JP5648214B2 - Amusement stand - Google Patents

Amusement stand Download PDF

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Publication number
JP5648214B2
JP5648214B2 JP2011072930A JP2011072930A JP5648214B2 JP 5648214 B2 JP5648214 B2 JP 5648214B2 JP 2011072930 A JP2011072930 A JP 2011072930A JP 2011072930 A JP2011072930 A JP 2011072930A JP 5648214 B2 JP5648214 B2 JP 5648214B2
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stop
reel
symbol
mode
replay
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JP2012205707A (en
Inventor
山本 岳
岳 山本
康裕 栗嶋
康裕 栗嶋
高志 前野
高志 前野
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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 slot machine or the like.

  As one of the conventional game machines, a command signal transmitted from the main control board is provided with a main control board that controls basic functions of the slot machine and a sub-control board that mainly controls effects in the progress of the game. A slot machine configured to control a sub-control board is widely known (for example, see Patent Document 1).

  In such a conventional slot machine, the processing load increases when the basic functions and effects in the progress of the game are performed on one control board, so the main control board and the sub control board are mounted to reduce the processing load. It is distributed.

JP 2004-180723 A

  However, in the conventional slot machine, in order to ensure the security of the main control board that controls the payout of game media, communication between the main control board and the sub control board is limited, and one-way communication from the main control board is performed. Therefore, on the main control board side, there is a problem that the control status on the sub control board side cannot be grasped at all, and main reel control corresponding to the special game performed on the sub control board side cannot be performed.

  The present invention has been made to solve such conventional problems, and even when unidirectional communication from the main control unit to the sub-control unit is adopted, it is based on the gaming state of the sub-control unit. An object of the present invention is to provide a game machine that can perform various effects by performing reel control on the main control side.

In the present invention, a plurality of types of symbols are provided and a plurality of reels that are rotationally driven, a start lever for starting the rotation of the plurality of reels, and a game can be played regardless of the insertion of a game medium. Lottery means for performing a lottery for internal winning of a plurality of types including a re-playing combination, a stop button provided corresponding to each of the plurality of reels, and individually stopping rotation of the reels; Based on the lottery result and the stop button stop operation, the reel stop control means for performing stop control related to the stop of rotation of the reels, and the determination means for determining the stop mode of the plurality of reels stopped by the reel stop control means. And a main control means having a gaming state transition means capable of shifting to a gaming state corresponding to a determination result by the determination means among a plurality of types of gaming states; A gaming machine comprising one-way communication from the main control means and sub-control means for effect control relating to the game, wherein the plurality of types of roles are won internally and the first When the first stop mode is stopped, the first stop mode can be stopped, the combination is won internally, and the second stop operation different from the first stop operation is performed, the first A first replaying combination in which a second stopping mode different from the stopping mode can be stopped , and when the winning combination is won internally and the first stopping operation is performed, the first stopping mode is A third stop mode that is different from both the first stop mode and the second stop mode can be stopped when the winning combination is won internally and the second stop operation is performed. a second replay role is, contains, the game state means, the A game state in the next game of the game, which is stopped in one of the stop mode, the next game of the second and the game state in the next game of the game that have been stopped by the stop mode, the third game that is stopped at the stop mode The main control means has a transmission means for transmitting winning information indicating the result of the lottery by the lottery means, and the sub-control means is the transmission means. Receiving means for receiving the winning information transmitted by the means, a privilege giving means for giving a predetermined privilege when a predetermined condition is satisfied , and a notification indicating a stop operation to the player based on a reception result by the receiving means Stop operation notification means for performing a predetermined notification mode, the privilege includes a first privilege having a predetermined profit level and a second privilege having a higher profit level than the first privilege. And includes, before The first stop mode is a stop mode that is stopped regardless of whether or not the privilege is given, and the second stop mode is a stop mode for indicating that the first privilege is given. Yes, the third stop mode is a stop mode for indicating that the second privilege is granted, and the stop operation notifying unit is configured so that the first privilege is not granted. In the state where the first privilege is given in a state where the first stop operation is performed in a predetermined notification mode when receiving the winning information indicating that the re-game player has won internally. When the winning information indicating that the first re-game player has won internally is received, the notification indicating the second stop operation is performed in a predetermined notification mode, and the second privilege is not granted. Receiving winning information indicating that the second re-game player has won internally In addition, a notification indicating the first stop operation is performed in a predetermined notification mode, and the winning information indicating that the second re-gamer has won internally is received in a state where the second privilege is granted. In this case, the game table is characterized in that notification indicating the second stop operation is performed in a predetermined notification mode .

  According to the gaming machine of the present invention, even when one-way communication from the main control unit to the sub-control unit is adopted, various effects can be achieved by performing reel control on the main control side based on the gaming state of the sub-control unit. It is possible to achieve an excellent effect that it can be performed.

FIG. 3 is an external perspective view of the slot machine according to the present embodiment. It is the front view which expanded and showed the symbol display window. The circuit block diagram of a control part is shown. It is the figure which expanded and showed the arrangement | sequence of the symbol given to each reel. It is the figure which showed the winning combination (condition apparatus), the name of a winning combination, the symbol combination corresponding to each winning combination, the payout of each winning combination, and remarks. It is the figure which showed the winning combination (condition apparatus), the name of a winning combination, the symbol combination corresponding to each winning combination, the payout of each winning combination, and remarks. It is the figure which showed the winning combination (condition apparatus), the name of a winning combination, the symbol combination corresponding to each winning combination, the payout of each winning combination, and remarks. It is the figure which showed the general name of the combination of a condition apparatus, the combination of a condition apparatus, the internal winning probability according to RT mode, and remarks. It is the figure which showed RT transition of the main control part. It is the figure which showed the mode transition of a 1st sub control part. (A) It is the figure which showed an example of the AR bonus right lottery data table. (B) It is the figure which showed an example of the AR right lottery data table. (C) It is the figure which showed an example of the AT game number distribution data table. It is a flowchart which shows the flow of a main control part main process. It is a flowchart which shows the flow of a main control part timer interruption process. (A) It is a flowchart of the main process which CPU of a 1st sub control part performs. (B) It is a flowchart of the command input process of a 1st sub control part. (C) It is a flowchart of the command reception interruption process of a 1st sub control part. (D) It is a flowchart of the timer interruption process of a 1st sub control part. It is a flowchart which shows the flow of a process at the time of an internal lottery. (A) It is a flowchart which shows the flow of an effect setting process. (B) It is a flowchart which shows the flow of an operation procedure effect setting process. It is a flowchart which shows the flow of RT1 operation procedure effect setting processing. It is a flowchart which shows the flow of RT2 operation procedure effect setting processing. It is a flowchart which shows the flow of RT2 blue AB operation procedure effect setting processing. It is a flowchart which shows the flow of RT2 blue AB operation procedure effect setting processing. It is a flowchart which shows the flow of RT2 red AB operation procedure effect setting processing. It is a flowchart which shows the flow of RT2 red AB operation procedure effect setting processing. It is a flowchart which shows the flow of RT2 black AB operation procedure effect setting processing. It is a flowchart which shows the flow of RT2 black AB operation procedure effect setting processing. It is a flowchart which shows the flow of RT3 operation procedure effect setting processing. It is a flowchart which shows the flow of the operation procedure effect setting process at the time of AR right stock after RT3AR bonus end. It is a flowchart which shows the flow of the operation procedure effect setting process at the time of the end of RT3AR bonus when there is no AR right stock. It is a flowchart which shows the flow of RT3AR bonus normal operation procedure effect setting processing. It is a flowchart which shows the flow of RT3AR bonus blue 7 uniform hitting operation procedure effect setting processing. It is a flowchart which shows the flow of RT3AR bonus red 7 uniform hitting operation procedure effect setting processing. It is a flowchart which shows the flow of RT4 operation procedure effect setting processing. It is a flowchart which shows the flow of the operation procedure effect setting process at the time of AR4 stock completion after RT4AR. It is a flowchart which shows the flow of the operation procedure effect setting process at the time of AR rights stock absence after RT4AR completion. It is a flowchart which shows the flow of RT4AR normal operation procedure effect setting processing. It is a flowchart which shows the flow of the operation procedure effect setting process after RT4AR bonus notification. It is a flowchart which shows the flow of AR bonus notification G operation procedure effect setting process during RT4AR. (A) It is a flowchart of the main process which CPU of a 2nd sub control part performs. (B) It is a flowchart of the command reception interruption process of a 2nd sub control part. (C) It is a flowchart of the timer interruption process of a 2nd sub control part. (D) It is a flowchart of the image control process of a 2nd sub control part. (A) It is the figure which showed an example of the stop control of a reel when the stop operation which stops the bell symbol of a middle reel to an upper stage (symbol area | region 4) at the time of pushing order bell winning is performed. (B) It is the figure which showed an example of the stop control of a reel when the stop operation which stops the bell symbol of a middle reel to a middle stage (symbol area | region 5) at the time of pushing order bell winning is performed. (C) It is the figure which showed an example of the stop control of the reel at the time of promotion replay winning. It is a reel stop control table used when the symbol combination corresponding to the promotion replay is stopped and displayed on the right-down winning line L3. It is the figure which showed an example of the stop control of the reel at the time of reach | attainment replay winning. It is a figure showing other examples of reel stop control at the time of reach replay winning. It is an example of the reel stop control table used when the symbol combination corresponding to the reach replay and the normal replay is stopped and displayed on the winning line. It is an example of the reel stop control table used when the symbol combination corresponding to the reach replay and the normal replay is stopped and displayed on the winning line. It is an example of the reel stop control table used when the symbol combination corresponding to the reach replay and the normal replay is stopped and displayed on the winning line. It is the figure which showed an example of the stop control of the reel at the time of transfer replay winning. It is the figure which showed the other example of the stop control of the reel at the time of transfer replay winning. It is an example of a reel stop control table used when the symbol combination corresponding to the transfer replay is stopped and displayed on the winning line. It is an example of a reel stop control table used when the symbol combination corresponding to the transfer replay is stopped and displayed on the winning line. It is an example of a reel stop control table used when the symbol combination corresponding to the transfer replay is stopped and displayed on the winning line. When the mode of the first sub-control unit transitions from the normal mode to the first AT mode, the RT transition of the main control unit, the state of each winning combination, the effect mode of the effect image display device, and the number of rights in the AT mode are shown. FIG. Indicates the RT transition of the main control unit, the state of each winning combination, the effect mode of the effect image display device, and the number of rights in the AT mode when the mode of the first sub-control unit transitions from the first AT mode to the second AT mode It is a figure. When the mode of the first sub-control unit shifts from the second AT mode (start timing) to the second AT mode (during one set of rights), the RT transition of the main control unit, the state of each winning combination, the effect image display device It is the figure which showed the production | presentation aspect and the number of rights of AT mode. When the mode of the first sub-control unit shifts from the second AT mode (during one set of rights) to the first AT mode, the RT transition of the main control unit, the state of each winning combination, the effect mode of the effect image display device, and It is the figure which showed the number of rights of AT mode. It is the figure which showed the relationship between the effect replay chosen, the effect division, and the symbol combination to stop. (A) It is the figure which showed an example of pushing order navigation (AR bonus confirmation). (B) It is the figure which showed an example of pushing order BAR aiming navigation (AR bonus confirmation). (C) It is the figure which showed an example of reverse push 7 aim navigation (AR bonus confirmation). (A) It is the figure which showed an example of pushing order navigation (1st AT mode). (B) It is the figure which showed an example of reverse push 7 aiming navigation (1st AT mode). (C) It is the figure which showed an example of pushing order navigation (2nd AT mode). (C) It is the figure which showed an example of pushing order navigation (normal screen).

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

<Overall configuration>
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. 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 addition to the reel, an electronic image display device such as a liquid crystal display device can also be used 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 the 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.

  FIG. 2 is an enlarged front view of the symbol display window 113. As shown in the figure, the slot machine 100 includes a middle horizontal winning line L1 constituted by a middle stage of the left reel 110, a middle stage of the middle reel 111, and a middle stage of the right reel 112 (symbol display areas 2, 5, and 8), The upper horizontal winning line L2 constituted by the upper stage of the left reel 110, the upper stage of the middle reel 111, the upper stage of the right reel 112 (symbol display areas 1, 4, 7), the upper stage of the left reel 110, the middle stage of the middle reel 111, Downward winning line L3 configured by the lower stage of the right reel 112 (design display areas 1, 5, 9), the lower stage of the left reel 110, the middle stage of the middle reel 111, and the upper stage of the right reel 112 (design display areas 3, 5 , 7) and four winning lines of the upper right winning line L4. In the present embodiment, the line constituted by the lower stage of the left reel 110, the lower stage of the middle reel 111, and the lower stage of the right reel 112 (symbol display areas 3, 6, and 9) is excluded from the winning line. The number of lines 114 is not limited to four lines.

  Here, the winning line refers to a line for determining whether a winning combination is established when the reel is stopped, and is also referred to as an effective line. In general, before starting the game, the prescribed line, the line set by setting the number of medals in the game are called the effective line, and the line where the reel is stopped and the combination is determined is called the winning line. However, the winning line and the effective line are synonymous.

  Returning to FIG. 1, for example, the notification lamp 123 indicates to the player that a specific winning combination (specifically, bonus) has been won internally in an internal lottery to be described later, or that a bonus game is in progress. It is a lamp to inform. The game medal insertable lamp 124 is a lamp for notifying that the player can insert a game medal. The replay lamp 122 informs the player that the current game can be replayed (the medal need not be inserted) when winning a replay which is one of the winning combinations in the previous game. It is a lamp. 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 a number of lamps corresponding to the number of inserted medals, and when a prescribed number of medals have been inserted, a game start is informed that a game start operation is possible. 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 141. 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 medal number is inserted into the medal insertion slot 141 or when the bet buttons 130 to 132 are operated and the start lever 135 is operated, the reels 110 to 112 start to rotate. The operation on the start lever 135 is referred to as a game start operation.

  The stop button unit 136 is provided with stop buttons 137 to 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. 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. Note that 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 may be turned on to notify the player.

  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 a horizontal direction, and a liquid crystal display device 157 (effect image) disposed on the back side of the shutter 163. And a display screen of the liquid crystal display device 157 appears on the front side (player side) of the slot machine 100 when the right shutter 163a and the left shutter 163b are opened horizontally outward in front of the liquid crystal display device 157. It has become. It should be noted that the display device is not limited to a liquid crystal display device, but 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, a plasma display , A reel (drum), or a display device including a projector and a screen. 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.

<Control unit>
The circuit configuration of the control unit of the slot machine 100 will be described in detail with reference to FIG. This figure shows 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 varies 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 141 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.

  The main control unit 300 also 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. The voltage monitoring circuit 330 is a voltage of the power source. When the value is less than a predetermined value (9v 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.

<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 installed. 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. Note that the second sub-control unit 500 is, for example, a control unit that controls display of the liquid crystal display device 157 and a control unit that controls various drive devices for presentation (for example, a control unit that controls motor driving of the shutter 163). For example, it may be configured by a plurality of control units.

  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 506 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.

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

  In each reel 110 to 112, a plurality of types (9 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 this embodiment, the WIN symbol is arranged on the number 1 frame of the left reel 110, the bell symbol is arranged on the number 0 frame of the middle reel 111, and the BAR symbol is arranged on the number 2 frame of the right reel 112. ing. Hereinafter, the Seven 1 symbol may be referred to as “Red 7 symbol” and the Seven 2 symbol may be referred to as “Blue 7 symbol”.

<Type of winning prize>
Next, the types of winning combinations (condition devices) of the slot machine 100 will be described with reference to FIGS. The figure shows the winning combination (condition device), the name of the winning combination, the symbol combination corresponding to each winning combination, the payout of each winning combination (the number of medals to be paid out), and the remarks. Here, among the winning combinations in this embodiment, the special role is a role that shifts to special games, and the re-playing role (replay) is a role that enables re-playing without newly inserting medals, respectively. Although distinguished from a winning combination, it may be referred to as an “operating combination”. However, the “winning combination” in the present embodiment includes these operating combinations.

  The winning combination of the slot machine 100 includes a special combination 1 classified as a special combination, a replay combination 1-34 and a small combination 1-4 classified as a general combination. Needless to say, the type of winning combination is not limited to this and can be arbitrarily adopted.

<Types of winning roles / Special roles>
“Special role 1” (hereinafter sometimes referred to as “BB (Big Bonus)”) is a special in which the game state is shifted to the BB game state (RT6) by winning and the big bonus game (BB game) is started. A role (operating role). In the present embodiment, the symbol combination corresponding to BB is “WIN symbol-WIN symbol-WIN symbol”.

  For BB, the flag is carried over. That is, when BB is internally won, a flag indicating this is set (stored in a predetermined area of the RAM 308 of the main control unit 300) and the gaming state shifts to the special role internal winning state (RT5). Even if the BB is not won in the special role internal winning state (RT5), the flag indicating the internal winning is maintained until winning, and the special role internal winning state (RT5) is maintained after the next game, The combination of symbols corresponding to BB is in a state of winning BB.

<Type of winning prize / general role>
The “re-game players 1 to 34” are winning combinations (acting players) that can play a game without inserting medals (game media) in the next game. In the following, the replaying roles 1 to 34 are “replaying roles”, the replaying role 1 is “normal replay”, the replaying role 2 is “falling replay”, the replaying role 3 is “promotional replay”, and the replaying role 4 is referred to as “preparation replay”, re-games 5 to 30 are referred to as “transition replay (or production transition replay or production replay) 1 to 26”, and re-games 31 to 34 are referred to as “reach eye replays 1 to 4”. There is. Further, the symbol combinations and payouts corresponding to the re-game players 1 to 34 are as shown in FIG.

  Although the game state transition (RT transition) in the main control unit 300 will be described later, “re-playing combination 1 (normal replay)” is a combination that does not shift the gaming state to another gaming state by winning, “Combination 2 (falling replay)” is a role that shifts the gaming state to a low replay probability state (RT1) by winning, and “Replaying role 3 (promotion replay)” is a high probability of replaying the gaming state by winning. “Re-playing role 4 (preparation replay)” is a role that shifts the gaming state to the re-gaming high probability state (RT2) by winning, and “re-playing roles 5 to 30”. “Transition Replays 1 to 26” is a role of shifting the gaming state to the re-gaming high probability state (RT3) by winning.

  In addition, the replaying roles 5 and 6 (transition replays 1 and 2) may be collectively referred to as “spill replay”, and the replaying roles 7 to 13 (transition replays 3 to 9) may be collectively referred to as “blue 7 series”. “Replay”, “Blue 7 series production replay” or “Blue 7 series production replay” may be referred to as “replay” 14 to 19 (transition replay 10 to 15), and “red 7 series replay”, “ It may be referred to as “Red 7 system effect replay” or “Red 7 system effect replay”. In addition, the re-game players 20 to 30 (transition replays 16 to 26) may be collectively referred to as “BAR system replay”, “BAR system effect transition replay”, or “BAR system effect replay”. 34 (reach eye replays 1 to 4) may be collectively referred to as “reach eye replays”.

  “Small 1 to 4” is a winning combination in which a predetermined number of medals are paid out by winning, and corresponding symbol combinations and payouts are as shown in FIG. In the case of the symbol combination “ANY-bell symbol-ANY” corresponding to the small role 1, the symbol of the middle reel 111 may be a bell symbol, and the symbol of the left reel 110 and the right reel 112 may be any symbol. Further, hereinafter, the small role 1 may be referred to as “bell”, the small role 2 as “watermelon”, the small role 3 as “cherry 1”, and the small role 4 as “cherry 2”.

  In addition, “specific outcome 1” and “specific outcome 2” shown in the lower part of FIG. 7 are symbol combinations accompanied by the transition of the game state of the main control unit 300, and the symbol combinations are aligned on the winning line L3. In addition, the symbol combination is used to shift the gaming state to the re-gaming low probability state (RT1). Note that “specific outcome 1” and “specific outcome 2” may be collectively referred to as “specific outcome”.

<Lottery for winning prize>
Next, the lottery value of the winning combination will be described with reference to FIG. The figure shows the general name of the combination of condition devices, the combination of condition devices, the internal winning probability for each RT mode, and remarks.

  Although the details will be described later, the gaming state of the slot machine 100 is a low replay probability state (RT0 to RT1), a replay high probability state (RT2 to RT4), a special role internal winning state (RT5), and a BB game state (RT6). ), And the internal winning probability of the winning combination is predetermined for each gaming state (by RT mode). Hereinafter, the gaming state may be referred to as RT0 to RT6.

