the AT gaming state and the non-AT gaming state, there is an advantage that various play management can be performed within the range of the lottery program performed by the main control unit 300.

In addition, as shown in FIG. 7, in the replay high probability state, the replay combination 1-2, the replay combination 1-2-3 or the replay combination 1-2-4 is won, and the replay combination 2 is further selected. When the corresponding “Punk play” (“Replay-Replay-Bell”) symbol combination is displayed, the state shifts to a replay low probability state to be described later. In the present embodiment, the lottery table in the high replay probability state and in the non-SB game has a higher probability of receiving a payout advantageous to the player than the lottery table in the low game probability state and in the SB game. The person thinks that he does not want to display the pattern combination of punk play. Further, when the special combination 1 is won internally in the replay high probability state, the state shifts to the special combination 1 internal winning state described later.
<Special role 1 internal winning state (RT2)>
The special winning 1 internal winning state is a gaming state in which the special winning combination 1 can be displayed and the symbol combination corresponding to the special winning combination 1 can be displayed when the player performs a stop operation at a predetermined timing. In the special combination 1 internal winning state, a winning combination to be internally won is drawn by referring to the lottery table in the column “RT2” on the horizontal axis shown in FIG. Special combination 1 In the internal winning state, the winning combination includes replaying combination 1, small combination 1, small combination 2, small combination 3, small combination 4, small combination 5, and small combination 6. There is. If the winning combination is not won, the game is lost, and the symbol combination corresponding to the winning combination is not displayed.

In addition, as shown in FIG. 7, when the symbol combination “BB (“ Seven 1-Seven 1-Seven 1 ”)” corresponding to the special role 1 is displayed in the special role 1 internal winning state, a BB game described later. Transition to the state.
<BB gaming state (RT3)>
The BB gaming state is a gaming state that is more advantageous than the normal gaming state. In the BB gaming state, a winning combination to be won internally is drawn by referring to the lottery table in the column “RT3” on the horizontal axis shown in FIG. In the BB gaming state, the winning combination that is won internally includes a small combination 1, a small combination 2, a small combination 6, and a small combination 3-4-5. The “small role 3-4-5” indicates that the small role 3, the small role 4 and the small role 5 are won simultaneously. If the winning combination is not won, the game is lost, and the symbol combination corresponding to the winning combination is not displayed. As is clear from the lottery values shown in FIG. 7, RT3 has a higher expected value of the number of game media to be paid out than RT0, RT1, and RT2. For this reason, it can be said that the BB gaming state is an advantageous gaming state over the normal gaming state.

  In addition, as shown in FIG. 7, when a specified number (for example, 345) is paid out, the game shifts to a replay low probability state.

  The “special role 1” is a special role in which a BB game, which is a special game, is started by winning a prize. The “re-playing role (replay)” is a winning combination (operating role) that allows a game to be played without a medal being inserted in the next game by winning, and no medal is paid out. The “small role” is a winning combination in which a predetermined number of medals are paid out by winning. In addition, the internal winning probability of each combination is obtained from the lottery data prepared in the ROM 306 by calculating the numerical data corresponding to the range of the lottery data associated with each combination in the range of the random value range acquired at the time of the internal lottery. It is obtained by a value divided by numerical data (for example, 65535). The lottery data is divided into several numerical ranges in advance, and each combination and lose is associated with each numerical range. It is determined whether the random number value obtained as a result of executing the internal lottery is a value corresponding to the lottery data corresponding to which combination, and the internal lottery combination is determined. This lottery data is provided with settings 1 to 6 in which the winning probabilities of at least one combination are different, and a game shop clerk can arbitrarily select and set any set value.

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

  Here, a supplementary explanation will be given of what has been described with reference to FIGS.

  As described with reference to FIGS. 7 and 8, when the player performs a forward push stop operation at RT0 and the reverse push stop operation are compared, it is more advantageous to perform the reverse push stop operation. . This means that if you win special role 2 at RT0, if you press forward, the SB symbol combination will be displayed and the next game will be SB game. This is because if the stop operation is performed at a timing that does not stop the game, the SB spilled symbol combination is displayed and the gaming state shifts to RT1. In the present embodiment, the SB game is completed once, and the winning probability of the small role 6 is only slightly increased in the SB game. On the other hand, when the game state transitions from RT0 to RT1, the winning probability of the replaying role is significantly increased, and this state is won until the replaying role 2 to the replaying role 4 and the symbol combination of the punk play is displayed. Continue. That is, when the reels 110 to 112 are stopped in the reverse push stop operation order, the main control unit 300 is more player-friendly than when the reels 110 to 112 are stopped in the forward press stop operation order. It is set up so that it is easy to give large profits.

  It can be said that the re-gaming high probability state is a privilege that the winning probability of the re-gamer is improved and the symbol combination corresponding to the re-gamer is easily stopped and displayed if the re-gaming low probability state. The provision of this privilege is performed by the main control unit 300. When the reels 110 to 112 are stopped by reverse pressing, the main control unit 300 gives the player this benefit for one or a plurality of games more than when the reels 110 to 112 are stopped by forward pressing. It becomes easy to do.

  Next, the main process of the main control unit 300 will be described with reference to FIG. FIG. 9 is a flowchart showing the flow of main processing of the main control unit 300.

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

  When power is turned on to the slot machine 100, first, various initialization processes are executed in step S101 of the main control unit main process, and then, in step S102, a process related to medal insertion is performed. Here, it is checked whether or not medals have been inserted, and the winning line display lamp 120 is turned on according to the number of medals inserted. In the case where the player has won the re-game player in the previous game, the same number of bets as the previous game can be played without additional insertion of medals. In step S102, a process related to a game start operation is performed. Here, it is checked whether or not the start lever 135 has been operated. If it is determined that the start operation has been performed, the number of inserted medals is determined and a start signal (command) is transmitted to the sub-control unit 400. To do.

  In step S103, the valid line is determined, and in step S104, the random number generated by the random number generation circuit 317 is acquired.

  In step S105, an internal lottery of the winning combination is performed using the random number value acquired in step S104 and the winning combination lottery table stored in the ROM 312. As will be described in detail later, since this process is performed, the main control unit 300 can be said to be a role lottery means for determining, by lottery, whether or not an internal winning of a plurality of types of combinations is based on the operation of the start lever 135.

  In step S106, a reel stop table candidate is selected based on the internal lottery result in step S105. For example, in the internal lottery in step S105, if it is determined that the small combination 1 has been won internally, all of the small combinations 1 are candidates for the reel stop table of each of the left reel 110, the middle reel 111, and the right reel 112. Select the reel stop table.

  In step S107, rotation of all reels 110 to 112 is started by reel rotation start processing. Details will be described later.

  In step S108, it is determined whether or not all the reels, that is, the reels 110 to 112 are all stopped. If all the reels are stopped, the process proceeds to step S109.

  In step S109, a push order determination process is performed. Details will be described later.

  In step S110, the winning determination of the symbols stopped when the stop buttons 137 to 139 are pressed is performed. Here, when the symbol combination corresponding to the winning combination internally or the winning combination is displayed (displayed) on the active line, it is determined that the winning combination has been won. For example, if “Replay-Replay-Replay” is arranged on the active line, it is determined that the re-game 1 (Replay 1) is won. In step S110, when it is determined that the winning combination is won as a result of the winning determination, a command corresponding to the winning combination is transmitted to the sub-control unit 400. Further, information on the number of payouts corresponding to the symbol combination stored in the ROM 306 is acquired, and the information is stored in the RAM 308 as a payout request number. The main control unit 300 performs a determination process for determining whether or not the symbol combination that is stopped and displayed on the active line is a symbol combination determined in advance corresponding to each of the roles, It can be said that it constitutes determination means.

  In step S111, a medal payout process is performed. In this medal payout process, if a winning combination with a payout is won, the number of medals corresponding to the winning combination is paid out. In other words, the main control unit 300 gives the player a profit based on the determination result of the determination means.

  In step S112, game state control processing is performed. In this gaming state control process, control for shifting the gaming state is performed. For example, in the case of winning the special role 1, a preparation is made so that the BB gaming state (RT2) can be started next time, and the final game in the BB gaming state Then, it prepares so that RT low probability gaming state (RT0) may be started from the next time. In addition, in the replay high probability state (RT1), when a puncture play symbol combination is displayed, preparation is made so that the replay low probability state (RT0) can be started from the next time.

  Next, the winning combination internal lottery process in step S105 of FIG. 9 will be described in detail with reference to FIG. FIG. 10 is a flowchart of the winning combination internal lottery process performed by the main control unit 300.

  In step S201, a winning combination internal lottery is executed. Specifically, an internal lottery of a winning combination is performed using the random number acquired in step S104 of FIG. 9 and a winning combination lottery table stored in the ROM 306.

  In step S202, it is determined whether or not the push order replay is won. If the push order replay is won, the process proceeds to step S203. If the push order replay is not won, the process proceeds to step S204.

  In step S203, push order determination information corresponding to the push order replay is stored. The push order determination information is information related to the stop operation procedure corresponding to the lottery result in step S201, and stores information on the stop operation order recommended especially by the game machine or the game machine manufacturer. For example, when “re-gamer 1-2” is won, the push order determination information in which the first stop operation is the stop operation of the left reel 110 is stored as the push order determination information. When “re-game player 1-2-3” is won, the push order determination information in which the first stop operation is the stop operation of the middle reel 111 is stored as the push order determination information. When “re-game player 1-2-4” is won, the push order determination information in which the first stop operation is the stop operation of the right reel 112 is stored as the push order determination information. Note that at least the stop operation sequence in which the first sub-control unit 400 prompts the stop operation is the stop operation sequence recommended by the game machine or the game machine manufacturer.

  In step S204, it is determined whether or not SB is won. If the SB is won, the process proceeds to S205. If the SB is not won, the process proceeds to S208.