  The internal winning probability of each winning combination is determined by a value obtained by dividing the lottery value associated with the combination of condition devices by the size of the numerical value range (65535 in the present embodiment) of the random value acquired at the time of the internal lottery. It is done. For example, the internal winning probability of special combination 1 (BB) in RT0 to RT4 is 59/65536, respectively, and the winning part probability of replaying combination 1 (normal replay) in RT0 and RT5 is 8980/65536, respectively. It is shown that.

  These lottery values are associated in advance with any numerical value range in the numerical value range (0 to 65535 in the present embodiment), and as a result of executing the internal lottery, It is determined whether the lottery value corresponds to the winning combination, and the internal lottery combination is determined. In addition, as the lottery value, setting 1 to setting 6 in which the internal winning probabilities of at least one winning combination are different are prepared, and an attendant of the game shop can arbitrarily select and set any setting value.

  Exemplifying the contents shown in the figure, “BB” of NO1 is synonymous with special role 1 (BB), and can be internally won only when the gaming state is RT0 to RT4. “NORMAL REP” of NO2 is synonymous with RE GAME 1 (NORMAL REPLAY), and can be won internally only when the gaming state is RT0, RT5.

  “Promotion Rep (also referred to as AR start effect replay)” of NO3 is a combination of the replaying role 1 (normal replay) and the replaying role 3 (promotional replay). As shown in the corresponding remarks item, When the middle reel 111 is stopped by the first stop operation (during the first stop), the re-game player 1 (normal replay) is won, and the left reel 110 or the right reel 112 is stopped by the first stop operation In the (first stop left or first stop right), it is configured to win the re-playing combination 3 (promotion replay). Further, this promotion Rep can be won internally only when the gaming state is RT4.

  “Preparation Rep” of NO4 is a combination of replaying role 1 (normal replay) and replaying role 4 (preparation replay). As shown in the corresponding remarks item, the left reel 110 is set by the first stop operation described above. Alternatively, when the middle reel 111 is stopped (first stop left or during the first stop), a re-game player 1 (normal replay) is won and the right reel 112 is stopped by the first stop operation (first stop). The stop right) is configured to win a replaying role 4 (preparation replay). Further, this preparation Rep can be internally won only when the gaming state is RT1.

  The “transfer promotion Rep1” of NO5 is a combination of the replaying role 1 (normal replay), the replaying role 2 (falling replay), and the replaying role 3 (promotional replay), as shown in the corresponding remarks item In addition, when the right reel 112 is stopped by the first stop operation (first stop right), the player is replayed 1 (normal replay) and the left reel 110 is stopped by the first stop operation (first stop). (1 stop left) wins re-playing role 2 (falling replay), and if the middle reel 111 is stopped by the first stop operation (during 1st stop), wins re-playing role 3 (promotion replay) It is configured as follows. Further, this transfer promotion Rep1 can be internally won only when the gaming state is RT2 or RT3.

  No. 6 “Transition Promotion Rep2” is a combination of Re-Gamer 1 (Normal Replay), Re-Gamer 2 (Fall Replay), Re-Gamer 3 (Promotion Replay), and Re-Gamer 5 (Transition Replay 1) Yes, as shown in the corresponding remarks item, when the middle reel 111 is stopped by the first stop operation (during the first stop), the game player 1 (normal replay) is won and the first stop operation When the right reel 112 is stopped (first stop right), it is won again in the re-playing role 2 (falling replay), and when the left reel 110 is stopped by the first stop operation (first stop left), it is restarted. It is configured to win a game player 3 (promotion replay). Further, this transfer promotion Rep2 can be internally won only when the gaming state is RT2 or RT3.

  No. 7 “Transition Promotion Rep 3” is a combination of Re-Gamer 1 (Normal Replay), Re-Gamer 2 (Fall Replay), Re-Gamer 3 (Promotion Replay), and Re-Gamer 6 (Transition Replay 2) Yes, as shown in the corresponding remarks item, when the left reel 110 is stopped by the first stop operation (first stop left), the player is awarded the replaying player 1 (normal replay), and the first stop operation When the middle reel 111 is stopped (during the first stop), the player is replayed 2 (falling replay) and when the right reel 112 is stopped by the first stop operation (first stop right) It is configured to win a game player 3 (promotion replay). Further, this transfer promotion Rep3 can be internally won only when the gaming state is RT2 or RT3.

  “Transition Rep1” of NO8 is a combination of replaying role 1 (normal replay), replaying role 2 (falling replay), and replaying role 4 (preparation replay), as shown in the corresponding remarks item In addition, when the right reel 112 is stopped by the first stop operation (first stop right), the player is replayed 1 (normal replay) and the left reel 110 is stopped by the first stop operation (first stop). (1 stop left) wins the re-playing role 2 (falling replay), and if the middle reel 111 is stopped by the first stop operation (during the 1st stop), wins the re-playing role 4 (preparation replay). It is configured as follows. The level change Rep1 can be won internally only when the gaming state is RT4.

  “Transition Rep2” of NO9 is a combination of replaying role 1 (normal replay), replaying role 2 (falling replay), replaying role 4 (preparation replay), and replaying role 5 (transitional replay 1). Yes, as shown in the corresponding remarks item, when the middle reel 111 is stopped by the first stop operation (during the first stop), the game player 1 (normal replay) is won and the first stop operation When the right reel 112 is stopped (first stop right), it is won again in the re-playing role 2 (falling replay), and when the left reel 110 is stopped by the first stop operation (first stop left), it is restarted. It is configured to win a game combination 4 (preparation replay). The level change Rep2 can be won internally only when the gaming state is RT4.

  “Transition Rep3” of NO10 is a combination of replaying role 1 (normal replay), replaying role 2 (falling replay), replaying role 4 (preparation replay), and replaying role 6 (transitional replay 2). Yes, as shown in the corresponding remarks item, when the left reel 110 is stopped by the first stop operation (first stop left), the player is awarded the replaying player 1 (normal replay), and the first stop operation When the middle reel 111 is stopped (during the first stop), the player is replayed 2 (falling replay) and when the right reel 112 is stopped by the first stop operation (first stop right) It is configured to win a game combination 4 (preparation replay). The level change Rep3 can be won internally only when the gaming state is RT4.

  NO11 “BAR Break Rep (also called Reaching Replay)” is a replaying role 1 (normal replay), a replaying role 4 (preparation replay), and a replaying role 31-34 (reaching replays 1 to 4). As shown in the corresponding remarks item, when the right reel 112 or the middle reel 111 is stopped by the first stop operation (the first stop right, during the first stop), the replaying player 1 ( When winning the normal replay and stopping the left reel 110 by the first stop operation (first stop left), the replaying role 4 (preparation replay) or the replaying roles 31 to 34 (reach eye replays 1 to 4) ). In addition, this BAR fold Rep can be won internally only when the gaming state is RT2.

  No. 12 “7Rep Blue L Red R (also referred to as mode effect transition replay 1)” is a combination of replaying player 1 (normal replay) and 5 to 19 (transition replays 1 to 15). As shown in the figure, when the middle reel 111 is stopped by the first stop operation (during the first stop), the player is replayed 1 (normal replay) and the left reel 110 is stopped by the first stop operation. In the case of (first stop left), when a re-game player 5-13 (transition replay 1-9 (blue 7 series replay or spill replay)) is won and the right reel 112 is stopped by the first stop operation (first 1 stop right) is configured to win a re-playing combination 5, 6, 14-19 (transition replay 1, 2, 10-15 (red 7 series replay or spill replay)). Further, this 7Rep blue L red R can be internally won only when the gaming state is RT2.

  “13 Rep red L blue R (also referred to as mode production transition replay 2)” of NO13 is a combination of replaying player 1 (normal replay) and 5 to 20 (transition replays 1 to 16). As shown in the figure, when the middle reel 111 is stopped by the first stop operation (during the first stop), the game player 1 (normal replay) is won and the right reel 112 is stopped by the first stop operation. In the case of (first stop right), when replaying 5 to 13 (transition replays 1 to 9 (blue 7 series replay or spill replay)) is won and the left reel 110 is stopped by the first stop operation (first stop) (1 stop left) is configured to win a re-playing combination 5, 6, 14-19 (transition replay 1, 2, 10-15 (red 7 series replay or spill replay)). The 7Rep red L blue R can be won internally only when the gaming state is RT2.

  NO14 “7Rep Red L Black R (also referred to as mode effect transition replay 3)” is replaying role 1 (normal replay), replaying roles 5, 6, 14-30 (transitional replays 1, 2, 3, 10 16), as shown in the corresponding remarks item, when the middle reel 111 is stopped by the first stop operation (during the first stop), the player is awarded the replaying role 1 (normal replay), When the right reel 112 is stopped by the first stop operation (first stop right), the re-playing combination 5, 6, 20-30 (transition replay 1, 2, 16-26 (BAR replay or spill replay) ) And the left reel 110 is stopped by the first stop operation (first stop left), the re-playing combination 5, 6, 14-19 (transition replay 1, 2, 10-15 (red 7 series) Replay or spill replay)) It is configured to award. The 7Rep red L black R can be won internally only when the gaming state is RT2.

  NO15 “7Rep black L red R (also referred to as mode effect transition replay 4)” is replaying role 1 (normal replay), replaying roles 5, 6, 7, 14-30 (transition replays 1, 2, 3, 10 to 26), and as shown in the corresponding remarks item, when the middle reel 111 is stopped by the first stop operation (during the first stop), the player is awarded the replaying role 1 (normal replay) However, when the left reel 110 is stopped by the first stop operation (first stop left), the re-playing combination 5, 6, 20-30 (transition replay 1, 2, 16-26 (for BAR replay or spilling) Replay)), and when the right reel 112 is stopped by the first stop operation (first stop right), the re-playing players 5, 6, 14-19 (transitional replays 1, 2, 10-15 (red) 7 series replay or spill replay) It is configured so as to win in. The 7Rep black L red R can be won internally only when the gaming state is RT2.

  No. 16 “7Rep Blue LR (also referred to as mode effect replay 1)” is a combination of re-playing player 1 (normal replay) and 5-13 (transition replays 1-9), as shown in the corresponding remarks item. When the middle reel 111 is stopped by the first stop operation (during the first stop), the replay player 1 (normal replay) is won and the left reel 110 is stopped by the first stop operation, or When the right reel 112 is stopped by the first stop operation (the first stop right), the re-playing combination 5-13 (transition replay 1-9 (blue 7 series replay or spill replay)) is won. It is configured. The 7Rep Blue LR can be won internally only when the gaming state is RT3.

  No. 17 “7Rep Red LR” (also referred to as “mode effect transition replay 2”) is a combination of replay combination 1 (normal replay), replay combination 5, 6, 14-19 (transition replay 1, 2, 10-15) As shown in the corresponding remarks item, when the middle reel 111 is stopped by the first stop operation (during the first stop), the player is awarded the replaying game 1 (normal replay) and the first stop operation When the right reel 112 is stopped by the first stop right (first stop right), or when the left reel 110 is stopped by the first stop operation (first stop left), the replaying combination 5, 6, 14-19 ( It is configured to win a transition replay 1, 2, 10-15 (red 7 series replay or spill replay). The 7Rep red LR can be won internally only when the gaming state is RT3.

  “Cherry” in NO18 is a combination of small roles 3, 4 (cherries 1, 2), and “Fr1” in NO19 is synonymous with small role 2 (watermelon). Further, these cherries and Fr1 can be internally won only when the gaming state is RT0 to RT5.

  “Fr2” of NO20 is synonymous with small role 1 (bell), but as shown in the corresponding remarks item, when the left reel 110 is stopped by the first stop operation (first stop left) When the bell symbol of the middle reel 110 stops in the middle stage (symbol display area 5) and the middle reel 111 or the right reel 112 other than the left reel 110 is stopped by the first stop operation (other than the first stop left) The bell symbol of the reel 110 is configured to stop at the upper stage (symbol display area 4), and is also referred to as “push order 3 selection small role 1” or “left correct bell”. Also, this Fr2 can be won internally only when the gaming state is RT0 to RT5.

  “Fr3” of NO21 is a combination of the small part 1 (bell) and the small part 3 (cherry 1), and when the middle reel 111 is stopped by the first stop operation as shown in the corresponding remarks item. (During the first stop) When the bell symbol of the middle reel 110 stops in the middle stage (symbol display area 5) and the left reel 110 or the right reel 112 other than the middle reel 111 is stopped by the first stop operation (the first stop) In other than 1 stop), the bell symbol of the middle reel 110 is configured to stop at the upper stage (symbol display area 4), and is also referred to as “push order 3 selection small role 2” or “medium correct bell”. Further, this Fr3 can be won internally only when the gaming state is RT0 to RT5.

  “Fr4” of NO22 is a combination of the small part 1 (bell) and the small part 4 (cherry 2), and when the right reel 112 is stopped by the first stop operation as shown in the corresponding remarks item. (First stop right) is when the bell symbol of the middle reel 110 stops at the middle stage (symbol display area 5), and the left reel 110 or the middle reel 111 other than the right reel 112 is stopped by the first stop operation (the first reel right). 1 except for the right stop) is configured such that the bell symbol of the middle reel 110 stops in the upper stage (symbol display area 4), and is also referred to as “push order 3 selection small role 3” or “right correct bell”. Further, this Fr4 can be won internally only when the gaming state is RT0 to RT5.

  “Fr in BB” of NO23 is a combination of small roles 1 to 4 (bell, watermelon, cherry 1, cherry 2), and is an internal winning combination only in the BB gaming state (RT6). As shown in the corresponding remarks item, the bell symbol of the middle reel 110 is stopped in the middle stage (symbol display area 5) when any of the reels 110 to 112 is stopped by the first stop operation. . In addition, this Fr in BB can be won internally only when the gaming state is RT6.

  When the bell symbol of the middle reel 110 is stopped in the upper stage (symbol display area 4), the symbol combination “ANY-bell symbol-ANY” corresponding to the small role 1 is arranged in the upper horizontal winning line L2. Three medals (= 3 × 1 winning line) are paid out. Further, when the bell symbol of the middle reel 110 stops in the middle stage (symbol display area 5), the middle horizontal winning line L1, the lower right winning line L3, and the upper right winning line L4 correspond to the “ANY” corresponding to the small part 1. Since the symbol combination of “-bell symbol-ANY” is aligned, nine medals (= 3 × 3 winning lines) are paid out.

<RT transition of main controller>
Next, the game state transition (RT transition) of the main control unit 300 will be described with reference to FIG. The figure shows an example of RT transition of the main control unit.

  As described above, the gaming state of the slot machine 100 includes the replay low probability state (RT0 to RT1), the replay high probability state (RT2 to RT4), the special role internal winning state (RT5), and the BB game state (RT6). There are seven types.

<Replay low probability state (RT0, RT1)>
The re-gaming low probability state (RT0) is an initial gaming state that first shifts after the slot machine 100 is powered on or reset, and is also referred to as a normal gaming state. The content of the replay low probability state (RT0) is not particularly limited, but in this embodiment, the internal lottery result of the winning combination is almost lost or the stop display result does not correspond to any combination of symbols. It is set that the result of the stop display of the losing is generally derived, and the internal winning probability of the re-playing player 1 is set to 1 / 7.3, and the total number of medals that can be acquired in the gaming state is the inserted medal The gaming state is less than the total number of games. Therefore, it is a gaming state that is disadvantageous for the player as compared to a re-playing high probability state and a BB gaming state, which will be described later. In the replay low probability state (RT0), when the above-mentioned specific combination of symbols is stopped and displayed on the winning line L3, the replay low probability state (RT1) is entered.

  The replay low probability state (RT1) is substantially the same game state as the above-mentioned replay low probability state (RT0). However, the replay low probability state (RT1) is reactivated when the symbol combination corresponding to the above-mentioned preparation replay is stopped and displayed on the active line. The difference is that the gaming state is transitionable to the gaming high probability state (RT2).

<Replay high probability state (RT2 to RT4)>
The replay high probability state (RT2 to RT4) is set to 1 / 1.3, which is a probability that the internal winning probability of the replaying role is higher than 1 / 7.3 of the replay low probability state (RT0, RT1). The consumption of medals used in the game is suppressed, and a predetermined number of medals are paid out by winning the small roles 1 to 4, so that the total number of medals to be acquired exceeds the total number of medals inserted. Therefore, it is a gaming state that is advantageous for the player as compared with the above-mentioned low replay probability state.

  In the replay high probability state (RT2), when the symbol combination corresponding to the above-described transition replay is stopped and displayed on the active line, the replay high probability state (RT3) is transferred to. ), When the symbol combination corresponding to the above-mentioned promotion replay is stopped and displayed on the active line, the game shifts to the replay high probability state (RT4).

  On the other hand, in the replay high probability state (RT3) and the replay high probability state (RT4), when the symbol combination corresponding to the above-mentioned fall replay or the above-mentioned specific combination of symbols is stopped and displayed on the active line In the re-gaming high probability state (RT1), the re-gaming high probability state (RT2) is displayed when the symbol combination corresponding to the above-mentioned preparation replay is stopped and displayed on the active line. ).

<Special role internal winning state (RT5)>
The special role internal winning state (RT5) is a game that shifts when the special role 1 (BB) is internally won in the replay low probability state (RT0 to RT1) or the replay high probability state (RT2 to RT4). This is a gaming state in which the symbol combination corresponding to BB can be stopped and displayed on the active line. The internal winning probability of the re-gamer is set to 1 / 7.3. In the special combination internal winning state (RT5), when the symbol combination corresponding to BB is stopped and displayed on the active line, the state shifts to the BB gaming state (RT6).

<BB gaming state (RT6)>
The BB gaming state (RT6) is a gaming state in which the total number of medals to be acquired exceeds the total number of medals inserted, which is advantageous to the player as compared to the above-mentioned low replay probability state and high replay probability state. Is a gaming state. The content of the BB gaming state (RT6) is not particularly limited, but in the present embodiment, medals corresponding to the small roles 1 to 4 can be obtained by internally winning the above-mentioned Fr in BB with a high probability (100% in the present embodiment). If a medal that exceeds a predetermined number (408 in the present embodiment) is paid out, the game shifts to a re-gaming low probability state (RT0).

<Mode transition of first sub-control unit>
Next, mode transition of the first sub-control unit 400 will be described with reference to FIG. The figure shows an example of mode transition of the first sub-control unit 400.

<Normal mode>
The normal mode is an initial gaming state that first shifts after powering on or resetting the slot machine 100. In the normal mode, when the specific condition A is satisfied, the normal mode shifts to the first AT mode (AR bonus). Here, the “specific condition A” refers to the main control unit after winning one of the first AT modes 1 to 3 during the normal mode and acquiring the right of the first AT mode as a result of the AR bonus right lottery described later. 300 is to move to RT3.

<First AT mode (AR bonus)>
The first AT mode is an AT mode in which the number of continuing games is determined in advance. In this embodiment, the number of continuing games in the first AT mode 1 (black AB) is 40 games (G), and the first AT mode 2 (red AB) ) Is set to 80 games (G), and the first AT mode 3 (blue AB) is set to 80 games (G). The number of rights in the first AT mode is set to 1 at the maximum, and the rights cannot be stocked.

  In the first AT mode (AR bonus), when the prescribed number of games is exhausted in any one of the first AT modes 1 to 3, the mode is shifted to the normal mode, while when the specific condition B is satisfied, the mode is shifted to the second AT mode. Here, “specific condition B” means that, as a result of the AR right lottery described later, the main control unit 300 shifts to RT4 after winning the second AT mode during the first AT mode and acquiring the right in the second AT mode. That is.

<Second AT mode>
The second AT mode is an AT mode in which the number of continuous games is determined to be 50 at the minimum, and the number of games can be added (added) during the continuous game. In addition, the right in the second AT mode can be stocked. If there is a right that has been stocked when the number of games in the second AT mode being executed is consumed, the second AT mode is newly added based on the right. To start.

  In the second AT mode, when the specific condition C is satisfied, the mode shifts to the first AT mode (AR bonus). Here, “specific condition C” means that the main control unit 300 moves to RT3 after winning the first AT mode during the second AT mode and acquiring the right in the first AT mode as a result of the AR bonus right lottery described later. It is to be.

  In the second AT mode, when the specific condition D is satisfied, the mode is changed to the normal mode. Here, the “specific condition D” means that the number of games in the second AT mode being executed is exhausted in a state where there is no stocked right in the second AT mode. In addition, although the example in which the game state of the main control unit 300 shifts to RT3 or RT4 is shown as the specific condition, the present invention is not limited to this example. For example, the game state of the main control unit 300 is RT3 or It may be a condition that the game can be shifted to RT4 (for example, a game in which navigation capable of aligning symbols corresponding to the internal winning transition replay is performed). If such a condition is set as a specific condition, there is a case where it is possible to prevent an act of trying to capture a ball by delaying the transition of RT by not intentionally performing an operation according to navigation.