  In step S205, it is determined whether or not the push order counter is less than 5. The push order counter is a storage area provided in the RAM 308 of the main control unit 300 and is a counter for determining whether or not the first sub control unit 400 is performing an AT game, as will be described in detail later. As described above, since the main control unit 300 and the first sub control unit 400 are one-way communication, the main control unit 300 directly inputs information regarding whether or not the first sub control unit 400 is in the AT gaming state. I can't. For this reason, it is indirectly grasped whether or not the AT gaming state is based on the value of the push order counter. When the push order counter is less than 5, the main control unit 300 determines that the first sub control unit 400 is not playing an AT game. On the other hand, when it is 5 or more, the main control unit 300 determines that the first sub control unit 400 is performing an AT game.

  In step S206, the push order determination information in which the first stop operation is the stop operation of the left reel 110 is stored as the push order determination information. Here, since it is determined in step S206 that the push order counter is less than 5, it is determined that the first sub-control unit 400 is not playing an AT game. As will be described in detail later, in the gaming machine of the present embodiment, when the special role 2 is won in the low replay probability state and the AT gaming state, the first sub control unit 400 and the second sub control unit 500 are selected. Is notified to the player to urge the player to reverse press. On the contrary, when the special role 2 is won in the low replay probability state and the non-AT game state, the game is notified that the first sub-control unit 400 and the second sub-control unit 500 push forward. For those who do. In step S206, since it is determined that the AT game is not performed in step S205, the push order determination information in which the first stop operation is the stop operation of the left reel 110 is stored as the push order determination information.

  In step S207, the push order determination information in which the first stop operation is the stop operation of the right reel 112 is stored as the push order determination information.

  On the other hand, in step S208, a push order lottery is executed. Here, a lottery is performed using a push order lottery table stored in the ROM 306 of the main control unit 300 and a predetermined random number. The result of the push order lottery is not directly related to the display of the symbol combination corresponding to the winning combination, but the main control unit 300 transmits the result of the push order lottery to the first sub control unit 400, and the first sub control unit 400 is used in the effect of notifying the push order replay and the SB when the AT order is played and notifying the push order to make it appear as if the SB is won. For example, even if the winning combination is not won, the main control unit 300 performs the push order lottery, transmits the result of the push order lottery to the first sub control unit 400, and the first sub control unit 400 An effect of notifying the push order based on the result of the push order lottery is performed. Even if the player performs the stop operation in accordance with the pushing order, the player does not receive an advantageous payout compared to the case where the stopping operation is not performed. However, in the determination of whether to increment or clear the pushing order counter, which will be described later, in accordance with the pushing order. If the stop operation is not performed, the push order counter is cleared.

  In step S209, the result of the push order lottery acquired in step S208 is determined as the push order determination information, and the determined result is stored as the push order determination information.

  In step S210, preparation for transmission of the internal lottery command is performed. Here, preparation is made for transmitting information related to the internal winning winning combination and information regarding the result of the push order lottery to the second sub-control unit 400 when the push order lottery is performed. The prepared command is transmitted in a command setting transmission process in step S508 of FIG.

  Next, the reel rotation start process in step S107 of FIG. 9 will be described in detail with reference to FIG. FIG. 11 is a flowchart of a reel rotation start process performed by the main control unit 300.

  In step S301, a game time monitoring timer value is acquired. The game time monitoring timer is a timer stored in a specific storage area of the RAM 308 of the main control unit 300 so that the time required for one game is equal to or longer than a predetermined time (for example, 4.1 seconds). It is a timer that is set for the purpose of limiting the number of acquired or lost game media per unit time and limiting the gambling of the game. A predetermined timer value (for example, a timer value corresponding to 4.1 seconds) is set in step S303, which will be described later, and the game time monitoring timer is reduced every time a timer interrupt process (described later) of the main control unit 300 is executed. Be counted.

  In step S302, it is determined whether or not the acquired game time monitoring timer value has exceeded 4.1 seconds. If the game time monitoring timer value has passed 4.1 seconds or more, the current game may be started, and the process proceeds to step S303. On the other hand, when the game time monitoring timer value has not passed 4.1 seconds, step S302 is repeated. In the meantime, it is counted down for each timer interrupt of the main control unit 300, and proceeds to step S303 when the game time monitoring timer becomes zero.

  In step S303, the game time monitoring timer value is reset. Specifically, a timer value corresponding to 4.1 seconds is stored in a specific area of the RAM 306. In the present embodiment, the time when the game time monitoring timer value is set is the start timing of one game. Also, the end timing of one game is when the next game time monitoring timer value is set. That is, one game is from setting the game time monitoring timer value to setting the next game time monitoring timer value. Since the game time monitoring timer value is set every time the reels 110 to 112 start to rotate, the time from when the reels 110 to 112 start rotating until the next reel 110 to 112 starts rotating. It can also be a single game. Note that the end timing of one game may be when the game time monitoring timer value becomes 0 and the game state control process of S112 in FIG. 9 ends.

  In step S304, a reel rotation start command to be transmitted to the sub control unit 400 is set, and preparation for transmission is made. The reel rotation start command is a command indicating the start of reel rotation.

  In step S305, the statuses of the left reel 110, middle reel 111, and right reel 112 are set to “start rotation”.

  In step S306, the reel control state is set to “acceleration control in progress”. Note that the reel control state is information stored independently for each reel 110 to 112 in a predetermined storage area of the RAM 308 of the main control unit 300, and each reel 110 to 112 is in a stopped state. Information indicating that there is “stop control”, information indicating that each of the reels 110 to 112 is in an acceleration state, and information indicating that the reels 110 to 112 are in an acceleration state, each reel 110 to 112 is in a constant speed state. "Constant speed control" indicating information, "Retracting control" indicating that each reel 110 to 112 is in a retracted state, and each reel 110 to 112 being in a brake state Any information is stored from the five pieces of information “brake control in progress”, which is information indicating the above.

  Next, the pressing order determination process in step S109 in FIG. 9 will be described in detail with reference to FIG. FIG. 12 is a flowchart of the push order determination process performed by the main control unit 300.

  In step S401, it is determined whether or not the current gaming state is RT0 or RT1. If it is RT0 or RT1, the process proceeds to step S402. If not, exit.

  In step S402, push order determination information is acquired. Here, the push order determination information stored in step S203, step S206, step S207, or step S209 of FIG. 10 is stored in a register of the CPU 304 for determination in step S404 described later.

  In step S403, the pressing order status information is acquired. The pressing order status information is information stored in a predetermined storage area of the RAM 308 of the main control unit 300, and is information regarding which reel among the reels 110 to 112 is set to the first stop operation. For example, when the player performs a stop operation of the left reel 110 as the first stop operation, information indicating that the first stop operation is set to the left reel 110 is stored in the RAM 308 as the pressing order status information. In step S403, this information is stored in a register of the CPU 304 for determination in step S404 described later.

  In step S404, the pressing order determination information acquired in step 402 and the pressing order status information stored in step S403 are compared to determine whether or not they match. More precisely, one of the reels 110 to 112 stored as the first stop operation included in the pressing order determination information and the reels 110 to 110 stored as the first stop operation included in the pressing order status information. It is determined whether or not any of the reels 112 matches. If they match, the process proceeds to step S405. If not, the process proceeds to step S406. Note that the match here means that the player has performed a game method that is not recommended by the game machine or the game machine manufacturer, and that the game does not match means that the player has recommended the game machine or the game machine manufacturer. The game method that was not performed was not performed or was not able to be performed. In the AT gaming state, as long as the player performs a stop operation in the stop operation sequence urged by the first sub-control unit 400 and the second sub-control unit 500, they are always provided to match. Note that even when not in the AT gaming state, the push order determination information and the push order situation information may coincide by chance. Specifically, even when not in the AT gaming state, the push order determination information and the push order situation information match with a probability of 1/3. However, the probability that step S405 is continuously executed five times or more in a state other than the AT gaming state is (1/3) ^ 5 = 1/243. In step S205 of FIG. It can be said that it is rare to be determined as 5 or more. In this embodiment, the push order determination information and the push order status information are stored only for the reels 110 to 112 that have been subjected to the first stop operation. However, the first stop operation and the second stop operation may be stored. Good. That is, it may be compared whether or not all stop operation orders match. In this case, the probability that step S405 is continuously executed five times or more in a state other than the AT gaming state is (1/6) ^ 5 = 1/7776. In step S205 of FIG. Is rarely determined to be 5 or more.

  In step S405, the push order counter is incremented.

  In step S406, the push order counter is cleared.

  Next, timer interrupt processing executed by the CPU 310 of the main control unit 300 will be described with reference to FIG. FIG. 13 is a flowchart showing the flow of timer interrupt processing.

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

  In step S501, a timer interrupt start process is performed. In this timer interrupt start process, a process of temporarily saving each register value of the CPU 310 to the stack area is performed.

  In step S502, WDT (watchdog timer) is restarted.

  In step S503, input port state update processing is performed. In this input port state update process, detection signals from various sensors (for example, medal insertion sensor 320, start lever sensor 321, stop button sensor 322, etc.) are input via the input interface 360, and the presence or absence of the detection signal is monitored. The signal is stored in a signal state storage area provided for each sensor in the RAM 313.

  In step S504, various game processes are performed. Specifically, an interrupt status is acquired (various interrupt statuses are acquired based on signals from various sensors), and processing according to this status is performed. For example, if the interrupt status is in the medal insertion process, the medal insertion acceptance process is performed. If the interrupt status is in the payout process, the medal payout process is performed.

  In step S505, timer update processing is performed. Various timers are updated for each time unit. For example, a decrement process for a game time monitoring timer, a decrement process for a stop operation interval timer described later with reference to FIG. 15, and a decrement process for a game progress delay timer described later with reference to FIG. Each timer will be described later.

  In step S506, device monitoring processing is performed. Regarding this device monitoring process, the signal states of the various sensors stored in the signal state storage area in step S503 are read to monitor the presence or absence of errors. If an error is detected, error processing is executed. For example, the error state of the start lever 135 is monitored based on the signal state of the start lever sensor 321, and the error state of the stop buttons 137 to 139 is monitored based on the signal state of the stop button sensor 322.