<Main control unit main processing>
Next, main control unit main processing executed by the CPU 304 of the main control unit 300 will be described with reference to FIG. This figure is a flowchart showing the flow of main processing of the main control unit.

  As described above, the main control unit 300 is provided with the start signal output circuit (reset signal output circuit) 338 that outputs the start signal (reset signal) when the power is turned on. The CPU 304 of the basic circuit 302 to which this activation signal is input executes a main control unit main process according to a control program stored in advance in the ROM 306 after resetting by a reset interrupt.

  When the power is turned on, first, various initial settings are made in step S101. In this initial setting, setting of a stack initial value to the stack pointer (SP) of the CPU 304, setting of interrupt prohibition, initial setting of the I / O 310, initial setting of various variables stored in the RAM 308, operation permission to the WDT 314, and initial setting Set the value. In step S103, medal insertion / start operation acceptance processing is executed. Here, it is checked whether or not a medal has been inserted, and the winning line display lamp 120 is turned on in response to the insertion of the medal. Note that when a re-win is won in the previous game, a process of inserting the same number of medals as the number of medals inserted in the previous game is performed, so that it is not necessary for the player to insert medals. Further, it is checked whether or not the start lever 135 has been operated. If there is an operation of the start lever 135, the process proceeds to step S105.

  In step S105, the number of inserted medals is determined and an effective winning line is determined. In step S107, the random number generated by the random number generation circuit 316 is acquired. In step S109, the winning combination lottery table stored in the ROM 306 is read according to the current gaming state, and an internal lottery is performed using this and the random value acquired in step S107. As a result of the internal lottery, when any winning combination (including an operating combination) is won internally, the flag of the winning combination is turned ON. Further, in step S109, a setting for transmitting an internal lottery command including information on the updated gaming state (RT0 to RT6) and internal lottery result information to the first sub-control unit 400 is performed.

  In step S111, reel stop control data is selected based on the internal lottery result. In step S113, rotation of all reels 110 to 112 is started. In step S115, the stop buttons 137 to 139 can be received. When any one of the stop buttons is pressed, the reel stop control in which one of the reels 110 to 112 corresponding to the pressed stop button is selected in step S111. Stop based on data. When all the reels 110 to 112 are stopped, the process proceeds to step S117.

  In step S117, display determination processing is performed. Here, when a symbol combination corresponding to some winning combination is displayed on the active line 114, it is determined that the winning combination is won. In step S117, a display determination command including information on the updated gaming state (RT0 to RT6) and display determination processing result (a winning combination displayed on the active line) is sent to the first sub-control unit 400. Configure settings for sending.

  In step S119, if any winning combination with payout is won, the number of medals corresponding to the winning combination is paid out according to the number of winning lines. In step S121, game state control processing is performed. In the gaming state control process, processing relating to the transition of each gaming state of RT0 to RT6 described above is performed, and the gaming state is shifted when the start condition and end condition are satisfied. In step S121, a setting for transmitting a game state command including information on the updated game state (RT0 to RT6) to the first sub-control unit 400 is performed. Thus, one game is completed. Thereafter, returning to step S103 and repeating the above-described processing, the game proceeds.

<Main control unit timer interrupt processing>
Next, a main control unit timer interrupt process executed by the CPU 304 of the main control unit 300 will be described with reference to FIG. This figure is a flowchart showing the flow of the main control unit timer interrupt process.

  The main control unit 300 includes a counter timer 312 that generates a timer interrupt signal at a predetermined cycle (in this embodiment, about once every 2 ms), and the main control unit timer interrupt is triggered by this timer interrupt signal. The process is started at a predetermined cycle.

  In step S201, a timer interrupt start process is performed. In this timer interrupt start process, a process of temporarily saving each register value of the CPU 304 to the stack area is performed. In step S203, the WDT 314 is periodically changed to the initial value (32.8 ms in this embodiment) so that no WDT interruption occurs (so as not to detect a processing abnormality). In the embodiment, the restart is performed once every about 2 ms, which is the period of the main control unit timer interrupt.

  In step S205, input port state update processing is performed. In this input port status update process, the detection signals of the sensor circuits 320 of the various sensors 318 are input via the input ports of the I / O 310 to monitor the presence or absence of the detection signals, and each of the various sensors 318 is partitioned in the RAM 308. Store in the provided signal state storage area.

  In step S207, various game processes are performed. Specifically, an interrupt status is acquired (various interrupt statuses are acquired based on signals from various sensors 318), and processing according to this status is performed (for example, the interrupt status of each acquired stop button 137 to 139). Based on the stop button reception process). In step S209, timer update processing is performed. Various timers are updated for each time unit.

  In step S210, device monitoring processing is performed. In this device monitoring process, first, the signal states of the various sensors 318 stored in the signal state storage area in step S205 are read, and the presence / absence of errors relating to medal insertion abnormality and medal payout abnormality is monitored. (Not shown) Error processing is executed. Further, according to the current gaming state, the medal selector 170 (medal blocker in which the solenoid provided in the medal selector 170 operates), various lamps 338, and various 7-segment (SEG) indicators are set. In step S213, reel control processing is performed. In this reel control process, control such as rotation and stop of the reels 110 to 112 is performed.

  In step S215, command setting transmission processing is performed, and various commands are transmitted to the first sub-control unit 400. Note that the output schedule information transmitted to the first sub-control unit 400 is composed of 16 bits in the present embodiment, bit 15 is strobe information (indicating that data is set when ON), bit 11 -14 are command types (in this embodiment, basic command, start lever reception command, production command accompanying production lottery processing, rotation start command accompanying the start of rotation of reels 110 to 112, and operation of stop buttons 137 to 139. Bits 0 to 10 are command data (a stop button reception command accompanying the stop processing of the reels 110 to 112, a payout number command accompanying the medal payout processing, a payout end command, a command indicating a gaming state, etc.). Predetermined information corresponding to the command type). In the first sub-control unit 400, it is possible to determine the production control according to the change of the game control in the main control unit 300 by the command type included in the received output schedule information, and it is included in the output schedule information. Based on the information of the command data, the contents of effect control can be determined.

  In step S216, an external output signal setting process is performed. In this external output signal setting process, game information stored in the RAM 308 is output to an information input circuit 652 separate from the slot machine 100 via the information output circuit 334. In step S217, it is monitored whether the low voltage signal is on. Then, when the low voltage signal is on (when power supply shutoff is detected), the process proceeds to step S221. When the low voltage signal is off (power supply shutoff is not detected), the process proceeds to step S219.

  In step S219, 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 S201 is set in each original register. Then, the process returns to the main control unit main process. On the other hand, in step S221, 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. After that, the process returns to the main process of the main control unit.

<Data table of first sub-control unit 400>
Next, various data tables stored in advance in the ROM 406 of the first sub-control unit 400 will be described with reference to FIG.

<AR bonus rights lottery data table>
FIG. 6A shows an example of an AR bonus right lottery data table. The AR bonus right lottery data table is a table in which the above-described condition device is associated with lottery values defined for each type of the first AT mode. The first sub-control unit 400 switches to the first AT modes 1 to 3 based on the AR bonus right lottery data table, the internal lottery result (condition device) received from the main control unit 300, and the random number value acquired at the time of the lottery. An AR bonus right lottery is performed to determine whether or not to shift.

  For example, when the internal lottery result received from the main control unit 300 is a small role 2 (watermelon), the first sub-control unit 400 performs the first AT mode 1 (black) with a probability of 2000/32768 by the AR bonus right lottery. AB), decided to move to 1st AT mode 2 (red AB) with a probability of 1000/32768, and moved to 1st AT mode 3 (blue AB) with a probability of 1000/32768 To decide.

<AR rights lottery data table>
FIG. 5B shows an example of the AR right lottery data table. The AR right lottery data table is a table in which the current type of the first AT mode, the above-described condition device, and the lottery value defined for each type of the second AT mode are associated with each other. The first sub-control unit 400 is based on the AR right lottery data table, the current first AT mode type, the internal lottery result (condition device) received from the main control unit 300, and the random value acquired at the time of the lottery. Then, an AR right lottery is performed to determine whether or not to shift to blue 7 (2 sets) or red 7 (1 set).

  For example, the first sub-control unit 400, when the current first AT mode type is the first AT mode 2 (red AB) and the internal lottery result received from the main control unit 300 is the small role 2 (watermelon), By the AR right lottery, it is determined to shift to red 7 uniform (1 set) with a probability of 1000/32768, and to shift to blue 7 uniform (2 sets) with a probability of 500/32768. In the present embodiment, when the first sub-control unit 400 is in the normal mode and the stop button 137 to 139 is stopped other than forward pressing, a predetermined number of games (for example, 10 games) ), A penalty for not performing the AR right lottery is provided.

<AT game number distribution data table>
FIG. 3C shows an example of an AT game number distribution data table. The AT game number distribution data table is a table in which the above-described condition device is associated with lottery values defined for each additional game number. The first sub-control unit 400 adds the number of additional games in the second AT mode based on the AT game number distribution data table, the internal lottery result (condition device) received from the main control unit 300, and the random number value acquired at the time of the lottery. A second AT mode game number lottery for determining (the number of games to be added to the minimum game number of 50 games) is performed.

  For example, when the internal lottery result received from the main control unit 300 is the small role 3 & 4 (cherry 1 & 2), the first sub-control unit 400 determines the 10G (game) by the second AT mode game number lottery. ), 30G (game) is selected with a probability of 1500/32768, and 50G (game) is selected with a probability of 250/32768.

<Processing of First Sub-Control Unit 400>
Next, processing of the first sub-control unit 400 will be described using FIG. 2A is a flowchart of the main process executed by the CPU 404 of the first sub control unit 400, and FIG. 3B is a flowchart of the command input process of the first sub control unit 400. FIG. 6C is a flowchart of the command reception interrupt process of the first sub-control unit 400, and is a flowchart of the timer interrupt process of the first sub-control unit 400.

  First, in step S301 in FIG. 9A, various initial settings are performed. 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 S303, 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 S305. In step S305, 0 is substituted into the timer variable.

  In step S307, the first sub-control unit command input process shown in FIG. In the first sub control unit command input process, in step S401, it is determined whether or not there is an unprocessed command in the commands received from the main control unit 300. If applicable, the process proceeds to step S403, where the command The process jumps to the process according to the above (details will be described later).

  In step S309, effect control processing is performed. For example, if there is a new command in step S307, processing corresponding to this command is performed. This process includes, for example, performing a process such as reading effect data from the ROM 406 and performing an effect data update process when the effect data needs to be updated. Further, in step S309, processing relating to transition of each of the above-described normal mode, first AT mode, and second AT mode is performed, and the mode is shifted when the start condition and the end condition are satisfied.

  In step S311, sound control processing is performed based on the processing result of step 309. For example, if there is a command to the sound source IC 418 in the effect data read in step S309, this command is output to the sound source IC 418. In step S313, lamp control processing is performed based on the processing result of step S309. For example, if there is a command to the various lamps 420 in the effect data read out in step S309, this command is output to the drive circuit 422. In step S315, an information output process is performed for setting to transmit a control command to the second sub-control unit 500 based on the processing result of step S309. For example, if there is a control command to be transmitted to the second sub-control unit 500 in the effect data read out in step S309, the control command is set to be output, and the process returns to step S303.

  Next, the command reception interrupt process of the first sub-control unit 400 will be described with reference to 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 S501 of the command reception interrupt process, the command output from the main control unit 300 is stored as an unprocessed command in a command storage area provided in the RAM 408.

  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 S601, 1 is added to the value of the timer variable storage area of the RAM 408 described in step S303 in the first sub-control unit main process, and the result is stored in the original timer variable storage area. Therefore, in step S303, the value of the timer variable is determined to be 10 or more every 20 ms (2 ms × 10). In step S603, transmission of a control command to the second sub-control unit 500 set in step S315, update processing of the effect random number value, and the like are performed.

<Internal lottery processing>
Next, the internal lottery process will be described with reference to FIG. This figure is a flowchart showing the flow of the internal lottery process.

  This internal lottery process is a process performed when an internal lottery command is received from the main control unit 300 in step S403 of the first sub-control unit command input process described above. Specifically, in step S701, the internal lottery result included in the internal lottery command is stored in the internal lottery information storage area provided in the RAM 408.

  In step S702, an AR bonus right lottery process is performed. In this AR bonus right lottery process, an AR bonus right lottery using the above-described AR bonus right lottery data table is performed to determine whether or not to shift to the first AT modes 1 to 3. As a result of the AR bonus right lottery, if it is decided to shift to the first AT mode 1 to 3 (when the AR bonus right lottery is won), the AR bonus right storage area provided in the RAM 408 indicates that there is an AR bonus right. When the information shown and the type of AR bonus (mode 1 (black AB), mode 2 (red AB), or mode 3 (blue AB)) are set and it is decided not to shift to the first AT modes 1 to 3 ( When the AR bonus right lottery is excluded), information indicating no AR bonus right is set in the AR bonus right storage area.

  In step S703, an AR right lottery process is performed. In this AR right lottery process, an AR right lottery using the above-described AR right lottery data table is performed, and it is determined whether or not to shift to blue 7 uniform (2 sets) or red 7 uniform (1 set). As a result of the AR right lottery, if it is decided to shift to the blue 7 set (2 sets) or the red 7 set (1 set) (when the AR right lottery is won), the AR right storage area provided in the RAM 408 is stored. Set AR information and AR type (blue 7 aligned (2 sets) or red 7 aligned (1 set)) and do not move to blue 7 aligned (2 sets) or red 7 aligned (1 set) If it is determined (when the AR right lottery is excluded), information indicating no AR right is set in the AR right storage area.

  In step S704, an effect setting process (details will be described later) is performed. In the next step S705, the other game state process is executed based on the internal lottery command, and the process ends. In other processing of step S705, for example, when a gaming state command is received from the main control unit 300, information on the gaming state (RT0 to RT6) included in the gaming state command is stored in the gaming state memory provided in the RAM 408. Store in the area.

<Production setting process>
Next, the effect setting process (step S704) in the above-described internal lottery process will be described with reference to FIG. In addition, the figure (a) is a flowchart which shows the flow of an effect setting process, and the figure (b) is a flowchart which shows the flow of an operation procedure effect setting process.

  In step S801, an operation procedure effect setting process shown in FIG. In this operation procedure effect setting process, in step S901, any push order (push order replays 1 to 15 in which the push order is defined in the remarks item of FIG. ) Is determined, and if applicable, the process proceeds to step S902, and the game state (RT0 to RT6) stored in the above-described game state storage area is referenced to jump to the operation procedure effect corresponding to the RT. (Details will be described later). Although illustration is omitted, when the gaming state is RT0, the navigation described later is performed even when one of the pushing orders is won and either the AR bonus right lottery or the AR right lottery is won. It is configured so that there is no.

  In step S802, other effect setting processing is performed. In this step S802, for example, when BB is won internally, an effect setting for performing notification (for example, character display such as “BONUS confirmation”) indicating that BB is internally won is performed.

<RT1 operation procedure effect setting process>
Next, RT1 operation procedure effect setting processing will be described with reference to FIG. This figure is a flowchart showing the flow of RT1 operation procedure effect setting processing.

  This RT1 operation procedure effect setting process is a process performed when the gaming state is RT1 in step S902 of the operation procedure effect setting process described above. Specifically, in step S1001, it is determined whether or not there is an AR bonus right by referring to the above AR bonus right storage area, and if there is a right, the process proceeds to step S1002, and if there is no right, End the process.

  In step S1002, it is determined whether or not preparation Rep (normal & preparation replay) has been won. If yes, the process proceeds to step S1003, and if not, the process proceeds to step S1004.

<RT1 operation procedure effect setting process / preparation Rep win>
In step S1003, the process ends after setting the right first stop navigation. Here, the “right first stop navigation” refers to a notification that suggests (navigates) the right reel 112 of the reels 110 to 112 to be stopped first by the first stop operation. For example, the right reel For example, a notification indicating that the reels are stopped in the order of 112 → left reel 110 → middle reel 111, a notification indicating that the reels are stopped in the order of right reel 112 → middle reel 111 → left reel 110, and the like. . In the first right stop navigation in the present embodiment, a notification indicating that the reels are stopped in the order of the right reel 112 → the left reel 110 → the middle reel 111 with a probability of 1/2 by lottery is performed, and the remaining 1/2 The notification is made to suggest that the reels are stopped in the order of the right reel 112 → the middle reel 111 → the left reel 110 with the probability of As described above, if the player wins the preparation Rep (normal & preparation replay) and is in the first stop right, the game state can be shifted from RT1 to RT2 by winning the preparation replay. The game state can be shifted from RT1 to RT2 by performing a reel stop operation according to the right first stop navigation.

  In step S1004, it is determined whether or not the push order bell (Fr2 (left correct answer bell), Fr3 (middle correct answer bell), or Fr4 (right correct answer bell)) is won, and if applicable, the process proceeds to step S1005. If not applicable, the process is terminated. In step S1005, it is determined whether or not Fr2 (left correct bell) has been won. If yes, the process proceeds to step S1006, and if not, the process ends.

<RT1 operation procedure effect setting process / Fr2 (left correct bell) winning>
In step S1006, after setting the first left stop navigation, the process ends. Here, the “first left stop navigation” refers to a notification that suggests (navigates) the left reel 110 of the reels 110 to 112 to be stopped first by the first stop operation. For example, the left reel For example, a notification indicating that the reels are stopped in the order of 110 → right reel 112 → middle reel 111, a notification indicating that the reels are stopped in the order of left reel 110 → middle reel 111 → right reel 112, and the like. . In the first left stop navigation in the present embodiment, a notification indicating that the reels are stopped in the order of the left reel 110 → the right reel 112 → the middle reel 111 with a probability of 1/2 by lottery is performed, and the remaining 1/2 The notification is made to suggest that the reels are stopped in the order of the left reel 110 → the middle reel 111 → the right reel 112 with the probability of

  As described above, when Fr2 (left correct answer bell) is won and the first stop is left, the bell symbol of the middle reel 110 stops at the middle stage (symbol display area 5) and falls to the right with the middle horizontal winning line L1. Since the symbol combination “ANY-bell symbol-ANY” corresponding to the small role 1 is arranged in the winning line L3 and the upper right winning line L4, nine medals (= 3 cards × 3 winning lines) are paid out. In other words, the player can receive a payout of nine medals by performing a reel stop operation according to the left first stop navigation.

  In step S1007, it is determined whether or not Fr3 (medium correct answer bell) is won. If yes, the process proceeds to step S1008. If not true (if Fr4 (right correct bell) is won), the process goes to step S1009. move on.

<RT1 operation procedure effect setting process / Fr3 (medium correct bell) winning>
In step S1008, the process ends after setting the middle first stop navigation. Here, the “middle first stop navigation” refers to a notification that suggests (navigates) the middle reel 111 of the reels 110 to 112 to be stopped first by the first stop operation. For example, a notification indicating that the reels are stopped in the order of 111 → right reel 112 → left reel 110, a notification indicating that the reels are stopped in the order of middle reel 111 → left reel 110 → right reel 112, and the like. . In the middle first stop navigation in the present embodiment, a notification that suggests that the reels are stopped in the order of the middle reel 111 → the right reel 112 → the left reel 110 with a probability of ½ by lottery is performed, and the remaining ½ It is configured to notify that the reels are stopped in the order of the middle reel 111 → the left reel 110 → the right reel 112 with the probability of

  As described above, when Fr3 (medium correct answer bell) is won and the first stop is performed, the bell symbol of the middle reel 110 stops in the middle stage, and the middle horizontal winning line L1 and the lower right winning line L3 and the upper right corner. Since the symbol combination “ANY-bell symbol-ANY” corresponding to the small role 1 is arranged in the winning line L4, nine medals (= 3 × 3 winning lines) will be paid out. If the reel is stopped according to the middle first stop navigation, nine medals can be paid out.

<RT1 operation procedure effect setting process / Fr4 (right correct bell) winning>
In step S1009, after setting the first right stop navigation described above, the process ends. As described above, when Fr4 (right answer bell) is won and the first stop is right, the bell symbol of the middle reel 110 stops at the middle stage, and the middle horizontal winning line L1 and the lower right winning line L3 rise to the upper right. Since the symbol combination “ANY-bell symbol-ANY” corresponding to the small role 1 is arranged in the winning line L4, nine medals (= 3 × 3 winning lines) will be paid out. If a reel stop operation is performed according to the right first stop navigation, nine medals can be paid out.

<RT2 operation procedure effect setting process>
Next, RT2 operation procedure effect setting processing will be described with reference to FIG. This figure is a flowchart showing the flow of RT2 operation procedure effect setting processing.

  This RT2 operation procedure effect setting process is a process performed when the gaming state is RT2 in step S902 of the operation procedure effect setting process described above. Specifically, in step S1101, it is determined whether or not there is an AR bonus right by referring to the above-mentioned AR bonus right storage area. If there is a right, the process proceeds to step S1102, and if there is no right, End the process.

  In step S1102, it is determined whether or not the type of the AR bonus is the first AT mode 3 (blue AB) with reference to the above AR bonus right storage area, and if applicable, the RT2 blue AB operation procedure in step S1103. Proceed to effect setting processing (details will be described later), and if not applicable, proceed to step S1104.

  In step S1104, it is determined whether or not the type of AR bonus is the second AT mode 2 (red AB) by referring to the above AR bonus right storage area, and if applicable, the RT2 red AB operation procedure in step S1105. Proceed to the effect setting process (details will be described later). If not applicable (when the AR bonus type is the first AT mode 1 (black AB)), the RT2 black AB operation procedure effect setting process (details will be described later) in step S1106. Proceed to

<RT2 blue AB operation procedure effect setting process>
Next, the RT2 blue AB operation procedure effect setting process (step S1103) in the RT2 operation procedure effect setting process described above will be described with reference to FIGS. This figure is a flowchart showing the flow of RT2 blue AB operation procedure effect setting processing.

<RT2 blue AB operation procedure effect setting process / transfer promotion Rep1-3 winning>
In step S1201, it is determined whether or not the transfer promotion Rep1 has been won. If applicable, the process proceeds to step S1202, the right first stop navigation is set, and if not, the process proceeds to step S1203. As described above, when winning the transfer promotion Rep1 and in the case of the first stop right, it is possible to win the normal replay, so the player performs the reel stop operation according to the right first stop navigation. For example, in the next game, it is possible to play a game without inserting medals.

  In step S1203, it is determined whether or not the transfer promotion Rep2 has been won. If applicable, the process proceeds to step S1204 to set the middle first stop navigation, and if not, the process proceeds to step S1205. As described above, when the transfer promotion Rep2 is won and the player is in the first stop, it is possible to win the normal replay, so the player performs the reel stop operation according to the middle first stop navigation. For example, in the next game, it is possible to play a game without inserting medals.

  In step S1205, it is determined whether or not the transfer promotion Rep3 has been won. If applicable, the process proceeds to step S1206 to set the first left stop navigation, and if not, the process proceeds to step S1207. As described above, when winning the transfer promotion Rep3 and left at the first stop, it is possible to win a normal replay, so the player performs the reel stop operation according to the first left stop navigation. For example, in the next game, it is possible to play a game without inserting medals.

  In step S1207, it is determined whether or not the BAR broken Rep has been won. If yes, the process proceeds to step S1208. If not, the process proceeds to step S1209.

<RT2 blue AB operation procedure effect setting process / BAR fold Rep winning>
In step S1208, the forward-press BAR target navigation ((b) in FIG. 55) is set. Here, “forward push BAR aiming navigation” at the time of winning the BAR fold Rep means that the BAR symbol applied to the left reel 110 is stopped and displayed on the symbol display window 113 while aiming at the BAR symbol, and the left reel 110 → This is a notification indicating (navigating) that the reels should be stopped in the order of the middle reel 111 → the right reel 112 (forward push). As mentioned above, if you win the BAR Break Rep and you are left for the first stop, you can win the Re-Gamers 4, 31-34, but aim for the BAR symbol on the left reel 110 By this, it becomes possible to win the re-game players 31 to 34 (reach eye replays 1 to 4).

  As will be described later, in this embodiment, when the type of the AR bonus is the first AT mode 1 (black AB), even when the BAR fold Rep is won, the re-game players 31 to 34 (reach eye replays 1 to 4). In this case, the BAR symbol does not align with the winning line even if the BAR symbol is aimed (indicating that the type of the AR bonus is not the first AT mode 1 (black AB)). This suggests that the type of the AR bonus is the first AT mode 1 (red AB) or the first AT mode 1 (blue AB). For this reason, it is promised that the player will be given the privilege of AR bonus (red AB or blue AB), and the player's willingness to play can be enhanced. Thus, in the present embodiment, the symbol combinations (reach eyes) corresponding to the reach eye replays 1 to 4 are index symbols for indicating to the player that a specific privilege is given. It should be noted that there are special features common when a specific privilege is granted (for example, when an AR bonus is won) and when a specific privilege is not granted (for example, when an AR bonus is not won) ( If it is configured to have a certain chance), it can give the player a sense of expectation that a specific privilege may be granted, and enhance the player's interest even when a specific privilege is not granted May be possible.

  In step S1209, it is determined whether or not 7Rep blue L red R has been won. If applicable, the process proceeds to step S1210. If not, the process proceeds to step S1211.

<RT2 blue AB operation procedure effect setting process / 7Rep blue L red R winning>
In step S1210, the forward push 7 aiming navigation is set. Here, “forward push 7 aim navigator” at the time of winning 7Rep blue L red R is to aim at the blue 7 symbol so that the blue 7 symbol applied to the left reel 110 is stopped and displayed on the symbol display window 113, This is a notification indicating (navigating) that the reels are stopped in the order of the left reel 110 → the middle reel 111 → the right reel 112 (forward push). As described above, if 7Rep Blue L Red R is won and the first stop is left, it is possible to win re-game players 5 to 13 (transition replays 3 to 9). The game state can be shifted from RT2 to RT3 by performing a reel stop operation in accordance with the push 7 aiming navigation. In step S1211, it is determined whether or not 7Rep Red L Blue R has been won. If applicable, the process proceeds to step S1212. If not, the process proceeds to step S1213.

<RT2 blue AB operation procedure effect setting process / 7Rep red L blue R winning>
In step S1212, the reverse push 7 target navigation ((c) in FIG. 55) is set. Here, “Reverse Push 7 Aim Navi” when winning 7Rep Red L Blue R is aiming at the Blue 7 symbol so that the Blue 7 symbol applied to the right reel 112 is stopped and displayed on the symbol display window 113, This is a notification indicating (navigating) that the reels are stopped in the order of the right reel 112 → the middle reel 111 → the left reel 110 (reverse pressing). As described above, if 7Rep red L blue R is won and the first stop is right, it is possible to win the re-gamer 5-13 (transition replay 3-9), so the player is reversed The game state can be shifted from RT2 to RT3 by performing a reel stop operation in accordance with the push 7 aiming navigation. In step S1213, it is determined whether or not 7Rep red L black R has been won. If yes, the process proceeds to step S1214. If not, the process proceeds to step S1215.

<RT2 blue AB operation procedure effect setting process / 7Rep red L black R winning>
In step S1214, the middle first stop navigation is set. Here, 7Rep red L black R which does not include blue 7 series replay is won, so forward push 7 aim navigation and reverse push 7 aim navigation to align the symbol combinations corresponding to blue 7 series replay In addition, by performing the middle first stop navigation for aligning the symbol combinations corresponding to the normal replay, the player is made to win the normal replay so that the player does not know. In step S1215, it is determined whether or not 7Rep black L red R has been won. If applicable, the process proceeds to step S1216, and if not, the process proceeds to step S1217.

<RT2 blue AB operation procedure effect setting process / 7Rep black L red R winning>
In step S1216, the middle first stop navigation is set. Here, 7Rep black L red R which does not include blue 7 series replay is won, so forward push 7 aim navigation and reverse push 7 aim navigation to align the symbol combinations corresponding to blue 7 series replay In addition, by performing the middle first stop navigation for aligning the symbol combinations corresponding to the normal replay, the player is made to win the normal replay so that the player does not know.

<RT2 blue AB operation procedure effect setting process / push order bell win>
Since the process related to the push order bell winning in steps S1217 to S1222 is the same as the process related to the push order bell winning in steps S1004 to S1009 of the RT1 operation procedure effect setting process described above, the description thereof will be omitted.

<RT2 red AB operation procedure effect setting process>
Next, the RT2 red AB operation procedure effect setting process (step S1105) in the above-described RT2 operation procedure effect setting process will be described with reference to FIGS. In addition, the figure is a flowchart which shows the flow of RT2 red AB operation procedure effect setting processing.

<RT2 red AB operation procedure effect setting process / transfer promotion Rep1-3 winning>
Since the process related to the transfer promotion Rep1 to 3 winning in steps S1301 to S1316 is the same as the process related to the transfer promotion Rep1 to 3 winning in steps S1201 to S1206 of the RT2 blue AB operation procedure effect setting process described above, the description thereof will be given. Omitted.

<RT2 red AB operation procedure effect setting process / BAR fold Rep winning>
The processing related to the BAR fold Rep winning in steps S1307 to S1308 is the same as the processing related to the BAR fold Rep winning in steps S1207 to S1208 of the above-described RT2 blue AB operation procedure effect setting processing, and thus description thereof is omitted.

<RT2 red AB operation procedure effect setting process / 7Rep blue L red R winning>
In step S1210, reverse push 7 target navigation is set. Here, “Reverse Push 7 Aim Navi” at the time of winning 7Rep Blue L Red R is aiming at the red 7 symbol so that the red 7 symbol applied to the left reel 110 is stopped and displayed on the symbol display window 113, This is a notification indicating (navigating) that the reels are stopped in the order of the right reel 112 → the middle reel 111 → the left reel 110 (reverse pressing). As mentioned above, if you win 7Rep Blue L Red R and you are in the first stop right, you can win the Re-Gamers 5, 6, 14-19 (Transition Replay 1, 2, 10-15) Therefore, the player can shift the gaming state from RT2 to RT3 by performing a reel stop operation in accordance with the reverse push 7 aiming navigation. In step S1311, it is determined whether or not 7Rep red L blue R has been won. If yes, the process proceeds to step S1312, and if not, the process proceeds to step S1313.

<RT2 red AB operation procedure effect setting process / 7Rep red L blue R winning>
In step S1312, the forward-pressed 7 target navigation is set. Here, “forward push 7 aim navigator” at the time of winning 7Rep red L blue R is aiming at the red 7 symbol so that the red 7 symbol applied to the left reel 110 is stopped and displayed on the symbol display window 113, This is a notification indicating (navigating) that the reels are stopped in the order of the left reel 110 → the middle reel 111 → the right reel 112 (forward push). As mentioned above, if you win 7Rep Red L Blue R and you are on the left for the first stop, you can win Re-Gamers 5, 6, 14-19 (Transition Replay 1, 2, 10-15) Therefore, the player can shift the gaming state from RT2 to RT3 by performing a reel stop operation in accordance with the forward navigation 7 aiming navigation. In step S1313, it is determined whether or not 7Rep red L black R has been won. If yes, the process proceeds to step S1314. If not, the process proceeds to step S1315.

<RT2 red AB operation procedure effect setting process / 7Rep red L black R winning>
In step S1314, a forward-pressed 7 target navigation is set. Here, “forward push 7 aim navigator” at the time of winning 7Rep red L black R is aiming at the red 7 design so that the red 7 design applied to the left reel 110 is stopped and displayed on the design display window 113, This is a notification indicating (navigating) that the reels are stopped in the order of the left reel 110 → the middle reel 111 → the right reel 112 (forward push). As mentioned above, if 7Rep Red L Black R is won and the first stop is left, it is possible to win Re-Gamers 5, 6, 14-19 (Transition Replay 1, 2, 10-15) Therefore, the player can shift the gaming state from RT2 to RT3 by performing a reel stop operation in accordance with the forward navigation 7 aiming navigation. In step S1315, it is determined whether or not 7Rep black L red R has been won. If applicable, the process proceeds to step S1316, and if not, the process proceeds to step S1317.

<RT2 red AB operation procedure effect setting process / 7Rep black L red R winning>
In step S1316, the reverse push 7 target navigation is set. Here, “Reverse Push 7 Aim Navi” at the time of winning 7Rep Black L Red R is aiming at the red 7 symbol so that the red 7 symbol applied to the left reel 110 is stopped and displayed on the symbol display window 113, This is a notification indicating (navigating) that the reels are stopped in the order of the right reel 112 → the middle reel 111 → the left reel 110 (reverse pressing). As described above, if 7Rep Black L Red R is won and the first stop is on the right, it is possible to win Re-Gamers 5, 6, 14-19 (Transition Replay 1, 2, 10-15) Therefore, the player can shift the gaming state from RT2 to RT3 by performing a reel stop operation in accordance with the reverse push 7 aiming navigation.

<RT2 red AB operation procedure effect setting process / push order bell win>
Since the process related to the push order bell winning in steps S1317 to S1322 is the same as the process related to the push order bell winning in steps S1004 to S1009 of the RT1 operation procedure effect setting process described above, the description thereof will be omitted.

<RT2 black AB operation procedure effect setting process>
Next, the RT2 black AB operation procedure effect setting process (step S1106) in the RT2 operation procedure effect setting process described above will be described with reference to FIGS. This figure is a flowchart showing the flow of RT2 black AB operation procedure effect setting processing.

<RT2 black AB operation procedure effect setting process / transfer promotion Rep1-3 winning>
The processing related to the transfer promotion Rep1 to 3 wins in steps S1401 to S1406 is the same as the process related to the transfer promotion Rep1 to 3 wins in steps S1201 to S1206 of the RT2 blue AB operation procedure effect setting process described above. Omitted.

  In step S1407, it is determined whether or not the BAR broken Rep has been won. If yes, the process proceeds to step S1408, and if not, the process proceeds to step S1409.

<RT2 black AB operation procedure effect setting process / BAR fold Rep win>
In step S1408, the middle first stop navigation or the right first stop navigation is set. As described above, in this embodiment, the symbol combinations (reach eyes) corresponding to the reach eye replays 1 to 4 are used to indicate to the player that the AR bonus (red AB or blue AB) is given. Therefore, when the type of the AR bonus is the first AT mode 1 (black AB), the middle first stop navigation without winning the reach replays 1 to 4 even when winning the BAR break Rep. Alternatively, the normal first replay is won by performing the right first stop navigation. In step S1409, it is determined whether or not 7Rep blue L red R has been won. If applicable, the process proceeds to step S1410. If not, the process proceeds to step S1411.

<RT2 black AB operation procedure effect setting process / 7Rep blue L red R winning>
In step S1410, the middle first stop navigation is performed. Here, since 7Rep blue L red R which does not include BAR replay is won, without performing forward BAR aiming navigation or reverse pushing BAR aiming navigation to align the symbol combinations corresponding to BAR replay, By performing the middle first stop navigation to align the symbol combinations corresponding to the normal replay, the player is made to win the normal replay so that the player does not know. In step S1411, it is determined whether or not 7Rep Red L Blue R has been won. If yes, the process proceeds to step S1412. If not, the process proceeds to step S1413.

<RT2 black AB operation procedure effect setting process / 7Rep red L blue R winning>
In step S1412, the middle first stop navigation is performed. Here, since 7Rep Red L Blue R which does not include BAR replay is won, without performing forward BAR aiming navigation or reverse pushing BAR aiming navigation to align the symbol combinations corresponding to BAR replay, By performing the middle first stop navigation to align the symbol combinations corresponding to the normal replay, the player is made to win the normal replay so that the player does not know. In step S1413, it is determined whether or not 7Rep red L black R has been won. If yes, the process proceeds to step S1414. If not, the process proceeds to step S1415.

<RT2 black AB operation procedure effect setting process / 7Rep red L black R winning>
In step S1414, the reverse push BAR aiming navigation is set. Here, “Reverse Push BAR Aiming Navi” when winning 7Rep Red L Black R is the right reel while aiming at the BAR symbol so that the BAR symbol applied to the left reel 110 is stopped and displayed on the symbol display window 113. This is a notification indicating (navigating) that the reels are stopped in the order of 112 → middle reel 111 → left reel 110 (reverse pressing). As mentioned above, if 7Rep Red L Black R is won and the first stop is right, it is possible to win Re-Gamers 5, 6, 20-30 (Transition Replay 1, 2, 16-26) Therefore, the player can shift the gaming state from RT2 to RT3 by performing a reel stop operation in accordance with the reverse-pushing BAR aiming navigation. In step S1415, it is determined whether or not 7Rep black L red R has been won. If applicable, the process proceeds to step S1416, and if not, the process proceeds to step S1417.

<RT2 black AB operation procedure effect setting process / 7Rep black L red R winning>
In step S1416, the forward push BAR target navigation is set. Here, “Repeated BAR Aiming Navi” when 7Rep Black L Red R is won means that the BAR symbol applied to the left reel 110 is stopped and displayed on the symbol display window 113 while aiming at the BAR symbol. This is a notification indicating (navigating) to stop the reels in the order of 110 → middle reel 111 → right reel 112 (forward push). As mentioned above, if 7Rep Black L Red R is won and the first stop left, it is possible to win Re-Gamers 5, 6, 20-30 (Transition Replay 1, 2, 16-26) Therefore, the player can shift the gaming state from RT2 to RT3 by performing a reel stop operation in accordance with the reverse-pushing BAR aiming navigation.

<RT2 black AB operation procedure effect setting process / push order bell win>
Since the process related to the push order bell winning in steps S1417 to S1422 is the same as the process related to the push order bell winning in steps S1004 to S1009 of the RT1 operation procedure effect setting process described above, the description thereof will be omitted.

<RT3 operation procedure effect setting process>
Next, RT3 operation procedure effect setting processing will be described with reference to FIG. This figure is a flowchart showing the flow of RT3 operation procedure effect setting processing.

  This RT3 operation procedure effect setting process is a process performed when the gaming state is RT3 in step S902 of the operation procedure effect setting process described above. Specifically, in step S1501, it is determined whether or not the AR bonus is being performed. If applicable, the process proceeds to step S1506, and if not, the process proceeds to step S1502. In step S1502, it is determined whether or not the state is after the end of the AR bonus, and if applicable, the process proceeds to step S1503, and if not applicable (for example, if an action of shifting to RT3 without the AR bonus right is performed, In the case of including fraud), the process ends. In step S1503, it is determined whether or not the number of remaining AR rights stock is 1 or more. If applicable, the procedure proceeds to the operation procedure effect setting process (details will be described later) in step S1504 after the completion of the RT3AR bonus. If not, the procedure proceeds to the operation procedure effect setting processing (details will be described later) at the time of no AR right stock after the RT3AR bonus is ended in step S1505.

  In step S1506, it is determined whether or not the AR bonus is normal (whether or not the AR is won). If the AR bonus is normal, the RT3AR bonus normal operation procedure effect setting process in step S1507 (details will be described later). If the AR bonus is not normal, the process proceeds to step S1508. More specifically, in this step S1506, when there is an AR winning, among the selected AR rights, an effect that suggests winning of an AR bonus (blue 7 (2 sets)) using the mode effect replay 1 is performed. It is determined whether or not the performance has been performed or whether the performance suggesting the winning of the AR bonus (7 red matches (1 set)) has been performed using the mode performance replay 2, and the AR right not performing the performance remains. In the case, the process proceeds to step S1508.

  In step S1508, the type of AR stored in the AR right storage area described above is referred to, and it is determined whether or not an internal winning combination of two blue sets (two sets) is made. If applicable, RT3AR in step S1509 is determined. Proceed to the bonus blue 7 uniform hit operation procedure effect setting process (details will be described later). If not applicable (if red 7 uniform (1 set) is won internally), the RT3AR bonus red 7 uniform win in step S1510 Proceed to the operation procedure effect setting process (details will be described later).

<Operation procedure effect setting process when there is AR right stock after RT3AR bonus ends>
Next, with reference to FIG. 26, the operation procedure effect setting process (step S1504) when there is an AR right stock after completion of the RT3AR bonus in the RT3 operation procedure effect setting process described above will be described. This figure is a flowchart showing the flow of the operation procedure effect setting process when there is an AR right stock after the RT3AR bonus ends.

<Operation procedure effect setting process when there is AR rights stock after the RT3AR bonus is over / Conversion Rep 1-3 winning>
In step S1601, it is determined whether or not the transfer promotion Rep1 has been won. If applicable, the process proceeds to step S1602 to set the middle first stop navigation, and if not, the process proceeds to step S1603. As described above, when the transfer promotion Rep1 is won and the player is in the first stop, it is possible to win the promotion replay, so the player performs the reel stop operation according to the middle first stop navigation. For example, the gaming state can be shifted (promoted) from RT3 to RT4.