  In step S507, if the status of each reel is “start rotation”, a reel control process is performed. Although details will be described later, in this reel control process, the rotation of the reel is controlled, and the stop order and the stop status of the reels 110 to 112 are selected from a plurality of reel stop table candidates selected in step S106 of the main control unit main process. Accordingly, after the reel stop table actually used for the reel stop control is determined, the rotation of the reels 110 to 112 corresponding to the pressed stop buttons 137 to 139 is stopped based on the determined reel stop table.

  In step S508, command setting transmission processing is performed, and various set commands are transmitted to the sub-control unit 400. The output schedule information transmitted to the sub-control unit 400 is composed of 16 bits in this embodiment, and bit 15 is strobe information (indicating that data is set when ON), bits 11 to 14. Is a command type (in this embodiment, a basic command, a start lever reception command, an effect command accompanying an effect lottery process, a rotation start command accompanying the start of rotation of the reels 110 to 112, and an operation of the stop buttons 137 to 139. Stop button reception command, stop position information command accompanying the stop processing of reels 110 to 112, payout number command and payout end command accompanying medal payout processing, etc., bits 0 to 10 are command data (predetermined information corresponding to the command type) ).

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

  In step S509, external signal output processing is performed. Here, predetermined information (for example, information relating to the gaming state) is transmitted from the information output circuit 334 to the information input circuit 652 of the external device.

  In step S510, it is monitored whether the low voltage signal is on. Then, if the low voltage signal is on (when power supply shutoff is detected), the process proceeds to step S512. If the low voltage signal is off (power supply shutoff is not detected), the process proceeds to step S511.

  In step S511, various processes for ending the timer interrupt end process are performed. In this timer interrupt end process, the value of each register temporarily saved in step S501 is set in each original register.

  On the other hand, in step S512, a specific variable or stack pointer for returning to the power-off state at the time of power recovery is saved as a return data in a predetermined area of the RAM 308, and power-off processing such as initialization of input / output ports is performed. Do.

  Next, the reel control processing in step S507 in FIG. 13 will be described in detail with reference to FIG. FIG. 14 is a flowchart of the reel control process performed by the main control unit 300.

  In step S601, stop button validation processing is performed. As will be described in detail later, it is determined whether or not a predetermined condition is satisfied. If it is determined that the predetermined condition is satisfied, processing for enabling acceptance of the stop buttons 137 to 139 is performed.

  In step S602, stop button reception processing is performed. As will be described in detail later, a predetermined process is performed based on any one of the stop buttons 137 to 139 being operated.

  In step S603, a reel rotation control process is performed. As will be described in detail later, reel acceleration processing, reel constant speed processing, reel stop processing, and the like are performed. This process is repeated until all the reels 110 to 112 are performed.

  In step S604, other processing is performed. In other processes, necessary processes relating to reel control are performed.

  Next, the stop button validation process in step S601 in FIG. 14 will be described in detail with reference to FIG. FIG. 15 is a flowchart of stop button validation processing performed by the main control unit 300.

  In step S701, it is determined whether or not the acceleration control process for each reel 110 to 112 has been completed. The acceleration control means that the main control unit 300 rotates and drives each of the reels 110 to 112 in a stopped state to a predetermined rotation speed based on the fact that the reel control state is set to “acceleration state” in step S306 in FIG. This is the control to be performed. In step S701, it is determined whether or not the acceleration control process for each of the reels 110 to 112 has been completed (that is, whether or not each of the reels 110 to 112 has reached a predetermined rotation speed). Advances to step S702. If not completed, the process proceeds to step S703.

  In step S702, processing for setting the stop buttons 137 to 139 to the valid state is performed. Specifically, the operation acceptance of the stop buttons 137 to 139 is validated. That is, the stop buttons 137 to 137 are not activated until the reels 110 to 112 are accelerated from the stopped state by operating the start lever 135 and the acceleration control processing of the reels 110 to 112 is completed (that is, the constant speed state is reached). Operation 139 is valid. In step S702, a process of changing the reel control state from “in acceleration control” to “in constant speed control” is also performed.

  In step S703, it is determined whether there is a reel under constant speed control. If there is, the process proceeds to step S704. If not, exit.

  In step S704, a stop operation interval timer value is acquired. The stop operation interval timer is a timer stored in a specific area of the RAM 308 of the main control unit 300, and is between the first stop operation and the second stop operation or between the second stop operation and the third stop operation. It is a timer for providing a predetermined interval. When one of the stop buttons 137 to 139 is operated, the stop operation interval timer is set to a predetermined value (for example, a value corresponding to 200 ms) if the operation is not the third stop operation. The set value is down-counted by the timer update process (step S505 in FIG. 13) in the timer interrupt process of the main control unit 300.

  In step S705, it is determined whether or not the value of the stop operation interval timer acquired in step S704 is zero. If it is 0, the process proceeds to step S706. If it is not 0, the process ends. The case where the stop operation interval timer is not 0 means that a predetermined time (for example, 200 ms) has not elapsed since the first stop operation has been performed or a predetermined time (for example, the second stop operation has been performed) 200 ms) has not elapsed.

  In step S706, a game progress delay timer value is acquired. The game progress delay timer is a timer stored in a specific area of the RAM 308 of the main control unit 300, and when the player does not perform the stop operation in the stop operation order recommended by the game machine or the game machine manufacturer, It is a timer for delaying the progress of the game. The game progress delay timer is set to a predetermined value (for example, a value corresponding to 10000 ms) when the player performs a predetermined stop operation order (not recommended stop operation order). In the present embodiment, the push order counter is less than 5 in the replay low probability state (that is, when the main control unit 300 considers that the first sub-control unit 400 is not playing an AT game), and the first When the stop operation of the right reel 112 is performed as a stop operation, the first stop operation of the right reel is set when the stop operation sequence recommended by the player or the game machine maker is not recommended. Specifically, when the condition of RT0, the pushing order counter less than 5, and the normal replay winning condition is satisfied, the right reel first stop different from the left reel first stopping operation which is the pushing order determination information corresponding to the normal replay Set when an operation is performed. Note that the game progress delay timer is set and the progress of the game is delayed may be referred to as “game progress delay”. When a game progress delay is performed, one game cannot be completed within the shortest time (4.1 seconds) of one game. That is, the main control unit 300 performs the game progress delay process, so that a time longer than the shortest time (4.1 seconds) of one game when the game progress delay process is not performed is The progress of the game is delayed so as to be the shortest time.

  In step S707, it is determined whether or not the game progress delay timer value acquired in step S706 is zero. If it is 0, the process proceeds to step 708. If it is not 0, the process ends.

  In step S708, the operation of any one of the stop buttons 137 to 139 corresponding to any one of the reels 110 to 112 during the constant speed control is validated. Specifically, the operation acceptance of the stop button of one or two of the stop buttons 137 to 139 for the reels corresponding to the reels 110 to 112 in the constant speed is validated. That is, the operation of one or two stop buttons of the stop buttons 137 to 139 corresponding to one or two of the reels 110 to 112 that have not yet been stopped is validated. Note that step S708 is not executed unless the game progress delay timer value is 0 in step S707. The game progress delay timer value is set when a predetermined stop operation sequence (in the present embodiment, reverse pressing) is performed. Therefore, when the predetermined stop operation sequence is performed and the game progress delay timer value is set, the stop button 1 or 2 of the stop buttons 137 to 139 is received more than when the game progress delay timer value is not set. It takes a long time to become effective, and as a result, the progress of the game is delayed. That is, the main control unit 300 sets a game progress delay timer value, and enables the acceptance of one or two stop buttons among the stop buttons 137 to 139 based on the setting of the game progress delay timer value. By delaying the time, a standby process for waiting for the progress of the game is performed so that one game is equal to or longer than the predetermined game time. Then, when the main control unit 300 is stopped in the second stop operation order (reverse pressing), the main control unit 300 spends a longer time in the game than when the stop operation is performed in the first stop operation order (forward press). In many cases, standby processing for waiting is performed. Specifically, when the main control unit 300 considers that the first sub-control unit is in the non-AT gaming state and is RT0, the first stop operation is performed as the pressing order determination information when the player performs reverse pressing. The waiting process based on the game progress delay timer value is executed when the information to stop the right reel 112 is not stored, and the waiting process based on the game progress delay timer value is not executed otherwise. I have to. The time corresponding to the value set in the game progress delay timer is set longer than the time corresponding to the value set in the stop operation interval timer.

  Next, the stop button receiving process in step S602 in FIG. 14 will be described in detail with reference to FIG. FIG. 16 is a flowchart of stop button reception processing performed by the main control unit 300.

  In step S801, it is determined whether or not a stop button has been received. Specifically, it is determined whether or not an operation of any one of the stop buttons 137 to 139 is detected in the input port state update process in step S503 of FIG. If a plurality of stop buttons are detected at the same time among the stop buttons 137 to 139, it is determined that none of them has been detected. If it is determined that one of the stop buttons 137 to 139 has been received, the process proceeds to step S802. If not, finish.

  In step S802, it is determined whether or not any one of the stop buttons 137 to 139 whose operation is detected in step S801 is valid. If it is determined that the reception is valid, the process proceeds to step S803, and if it is not determined, the process ends. In the case where it is not determined that the reception is valid, for example, there is a case where 200 ms has not elapsed since the stop operation has been performed, or a case where the game progress delay timer is not 0. In these cases, since the acceptance state of the stop buttons 137 to 139 is an invalid state described later, it is not determined that the acceptance of the stop button is valid.

  In step S803, reception of all stop buttons of the stop buttons 137 to 139 is disabled. In the invalid state, even if the stop button is pressed until the valid state is reached, the corresponding reel does not stop. Here, the reason for disabling the reception of the stop button is to prevent the reels 110 to 112 from continuously stopping within a predetermined interval.

  In step S804, it is determined whether the stop operation received in S801 is a third stop operation. If it is not the third stop operation, the process proceeds to S805, and if it is the third stop operation, the process proceeds to S806.

  In step S805, a predetermined value (200 ms in this case) is set in the stop operation interval timer. The stop operation interval timer is down-counted in the timer update process in step S505 in FIG. 13, and the process for changing the stop button reception state from the invalid state to the valid state in step S708 in FIG. For this reason, the player cannot perform the next stop operation for 200 ms after performing the first stop operation or the second stop operation.

  In step S806, the pressing order status information is stored. In this process, when the first stop operation is performed, information on any one of the reels 110 to 112 on which the first stop operation is performed is stored as the pressing order status information.

  In step S807, stop preparation for the stop target reel is executed. Specifically, data (stop data information, symbol position data, etc.) is acquired to control the pull-in of the reel to be stopped, and the number of pull-in frames (including the setting of the number of drive pulses up to the stop position) is set. And set the reel control state to “during pull-in control”.

  In step S808, game progress delay processing is performed. Although details will be described later, here, mainly processing relating to whether or not to set a game progress delay timer is performed.

  In step S809, other processing is performed. Specifically, preparation for transmission for transmitting a reception command, which is a command related to reception of a stop button, to the first sub-control unit 400, update of lamp data of the stop button, and the like are performed. When the game progress delay timer is set in step S808, the main control unit 300 transmits a stop button acceptance command to the first sub control unit 400 including information indicating that the game progress delay timer has been set.

  Next, the game progress delay process in step S808 of FIG. 16 will be described in detail with reference to FIG. FIG. 17 is a flowchart of the game progress delay process performed by the main control unit 300.

  In step S901, it is determined whether or not the gaming state is a re-gaming low probability state (RT0). If it is RT0, the process proceeds to step S902, and if not, the process ends.

  In step S902, the value of the push order counter is determined. If the value of the push order counter is less than 5, the process proceeds to step S903. If it is 5 or more, the process ends. Here, the main control unit 300 determines the value of the push order counter. If the counter is less than 5, the first sub-control unit 400 determines that it is in the non-AT gaming state, and if the counter is 5 or more, The first sub-control unit 400 determines that the AT gaming state. That is, the main control unit 300 acquires the operation information history of the stop operation order in step S806 of FIG. 16, and the notification information control means notifies the operation order based on the operation information history of the operation order information storage means. When the operation order notification state determination for determining whether or not the operation order notification state (AT gaming state) is being controlled is performed in step S903, and the first sub-control unit 400 determines that it is in the AT gaming state based on this determination In some cases, a game progress delay timer is set, and when it is not determined, a game progress delay timer is not set.

  In step S903, push order determination information is acquired.

  In step S904, it is determined whether or not the push order determination information that stores the first stop operation as the stop operation of the right reel 112 is stored as the push order determination information. If the information is stored, the process ends. If the information is not stored, the process proceeds to step S905. Immediately after the first sub-control unit 400 starts the AT game, or immediately after the player has failed to perform the stop operation in the stop operation sequence prompted by the player during the AT game, the first sub-control unit 400 In some cases, the push order counter is less than 5 even though is in the AT gaming state. The determination in step S904 is a notification that prompts the right reel to perform the first stop operation when the first sub-control unit is in the AT gaming state and the push order counter is less than 5 (for example, “replay 1, replay 2), the first sub-control unit 400 performs a notification) that is performed when “replay 4” is won, and the game progresses even when the player stops the right reel 112 as the first stop operation accordingly. Is a determination that is executed to prevent the delay from being delayed. In other words, even if the push order counter is less than 5 and the main control unit 300 considers that the first sub-control unit 400 is not in the AT gaming state, the player recommends the game machine or the game machine manufacturer. When the push order is actually performed, the game progress delay timer is not set.

  In step S905, the pressing order status information is acquired.

  In step S906, it is determined whether or not the pressing order status information is information for setting the right reel 112 as the first stop operation. If it is the information, the process proceeds to step S907. If it is not the information, the process ends.

  In step S907, a value corresponding to 10,000 ms is set in the game progress delay timer. Note that the game progress delay process in step S808 of FIG. 16 is executed each time an operation of any one of the valid stop buttons 137 to 139 is accepted, and therefore when the execution condition of step S808 is satisfied. This is set each time an operation of one of the stop buttons 137 to 139 in the game is accepted. That is, the progress of the game is delayed by 10000 ms in each scene after the first stop operation, after the second stop operation, and after the third stop operation. In other words, if the game progress delay is not performed, it is possible to move from the current game to the next game in 4.1 seconds at the shortest. If the game progress delay is performed, to move from the current game to the next game It takes at least 30 seconds. In addition, when the game progress delay is performed, the time required to receive the payout of the game medium due to the display of the symbol combination corresponding to the winning combination also takes at least 30 seconds.

  In step S908, preparation for transmission of a game progress delay command is made. The game progress delay command is a command transmitted from the main control unit 300 to the first sub-control unit 400, and is information indicating that the main control unit 300 is performing a game progress delay. The command set here is transmitted to the first sub-control unit 400 in the command setting transmission process in step S508 of FIG.

  In this embodiment, the game progress delay is performed only in the case of RT0. However, the game progress delay may be performed in the case of RT0 and RT1.

  Next, the reel rotation control process in step S603 of FIG. 14 will be described in detail with reference to FIG. FIG. 18 is a flowchart of a reel rotation control process performed by the main control unit 300.

  In step S1001, reel control information is acquired. Here, the reel control information means the entire information for controlling the reel, and includes information on the status of each reel described above and information on the reel control state.

  In step S1002, it is determined whether or not the reel control state of the acquired reel control information is “during stop control”. If the reel control state is not “stop control in progress”, the process proceeds to step S1003, and if not, the process ends. In this embodiment, no particular process is performed when it is determined that the stop control is being performed. However, it is determined that the stop control is being performed, and a predetermined period of time has elapsed after the completion of a brake control process in step S1010 described later. When it is determined that the above-mentioned progress has occurred, any one of the reels 110 to 112 stopped by strong excitation in the brake control process may be switched to weak excitation.

  In step S1003, it is determined whether the reel control state of the acquired reel control information is “acceleration control in progress”. If the reel control state is not “acceleration control in progress”, the process proceeds to step S1003. If the reel control state is “acceleration control in progress”, the process proceeds to S1004.

  In step S1004, rotation control data suitable for each reel control state is acquired and set.

  In step S1005, it is determined whether or not the reel control state of the acquired reel control information is “during constant speed control”. If the reel control state is not “constant speed control”, the process proceeds to step S1007, and if the reel control state is “constant speed control”, the process proceeds to S1006.

  In step S1006, rotation control data suitable for each reel control state is acquired and set.

  In step S1007, it is determined whether or not the reel control state of the acquired reel control information is “during pull-in control”. If the reel control state is not “pull-in control”, the process proceeds to step S1009, and if it is “pull-in control”, the process proceeds to S1008.

  In step S1008, rotation control data suitable for each reel control state is acquired and set. When the pull-in control is completed, the reel control state is changed from “during pull-in control” to “during brake control”.

  In step S1009, it is determined whether or not the reel control state of the acquired reel control information is “during brake control”. If the reel control state is not “brake control”, the process proceeds to step S1011. If the reel control state is “brake control”, the process proceeds to S1010.

  In step S1010, rotation control data suitable for each reel control state is acquired and set. When the brake control is finished, the reel control state is changed from “during brake control” to “during stop control”. Further, as described above, the main control unit 300 performs stop control related to the stop of the rotation of the reels 110 to 112 based on the lottery result of the winning combination lottery and the stop operation of the stop buttons 137 to 139.

  Next, the medal payout process in step S111 in FIG. 9 will be described in detail with reference to FIG. FIG. 19 is a flowchart of a medal payout process performed by the main control unit 300.

  In step S1101, a game progress delay timer value is acquired.

  In step S1102, it is determined whether or not the game progress delay timer value acquired in step S1101 is zero. If not 0, the process returns to step S1101. If it is 0, the process proceeds to step S1103. If the game progress is delayed by the processing of step S1101 and step S1102, the progress of the game is delayed by a predetermined time (here, 10,000 ms) from the third stop operation until the game medium is paid out.

  In step S1103, a payout request number is acquired. The requested payout number is information set in step S110, and is information on the number of game media to be paid out corresponding to the symbol combination displayed on the active line in the current game.

  In step S1104, it is determined whether a payout request number has been acquired. If acquired, the process advances to step S1105. If not, finish.

  In step S1105, storage processing is performed. In the storage process, the game medium is stored electronically in the slot machine 100. This storage is performed until 50 game media are stored electronically.

  In step S1106, a hopper device driving process is performed. Here, the number of game media stored electronically in step S1105 is 50, and in the process performed when information on the number of game media to be paid out remains, the medal payout device 180 is driven to store the game media. Make a withdrawal. As a game progress delay method, the payout process performed in the storage process or the hopper drive process may be delayed when the game progress delay is performed than when the game progress delay is not performed.

  Next, processing of the first sub control unit 400 will be described with reference to FIG. FIG. 20 is a flowchart of processing executed by the first sub-control unit 400. FIG. 6A of the first sub control unit 400 is a flowchart of main processing executed by the CPU 404 of the first sub control unit 400. FIG. 5B is a flowchart of command reception interrupt processing of the first sub control unit 400. FIG. 5C is a flowchart of the timer interrupt process of the first sub control unit 400.

  The main process of the first sub control unit 400 is executed when a reset signal is input to the first sub control unit 400. First, in step S1201 in FIG. 10A, various initial settings are performed. When the power is turned on, an initialization process is first executed in S1201. In this initialization processing, initialization of input / output ports, initialization processing of a storage area in the RAM 408, and the like are performed.

  In step S1202, it is determined whether or not the timer variable is 10 or more. This process is repeated until the timer variable becomes 10, and when the timer variable becomes 10 or more, the process proceeds to step S1203.

  In step S1203, 0 is assigned to the timer variable.