  In step S1603, it is determined whether or not the transfer promotion Rep2 has been won. If applicable, the process proceeds to step S1604 to set the first left stop navigation, and if not, the process proceeds to step S1605. As described above, if the player is elected to the transfer promotion Rep2 and the first stop is left, it is possible to win the promotion replay, so the player performs the reel stop operation according to the left first stop navigation. For example, the gaming state can be shifted (promoted) from RT3 to RT4.

  In step S1605, it is determined whether or not the transfer promotion Rep3 has been won. If yes, the process proceeds to step S1606 to set the first right stop navigation, and if not, the process proceeds to step S1607. As described above, when the player is elected to the transfer promotion Rep3 and is in the first stop right, it is possible to win the promotion replay, so the player performs the reel stop operation according to the right first stop navigation. For example, the gaming state can be shifted (promoted) from RT3 to RT4. In step S1607, it is determined whether or not a 7Rep blue LR is won. If yes, the process proceeds to step S1608, and if not, the process proceeds to step S1609.

<Operation procedure effect setting process when there is AR right stock after RT3AR bonus ends / 7 Rep Blue LR win>
In step S1608, the middle first stop navigation is set. As described above, when the player wins 7Rep Blue LR and is in the first stop, it is possible to win a normal replay, so the player can stop the reel according to the middle first stop navigation. Although it is possible to play a game without inserting medals in the next game, the gaming state cannot be changed (promoted) from RT3 to RT4. In step S1609, it is determined whether or not a 7Rep red LR is won. If yes, the process proceeds to step S1610, and if not, the process proceeds to step S1611.

<Operation procedure effect setting process when AR rights stock is present after RT3AR bonus ends / 7 Rep red LR winning>
In step S1610, the middle first stop navigation is set. As described above, when the player wins 7Rep LR and is in the first stop, it is possible to win a normal replay, so the player can stop the reel according to the middle first stop navigation. Although it is possible to play a game without inserting medals in the next game, the gaming state cannot be changed (promoted) from RT3 to RT4.

<Operation procedure effect setting process when AR rights stock is present after RT3AR bonus ends / Push order bell win>
Since the process related to the push order bell winning in steps S1611 to S1616 is the same as the process related to the push order bell winning in steps S1004 to S1009 of the RT1 operation procedure effect setting process described above, the description thereof will be omitted.

<Operation procedure effect setting process when there is no AR rights stock after RT3AR bonus is over>
Next, with reference to FIG. 27, the operation procedure effect setting process (step S1505) when there is no AR right stock after completion of the RT3AR bonus in the RT3 operation procedure effect setting process described above will be described. This figure is a flowchart showing the flow of the operation procedure effect setting process when the AR right stock is not present after the RT3AR bonus is over.

<Operation procedure effect setting process when there is no AR rights stock after the RT3AR bonus is over / conversion Rep 1-3 winning>
In step S1701, it is determined whether or not the conversion promotion Rep1 has been won. If applicable, the process proceeds to step S1702 to set the first right stop navigation, and if not, the process proceeds to step S1703. As described above, when the player is elected to the transfer promotion Rep1 and is in the first stop right, it is possible to win the normal replay, so the player performs the reel stop operation according to the middle first stop navigation. For example, in the next game, a game can be performed without inserting medals, but the game state cannot be changed (promoted) from RT3 to RT4.

  In step S1703, it is determined whether or not the transfer promotion Rep2 has been won. If applicable, the process proceeds to step S1704 to set the middle first stop navigation, and if not, the process proceeds to step S1705. As described above, when the transfer promotion Rep2 is won and the player is in the first stop, it is possible to win the normal replay, so the player performs the reel stop operation according to the middle first stop navigation. For example, in the next game, a game can be performed without inserting medals, but the game state cannot be changed (promoted) from RT3 to RT4.

  In step S1705, it is determined whether or not the conversion promotion Rep3 has been won. If applicable, the process proceeds to step S1706 to set the first left stop navigation, and if not, the process proceeds to step S1707. As described above, when the player is elected to the transfer promotion Rep3 and the first stop is left, it is possible to win a normal replay, so the player performs the reel stop operation according to the middle first stop navigation. For example, in the next game, a game can be performed without inserting medals, but the game state cannot be changed (promoted) from RT3 to RT4.

<Operation procedure effect setting process when there is no AR rights stock after the RT3AR bonus ends / 7 Rep blue LR win, 7 Rep red LR win>
The processing related to the 7Rep blue LR winning and the 7Rep red LR winning in steps S1707 to S1710 is related to the 7Rep blue LR winning and the 7Rep red LR winning in steps S1607 to 1610 of the operation procedure effect setting process when the AR right stock is present after the RT3AR bonus is ended. Since it is the same as the processing, its description is omitted.

<Operation procedure effect setting process when AR rights stock is not available after RT3AR bonus ends / Push order bell win>
In step S1711, it is determined whether or not the push order bell has been won. If applicable, the process proceeds to step S1712, where no navigation is set so that navigation is not performed, and if not, the process ends. In the operation procedure effect setting process when there is no AR right stock after the RT3AR bonus is completed, navigation is performed in the process for the push order replay in steps S1701 to S1710, whereas navigation is performed in the process for the push order bell in steps S1711 to S1712. By making the configuration not to perform the game, it is possible to maintain the expectation that the player may have stock until the three-bell prize (indication of a specific outcome) even without the stock of the AR right.

<RT3AR bonus normal operation procedure effect setting process>
Next, the RT3AR bonus normal operation procedure effect setting process (step S1507) in the above-described RT3 operation procedure effect setting process will be described with reference to FIG. This figure is a flowchart showing the flow of the RT3AR bonus normal operation procedure effect setting process.

<RT3AR Bonus Normal Operation Procedure Effect Setting Process / Transfer Rep 1-3 Win, 7 Rep Blue LR Win, 7 Rep Red LR Win>
The processing related to the transfer promotion Rep1-3 winning, 7Rep blue LR winning, 7Rep red LR winning in steps S1801 to S1810 is the same as that in steps S1701 to 1710 of the operation procedure effect setting process when the AR right stock is not present after the RT3AR bonus ends. Since it is the same as the processing regarding the Rep 1 to 3 winning, the 7 Rep blue LR winning, and the 7 Rep red LR winning, the description thereof is omitted.

<RT3AR bonus normal operation procedure effect setting process / push order bell win>
Since the process related to the push order bell winning in steps S1811 to S1816 is the same as the process related to the push order bell winning in steps S1004 to S1009 of the RT1 operation procedure effect setting process described above, the description thereof will be omitted.

<RT3AR Bonus Blue 7 All-in-one operation procedure effect setting process>
Next, with reference to FIG. 29, the RT3AR bonus blue 7 uniform hitting operation procedure effect setting process (step S1509) in the RT3 operation procedure effect setting process described above will be described. In addition, the figure is a flowchart which shows the flow of the operation procedure effect setting process during RT3AR bonus blue 7 uniform hitting.

<RT3AR Bonus Blue 7 All-in-one operation procedure effect setting processing / transfer promotion Rep1-3 winning>
The processing related to the transfer promotion Rep1 to 3 wins in steps S1901 to S1906 is the same as the process related to the transfer promotion Rep1 to 3 wins in steps S1701 to 1706 of the operation procedure effect setting process at the time of no AR right stock after completion of the RT3AR bonus. Therefore, the description thereof is omitted. In step S1907, it is determined whether or not a 7Rep blue LR has been won. If yes, the process proceeds to step S1908. If not, the process proceeds to step S1909.

<RT3AR Bonus Blue 7 in-game operation procedure effect setting process / 7 Rep Blue LR Winning>
In step S1908, the reverse push 7 target navigation ((b) in FIG. 56) is set. Here, “Reverse Push 7 Aim Navi” when winning 7Rep Blue LR means that the Blue 7 symbol applied to the left reel 110 is stopped and displayed on the symbol display window 113 while aiming at the Blue 7 symbol. This is a notification indicating (navigating) that the reels are stopped in the order of 112 → middle reel 111 → left reel 110 (reverse pressing). As described above, if the player wins 7Rep Blue LR and is in the first stop right, it is possible to win a re-game player 5-13 (transition replays 1-9), so the player reverse-presses 7 If the reel stop operation according to the target navigation is performed, the gaming state cannot be changed, but it is possible to know that the AR bonus (blue 7 (2 sets)) is won. In step S1909, it is determined whether or not a 7Rep red LR is won. If yes, the process proceeds to step S1910. If not, the process proceeds to step S1911.

<RT3AR Bonus Blue 7 All-in-one operation procedure effect setting process / 7 Rep red LR winning>
In step S1910, the middle first stop navigation is set. Here, since 7Rep Red LR, which does not include the blue replay, is won, the navigation for aligning the symbol combination corresponding to the blue replay is performed without the navigation for aligning the symbol combination corresponding to the normal replay ( By performing the first stop navigation in the middle (for avoiding the combination of symbols corresponding to red replay), the player is configured to win the normal replay so that the player does not know.

<RT3AR Bonus Blue 7 All-in-one operation procedure effect setting process / push order bell win>
Since the process related to the push order bell winning in steps S1911 to S1916 is the same as the process related to the push order bell winning in steps S1004 to S1009 of the RT1 operation procedure effect setting process described above, the description thereof will be omitted.

<RT3AR bonus red 7 in-game operation procedure effect setting process>
Next, the RT3AR bonus red 7 uniform hitting operation procedure effect setting process (step S1510) in the above-described RT3 operation procedure effect setting process will be described with reference to FIG. In addition, the figure is a flowchart which shows the flow of the operation procedure effect setting process during RT3AR bonus red 7 uniform hitting.

<RT3AR Bonus Red 7 in-game operation procedure effect setting processing / transfer promotion Rep1-3 winning>
The processing related to the conversion promotion Rep1 to 3 wins in steps S2001 to S2006 is the same as the processing related to the transfer promotion Rep1 to 3 winning in steps S1701 to 1706 of the operation procedure effect setting process when the AR right stock is not present after the RT3AR bonus ends. Therefore, the description thereof is omitted. In step S2007, it is determined whether or not a 7Rep blue LR is won. If yes, the process proceeds to step S2008, and if not, the process proceeds to step S2009.

<RT3AR bonus red 7 in-game operation procedure effect setting process / 7 Rep blue LR winning>
In step S2008, the middle first stop navigation is set. Here, since 7Rep Blue LR, which does not include red replay, is selected, it is possible to align symbols corresponding to normal replay without performing navigation for aligning symbols corresponding to red replay ( By performing the first stop navigation in the middle (to avoid aligning the symbol combinations corresponding to the blue replay), the player is allowed to win the normal replay so that the player does not know. In step S2009, it is determined whether or not 7Rep Red LR has been won. If yes, the process proceeds to step S2010, and if not, the process proceeds to step S2011.

<RT3AR bonus red 7 in-game operation procedure effect setting process / 7Rep red LR winning>
In step S2010, reverse push 7 aiming navigation is set. Here, “reverse push 7 aiming navigation” at the time of winning 7Rep red LR means that the red 7 symbol applied to the left reel 110 is stopped and displayed on the symbol display window 113 while aiming at the red 7 symbol. This is a notification indicating (navigating) that the reels are stopped in the order of 112 → middle reel 111 → left reel 110 (reverse pressing). As described above, if 7Rep Red LR is won and the first stop is on the right, it is possible to win a re-playing combination 5, 6, 14-19 (transition replay 1, 2, 10-15). Therefore, the player cannot reverse the gaming state by performing a reel stop operation in accordance with the navigation intended for reverse push 7 but knows that the AR bonus (7 red matches (1 set)) is won. Can do.

<RT3AR bonus red 7 in-game operation procedure effect setting process / push order bell win>
Since the process related to the push order bell winning in steps S2011 to S2016 is the same as the process related to the push order bell winning in steps S1004 to S1009 of the RT1 operation procedure effect setting process described above, the description thereof will be omitted.

<RT4 operation procedure effect setting process>
Next, RT4 operation procedure effect setting processing will be described with reference to FIG. This figure is a flowchart showing the flow of RT4 operation procedure effect setting processing.

  This RT4 operation procedure effect setting process is a process performed when the gaming state is RT4 in step S902 of the operation procedure effect setting process described above. Specifically, in step S2101, it is determined whether or not the AR is in normal operation (a state in which the number of continuous G remains). If applicable, the process proceeds to step S2106, and if not, the process proceeds to step S2102. . In step S2102, it is determined whether or not AR termination standby is in progress, and if applicable, the process proceeds to step S2103, and if not, the process ends. In step S2103, it is determined whether or not the number of remaining AR rights stock is 1 or more, and if applicable, the process proceeds to the operation procedure effect setting process (details will be described later) after the completion of RT4AR in step S2104. If not applicable, the process proceeds to the operation procedure effect setting process (details will be described later) after the completion of RT4AR in step S2105 when there is no AR right stock.

  In step S2106, it is determined whether or not there is an AR bonus right. If there is no right, the process proceeds to RT4AR normal operation procedure effect setting processing (details will be described later) in step S2107. Proceed to In step S2108, it is determined whether or not the game is for notifying that the AR bonus has been won. If not, the process proceeds to step S2109, and if applicable, the AR bonus notification during RT4AR in G1 in step S2112. Proceed to the setting process (details will be described later).

  In step S2109, it is determined whether or not it has been announced that the AR bonus has been won. If yes, the procedure proceeds to the RT4AR bonus post-announcement operation procedure effect setting process (details will be described later) in step S2110, and does not apply. In this case, the process proceeds to RT4AR normal operation procedure effect setting processing in step S2111.

<Operation procedure effect setting process when there is AR rights stock after RT4AR ends>
Next, the operation procedure effect setting process (step S2104) when there is an AR right stock after RT4AR in the RT4 operation procedure effect setting process described above will be described using FIG. This figure is a flowchart showing the flow of the operation procedure effect setting process when there is an AR right stock after completion of RT4AR.

<Operation procedure effect setting process when there is AR rights stock after the end of RT4AR / Transfer Rep 1-3 winning>
In step S2201, it is determined whether or not the conversion Rep1 has been won. If yes, the process proceeds to step S2202, and the right first stop navigation is set. If not, the process proceeds to step S2203. As described above, when winning the transition Rep1 and the first stop right, it is possible to win a normal replay, so the player performs the reel stop operation according to the middle first stop navigation. For example, in the next game, it is possible to play a game without inserting medals.

  In step S2203, it is determined whether or not the conversion Rep2 has been won. If yes, the process proceeds to step S2204 to set the middle first stop navigation. If not, the process proceeds to step S2205. As described above, when winning the conversion Rep2 and in the first stop, it is possible to win a normal replay, so the player performs a reel stop operation according to the middle first stop navigation. For example, in the next game, it is possible to play a game without inserting medals.

  In step S2205, it is determined whether or not the conversion Rep3 has been won. If applicable, the process proceeds to step S2206 to set the first left stop navigation, and if not, the process proceeds to step S2207. As described above, when winning the transition Rep3 and left for the first stop, it is possible to win the normal replay, so the player performs the reel stop operation according to the middle first stop navigation. For example, in the next game, it is possible to play a game without inserting medals. In step S2207, it is determined whether or not the promotion Rep has been won. If yes, the process proceeds to step S2208. If not, the process proceeds to step S2209.

<Operation procedure effect setting process when AR rights stock exists after RT4AR ends / Promotion Rep win>
In step S2208, the right first stop navigation is set. As described above, when the promotion Rep is won and the first stop is right, it is possible to win the promotion replay (AR start effect replay), and here, it corresponds to the promotion replay (AR start effect replay). An effect that suggests that the AR is started from the next game is performed by arranging the symbol combinations (stop appearance). In addition, the symbol combination corresponding to this promotion replay (AR start effect replay) is the same symbol combination as the promotion replay that shifts (promotes) the gaming state from RT3 to RT4, but here the transition of the gaming state (promotion) Do not do. Therefore, even if the gaming machine is capable of starting AR while the gaming state remains highly accurate RT, the player can grasp the start of AR by stopping the game. In addition, when there is a penalty for stop operations other than forward pressing, and in principle a game that assumes forward pressing is adopted, the symbol combination corresponding to promotion replay is stopped and displayed by forward pressing. Therefore, it is not necessary to display the navigation.

<Operation procedure effect setting process when AR rights stock is present after RT4AR ends / Push order bell winning>
Since the process related to the push order bell winning in steps S2209 to S2214 is the same as the process related to the push order bell winning in steps S1004 to S1009 of the RT1 operation procedure effect setting process described above, the description thereof will be omitted.

<Operation procedure effect setting process when there is no AR rights stock after completion of RT4AR>
Next, with reference to FIG. 33, the operation procedure effect setting process (step S <b> 2105) when there is no AR right stock after completion of RT4AR in the above RT4 operation procedure effect setting process will be described. This figure is a flowchart showing the flow of the operation procedure effect setting process when there is no AR right stock after RT4AR ends.

<Operation procedure effect setting process when there is no AR rights stock after the end of RT4AR / Transfer Rep 1-3 winning>
The processes related to winning the transition Reps 1 to 3 in Steps S2301 to S2306 are the same as the processes related to the winning Reps 1 to 3 in Steps 2101 to 2106 of the operation procedure effect setting process when the AR right stock is present after the completion of RT4AR. Therefore, the description is omitted. In step S2307, it is determined whether or not the promotion Rep has been won. If yes, the process proceeds to step S2308. If not, the process proceeds to step S2309.

<Operation procedure effect setting process when AR rights stock is not available after completion of RT4AR / Promotion Rep win>
In step S2308, the middle first stop navigation is set. As described above, when the promotion Rep is won and the first stop is made, it is possible to win the normal replay. Here, since it is not the timing at which the AR is started, the symbol corresponding to the normal replay is used. The combinations are arranged so that the symbol combinations corresponding to the promotion replay (AR start effect replay) are not arranged.

<Operation procedure effect setting process when AR rights stock is not available after RT4AR ends / Push order bell win>
In step S2309, it is determined whether or not the push order bell has been won. If applicable, the process proceeds to step S2310 to set no-navigation without navigation, and if not, the process ends. In addition, in the operation procedure effect setting process when there is no AR right stock after the RT4AR is completed, navigation is performed in the process for the push order replay in steps S2301 to S2308, whereas navigation is performed in the process for the push order bell in steps S2309 to S2310. By adopting a configuration in which the player does not perform the game, the expectation that the player may have stock up to the three-bell prize (specific indication) even without the stock of the AR right is maintained.

<RT4AR normal operation procedure effect setting process>
Next, the RT4AR normal operation procedure effect setting process (steps S2107 and S2111) in the RT4 operation procedure effect setting process described above will be described with reference to FIG. This figure is a flowchart showing the flow of the RT4AR normal operation procedure effect setting process.

<RT4AR bonus normal operation procedure effect setting process / transition Rep 1-3 winning, promotion Rep winning>
The processes related to winning the transition Reps 1 to 3 in Steps S2401 to S2408 are the same as the processes related to the winning Reps 1 to 3 in Steps S1701 to 1710 of the operation procedure effect setting process at the time of no AR rights stock after completion of the RT3AR bonus described above. Therefore, the description thereof is omitted. In step S2407, it is determined whether or not the promotion Rep has been won. If yes, the process proceeds to step S2408, and if not, the process proceeds to step S2409.

<RT4AR normal operation procedure effect setting processing / promotion Rep winning>
In step S2408, the middle first stop navigation is set. As described above, when the promotion Rep is won and the first stop is made, it is possible to win the normal replay. Here, since it is not the timing at which the AR is started, the symbol corresponding to the normal replay is used. The combinations are arranged so that the symbol combinations corresponding to the promotion replay (AR start effect replay) are not arranged.

<RT4AR bonus normal operation procedure effect setting process / push order bell win>
Since the process related to the push order bell winning in steps S2409 to S2414 is the same as the process related to the push order bell winning in steps S1004 to S1009 of the RT1 operation procedure effect setting process described above, the description thereof will be omitted.

<Operation procedure effect setting process after RT4AR bonus notification>
Next, the RT4AR bonus post-notification operation procedure effect setting process (step S2110) in the above-described RT4 operation procedure effect setting process will be described with reference to FIG. This figure is a flowchart showing the flow of the operation procedure effect setting process after the RT4AR bonus notification.

<RT4AR Bonus Notification Operation Procedure Effect Setting Processing / Transfer Rep 1-3 Win>
In step S2501, it is determined whether or not the conversion Rep1 has been won. If applicable, the process proceeds to step S2502 to set the middle first stop navigation, and if not, the process proceeds to step S2503. As described above, when winning the conversion Rep1 and in the first stop, it is possible to win a preparatory replay, so the player performs a reel stop operation according to the middle first stop navigation. For example, the gaming state can be shifted from RT4 to RT2.

  In step S2503, it is determined whether or not the conversion Rep2 has been won. If applicable, the process proceeds to step S2504 to set the first left stop navigation, and if not, the process proceeds to step S2505. As described above, when winning the conversion Rep2 and the first stop left, it is possible to win the preparation replay, so the player performs the reel stop operation according to the left first stop navigation. For example, the gaming state can be shifted from RT4 to RT2.

  In step S2505, it is determined whether or not the conversion Rep3 has been won. If yes, the process proceeds to step S2506 to set the right first stop navigation. If not, the process proceeds to step S2507. As described above, in the case of winning the transition Rep3 and the first stop right, it is possible to win the preparatory replay, so the player performs the reel stop operation according to the right first stop navigation. For example, the gaming state can be shifted from RT4 to RT2. In step S2507, it is determined whether or not the promotion Rep has been won. If yes, the process proceeds to step S2508. If not, the process proceeds to step S2509.

<RT4AR bonus notification operation procedure effect setting processing / promotion Rep winning>
In step S2508, the middle first stop navigation is set. As described above, when the promotion Rep is won and the first stop is made, it is possible to win the normal replay. Here, since it is not the timing at which the AR is started, the symbol corresponding to the normal replay is used. The combinations are arranged so that the symbol combinations corresponding to the promotion replay (AR start effect replay) are not arranged.

<RT4AR bonus notification operation procedure effect setting process / push order bell win>
Since the process related to the push order bell winning in steps S2509 to S2514 is the same as the process related to the push order bell winning in steps S1004 to S1009 of the RT1 operation procedure effect setting process described above, the description thereof will be omitted.

<RT Bonus AR Bonus Notification G Operation Procedure Effect Setting Process>
Next, with reference to FIG. 36, the RT4AR AR bonus notification G operation procedure effect setting process (step S2112) in the RT4 operation procedure effect setting process described above will be described. This figure is a flowchart showing the flow of the AR bonus notification G operation procedure effect setting process during RT4AR.

<RT4AR AR Bonus Notification G Operation Procedure Effect Setting Processing / Transfer Rep 1-3 Win, Promotion Rep Win>
Since the processing related to the winning of the conversion rep 1-3 in steps S2601 to S2606 is the same as the processing in steps S2101 to 2106 of the operation procedure effect setting process when the AR right stock is present after the completion of RT4AR, the description thereof is omitted. In step S2607, it is determined whether or not the promotion Rep has been won. If applicable, the process proceeds to step S2608 to set no navigation without navigation, and if not, the process proceeds to step S2609. Here, the navigation is not performed even though the promotion Rep is won in step S2608. The combination of symbols corresponding to the promotion Rep (AR start effect replay) during AR and without navigation (stop start). This is to suggest that there is an AR bonus stock by aligning the eyes).

<RT Bonus AR Bonus Notification G Operation Procedure Effect Setting Processing / Push Order Bell Winning>
Since the processing related to the push order bell winning in steps S2609 to S2614 is the same as the process related to the push order bell winning in steps S1004 to S1009 of the RT1 operation procedure effect setting process described above, the description thereof will be omitted.

<Processing of Second Sub-Control Unit 500>
Next, the process of the second sub control unit 500 will be described with reference to FIG. 2A is a flowchart of the main process executed by the CPU 504 of the second sub control unit 500, and FIG. 2B is a flowchart of the command reception interrupt process of the second sub control unit 500. . FIG. 6C is a flowchart of the timer interrupt process of the second sub control unit 500, and FIG. 4D is a flowchart of the image control process of the second sub control unit 500.

  First, in step S2701, various initial settings are performed. In this initialization process, input / output port initialization, storage area initialization in the RAM 508, and the like are performed. In step S2703, 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 S2705. In step S2705, 0 is substituted into the timer variable.

  In step S2707, command processing is performed. In the command processing, the CPU 504 of the second sub control unit 500 determines whether a command is received from the CPU 404 of the first sub control unit 400. In step S2709, effect control processing is performed. For example, if there is a new command in step S2707, processing corresponding to this command is performed. This process includes, for example, performing a process such as reading effect data from the ROM 506 and performing an effect data update process when the effect data needs to be updated.

  In step S2711, shutter control processing is performed based on the processing result of step S2709. For example, if there is a shutter control command in the effect data read in step S2709, shutter control corresponding to this command is performed.

  In step S2713, image control processing is performed based on the processing result of step S2709. For example, if there is an image control command in the effect data read in step S2709, image control corresponding to this command is performed (details will be described later), and the process returns to step S2703.

  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 S2801 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.

  In step S2901, 1 is added to the value of the timer variable storage area of the RAM 508 described in step S2703 in the second sub-control unit main process shown in FIG. Accordingly, in step S2703, the value of the timer variable is determined to be 10 or more every 20 ms (2 ms × 10). In step S2903, an effect random number update process is performed.

  Next, the image control process in step S2713 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 S3001, 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 534 outputs a transfer end interrupt signal to the CPU 504.

  In step S3003, 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 S3005. If not, a transfer end interrupt signal is input. Wait for it. In step S3005, 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 S3001, 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 S3007, 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 S3009, it is determined whether or not a generation end interrupt signal from the VDP 534 based on the end of image drawing is input. If a generation end interrupt signal is input, the process proceeds to step S3011. If not, the generation end interrupt signal is determined. Wait for input. In step S3011, a scene display counter that counts how many scene images are generated is set in a predetermined area of the RAM 508, and the process ends. <Reel stop control when pushing order bell is won>
Next, stop control of the reels 110 to 112 at the time of the above-described pushing order bell winning will be described with reference to FIGS. 38 (a) and 38 (b). In addition, the figure (a) is a figure which showed an example of the stop control of a reel when the stop operation which stops the bell design of the middle reel 111 to the upper stage (symbol area 4) at the time of pushing order bell winning is performed, FIG. 5B is a diagram showing an example of reel stop control when a stop operation is performed to stop the bell symbol of the middle reel 111 in the middle stage (design region 5) when the pushing order bell is won.

  The main control unit 300 determines that Fr2 (left correct bell) is won and if the middle reel 111 or the right reel 112 is first stopped, the main control unit 300 determines that Fr3 (middle correct bell) is won and the left reel 110 Alternatively, when the right reel 112 is stopped for the first time, it is determined that Fr4 (right correct bell) is won, and when either the left reel 110 or the middle reel 111 is stopped for the first time, FIG. As shown in (a), the reels are such that the combination of three bell symbols is stopped and displayed on the upper horizontal winning line L2, and the specific outcome 1 or the specified outcome 2 is stopped and displayed on the lower-right winning line L3. The stop control of 110-112 is performed.

  Further, the main control unit 300 determines that Fr2 (left correct bell) is elected and if the left reel 110 is first stopped, the main control unit 300 determines that Fr3 (medium correct bell) is elected, and the middle reel 111 is the first elected. When one stop is made, it is determined that Fr4 (right correct bell) is won, and when the right reel 112 falls into the first stop, as shown in FIG. The reels 110 to 112 are displayed so that the combination of three bell symbols is stopped and displayed on the winning line L3 (or the upper right winning line L4), and the specific item 1 or specific item 2 is not stopped and displayed on any of the winning lines. Perform stop control.

  On the other hand, for example, when the first sub-control unit 400 determines that there is an AR bonus right in step S1001 of the RT1 operation procedure effect setting process described above, and determines that Fr2 (left correct bell) is won in step S1005. Performs the left first stop navigation in step S1006, and if it is determined that Fr3 (middle correct bell) is won in step S1007, the first stop navigation is performed in step S1008, and Fr4 (right correct bell) in step S1007. ), The right first stop navigation in step S1009 is performed.

  Therefore, when the pushing order bell is won and the stop operation according to the navigation performed by the first sub-control unit 400 is not performed (for example, when the left first stop navigation is performed, the middle reel 111 or the right When the reel 112 is stopped for the first time), the above-mentioned reel stop control stops and displays the combination of three bell symbols on the upper horizontal winning line L2, and the specific outcome 1 or specified on the lower right winning line L3. The outcome 2 is stopped and displayed. On the other hand, when the stop operation according to the navigation performed by the first sub-control unit 400 is performed (for example, when the left reel 110 is stopped for the first time when the left first stop navigation is performed), the above-described operation is performed. By the reel control, the combination of three bell symbols is stopped and displayed on the lower right winning line L3 (or the upper right winning line L4).

  When the reels 110 to 112 are controlled so that the combination of the three bell symbols is stopped and displayed on the upper right winning line L4, the lower stage of the left reel 110, the lower stage of the middle reel 111, and the right reel 112. The symbol combination corresponding to the RT1 transition combination may be stopped and displayed in the lower stage (symbol display areas 3, 6, 9), but in this embodiment, the symbol display areas 3, 6, 9 are excluded from the winning line. Therefore, he will not win the RT1 transition.

<Reel stop control when promotion replay is won>
Next, stop control of the reels 110 to 112 at the time of the above-described promotion replay winning will be described with reference to FIGS. 38C and 39A to 39C. FIG. 38 (c) is a diagram showing an example of reel stop control at the time of promotion replay winning, and FIGS. 39 (a) to 39 (c) show a symbol combination corresponding to promotion replay with a right-down winning line L3. It is a reel stop control table used when displaying a stop.

  The main control unit 300 determines that the promotion Rep is won, and if the left reel 110 or the right reel 112 is first stopped, the main control unit 300 determines that the promotion Rep1 is won and the middle reel 111 is first stopped. In this case, if it is determined that the transfer promotion Rep2 is won and the left reel 110 is first stopped, it corresponds to any of the cases where the transfer reel Rep3 is determined to be winning and the right reel 112 is first stopped. When doing so, stop control of the reels 110 to 112 is performed using the reel stop control table shown in FIG.

  Specifically, when the left reel 110 is to be stopped, the reel stop control table shown in FIG. 39A is referred to, and the symbol position indicated by a black circle ● in the stop position item is the middle stage of the left reel 110 (design display). The stop control of the left reel 110 is performed so as to stop in the area 2). For example, when the stop operation of the left reel 110 is performed when the bell symbol at the symbol position 8 of the rotating left reel 110 is at the middle position (symbol display area 2) of the left reel 110, the left reel 110 Stop control is performed to draw three frames of the replay symbol at symbol position 5 in the middle stage (symbol display region 2). By such stop control, one of the bell symbols at symbol positions 4, 8, 12, 17, and 20 is stopped at the upper stage (symbol display region 1) of the left reel 110.

  When the middle reel 111 is stopped, the reel stop control table shown in FIG. 4B is referred to, and the symbol position indicated by a black circle ● in the stop position item is the middle stage of the middle reel 111 (the symbol display area 5). The middle reel 111 is controlled so as to stop at. For example, when the bell symbol at the symbol position 8 of the rotating middle reel 111 is operated to stop the middle reel 111 at the middle position of the middle reel 111 (the symbol display area 5), Stop control is performed to draw one frame of the replay symbol at symbol position 7 in the middle stage (symbol display region 5). By such control, one of the replay symbols of symbol positions 3, 7, 11, 16, and 20 is stopped in the middle stage (symbol display region 5) of the middle reel 111.

  When the right reel 112 is stopped, the reel stop control table shown in FIG. 4C is referred to, and the symbol position indicated by a black circle ● in the stop position item is the middle stage of the right reel 112 (the symbol display area 8). The right reel 112 is controlled so as to stop at. For example, when the replay symbol at the symbol position 8 of the rotating right reel 112 is operated to stop the right reel 112 at the middle position of the right reel 112 (the symbol display area 8), the right reel 112 Stop control is performed to draw one bell symbol at symbol position 7 into the middle stage (symbol display area 8). By such control, one of the replay symbols at symbol positions 0, 4, 8, 12, and 17 is stopped at the lower stage (symbol display area 9) of the right reel 112.

  That is, as a result of performing the stop control of the reels 110 to 112 using the reel stop control tables shown in FIGS. 39A to 39C, as shown in FIG. The symbol combination (bell symbol-replay symbol-replay symbol) corresponding to is stopped and displayed.

  Also, the first sub-control unit 400 performs the middle first stop navigation when it is determined that the transfer transition Rep1 is won in step S1601 of the operation procedure effect setting process when the AR right stock is present after the RT3AR bonus ends. In step S1603, if it is determined that the transfer promotion Rep2 is won, the first left stop navigation in step S1604 is performed, and if it is determined that the transfer promotion Rep3 is selected in step S1605, the first right of step S1606 is selected. Stop navigation.

  In this case, when a stop operation according to the navigation performed by the first sub-control unit 400 is performed (for example, when the middle reel 111 is first stopped when the middle first stop navigation is performed). By the above-described reel stop control, the symbol combination corresponding to the promotion replay (bell symbol-replay symbol-replay symbol) in the downward-sloping winning line L3, that is, the gaming state is shifted from RT3 to RT4, and the gaming state transitions. Along with this, the symbol combination that suggests that the AR is started from the next game is stopped and displayed.

  Furthermore, if the first sub-control unit 400 determines that the promotion Rep is won in step S2107 of the above-described RT4AR rights stock operation procedure effect setting process, the first sub-control unit 400 performs the right first stop navigation.

  In this case, when a stop operation according to the navigation performed by the first sub-control unit 400 is performed (for example, when the right reel 112 is stopped for the first time when the first right stop navigation is performed). By the above-described reel stop control, the symbol combination corresponding to the promotion replay (bell symbol-replay symbol-replay symbol), that is, the gaming state remains RT4 but does not shift to the downward-sloping winning line L3. The symbol combination that suggests that is started is stopped and displayed.

<Reel stop control when winning the Reach Eye>
Next, stop control of the reels 110 to 112 at the time of the above reach replay winning will be described with reference to FIGS. 40 to 44. FIG. 40 is a diagram showing an example of reel stop control in navigation when a reach replay is won, and FIG. 41 is a diagram showing another example of reel stop control in reach replay. 42 to 44 are an example of a reel stop control table used when a symbol combination corresponding to reach replay and normal replay is stopped and displayed on the winning line.

  The main control unit 300 determines that the BAR break Rep is won, and the reel is stopped by pushing forward while aiming at the BAR symbol so that the BAR symbol applied to the left reel 110 is stopped and displayed on the symbol display window 113. In this case, the reels 110 to 112 are controlled to stop using the reel stop control table shown in FIGS. 42 (a), 43 (a) and 44 (a).

  Specifically, when the left reel 110 is to be stopped, the reel stop control table shown in FIG. 42A is referred to, and the symbol position indicated by a black circle ● in the stop position item is the middle stage of the left reel 110 (design display). The left reel 110 is controlled to stop in the area 2). For example, when the stop operation of the left reel 110 is performed when the bell symbol at the symbol position 8 of the rotating left reel 110 is at the middle position (symbol display area 2) of the left reel 110, the left reel 110 Stop control is performed to draw three frames of the replay symbol at symbol position 5 in the middle stage (symbol display region 2). By such control, the BAR symbol at symbol position 6 is placed in the lower stage (design display area 3) of the left reel 110, and any one of the replay symbols at symbol positions 0, 9, 11, and 16 is placed in the upper stage of the left reel 110 ( It stops in the symbol display area 1). That is, if the stop operation of the left reel 110 is performed when the BAR symbol at the symbol position 6 is in the drawing range (symbol positions 6 to 9), the BAR symbol at the symbol position 6 is displayed in the lower stage (the symbol display area 3) of the left reel 110. Can be stopped.

  When the middle reel 111 is stopped, the reel stop control table shown in FIG. 43A is referred to, and the symbol position indicated by the black circle ● in the stop position item is the middle stage of the middle reel 111 (the symbol display area 5). The middle reel 111 is controlled so as to stop at. For example, when the bell symbol at the symbol position 8 of the rotating middle reel 111 is operated to stop the middle reel 111 at the middle position of the middle reel 111 (the symbol display area 5), Stop control is performed to draw two frames of the WIN symbol at symbol position 6 into the middle stage (symbol display area 5). By such control, the middle stage (symbol display area 5) of the middle reel 111 has a BAR symbol at symbol position 2, a WIN symbol at symbol position 6, a watermelon symbol at symbol positions 10 and 19, and a seven symbol at symbol position 14. One will stop.

  When the right reel 112 is stopped, the reel stop control table shown in FIG. 44A is referred to, and the symbol position indicated by a black circle ● in the stop position item is the middle stage of the right reel 112 (symbol display area 8). The right reel 112 is controlled so as to stop at. For example, when the replay symbol at the symbol position 8 of the rotating right reel 112 is operated to stop the right reel 112 at the middle position of the right reel 112 (the symbol display area 8), the right reel 112 Stop control is performed to draw three frames of the blank 1 symbol at symbol position 5 into the middle stage (symbol display area 8). By such control, one of the replay symbols at symbol positions 0, 4, 8, 12, and 17 is stopped in the upper stage (symbol display area 7) of the right reel 112.

  That is, as a result of the stop control of the reels 110 to 112 using the reel stop control table shown on the left side of FIGS. 42 (a), 43 (a) and 44 (a), the BAR at the symbol position 6 of the left reel 110 is determined. When the left reel 110 is stopped when the symbol is in the drawing range (symbol positions 6 to 9), as shown in FIGS. 40 (c) and 40 (e), the right-up winning line L4 is reached. One of the symbol combinations corresponding to the eye replays 1 to 4 is stopped and displayed. In the example shown in FIG. 40 (b), the BAR symbol is stopped and displayed on the lower stage (symbol display area 3) of the left reel 110 and the middle stage (symbol display area 5) of the middle reel 111, and is displayed on the upward winning line L4. It is in a tempered state where “BAR symbol-BAR symbol-BAR symbol” can be aligned, but as described above, only the replay symbol is stopped at the upper stage (symbol display area 7) of the right reel 112. Since the reel stop control is performed, even if the BAR symbol is aimed at the upper stage (symbol display area 7) of the right reel 112, the "BAR symbol-BAR symbol-BAR symbol" is aligned on the upward winning line L4. Absent.

  On the other hand, when the BAR symbol at symbol position 6 of the left reel 110 is in the drawing range (symbol positions 6 to 9), when the stop operation of the left reel 110 is not performed, as shown in FIG. In the line L2, the symbol combination (replay symbol-cherry symbol-bell symbol) corresponding to the preparation replay is stopped and displayed. This preparatory replay is also a winning combination that is stopped and displayed only when a privilege is given and an operation according to navigation is performed, and thus plays the same role as reach replays 1 to 4.

  In addition, the first sub-control unit 400 performs the forward BAR aiming navigation in step S1208 after determining that the BAR break Rep is won in step S1207 of the RT2 blue AB operation procedure effect setting process described above.

  Therefore, when a reach operation is performed in accordance with the navigation performed by the first sub-control unit 400 at the time of winning the replay of the reach eye (for example, the BAR symbol applied to the left reel 110 is stopped and displayed on the symbol display window 113). When the reel is stopped by forward pressing while aiming at the BAR symbol as described above), any of the symbol combinations corresponding to the reach eye replays 1 to 4 is displayed on the upward winning line L4 by the reel stop control described above. Stopped display. On the other hand, when the stop operation according to the navigation is performed, but the stop operation of the left reel 110 is not performed when the BAR symbol at the symbol position 6 of the left reel 110 is in the drawing range (symbol positions 6 to 9). With the above-described reel stop control, the symbol combination corresponding to the preparation replay (replay symbol-cherry symbol-bell symbol) is stopped and displayed on the upper horizontal winning line L2.

  Further, when the main control unit 300 determines that the BAR break Rep is won and the middle reel 111 or the right reel 112 is stopped for the first time, FIG. 42 (b), FIG. 43 (b) and FIG. 44 (b) The reels 110 to 112 are controlled to stop using the reel stop control table shown in FIG.

  Specifically, when the left reel 110 is stopped, the reel stop control table shown in FIG. 42B is referred to, and the symbol position indicated by a black circle ● in the stop position item is the middle stage of the left reel 110 (design display). The left reel 110 is controlled to stop in the area 2). For example, when the stop operation of the left reel 110 is performed when the bell symbol at the symbol position 8 of the rotating left reel 110 is at the middle position (symbol display area 2) of the left reel 110, the left reel 110 Stop control is performed to draw three frames of the replay symbol at symbol position 5 in the middle stage (symbol display region 2). By such control, one of the replay symbols at symbol positions 0, 5, 9, 11, and 16 is stopped in the middle stage (symbol display region 2) of the left reel 110.