  In step S1204, first sub-control unit command processing is performed. The CPU 404 of the first sub control unit 400 determines whether or not a command is received from the main control unit 300, and performs a predetermined process when receiving the command. Details will be described later.

  In step S1205, effect control processing is performed. For example, when there is a new command in step S1204, processing such as reading out the presentation data corresponding to this command from the ROM 406 is performed, and when the presentation data needs to be updated, the presentation data is updated.

  In step S1206, if there is a command to the sound source IC 418 in the effect data read in step S1205, this command is output to the sound source IC 418.

  In step S1207, if there is a command to the various lamps 420 in the effect data read in step S1205, this command is output to the drive circuit 422.

  In step S1208, if there is a control command to be transmitted to the second sub-control unit 500 in the effect data read in step S1205, the control command is set to be output, and the process returns to step S1202.

  Next, the command reception interrupt process of the first sub-control unit 400 will be described using FIG. This command reception interrupt process is a process executed when the first sub-control unit 400 detects a strobe signal output from the main control unit 300. In step S1301 of the command reception interrupt process, the command output from the main control unit 300 is stored in the command storage area provided in the RAM 408 as an unprocessed command.

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

  In step S1401 of the timer interrupt process of the first sub-control unit 400, 1 is added to the value of the timer variable storage area of the RAM 408 described in step SC03 in the first sub-control unit main process shown in FIG. Stored in the original timer variable storage area. Therefore, in step S1202 of FIG. 20A, the value of the timer variable is determined to be 10 or more every 20 ms (2 ms × 10).

  In step S1402 of the first sub-control unit timer interrupt process, transmission of a control command to the second sub-control unit 500 set in step S1208 of FIG. .

  Next, the first sub control unit command process in step S1204 of FIG. 20 will be described in detail with reference to FIG. FIG. 21 is a flowchart of the first sub control unit command process performed by the first sub control unit 400.

  In step S1501, it is determined whether there is an unprocessed command. The unprocessed command determines whether there is a command received from the main control unit 300 in step S1301 of FIG. If there is, the process proceeds to step S1502. If not, exit.

  In step S1502, command analysis is performed to analyze what command is determined as an unprocessed command in step S1501.

  In step S1503, it is determined whether an internal winning command has been received. If an internal winning command has been received, the process proceeds to step S1504. If not, the process proceeds to step S1507.

  In step S1504, AT lottery processing is performed. Details will be described later.

  In step S1505, an effect set process is performed. In this process, for example, when an internal winning command is received, the effect lottery table corresponding to the winning combination won is executed, the effect lottery is executed, and the effect information based on the lottery result is set. Also, during AT, which will be described later, in the case of winning the push order replay, the effect information notifying the push order that does not display the punk play is set, and when winning the SB at RT0, the SB is displayed as a gap. The effect information for notifying the push order is set, and when other winning combinations are won, the effect information for notifying the push order according to the information related to the result of the push order lottery included in the internal winning command is set. In addition, among the other combinations, when winning the small combination 3, the small combination 4 and the small combination 5, the symbols displayed on the left reel 110 are notified from among the symbol combinations corresponding to the respective small combinations.

  In step S1506, other processing based on the internal winning command is executed.

  In step S1507, it is determined whether a stop button acceptance command has been received. If a stop button acceptance command has been received, the process proceeds to step S1508; otherwise, the process proceeds to step S1509.

  In step S1508, stop command reception processing is executed. Details will be described later.

  In step S1509, other processes corresponding to other commands are executed. The other commands are, for example, a demo screen that is displayed when a demo command for displaying a demo screen is received from the main control unit 300, or a payout screen that is displayed when a payout command for displaying a payout screen is received from the main control unit 300. Is displayed.

  Next, the AT lottery process in step S1504 in FIG. 23 will be described in detail with reference to FIG. FIG. 22 is a flowchart of AT lottery processing performed by the first sub-control unit 400. Further, the relationship between the penalty set by the first sub-control unit 400 and the replay high probability state set by the main control unit 300 will be described with reference to FIG. FIG. 23 is a diagram comparing the expected value of profit due to the shift to RT1 due to reverse pressing and the expected value of profit due to receiving a penalty due to reverse pressing.

  In step S1601, it is determined whether a penalty game is in progress. The penalty in the present embodiment refers to giving a penalty precisely, and means giving a special disadvantage when the player performs a stop operation in a specific stop operation sequence. The penalty in this embodiment means that the processing for setting the number of AT games in step 1605 to be described later is not executed until a predetermined number of games (here, 10 games) is performed. If the number of AT games is not set, the AT gaming state will not be entered, so receiving a penalty will be detrimental to the player. Also, “in penalty game” means a game that is actually taking a penalty. Whether or not a penalty game is in progress is determined based on the penalty game information stored in the penalty information storage area of the RAM 408 of the first sub-control unit. In S1601, if the number of penalty games indicated by the penalty game information is 1 or more, it is determined that a penalty game is being performed, and the process ends after the penalty game count is decremented. If the penalty game number is 0, the process proceeds to step S1602. In step S1602 and subsequent steps, a process for determining whether or not to set an AT game is performed. However, if the number of penalty games is 1 or more, the process does not proceed to step S1602, and the AT game is not set. In the BB game state, the penalty game count may be ended without decrementing.

  Further, the penalty will be described in detail.

  In the present embodiment, as described above, it is advantageous to perform reverse pressing at RT0. However, according to the idea that the first sub-control unit 400 sets the AT gaming state and increases the difference between the case where the AT is in this state and the state where it is not, the non-AT gaming state In addition, if the player performs a game method in which a reverse push is performed at RT0 and the game is shifted to RT1, the intention of the game machine maker trying to create a wave of balls is not achieved. Therefore, the first sub-control unit 400 gives a penalty so that the player does not perform a gaming method that is not recommended by the gaming table. By giving a penalty, the AT game setting is not performed and the expected value of the ball is reduced. As a result, when reverse pressing is performed in RT0 and non-AT gaming state, other than reverse pressing in RT0 and non-AT gaming state It is provided so as to be disadvantageous for the player as compared with the case where the stop operation is performed in the stop operation sequence (for example, forward press). The fact that the reverse push is more disadvantageous for the player than the forward push seems to be contradictory at first glance, but the penalty given (in this embodiment, 10 games) If you get more than a certain number of games (or more than a certain percentage), even if you switch from RT0 to RT1 by pressing backwards, you will be given a penalty as a result. However, until then, it may be more advantageous for the player to play the game, and it will be compatible for both players. This will be described in more detail with reference to FIG.

  FIG. 23 is a diagram comparing the expected value of profit due to the shift to RT1 due to reverse pressing and the expected value of profit due to receiving a penalty due to reverse pressing. In the figure, if the profits and disadvantages received by the reverse push stop operation are combined, the expected value of the profit received by the player for a predetermined period becomes positive after the reverse push stop operation. This is an example in which the expected value of the profit received by the player is negative during the predetermined period of time, and the specific numerical value is derived from the prize winning lottery value or AT game lottery value of this embodiment is not. However, for the convenience of explanation, it will be explained in an easy-to-understand manner using this figure.

  In FIG. 23, first, when the player is in the non-AT gaming state as the 0Gth and the special combination 2 is won as the winning combination, the player is pushing backward. Thereby, the main control unit 300 shifts the gaming state from RT0 to RT1. On the other hand, the first sub-control unit 400 sets a 10G penalty game in the process of step S1703 of FIG.

  The expected value of the profit that the player receives by moving to RT1 is shown in the graph p. In the graph p, the expected value of profit rises because it becomes easier for the re-game player 2 to the re-game player 4 to win due to the transition to RT1, so that the game progresses in the order of the forward stop operation. The total expected value of profit increases. Note that if re-game 2 to re-game 4 are won and the player performs a stop operation in which a puncture play is displayed, the player moves to RT0 again, so the total expected value of profits that the player will earn The degree of increase decreases as the game progresses. This is because the more the game progresses, the higher the possibility of displaying a punk play.

  On the other hand, the expected value of the profit received by the player by setting the penalty game is shown in the graph r. This is because the expected value of profit is lowered because the profit of AT game setting cannot be received because the penalty game is set, so the expectation of profit is higher than the case where the game is advanced in the forward-pressing stop operation sequence. The sum of values decreases.

  A graph r indicates a value obtained by synthesizing the value of the graph p and the value of the graph q. In the figure, after performing the reverse push stop operation, the first to fourth games are games advantageous to the player, the fifth game is not disadvantageous or advantageous to the player, and the sixth to tenth games are the player. This is a disadvantageous game for the player. Then, the total expected value of profits obtained by the player due to reverse pressing at the end of the tenth game is negative.

  As described above, there may be an advantage for the player even if the player performs a game method not recommended by the game machine or the game machine maker until a penalty is given at a predetermined rate or more. And since the player has the right to stop the game at any time, by stopping the game before taking the penalty more than a predetermined percentage, the player can benefit by a gaming method not recommended by the game table or the game table manufacturer. it can.

  If it demonstrates according to this embodiment, a player can obtain a profit by the game method which a game stand or a game stand maker does not recommend by performing the following methods.

  First, the player reverse-presses in a low replay probability state and a non-AT game state. If the SB is won, the symbol combination of the SB spilling is displayed and the replay high probability state is entered, while the first sub-control unit 400 sets a penalty. After shifting to the replay high probability state, the player performs an arbitrary stop operation and enjoys the benefits of the replay high probability state until the symbol combination of the punk play is displayed. The game ends after the symbol combination of punk play is displayed. On the other hand, if the SB is not won, the symbol combination corresponding to the winning winning combination is displayed, and the first sub-control unit 400 sets a penalty. In this case, the player immediately ends the game. When the player finishes the game, the player plays a game on another game stand or leaves the game store. When a player plays a game in this way, not only can this player enjoy a profit, but also a disadvantage arises for a player who plays a game after this player on a gaming table with a penalty set. That is, there is a problem that the next player receives the penalty for 10 times as it is, and the fairness among the players is hindered.