  When the middle reel 111 is stopped, the reel stop control table shown in FIG. 43B is referred to, and the symbol position indicated by a black circle ● in the stop position item is the middle stage of the middle reel 111 (design display area 5). The middle reel 111 is controlled so as to stop at. For example, when the bell symbol at the symbol position 8 of the rotating middle reel 111 is operated to stop the middle reel 111 at the middle position of the middle reel 111 (the symbol display area 5), Stop control is performed to draw one frame of the replay symbol at symbol position 7 in the middle stage (symbol display region 5). By such control, one of the replay symbols of symbol positions 3, 7, 11, 16, and 20 is stopped in the middle stage (symbol display region 5) of the middle reel 111.

  When the right reel 112 is stopped, the reel stop control table shown in FIG. 44B is referred to, and the symbol position indicated by a black circle ● in the stop position item is the middle stage of the right reel 112 (the symbol display area 8). The right reel 112 is controlled so as to stop at. For example, when the replay symbol at the symbol position 8 of the rotating right reel 112 is operated to stop the right reel 112 at the middle position of the right reel 112 (the symbol display area 8), the right reel 112 Stop control is performed to stop and display the replay symbol at symbol position 8 in the middle stage (symbol display region 8). By such control, one of the replay symbols at symbol positions 0, 4, 8, 12, and 17 is stopped in the middle stage (symbol display area 8) of the right reel 112.

  That is, as a result of performing stop control of the reels 110 to 112 using the reel stop control table shown in FIGS. 42B, 43B, and 44B, the BAR fold Rep is won and the middle reel 111 is selected. Alternatively, when the right reel 112 is stopped for the first time, the symbol combination corresponding to the normal replay (replay symbol-replay symbol-replay symbol) is stopped and displayed on the middle horizontal winning line L1.

  As described above, the first sub-control unit 400 performs the forward BAR aiming navigation in step S1208 after determining that the BAR break Rep is won in step S1207 of the RT2 blue AB operation procedure effect setting process described above.

  Therefore, when the stop operation according to the navigation performed by the first sub-control unit 400 is not performed at the time of winning the BAR break Rep, the above-mentioned reel stop control supports the normal replay in the middle horizontal winning line L1. The symbol combination to be performed (replay symbol-replay symbol-replay symbol) is stopped and displayed.

<Reel stop control when transition replay is won>
Next, stop control of the reels 110 to 112 at the time of the above-described transition replay winning will be described with reference to FIGS. 45 to 49. FIG. 45 is a diagram showing an example of reel stop control at the time of transition replay winning, and FIG. 46 is a diagram showing another example of reel stop control at the time of transition replay winning. 47 to 49 are examples of a reel stop control table used when the symbol combination corresponding to the transition replay is stopped and displayed on the winning line.

  For example, the main control unit 300 determines that 7Rep Red L Blue R is won, and reverses while aiming at the Blue 7 symbol so that the Blue 7 symbol applied to the right reel 112 is stopped and displayed on the symbol display window 113. When the reels are stopped by pressing, the reels 110 to 112 are controlled to stop using the reel stop control tables shown in FIGS. 47, 48 (a) and 49 (a).

  Specifically, when the right reel 112 is stopped, the reel stop control table shown in FIG. 47 is referred to, and the symbol position indicated by the black circle ● in the stop position item is the middle stage of the right reel 112 (design display area 8). The right reel 112 is controlled so as to stop at. For example, when the replay symbol at the symbol position 8 of the rotating right reel 112 is operated to stop the right reel 112 at the middle position of the right reel 112 (the symbol display area 8), the right reel 112 Stop control is performed to draw two frames of the WIN symbol at symbol position 6 into the middle stage (symbol display area 8). By such control, any one of the BAR symbol at symbol position 2, the WIN symbol at symbol position 6, the watermelon symbol at symbol positions 10 and 19, and the blue symbol at symbol position 14 is in the middle stage (symbol display area 8). ) Will stop. That is, if the stop operation of the right reel 112 is performed when the blue 7 symbol at the symbol position 14 is in the drawing range (symbol positions 14 to 18), the blue symbol at the symbol position 14 is displayed in the middle stage (the symbol display area 8) of the right reel 112. 7 symbols can be stopped and displayed.

  When the middle reel 111 is stopped, the reel stop control table shown in FIG. 48A is referred to, and the symbol position indicated by the black circle ● in the stop position item is the middle stage of the middle reel 111 (design display area 5). The middle reel 111 is controlled so as to stop at. For example, when the bell symbol at the symbol position 8 of the rotating middle reel 111 is operated to stop the middle reel 111 at the middle position of the middle reel 111 (the symbol display area 5), Stop control is performed to draw one frame of the replay symbol at symbol position 7 in the middle stage (symbol display region 5). By such control, one of the replay symbols at symbol positions 3, 7, 11, 16, and 20 and the blue 7 symbol at symbol position 14 is stopped in the middle stage (symbol display area 5) of the middle reel 111. .

  When the left reel 110 is stopped, the reel stop control table shown in FIG. 49A is referred to, and the symbol position indicated by a black circle ● in the stop position item is the middle stage of the left reel 110 (design display area 2). The left reel 110 is controlled to stop at. For example, when the stop operation of the left reel 110 is performed when the bell symbol at the symbol position 8 of the rotating left reel 110 is at the middle position (symbol display area 2) of the left reel 110, the left reel 110 Stop control is performed to draw three frames of the replay symbol at symbol position 5 in the middle stage (symbol display region 2). By such control, one of the replay symbols at symbol positions 0, 5, and 16 and the blue symbol at symbol positions 10 and 14 is stopped in the middle stage (symbol display area 2) of the left reel 110.

  That is, as a result of performing stop control of the reels 110 to 112 using the reel stop control table shown in FIGS. 47, 48 (a) and 49 (a), the blue 7 symbol at the symbol position 14 of the right reel 112 is drawn. When the right reel 112 can be stopped at the position (design positions 14 to 18), as shown in FIG. 45 (c), the middle horizontal winning line L1 has a symbol combination corresponding to the transition replay. One of the displays is stopped. On the other hand, when the blue 7 symbol at the symbol position 14 of the right reel 112 is in the drawing range (symbol positions 14 to 18), the stop operation of the right reel 112 cannot be performed, as shown in FIG. 45 (f). In this way, the symbol combination corresponding to the spill replay is stopped and displayed on the upward winning line L4.

  The first sub-control unit 400 performs reverse-pressing 7-target navigation in step S1212 after determining that 7Rep red L blue R is won in step S1211 of the RT2 blue AB operation procedure effect setting process described above.

  Therefore, when the 7Rep red L blue R is won and a stop operation is performed according to the navigation performed by the first sub-control unit 400 (for example, the blue 7 symbol applied to the right reel 112 is displayed on the symbol display window 113). (When the reel is stopped by reverse pressing while aiming at the blue 7 symbol so as to be stopped), when the blue 7 symbol at the symbol position 14 of the right reel 112 is within the pull-in range by the reel stop control described above ( When the stop operation of the right reel 112 can be performed at the symbol positions 14 to 18), one of the symbol combinations corresponding to the transition replay is stopped and displayed on the middle horizontal winning line L1. On the other hand, when the blue 7 symbol at the symbol position 14 of the right reel 112 is in the drawing range (symbol positions 14 to 18), when the stop operation of the right reel 112 cannot be performed, the right-up winning line L4 is displayed. The symbol combination corresponding to the spill replay is stopped and displayed.

  The first sub-control unit 400 performs reverse-pressing 7-target navigation in step S1908 after determining that 7Rep blue LR is won in step S1907 of the above-described RT3AR bonus blue 7-match in-place operation procedure effect setting process.

  Therefore, when the 7Rep blue LR is won and a stop operation is performed according to the navigation performed by the first sub-control unit 400 (for example, the blue 7 symbol applied to the right reel 112 is stopped and displayed on the symbol display window 113) (When the reel is stopped by reverse pressing while aiming at the blue 7 symbol as described above), the stop operation of the right reel 112 is performed when the blue 7 symbol of the right reel 112 is within the pull-in range by the reel stop control described above. Can be stopped, one of the symbol combinations corresponding to the transition replay is stopped on the winning line, and the right reel 112 cannot be stopped when the blue 7 symbol is in the drawing range. When this happens, the symbol combination corresponding to the spill replay is stopped and displayed on the winning line.

  The first sub-control unit 400 performs reverse-pressing 7-target navigation in step S2010 after determining that 7Rep red LR is won in step S2009 of the RT3AR bonus red 7-match internal hit operation procedure effect setting process described above.

  Therefore, when the 7Rep red LR is won and a stop operation is performed according to the navigation performed by the first sub-control unit 400 (for example, the red 7 symbol applied to the right reel 112 is stopped and displayed on the symbol display window 113) (When the reel is stopped by pushing backward while aiming at the red 7 symbol), the right reel 112 can be stopped when the red 7 symbol of the right reel 112 is in the retracted range. If any of the symbol combinations corresponding to the transition replay is stopped and displayed on the winning line and the right reel 112 cannot be stopped when the red 7 symbol is in the drawing range, the winning line is spilled. The symbol combination corresponding to the replay for use is stopped and displayed.

  Further, the main control unit 300, for example, determines that 7Rep Red L Blue R is won, and aims at the Blue 7 symbol so that the Blue 7 symbol applied to the right reel 112 is stopped and displayed on the symbol display window 113. When the reels are not stopped by reverse pressing, the reels 110 to 112 are controlled to stop using the reel stop control tables shown in FIGS. 47, 48 (b) and 49 (b).

  Specifically, for the right reel 112, one of the BAR symbol at symbol position 2, the WIN symbol at symbol position 6, and the watermelon symbol at symbol positions 10 and 19 stops in the middle stage (symbol display area 8). .

  When the middle reel 111 is stopped, the reel stop control table shown in FIG. 48B is referred to, and the symbol position indicated by a black circle ● in the stop position item is the middle stage of the middle reel 111 (design display area 5). The middle reel 111 is controlled so as to stop at. For example, when the bell symbol at the symbol position 8 of the rotating middle reel 111 is operated to stop the middle reel 111 at the middle position of the middle reel 111 (the symbol display area 5), Stop control is performed to draw one frame of the replay symbol at symbol position 7 in the middle stage (symbol display region 5). By such control, one of the replay symbols of symbol positions 3, 7, 11, 16, and 20 is stopped in the middle stage (symbol display region 5) of the middle reel 111.

  Further, when the left reel 110 is stopped, the reel stop control table shown in FIG. 49B is referred to, and the symbol position indicated by a black circle ● in the stop position item is the middle stage of the left reel 110 (symbol display area 2). The left reel 110 is controlled to stop at. For example, when the stop operation of the left reel 110 is performed when the bell symbol at the symbol position 8 of the rotating left reel 110 is at the middle position (symbol display area 2) of the left reel 110, the left reel 110 Stop control is performed to stop and display the bell symbol at symbol position 8 in the middle stage (symbol display region 2). By such control, one of the replay symbols at symbol positions 0, 5, 9, 11, and 16 is stopped in the lower stage (symbol display region 3) of the left reel 110.

  That is, as a result of performing the stop control of the reels 110 to 112 using the reel stop control table shown in FIG. 47, FIG. 48 (b) and FIG. 49 (b), as shown in FIG. The symbol combination corresponding to the spill replay is stopped and displayed.

  As described above, the first sub-control unit 400 performs reverse pressing 7-target navigation in step S1212 after determining that 7Rep red L blue R has been won in step S1211 of the RT2 blue AB operation procedure effect setting process described above.

  Therefore, when 7Rep Red L Blue R is won, when the stop operation according to the navigation performed by the first sub-control unit 400 is not performed (for example, the blue 7 symbol applied to the right reel 112 is the symbol display window 113). When the reel is not stopped by reverse pressing while aiming at the blue 7 symbol so as to be displayed in a stopped state), the symbol combination corresponding to the spill replay is displayed on the upper right winning line L4 by the reel stop control described above. Is stopped.

  In addition, as described above, the first sub-control unit 400 determines that 7Rep blue LR is won in step S1907 of the RT3AR bonus blue 7-match internal hit operation procedure effect setting process, and then performs reverse push 7-target navigation in step S1908. Then, in step S2009 of the RT3AR bonus red 7 uniform hitting operation procedure effect setting process described above, it is determined that 7Rep red LR is won, and reverse-pressing 7 aiming navigation in step S2010 is performed. Therefore, in this case, when the stop operation according to the navigation performed by the first sub-control unit 400 is not performed, the symbol combination corresponding to the spill replay is stopped and displayed on the winning line.

<Mode transition of first sub-control unit and RT transition of main control unit>
Next, the relationship between the mode transition of the first sub control unit 400 and the RT transition of the main control unit 300 will be described in detail with reference to FIGS. 50 to 56.

<Normal mode → 1st AT mode>
FIG. 50 shows the RT transition of the main control unit 300, the state of each winning combination, the effect mode of the effect image display device 157, and the AT when the mode of the first sub-control unit 400 transitions from the normal mode to the first AT mode. It is the figure which showed the number of rights of the mode.

  As described above, the specific condition A for shifting from the normal mode to the first AT mode (AR bonus) in the first sub-control unit 400 is one of the first AT modes 1 to 3 during the normal mode as a result of the AR bonus right lottery. The main control unit 300 moves to RT3 after winning and acquiring the right in the first AT mode. Therefore, in the first AT mode (AR bonus), as a result of the AR bonus right lottery, one of the first AT modes 1 to 3 is selected in the normal mode (the number of rights in the first AT mode is 1). In the “first AT mode (start timing)” that is a state before the main control unit 300 shifts to RT3, and in the “first AT mode (start timing)”, the main control unit 300 shifts to RT3. It can be divided into two "first AT mode (during one set right digestion)".

<Normal mode → 1st AT mode (start timing)>
First, the case where the mode of the first sub control unit 400 shifts from the normal mode to the first AT mode (start timing) will be described.

  In the normal mode, the first sub control unit 400 causes the second sub control unit 500 to display a normal screen that suggests the normal mode using the effect image display device 157. Subsequently, as a result of the AR bonus right lottery, the first sub-control unit 400 wins one of the first AT modes 1 to 3 during the normal mode and shifts from the normal mode to the first AT mode (start timing). For example, as shown in FIG. 55 (a), an AR bonus confirmation screen (in this example, suggesting that one of the first AT modes 1 to 3 is won and the transition to RT2 is on standby) BONUS confirmation display) is displayed on the second sub-control unit 500 using the effect image display device 157. If the first sub-control unit 400 determines that there is an AR bonus right in step S1001 of the above-described RT1 operation procedure effect setting process and has won the preparation Rep, for example, FIG. ) Right first stop navigation as shown in FIG. 4 (stop operation notification with preparation replays) (in this example, it is suggested that the stop buttons 137 to 139 are operated in the stop order of stop button 139 → stop button 137 → stop button 138) Is displayed on the second sub-control unit 500 using the effect image display device 157.

  On the other hand, when the right reel 110 is stopped by the first stop operation according to the right first stop navigation (stop operation notification that the preparation replay is aligned), the main control unit 300 displays the symbol combination corresponding to the preparation replay on the effective line. To stop display. Subsequently, the main control unit 300 restarts the replay low probability state (RT1) based on the fact that the symbol combination corresponding to the preparation replay is stopped and displayed on the active line in the replay low probability state (RT1). Transition to the high game probability state (RT2).

  Subsequently, the first sub-control unit 400 determines that the RT of the main control unit 300 has shifted from the low replay probability state (RT1) to the high replay probability state (RT2), for example, FIG. 55 (b). As shown in (c), an AR bonus confirmation screen indicating that one of the first AT modes 1 to 3 is won and waiting for the transition to RT3 (in this example, BONUS confirmation display) Is displayed on the second sub-control unit 500 using the effect image display device 157. Also, the first sub-control unit 400 determines that there is an AR bonus right in step S1101 of the RT2 operation procedure effect setting process described above, and performs the RT blue AB operation in step S1103 according to the type of the selected AR bonus. One of the procedure effect setting process, the RT red AB operation procedure effect setting process in step S1105, and the RT black AB operation procedure effect setting process in step S1106 is performed.

<1st AT Mode (Start Timing) / Changing Rep 1 to 3 Win>
Specifically, in the case of the first AT mode and RT2, the first sub-control unit 400 performs the normal replay when the internal winning is one of the transfer promotions Rep1 to Rep3 regardless of the type of the AR bonus. A stop operation notification (the transfer passage Rep1 is the first stop navigation on the right, the transfer passage Rep2 is the first stop navigation in the middle, the transfer passage Rep3 is the first stop navigation on the left), and the effect image is displayed on the second sub-control unit 500. Display is performed using the display device 157.

<1st AT mode (start timing) / BAR break Rep winning>
In addition, the first sub-control unit 400, when the elected first AT mode is the first AT mode 2 (red AB) or the first AT mode 3 (blue AB), and RT2, when the BAR fold Rep is internally elected For example, a forward-pressed BAR aiming navigation as shown in FIG. 55B (in this example, a display such as “Aim at a BAR symbol by forward-pressing”) is used for the second sub-control unit 500 using the effect image display device 157. To display. Further, when the winning first AT mode is the first AT mode 1 (black AB) and RT2, and the BAR fold Rep is won internally, the second sub-control unit 500 produces a stop operation notification with normal replays. The image is displayed using the image display device 157.

  On the other hand, when the reels 110 to 112 are stopped according to the forward-pressed BAR target navigation, the main control unit 300 stops and displays the symbol combinations corresponding to the reach eye replays 1 to 4 or the preparation replay on the active line (FIG. As shown in NO2 of 54, the symbol combination corresponding to the reach replays 1 to 4 is stopped to produce the first AT mode 2 grant notice). Further, when the reels 110 to 112 are stopped in accordance with the stop operation notification in which the normal replay is aligned, the symbol combination corresponding to the normal replay is stopped and displayed on the active line.

<First AT Mode (Start Timing) / 7Rep Blue L Red R and all other winners / Blue AB>
In addition, when the selected first AT mode is the first AT mode 3 (blue AB) and RT2, the first sub-control unit 400 performs 7Rep blue L red R in the RT blue AB operation procedure effect setting process in step S1103. When the internal winning is performed (when it corresponds to the production control), the forward-press 7 aiming navigation which is the stop operation notification in which the transition replay is aligned is displayed on the second sub-control unit 500 using the production image display device 157, When 7Rep red L blue R is won internally (when it corresponds to effect control), as shown in FIG. 55 (c), reverse push 7 aim navigation (in this example, a stop operation notification in which transition replay is aligned) "Indication of red 7 symbol or blue 7 symbol by reverse pressing" is displayed on the second sub-control unit 500 using the effect image display device 157, and is internally displayed in 7Rep red L black R or 7Rep black L red R This (When not corresponding to the effect control) when the first stop navigation medium (usually replay is aligned stop operation notification), is displayed with the effect image display device 157 in the second sub-control unit 500.

  On the other hand, when the reels 110 to 112 are stopped according to the forward-pressing 7-target navigation or the reverse-pressing 7-target navigation, the main control unit 300 stops and displays the symbol combination corresponding to the transition replay on the active line (FIG. 54). As shown in NO3, the first AT mode 3 (blue AB) is imparted by stopping and displaying the symbol combination corresponding to the blue-based production transition replay). Subsequently, the main control unit 300 replays the replay high probability state (RT2) based on the fact that the symbol combination corresponding to the transition replay is stopped and displayed on the active line in the replay high probability state (RT2). Transition to the high probability state (RT3).

<First AT mode (start timing) / 7Rep blue L red R and all other winners / red AB>
In addition, when the selected first AT mode is the first AT mode 2 (red AB) and RT2, the first sub control unit 400 performs 7Rep red L blue R in the RT red AB operation procedure effect setting process in step S1105. When internal winning is performed (when it corresponds to effect control), the second sub-control unit 500 uses the effect image display device 157 to display a forward-pressed 7 aiming navigation which is a stop operation notification with effect transition replay. , 7Rep blue L red R when the internal winning (when falling under the production control), for example, as shown in FIG. In this example, “display the red 7 symbol or the blue 7 symbol by pressing backward” is displayed on the second sub-control unit 500 using the effect image display device 157, and 7Rep red L black R is internally won. At the time (when it corresponds to the effect control), the forward-pressed 7 target navigation is displayed on the second sub-control unit 500 using the effect image display device 157, and when 7Rep black L red R is internally won (effect control) ), The reverse-pressed 7-targeted navigation is displayed on the second sub-control unit 500 using the effect image display device 157.