  In order to prevent this from happening, in this embodiment, in addition to the penalty, when the player performs a game method not recommended by the game machine or the game machine manufacturer, the progress of the game is specially delayed. Yes. This allows the player to remain on the gaming table for a long time, during which time the game store clerk issues some warning or informs the next player who plays the game on the gaming table is a disadvantage. can do. Further, by providing a special standby process for the player who performs this game method, it is possible to make this game method feel troublesome and prevent the player from performing this game method.

  Note that if the AT gaming state is a non-AT gaming state, it can be said that the symbol combination corresponding to the SB spilling, the small role 3 to the small role 5 and the normal replay at the time of winning the pressing order replay are easily stopped and displayed. . The provision of this privilege is performed by the first sub-control unit 400. The first sub-control unit 400 gives the player one or a plurality of number of games when the reels 110 to 112 are operated to stop other than reverse pressing than when the reels 110 to 112 are operated to stop by reverse pressing. It becomes easy to grant.

  The description of FIG. 22 is resumed. In step S1602, it is determined whether or not the game state is BB. If it is in the BB gaming state, the process proceeds to step S1603. Otherwise, the process proceeds to step S1606.

  In step S1603, it is determined whether or not the small combination 6 has been won. Specifically, it is determined whether or not the internal winning information indicated by the internal winning command received in step S1503 in FIG. In the case of winning, the process proceeds to step S1605. If not, the process proceeds to step S1604.

  In step S1604, it is determined whether or not a winning combination has been won without winning a winning combination. If the lose is won, the process proceeds to step S1605. Otherwise it ends.

  In step S1605, an AT game is set. Here, a predetermined number of times (in this case, the number of AT games set by winning the small role 6 is 200 times, The number of AT games is set to 50). In other words, in the present embodiment, in the case of winning the small role 6 or lose in the BB gaming state, the player can acquire a predetermined number of AT gaming rights. However, when a penalty game is in progress, the right to play an AT game cannot be acquired even if a small role 6 or a loss is won in the BB game state.

  On the other hand, in step S1606, it is determined whether or not the small combination 6 has been won. Specifically, it is determined whether or not the internal winning information indicated by the internal winning command received in step S1503 in FIG. In the case of winning, the process proceeds to step S1607. If not won, it ends.

  In step S1607, whether or not to set a predetermined number of AT games in the AT game number storage unit is determined using a predetermined random number and an AT game number lottery table for drawing the number of AT games stored in the ROM 406. .

  In step S1608, it is determined whether or not the AT is won in the lottery in step S1607. When winning, the process proceeds to step S1605, and the AT game number corresponding to the lottery result is set in the AT game number storage unit. If it is not won, it will end. Since this process is not executed when a penalty game is being played, the right of an AT game cannot be acquired when a penalty game is being played.

  Next, the stop command reception process in step S1508 of FIG. 21 will be described in detail with reference to FIG. FIG. 24 is a flowchart of stop command reception processing performed by the first sub-control unit 400.

  In step S1701, it is determined whether or not the player has performed a stop operation of the right reel 112 as the first stop operation. Specifically, based on the stop button reception command received from the main control unit 300, it is determined whether or not the first stop operation is a stop operation of the right reel 112. If the stop operation of the right reel 112 is performed as the first stop operation, the process proceeds to step S1702, and if not, the process proceeds to step S1704.

  In step S1702, it is determined whether or not the AT gaming state. Here, when the value of the AT game number stored in the AT game number storage unit is 1 or more and the game state is RT0 or RT1, the game state is set to the AT game state. If not, the process proceeds to step S1703. If it is the AT gaming state, the process proceeds to step S1704. In the present embodiment, the AT game state is set to the case where the value of the AT game number stored in the AT game number storage unit is 1 or more and the game state is RT0 or RT1, but the present invention is not limited to this. . For example, the condition of the AT gaming state may be that a predetermined condition (for example, a game is executed a predetermined number of times since the value of the number of AT games becomes 1) is satisfied. In this case, even if the number of AT games is 1 or more and the game state is RT0 or RT1, the AT game state may not be set.

  In step S1703, a penalty game number of predetermined times (10 times in the present embodiment) is set in the penalty information storage area.

  In step S1704, it is determined whether there is information indicating a game progress delay. Specifically, it is determined whether or not a game progress delay command is received from the main control unit 300. If received, the process advances to step S1705. If not received, the process advances to step S1706.

  In step S1705, the game progress delay notification effect information is set. Here, the production information for notifying that the main control unit 300 is delaying the progress of the game is set. Based on this processing being performed, the second sub-control unit 500 displays information indicating that the main control unit 300 is delaying the progress of the game on the effect image display device 157. This display may be continued until the current game ends or may be notified for a predetermined time. That is, when the main control unit 300 is executing the standby process, the second sub-control unit 500 provides the notification information indicating that the standby process is being executed by the effect image display device 157 in a predetermined notification mode. Production control to be notified by the notification means is performed.

In step S1706, other processing based on the stop button command is executed. For example, processing related to the display lamps of the stop buttons 137 to 139 is performed.
<Processing of Second Sub-Control Unit 500>
Next, the process of the second sub control unit 500 will be described with reference to FIG. FIG. 25 is a flowchart of the process of the second sub control unit 500. FIG. 25A is a flowchart of main processing executed by the CPU 504 of the second sub-control unit 500. FIG. 25B is a flowchart of command reception interrupt processing of the second sub control unit 500. FIG. 25C is a flowchart of the timer interrupt process of the second sub control unit 500. FIG. 25D is a flowchart of the image control process of the second sub control unit 500.

  First of all, in step S1801 of FIG. When the power is turned on, an initialization process is first executed in S1801. In this initialization process, input / output port initialization, storage area initialization in the RAM 508, and the like are performed.

  In step S1803, it is determined whether or not the timer variable is 10 or more, and this process is repeated until the timer variable becomes 10. When the timer variable becomes 10 or more, the process proceeds to step S1805.

  In step S1805, 0 is substituted for the timer variable.

  In step S1807, command processing is performed. The CPU 504 of the second sub control unit 500 determines whether a command has been received from the CPU 404 of the first sub control unit 400.

  In step S1809, effect control processing is performed. For example, when there is a new command in step S 1807, processing such as reading out the effect data corresponding to this command from the ROM 506 is performed, and when it is necessary to update the effect data, the effect data is updated.

  In step S1811, if there is a shutter control command in the effect data read in step S1809, shutter control corresponding to this command is performed.

  In step S1813, if there is an image control command in the effect data read in step S1809, image control corresponding to this command is performed (details will be described later), and the flow returns to step S1803.

  Next, the command reception interrupt process of the second sub control unit 500 will be described with reference to FIG. This command reception interrupt process is a process executed when the second sub control unit 500 detects the strobe signal output from the first sub control unit 400. In step S1901 of the command reception interrupt process, the command output from the first sub-control unit 400 is stored as an unprocessed command in a command storage area provided in the RAM 508.

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

  Next, the image control process in step S1813 in the main process of the second sub-control unit 500 will be described with reference to FIG. FIG. 5 is a flowchart showing the flow of image control processing.

  In step S2101, an instruction to transfer image data is issued. Here, the CPU 504 first swaps the designation of the display areas A and B in the VRAM 536. As a result, an image of one frame stored in the display area not designated as the drawing area is displayed on the effect image display device 157. Next, the CPU 504 sets ROM coordinates (transfer source address of the ROM 506), VRAM coordinates (transfer destination address of the VRAM 536), and the like in the attribute register of the VDP 534 based on the position information table and the like, and then the image from the ROM 506 to the VRAM 536. Set an instruction to start data transfer. The VDP 534 transfers the image data from the ROM 506 to the VRAM 536 based on the command set in the attribute register. Thereafter, the VDP 536 outputs a transfer end interrupt signal to the CPU 504.

  In step S2103, it is determined whether or not a transfer end interrupt signal from VDP 534 is input. If a transfer end interrupt signal is input, the process proceeds to step S2105. If not, a transfer end interrupt signal is input. Wait for it. In step S2105, parameters are set based on the production scenario configuration table and attribute data. Here, in order to form a display image in the display area A or B of the VRAM 536 based on the image data transferred to the VRAM 536 in step S2101, the CPU 504 includes information on the image data constituting the display image (the coordinate axis and image size of the VRAM 536). , VRAM coordinates (arrangement coordinates, etc.) are instructed to the VDP 534. The VDP 534 performs parameter setting in accordance with the attribute based on the instruction stored in the attribute register.

  In step S2107, a drawing instruction is performed. In this drawing instruction, the CPU 504 instructs the VDP 534 to start drawing an image. The VDP 534 starts drawing an image in the frame buffer in accordance with an instruction from the CPU 504.

  In step S2109, it is determined whether a generation end interrupt signal from the VDP 534 based on the end of image drawing has been input. If a generation end interrupt signal has been input, the process proceeds to step S2111. Otherwise, a generation end interrupt signal is input. Wait for input. In step S2111, a scene display counter that is set in a predetermined area of the RAM 508 and counts how many scene images have been generated is incremented (+1), and the process ends.

  Next, display images displayed on the effect image display device 157 in each scene will be described with reference to FIG. FIG. 26 is a view showing a display image displayed on the effect image display device 157.

  FIG. 26 (a) shows the case where the main control unit 300 draws the small role 3 in the RT1 and AT gaming state, and the drawing order in which the middle reel 111 is set as the first stop operation in the pushing order lottery. It is a figure which shows the display of the effect image display apparatus 157 which the 1st sub control part 400 and the 2nd sub control part 500 perform. Here, a display prompting an operation to stop the middle reel 111 as the first stop operation and a display prompting the stop operation at the timing to stop the Seven 1 symbol as the stop operation timing of the left reel 110 are performed. The player performs the stop operation of the middle reel 111 as the first stop operation, and then performs the stop operation of the left reel 110 aiming at the Seven 1 pattern or the stop operation of the right reel 112, and then stops the remaining reels. Perform the operation.

  FIG. 26B shows the display of the effect image display device 157 executed by the first sub control unit 400 and the second sub control unit 500 when the main control unit 300 draws the special role 2 in the RT1 and AT gaming state. FIG. Here, a display prompting an operation to stop the left reel 110 is performed as the first stop operation. The player performs a stop operation with the first stop operation as the left reel 110 in accordance with this display.

  FIG. 26C shows the display of the effect image display device 157 executed by the first sub-control unit 400 and the second sub-control unit 500 when the main control unit 300 draws the special role 2 in the RT0 and AT gaming state. FIG. Here, a display prompting an operation to stop the right reel 112 as a first stop operation and a display prompting a stop operation at a timing at which the Seven 2 symbols are not displayed on the left reel 110 are performed. In response to this display, the player performs a stop operation with the first stop operation as the right reel 112, and performs a stop operation so that the left reel 110 does not display the Seven 2 symbols. In this case, the SB spillage is displayed on the active line, and the gaming state shifts from RT0 to RT1.

  FIG. 26 (d) is a diagram showing that the effect image display device 157 notifies the delay of the game progress. In this manner, the fact that the game progress is delayed is notified to the player, the game store customer, the game store clerk and the like in a recognizable manner.

  As described above, in the above-described embodiment, a plurality of types of symbols are applied and a plurality of reels (for example, each of the reels 110 to 112) that are rotationally driven, and a rotation instruction that instructs rotation start of the reels by an operation by the player. Based on the operation of the operating means (for example, the start lever 135) and the rotation instruction operating means, the role lottery means (for example, the main control unit 300) for determining whether or not the internal winning of the plural types of winning combinations is determined by lottery, Based on the stop operation means (for example, stop buttons 137 to 139) having a plurality of stop operation orders, the lottery result of the lottery means, and the stop operation of the stop operation means. A reel stop control means (for example, the main control unit 300) for performing stop control related to the stop of the reel rotation, and the reel stop Based on the stop control performed by the control means, it is determined whether or not the symbol combination to be stopped and displayed on the predetermined active line of the reel is a predetermined symbol combination corresponding to each of the roles. Determining means (for example, the main control unit 300), profit giving means (for example, the main control unit 300) for giving a player a profit (for example, payout of game media) based on the determination result of the determining means, and one game Is a game stand having standby processing means (for example, main control unit 300) for performing standby processing for waiting for the progress of the game so that the game time is equal to or longer than a predetermined game time (for example, 30 seconds). When the stop operation means is stopped in the second stop operation order (for example, reverse push) as the stop operation order, the reel stop operation means is in the second stop operation order as the stop operation order. Description of the amusement machine, characterized in that in which to wait a long time the progress of the game at a higher rate than when it is stopped operating in different first stop operation order (for example, push forward) have been made from. As a result, for example, when a player performs a stop operation in a stop operation order not recommended by a game machine or a game machine manufacturer, the progress of the game can be waited, and the player performs a stop operation in a stop operation order that is not recommended. This can be prevented.

  Also, in recent game tables, when the correct answer is given in the pressing order, the combination of symbols corresponding to the lottery result can be stopped and displayed, and the pressing order AT for notifying the player of the pressing order using voice, image, lamp, etc. Slot machines equipped with functions are appearing. A slot machine equipped with a push order AT function such as such a slot machine is designed so that a payout rate increases when a stop operation is performed in a specific stop operation order. For example, when the first stop reel is a right reel (a so-called reverse pressing stop operation corresponds to this), the so-called forward pressing stop operation corresponds to this (the so-called forward pressing stop operation corresponds to this). ) Designed with a high payout rate. In such a case, there is a gaming machine that does not perform an AT lottery as a penalty when a reverse push is performed. After all, in many slot machines equipped with the push order AT function, a specification that allows the player to push forward is applied. This is said to be performed in order to dramatically improve the yield rate at the time of AT operation, while suppressing the yield rate to push forward normally. However, in slot machines equipped with a push order AT function that grants such a penalty, there is a player who temporarily pushes out with a high payout rate regardless of the penalty. Yes. For example, it is an act of moving backward to the adjacent slot machine by pressing it in reverse. In such a case, if the penalty is to continue for the next several games, a new player will start playing without knowing that and will be forced to play an unfair game. Become. In the game table of the present embodiment, in the specification that the payout rate increases when operated in a specific stop operation order, it is possible to suppress the act of stopping in the specific stop operation order and immediately moving to the adjacent base The challenge is to provide a simple game machine.

  Moreover, it is common for a game stand to be played by pushing forward. On the other hand, it is not common to play a game with a reverse push. For this reason, the game machine maker puts more effort into debugging related to processing when a forward push is performed, but does not put much effort into debugging related to processing when a game is played with a reverse push. For this reason, even if a bug is discovered that allows the player to acquire an unintended ball by the game machine maker by pressing it in reverse, it is possible to increase standby processing that does not directly affect the ball. The number of games per unit time can be reduced, and damage to the game store can be prevented. In addition, since the waiting process is only performed for a player who has made a reverse push by mistake, it is possible to prevent the game from being affected.

  In this embodiment, a timer value corresponding to a predetermined time (for example, 10 seconds) is set for each operation of one of the stop buttons 137 to 139 as the “waiting process for waiting for the progress of the game”. Although the time for which the operation of any one of the stop buttons 137 to 139 is valid is waited, the present embodiment is not limited thereto. For example, when the reverse pressing is performed, the progress of the game may be waited by performing many processes with a high processing load.

  In addition, the one-time game referred to in the present embodiment is, for example, that the plurality of reels are temporarily stopped after the rotation of the plurality of reels based on the operation of the rotation instruction operation means. This means a game until the start of rotation based on the operation of the rotation instruction operation means again later, and the predetermined game time corresponds to the shortest time of one game.

  In addition, the first stop operation order referred to in the present embodiment is an operation order recommended by the game machine manufacturer or an operation order recommended by the game machine manufacturer except for a predetermined period (so-called forward pressing). The stop operation order is an operation order prohibited by the game machine maker or an operation order (so-called reverse pressing) recommended or permitted by the game machine maker only for a predetermined period.

  Next, in the above-described embodiment, the profit giving means (for example, the main control unit 300) stops the reel when the reel stop operation means is stopped in the second stop operation sequence (for example, reverse push). A gaming table is described which makes it easier to give a large profit amount (for example, a payout amount) to the player than when the operating means is stopped in the first stop operation sequence (for example, forward pressing). ing. This can prevent the player from continuing to obtain a large profit amount.

  In addition, by increasing the time required for the player to perform an operation for obtaining a large profit amount, the amount of play per unit time can be suppressed, and the light emission of the game can be suppressed.

  The profit amount here may be a profit amount paid out in one game, a profit amount paid out in 400 games, or paid in 6000 games. It may be a profit amount to be paid or a profit amount to be paid out in 17500 games.

  Further, the profit amount here may be replaced with a payout rate. Here, the payout rate refers to an expected value of the number of payouts in one game. The payout number here includes the number of medals required for the next game exempted by re-game. For example, when a game is played with three bets and a replay is won, it is calculated that there are three payouts as the number of payouts. This replay note also applies to profits.

  Next, in the above embodiment, a first privilege (for example, RT high probability gaming state) and a second privilege that make it easy to stop and display a predetermined symbol combination corresponding to a predetermined combination on the active line. A privilege granting means (for example, the main control unit 300 and the first sub-control unit 400) that grants two types of benefits (for example, an AT gaming state) to the player is provided, and the privilege giving means is configured such that the reel stop operation means is the second stop operation means. When the stop operation is performed in the stop operation sequence (reverse push), the player stops the first stop operation means more than when the reel stop operation means is stopped in the first stop operation sequence (forward push). It is easy to grant a privilege during one or a plurality of game times (in this embodiment, the number of games until a special combination corresponding to punk play is displayed or a special combination 1 is won internally) 2 Dian (AT) is a description of the amusement machine, characterized in that it hardly imparted. Thereby, the profit which a player can acquire when the game method which a game machine or a game machine maker does not recommend can be reduced, and it can prevent performing the game method which a player does not recommend.

  The first privilege is, for example, a privilege that shifts to a state where the internal winning probability of a predetermined role is increased, and the second privilege is, for example, the timing of the stop operation of the stop operation means or the stop operation. This is a privilege to notify the order.

  Further, the control unit that gives the first privilege may be the main control unit 300, and the control unit that gives the second privilege may be the first sub-control unit 400.

  In the present embodiment, the first privilege is the replay high probability gaming state, but the present invention is not limited to this. For example, when there is a winning combination in which the number of payouts corresponding to the symbol combination displayed in the second stop operation order is larger than the number of payouts corresponding to the symbol combination displayed in the first stop operation order, The number of payouts corresponding to the symbol combinations displayed in the stop operation order 2 may be used as the first privilege. For example, the small combination 7 (the symbol combination is “Watermelon-Replay-Seven 1” and the number of payouts is 15) is provided, and the symbol combination is not displayed in the first stop operation order, but the second stop operation order. Then, it may be displayed.

  Next, in the above embodiment, when the reel stop operation means is stopped in the first stop operation order (forward press), the privilege stop means performs the second stop operation. It is easier to give the player the second privilege (AT gaming state) for one or more times than when the stop operation is performed in order (reverse pressing), but the first privilege (RT There is an explanation of a game stand characterized in that it is difficult to give a high probability game state. Thereby, it is possible to reduce the profit that the player can obtain when performing a gaming method not recommended by the gaming table or the gaming table manufacturer, and to prevent performing a gaming method not recommended by the player. it can.

  Next, in the above embodiment, notification means (for example, the effect image display device 157) for notifying game information in a predetermined notification mode, and effect control means (for example, the first sub-control unit) for effect control related to various effects. 400 and the second sub-control unit 500), and when the standby process is being executed by the standby process means, the effect control means is notification information indicating that the standby process is being executed (for example, “ There is provided a game machine that performs effect control for notifying in a predetermined notification manner by a notification means in a predetermined notification mode that the right button is stopped for the first time other than during the assist time. As a result, the player himself or the game store clerk can know that the player has performed an operation not recommended by the game machine or the game machine manufacturer, so that it is possible to prevent the player from performing such an operation in the future. it can.

  In addition, in order to make it easier for other players to recognize that the player has performed an operation that is not recommended by the game table or the game table manufacturer, in particular, in a game table that gives a penalty when the operation is performed, Other players can be prevented from being disadvantaged, and fairness among the players can be ensured.

  Next, in the above-described embodiment, a notification information control unit (for example, the first sub control unit 400 and the second sub control unit 500) that causes the notification unit to notify predetermined notification information, and a history of operation information on the stop operation order are stored. Based on the history of operation information stored in the operation order information storage means by the storable operation order information storage means (main control unit 300) and the notification information control means, the notification is made in the operation order notification state in which the operation order is notified. And an operation order notification state determination means for determining whether or not the control means is in control, and the standby processing means determines that the notification means is controlled to the operation order notification state. In such a case, the progress of the game is less likely to wait for a longer time than when the operation order notification state determination means does not determine that the notification means is controlled in the operation order notification state. Description of the game board is is. Thereby, while ensuring one-way communication with the main control unit 300 and the first sub-control unit 400, the main control unit 300 grasps that the second sub-control unit 400 is in the AT gaming state, and accurately performs the standby process. It can be carried out.

  Next, in the above-described embodiment, the re-playing game (for example, re-playing game 1 to re-playing game) in which the game lottery means grants a re-game that does not require a game medium to be used in the game as one of a plurality of types of games. 4) and one or a plurality of conditions for shifting to a second gaming state (for example, a high probability of replaying) that makes it easier for the replaying player to win than the first gaming state (for example, a low probability of replaying) A special combination (for example, special combination 2) for which one of the conditions is satisfied is selected by lottery, and the bonus granting means is selected by the reel stop operation means in the second stop operation sequence in a state where the special combination is internally won by the combination lottery means. When the stop operation is performed in the state, the second game state is more easily given as the first benefit than when the reel stop operation means is stopped in the first stop operation order. The explanation of the stand That. Thereby, even if it is a case where a re-game high-probability game is awarded by reverse pressing, it is possible to adjust the book bottom by waiting for the progress of the game.

  In the present embodiment, the game progress delay process is performed as a standby process in a game when reversely pressed, but the game progress delay may be performed over a plurality of games.

  In addition, some players end a game after performing a game method not recommended by a game table or a game table manufacturer because of obstruction to a game store or harassment to others. In this embodiment, it is possible to prevent such a player from performing such a gaming method for the purpose of harassment.

  Also, some players may adjust the number of remaining game media until the prize to be obtained is reached when exchanging the obtained game media for a prize. For example, if the player has 12 game media when cigarettes can be obtained with 13 game media, the player may play a game to acquire the remaining one game media. Even in such a case, the game may be played by a game method not recommended by the manufacturer. In other words, game methods that are not recommended by the manufacturer can be obtained in the short game period, but it is often disadvantageous in the long run. Because it is the purpose, there are cases where a game method that is not recommended is adopted. In the present embodiment, it is possible to prevent the player from taking such a game method.

  In addition, the gaming table according to the present embodiment can be applied to other devices other than the gaming table. FIG. 27 is a diagram for explaining other devices. The game table according to the present invention is shown in FIG. 32 (a). “Insert a bill into the bill insertion slot 20002, execute a lottery based on the bet 2004 and start 2006 operation, and display the lottery result on the lottery result display device 2008. Then, at the time of winning, the number of bonus coins is added to the remaining credit number, and when cashout 2008 is selected, the casino machine 2000 issues a receipt from the receipt issuing machine 2010 with a code corresponding to the remaining credit number. It may be.

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

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

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

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

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

  In the following, including what has been described so far.

<Appendix 1>
In the first embodiment, it is assumed that the AT game setting cannot be received a predetermined number of times as a penalty for reverse pressing, but the standby process performed by the main control unit 300 also delays the player's game progress Therefore, it can be considered a penalty. Further, the standby process performed by the main control unit 300 may be performed continuously for a predetermined number of games (for example, four times) from the game in which the reverse pressing is performed. By doing in this way, when the composite value of the expected value shown by the graph q of FIG. 23 is positive, a penalty larger than turning to negative can be given. In such a case, if a player performs a game method that is not recommended by the game machine or the game machine manufacturer, the first game number (4 times in this example) will elapse after the game method is used. 1 penalty (not performing standby processing and AT game setting) is given to the player until the second game count (here, 6) passes after the first game pass May give the player a second penalty (not setting an AT game) with a player's penalty less than the first penalty. That is, based on the operations of a plurality of reels that are provided with a plurality of types of symbols and are rotationally driven, a rotation instruction operation means that instructs rotation start of the reel by an operation by a player, and the operation of the rotation instruction operation means. A combination lottery means for determining whether or not an internal winning of a plurality of types of combinations is successful by lottery, a stop operation means for accepting a stop operation for individually stopping rotation of the plurality of reels, and a plurality of stop operation orders; The 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 and the stop operation of the stop operation means, and the stop control performed by the reel stop control means, Determining whether or not the symbol combinations that are stopped and displayed on the predetermined active line of the reels are predetermined symbol combinations corresponding to the respective combinations And a profit granting means for granting to the player a profit based on the determination result of the determination means, wherein the reel stop operation means has the game table or the game stand as the stop operation order. When a stop operation is performed in a second stop operation order that is not recommended by the manufacturer, the player is provided with a disadvantage giving means for giving a predetermined disadvantage to the player, the disadvantage giving means including the first disadvantage, It is a gaming machine characterized in that a second disadvantage that gives the player a degree of disadvantage less than one disadvantage is given and the first disadvantage is given before the second disadvantage. May be. In this way, a balanced disadvantage can be given to the player. Note that the first disadvantage allows the AT game setting to be received with a first probability (eg, 0%), and the second disadvantage causes the AT game setting to be higher than the first probability. You may enable it to receive with the 2nd probability (for example, 3%) which is a probability lower than the probability (for example, 10%) at the time of not receiving profit.

110 Left reel 111 Middle reel 112 Right reel 137 Left stop button 138 Middle stop button 139 Right stop button 157 Production image display device 300 Main control unit 308 RAM
400 First sub-control unit 408 RAM
500 Second sub-control unit

Claims (3)

  1. A plurality of reels that are subjected to multiple types of designs and are driven to rotate,
    Rotation instruction operation means for instructing the start of rotation of the reel by an operation by a player;
    Based on the operation of the rotation instruction operation means, a role lottery means for determining by lottery whether or not an internal winning of a plurality of types of roles is won,
    Receiving a stop operation for individually stopping the rotation of the plurality of reels, and a stop operation means having a plurality of stop operation sequences;
    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 and the stop operation of the stop operation means;
    Based on the stop control performed by the reel stop control means, the symbol combinations that are stopped and displayed on the predetermined active lines of the reels are predetermined symbol combinations corresponding to the respective combinations. Determining means for determining whether or not
    Profit granting means for granting a player a profit based on the determination result of the determination means;
    A game machine comprising standby processing means for performing standby processing for waiting for the progress of a game so that one game is equal to or longer than a predetermined game time,
    The standby processing means includes
    When a stop operation is performed in the first stop operation sequence as the stop operation sequence, a higher ratio than in a case where the stop operation is performed in the second stop operation sequence different from the first stop operation sequence as the stop operation sequence To perform the standby process,
    The profit granting means is
    The case where the stop operation is performed in the first stop operation sequence makes it easier to give a larger profit amount in one game than the case where the stop operation is performed in the second stop operation sequence. The
    The standby processing means includes
    A game table , wherein the waiting process is performed in a state where the stop control based on the stop operation in the first stop operation sequence is performed .
  2.   The game table according to claim 1,
      The standby processing means includes
      A game machine characterized in that the waiting process is performed before a profit is given to a player by the profit granting means.
  3.   The game stand according to claim 1 or 2,
      A game table comprising a notifying means for notifying a player that the standby process is being executed during execution of the standby process.
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JP5669144B2 (en) * 2010-10-14 2015-02-12 サミー株式会社 Slot machine
JP5454814B2 (en) * 2011-03-13 2014-03-26 サミー株式会社 Slot machine
JP5937797B2 (en) * 2011-09-02 2016-06-22 株式会社三共 Slot machine
JP5070354B1 (en) * 2011-12-12 2012-11-14 Kpe株式会社 Slot machine
JP5876302B2 (en) * 2012-01-25 2016-03-02 株式会社オリンピア Game machine
JP5347206B1 (en) * 2012-03-28 2013-11-20 ネット株式会社 Game machine
JP6128302B2 (en) * 2012-03-30 2017-05-17 株式会社三洋物産 Game machine
JP5265038B1 (en) * 2012-05-15 2013-08-14 Kpe株式会社 Game machine
JP5562393B2 (en) * 2012-10-01 2014-07-30 Kpe株式会社 Game machine
JP5694280B2 (en) * 2012-11-27 2015-04-01 株式会社ソフイア Slot machine
JP6066214B2 (en) * 2014-03-24 2017-01-25 サミー株式会社 Slot machine
JP2014166472A (en) * 2014-04-01 2014-09-11 Sammy Corp Slot machine
JP6062391B2 (en) * 2014-04-25 2017-01-18 山佐株式会社 Game machine
JP6109211B2 (en) * 2015-01-27 2017-04-05 山佐株式会社 Game machine
JP6312098B2 (en) * 2016-09-21 2018-04-18 株式会社オリンピア Game machine
JP6104448B1 (en) * 2016-11-07 2017-03-29 山佐株式会社 Game machine
JP6476333B2 (en) * 2018-04-25 2019-02-27 株式会社ユニバーサルエンターテインメント Game machine

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JP2005111087A (en) * 2003-10-09 2005-04-28 Aruze Corp Game machine
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