  On the other hand, when the reels 110 to 112 are stopped according to the forward-pressing 7-target navigation or the reverse-pressing 7-target navigation, the main control unit 300 stops and displays the symbol combination corresponding to the transition replay on the active line (FIG. 54). As shown in NO3, the first AT mode 2 (red AB) is imparted by stopping and displaying the symbol combination corresponding to the red production transition replay). Subsequently, the main control unit 300 replays the replay high probability state (RT2) based on the fact that the symbol combination corresponding to the transition replay is stopped and displayed on the active line in the replay high probability state (RT2). Transition to the high probability state (RT3).

<First AT Mode (Start Timing) / 7Rep Blue L Red R and all other types / Black AB>
In addition, when the selected first AT mode is the first AT mode 1 (black AB) and RT2, the first sub-control unit 400 performs 7Rep blue L red R in the RT black AB operation procedure effect setting process in step S1106. Alternatively, when 7Rep Red L Blue R is won internally (when it does not fall under effect control), the middle first stop navigation (stop operation notification with normal replays) is sent to the second sub-control unit 500 in the effect image display device 157. When the internal winning is 7Rep red L black R (when it corresponds to the production control), the reverse push BAR target navigation is displayed on the second sub-control unit 500 using the production image display device 157. , 7Rep black L red R when the internal winning (when it corresponds to the production control), for example, forward push BAR aiming navigation as shown in FIG. 157 to be displayed using.

  On the other hand, when the reels 110 to 112 are stopped according to the forward-pressed BAR target navigation or the reverse-pressed BAR target navigation, the main control unit 300 stops and displays the symbol combination corresponding to the transition replay on the active line (FIG. 54). As shown in NO3, the first AT mode 1 (black AB) is imparted by stopping and displaying the symbol combination corresponding to the BAR system effect transition replay). Subsequently, the main control unit 300 replays the replay high probability state (RT2) based on the fact that the symbol combination corresponding to the transition replay is stopped and displayed on the active line in the replay high probability state (RT2). Transition to the high probability state (RT3).

<1st AT mode (start timing) → 1st AT mode (1 set right is being consumed)>
Next, a case where the mode of the first sub-control unit 400 shifts from the first AT mode (start timing) to the first AT mode (during one set right digestion) will be described.

  The first sub-control unit 400 changes from the first AT mode (start timing) to the first AT mode (one set) based on the transition of the main control unit 300 from the high gaming probability state (RT2) to the high gaming probability state (RT3). When the transition is made to (during digestion), for example, a screen during the first AT mode as shown in FIGS. 56A and 56B is displayed on the second sub-control unit 500 using the effect image display device 157. In addition, the first sub-control unit 400 determines that the AR bonus is in effect in step S1501 of the RT3 operation procedure effect setting process described above, and that the AR bonus is in normal condition in step S1506, and performs the RT3AR bonus normal operation procedure effect setting process in step S1507. Do.

<1st AT mode (1 set right digestion) / 7Rep blue LR, 7Rep red LR winning / AR bonus normal>
When the AR bonus is normal, the first sub-control unit 400 performs internal winning of 7Rep blue LR or 7Rep red LR in the RT3AR bonus normal operation procedure effect setting process in step S1506 (not applicable to effect control). In some cases, the middle first stop navigation (stop operation notification with normal replays) is displayed on the second sub-control unit 500 using the effect image display device 157. On the other hand, if the first sub-control unit 400 wins the above-described AR right lottery during the AR bonus, the RT3AR bonus in step S1509 is set according to the type of the second AT mode when the blue 7 is aligned (2 sets). The operation procedure effect setting process during the blue 7 uniform hit is performed. If the red 7 match (1 set), the RT3AR bonus red 7 uniform hit operation procedure effect setting process at step S1510 is performed.

<1st AT mode (1 set right under digestion) / 7Rep Blue LR, 7Rep Red LR winning / Blue 7 in uniform
If the first sub-control unit 400 wins 7 blue matches (2 sets) during the AR bonus normal, the 7Rep blue LR is internally won in the RT3AR bonus blue 7 even internal operation procedure effect setting process in step S1509. (When it falls under effect control), the reverse push 7 aiming navigation which is the stop operation notification with which the transition replay is aligned is displayed on the second sub-control unit 500 using the effect image display device 157, and 7Rep red LR When the internal winning is performed (when it does not correspond to the effect control), the middle first stop navigation (stop operation notification with normal replays) is displayed on the second sub-control unit 500 using the effect image display device 157.

  On the other hand, when the reels 110 to 112 are stopped according to the reverse push 7 target navigation, the main control unit 300 stops and displays the symbol combination corresponding to the transition replay on the active line (as indicated by NO4 in FIG. 54). By stopping and displaying the symbol combination corresponding to the blue production replay, the number of rights in the second AT mode acquired in the previous lottery is produced.

<1st AT mode (1 set right under digestion) / 7Rep blue LR, 7Rep red LR winning / Red 7 in uniform
If the first sub-control unit 400 wins 7 reds (1 set) during the AR bonus normal, the first sub-control unit 400 sets 7Rep red LR in the operating procedure effect setting process during the RT3AR bonus red 7 internal hits in step S1510. When the internal winning is performed (when it corresponds to the production control), a reverse push 7 aiming navigation which is a stop operation notification with the production transition replay is displayed on the second sub-control unit 500 using the production image display device 157, When 7Rep Blue LR is won internally (when it does not fall under production control), the middle first stop navigation (stop operation notification with normal replay) is displayed on the second sub-control unit 500 using the production image display device 157. Let

  On the other hand, when the reels 110 to 112 are stopped according to the reverse push 7 target navigation, the main control unit 300 stops and displays the symbol combination corresponding to the transition replay on the active line (as indicated by NO4 in FIG. 54). By stopping and displaying the symbol combination corresponding to the red production replay, the number of rights in the second AT mode acquired in the previous lottery is rendered.)

<First AT mode → Second AT mode>
Next, a case where the mode of the first sub control unit 400 shifts from the first AT mode to the second AT mode will be described. 51 shows the RT transition of the main control unit 300, the state of each winning combination, the effect mode of the effect image display device 157 when the mode of the first sub-control unit 400 transitions from the first AT mode to the second AT mode, It is the figure which showed the number of rights of AT mode.

  As described above, the specific condition B for shifting from the first AT mode to the second AT mode in the first sub-control unit 400 is that the second AT mode is won during the first AT mode as a result of the AR right lottery, and the right of the second AT mode is determined. The main control unit 300 shifts to RT4 after acquiring. Therefore, the first AT mode (AR bonus) is a state in which the second AT mode is won during the first AT mode (the number of rights in the second AT mode is one or more) as a result of the AR right lottery. “Second AT mode (start timing)” that is a state before the unit 300 shifts to RT4, and “second AT mode” that is the state in which the main control unit 300 has shifted to RT4 in this “second AT mode (start timing)” A (1 set right digestion) "can be divided into two.

<First AT mode → Second AT mode (start timing)>
First, the case where the mode of the first sub control unit 400 shifts from the first AT mode to the second AT mode (start timing) will be described.

  When the first sub-control unit 400 shifts from the first AT mode to the second AT mode (start timing), the effect image display device 157 is used for the second sub-control unit 500, for example, in FIG. When the second AT mode as shown (waiting for transition to RT4) is displayed, and in step S1502 of the RT3 operation procedure effect setting process described above, it is determined that the state after the AR bonus has ended, and the AR right remaining stock is 1 or more. Performs the operation procedure effect setting process when the AR right stock is present after the RT3AR bonus is ended in step S1504. If the AR right remaining stock is 0, the operation procedure effect setting process when the AR right stock is not present after the RT3AR bonus is ended in step S1505. I do.

<2nd AT mode (start timing) / AR rights stock after AR bonus ends>
If there is an AR right stock after the end of the AR bonus (when there is a second AT mode right), the first sub-control unit 400 performs the switching in the operation procedure effect setting process when the AR right stock is present after the end of the RT3AR bonus in step S1504. Stop operation notification with promotion replays when promotion 1 to 3R is won internally (change promotion 1 is middle first stop navigation, change promotion 2 is left first stop navigation, change promotion 3 is first right Stop navigation) is displayed on the second sub-control unit 500 using the effect image display device 157.

  On the other hand, when the reels 110 to 112 are stopped according to the stop operation notification in which the promoted replay is aligned, the main control unit 300 stops and displays the symbol combination corresponding to the promoted replay on the active line (shown as NO1 in FIG. 54). Thus, the start of the second AT mode is produced by stopping and displaying the symbol combination corresponding to the promoted replay). Subsequently, the main control unit 300 restarts the replay high probability state (RT3) based on the fact that the symbol combination corresponding to the promoted replay is stopped and displayed on the active line in the replay high probability state (RT3). It shifts to a gaming high probability state (RT4).

<Second AT mode (start timing) / No AR rights stock after AR bonus>
If there is no AR right stock after the end of the AR bonus (when there is no second AT mode right), the first sub-control unit 400 performs the switching in the operation procedure effect setting process when the AR right stock is present after the end of the RT3AR bonus in step S1504. Stop operation notification that normal replays are aligned when promotion 1 to 3R is won internally (change promotion 1 is right first stop navigation, change promotion 2 is middle first stop navigation, change promotion 3 is first left Stop navigation) is displayed on the second sub-control unit 500 using the effect image display device 157.

<2nd AT mode (start timing)-> 2nd AT mode (1 set rights are being consumed)>
Next, a case will be described in which the mode of the first sub-control unit 400 shifts from the second AT mode (start timing) to the second AT mode (during one set right digestion). FIG. 52 shows the RT transition of the main control unit 300 and the status of each winning combination when the mode of the first sub-control unit 400 transitions from the second AT mode (start timing) to the second AT mode (during one set of rights). It is the figure which showed the effect mode of the effect image display apparatus 157, and the number of rights of AT mode.

  The first sub-control unit 400 changes from the second AT mode (start timing) to the second AT mode (start timing) based on the transition of the main control unit 300 from the re-gaming high probability state (RT3) to the re-gaming high probability state (RT4). When the transition is made to “one set right digestion”, the second sub-control unit 500 uses the effect image display device 157 to display a screen during the second AT mode as shown in FIG. 56C, for example. The first sub-control unit 400 determines that there is no AR bonus right in step S2106 after determining that the AR is normal in step S2102 of the RT4 operation procedure effect setting process described above, or in step S2106 After determining that there is a bonus right, if it is determined in step S2109 that it is not after AR bonus notification, RT4AR normal operation procedure effect setting processing in step S2107 (or S2111) is performed.

<2nd AT mode (1 set right digestion) / Promotion Rep win / AR normal>
In the second AT mode, the first sub-control unit 400 is a stop operation notification in which normal replay is aligned in the RT4AR normal operation procedure effect setting process in step S2107 (or S2111) when the internal winning is promoted Rep in the second AT mode. One stop navigation is displayed on the second sub-control unit 500 using the effect image display device 157.

<2nd AT mode (1 set rights are being digested) / Transfer Rep 1-3 wins / AR normal>
In the second AT mode, the first sub-control unit 400, in the case of internal winning for the transitions Rep1 to Rep3, in the RT4AR normal operation procedure effect setting process of step S2107 (or S2111), stop operation notification that normal replay is aligned The first stop navigation is displayed on the second sub-control unit 500 using the effect image display device 157.

  In addition, when the order is shifted from RT4 to RT1 due to a mistake in the pressing order during the second AT mode, a push order navigation in which the symbol combination corresponding to the preparation replay is stopped and displayed is performed based on the internal winning of the preparation Rep, and the second AT mode is executed. In the case of transition from RT4 to RT2 due to a mistake in the push order (including the transition from RT1), the push order in which the symbol combination corresponding to the promotion replay is stopped and displayed on the basis of the internal winnings of the transfer 1 to 3 When navigating and moving from RT4 to RT2 (including transition from RT1) due to a push order mistake during the 2nd AT mode (including transition from RT1), it is normal based on internal winnings of BAR broken Rep, 7Rep Blue L Red R and all other types It is configured to perform push order navigation in which a symbol combination corresponding to replay is stopped and displayed.

  Subsequently, if the first sub-control unit 400 determines that there is an AR bonus right in step S2106 and then determines that it is an AR bonus notification game in step S2108, the first sub-control unit 400 determines the AR bonus notification during RT4AR in step S2112. Operation procedure effect setting processing is performed.

<Second AT Mode (During one set right) / Promotion Rep Win / AR Bonus Notification Game>
The first sub-control unit 400 is configured not to perform navigation in the RT4AR AR bonus notification G operation procedure effect setting process in step S2112 when the internal player wins the promotion Rep in the AR bonus notification game in the second AT mode. And suggest that you win the AR bonus.

<2nd AT mode (1 set right digestion) / Transfer Rep 1-3 win / AR bonus notification game>
In the second AT mode AR bonus notification game, the first sub-control unit 400 performs internal replay in the AR4 notification during the RT4AR AR bonus notification G operation procedure effect setting process in step S2112. The middle first stop navigation, which is a uniform stop operation notification, is displayed on the second sub-control unit 500 using the effect image display device 157.

  Subsequently, after determining that there is an AR bonus right in step S2106 and determining in step S2109 that the AR bonus has been announced in step S2106, the first sub-control unit 400 after the AR bonus notification in RT4AR in step S2111 Operation procedure effect setting processing is performed.

<2nd AT mode (1 set right being digested) / Transfer Rep 1-3 winning / AR bonus announcement>
Also, if the first sub-control unit 400 internally wins the transitions Rep1 to Rep3 after the AR bonus notification in the second AT mode, the first sub-control unit 400 performs the preparation replay in the operation procedure effect setting process after the AR bonus notification during RT4AR in step S2111. Stop action notification (transition 1 is the middle first stop navigation, transition 2 is the first left stop navigation, and transition 3 is the first right stop navigation), the second sub-control unit 500 produces an effect image. Display is performed using the display device 157.

<2nd AT mode (1 set right is being consumed) → 2nd AT mode (start timing)>
Next, a case will be described in which the mode of the first sub control unit 400 shifts from the second AT mode (during one set right) to the second AT mode (start timing).

  When one set of the second AT mode is finished, the first sub control unit 400 uses the effect image display device 157 for the second sub control unit 500 to display a normal screen as shown in FIG. 56 (d), for example. In step S2102 of the RT4 operation procedure effect setting process described above, it is determined that the AR end standby is in progress, and when the AR right remaining stock is 1 or more, the operation procedure with the AR right stock after the end of RT4AR in step S2104 is performed. When the effect setting process is performed and the remaining AR right stock is 0, the operation procedure effect setting process is performed when there is no AR right stock after completion of RT4AR in step S2105.

<Second AT mode (start timing) / AR rights stock after AR ends>
In the case where there is an AR right stock after the end of AR (when there is a second AT mode right), the first sub-control unit 400 sets the promoted Rep in the operation procedure effect setting process when the AR right stock exists after the end of RT4AR in step S2104. When the internal winning is made, the right first stop navigation, which is a stop operation notification in which promotion replays are arranged, is displayed on the second sub-control unit 500 using the effect image display device 157.

  On the other hand, when the reels 110 to 112 are stopped according to the stop operation notification in which the promotion replays are aligned, the main control unit 300 stops and displays the symbol combination corresponding to the promotion replays on the active line.

<2nd AT mode (start timing) / No AR rights stock after AR ends>
If there is no AR right stock after the end of AR (when there is no second AT mode right), the first sub-control unit 400 sets the promotion Rep in the operation procedure effect setting process at the time of no AR right stock after the end of RT4AR in step S2105. When the internal winning is made, the middle first stop navigation, which is a stop operation notification with normal replays, is displayed on the second sub-control unit 500 using the effect image display device 157.

<2nd AT mode (1 set right digestion) → 1st AT mode>
Next, a case will be described in which the mode of the first sub-control unit 400 shifts from the second AT mode (during one set right digestion) to the first AT mode. FIG. 53 shows the RT transition of the main control unit 300, the state of each winning combination, and the effect image display when the mode of the first sub-control unit 400 transitions from the second AT mode (during one set of rights) to the first AT mode. It is the figure which showed the production | generation aspect of the apparatus 157, and the number of rights of AT mode.

  As described above, as a result of the AR bonus right lottery in the second AT mode, the first sub-control unit 400 wins the first AT mode during the second AT mode and acquires the right of the first AT mode. It is configured to shift to RT3. Note that the RT transition of the main control unit 300, the state of each winning combination, the effect mode of the effect image display device 157, and the number of rights in the AT mode after the transition to the first AT mode are as described above, and thus the description thereof is omitted. .

As described above, the slot machine 100 according to the present embodiment is provided with a plurality of types of symbols, and starts to rotate a plurality of reels (for example, the reels 110 to 112) that are rotationally driven. Internal winnings of a plurality of types of roles including a start lever (for example, start lever 135) and a re-playing role (for example, re-playing roles 1 to 34) capable of playing a game without inserting a game medium A lottery means for performing a lottery determination (for example, a combination internal lottery process in step S109) and a stop button (for example, stop buttons 137 to 139) provided corresponding to each of the plurality of reels and individually stopping the rotation of the reels. ), And stop control for stopping the rotation of the reel based on the lottery result of the lottery means and the stop operation of the stop button. Lumpur stop control means (e.g., the stop control process in step S115) and, a judging means for judging a plurality of reels of stop mode which is stopped by the reel stop control means (e.g., display determination processing), a plurality of types of game Main control means (for example, main control unit) having game state transition means (for example, game state control processing) for shifting to a gaming state corresponding to the determination result by the determination means among states (for example, RT0 to RT6) 300) and sub-control means (for example, the first sub-control unit 400) that is configured in one-way communication from the main control means and performs effect control related to the game. the role, and the combination is internally won, and the first stop operation (e.g., first stopped) first stop mode when is (e.g., symbol combination corresponding to the normal replay) is stopped Is a performance, the combination is internally won, and the first stopping operation different second stop operation (e.g., the first stop right or first stop left) when said is a first stop mode different second stop mode (e.g., symbol combination corresponding to reddish effect migration replay) from the first replay role that is stopped (e.g., 7Rep red LR) contains, the combination is internally won, When the first stop operation is performed, the first stop mode can be stopped, and when the combination is won internally and the second stop operation is performed, the first stop mode and A second replaying role (for example, 7Rep blue LR) in which a third stopping mode (for example, a symbol combination corresponding to a blue system effect transition replay) different from any of the second stopping modes is included, The gaming state transition means is the first stop mode. A game state in the next game of the game stopped, a game state in the next game of the game stopped in the second stop mode, and a game state in the next game of the game stopped in the third stop mode; In the same gaming state, and the main control means transmits a winning information indicating a result of the winning / notting lottery (for example, an internal winning winning combination) by the lottery means (for example, command setting transmission in step S215) The sub-control unit has a receiving unit (for example, a first sub-control unit command reception interrupt process) that receives the winning information transmitted by the transmission unit, and when a predetermined condition is satisfied, and benefits applying means for applying a predetermined award, based on the reception result of the receiving means, stop operation informing means for informing the stop operation to the player in a predetermined notification manner (e.g., second Fukusei Part 500 has an effect image display device 157), and the benefit is first award is a predetermined benefit degree and (first 2AT mode (one set)), the profit than the first award Second privilege with a high degree (for example, second AT mode (2 sets)), and the first stop mode is a stop mode that is stopped regardless of whether or not the privilege is given, The second stop mode is a stop mode for indicating that the first privilege is granted, and the third stop mode is a stop mode for indicating that the second privilege is granted. The stop operation notifying means has been internally won by the first re-gamer in a state where the first privilege is not granted (for example, second AT mode non-winning, second AT mode (two sets) winning). When the winning information indicating that When the notification indicating the stop operation is performed in a predetermined notification mode, and the first re-gamer receives winning information indicating that the first bonus has been awarded, the second In the state where the second operation is not given (for example, the second AT mode non-winning, the second AT mode (one set) winning), the notification indicating the stop operation is performed in a predetermined notification mode. When receiving the winning information indicating that the player has won internally, the second replay is performed in a state in which the notification indicating the first stop operation is performed in a predetermined notification mode and the second privilege is granted. When the winning information indicating that the winning combination is won internally is received , the game stand is characterized in that notification indicating the second stop operation is performed in a predetermined notification mode .

  According to the slot machine 100 according to the present embodiment, even when one-way communication from the main control unit to the sub-control unit is adopted, various types of reel control on the main control side are performed by performing the reel control on the main control side based on the gaming state of the sub-control unit. For example, there may be a case where different mode states in the sub-control unit can be expressed by stopping the reels under the control of the main control unit.

  The second symbol combination has the same profit level as the first symbol combination when the second symbol combination is stopped (for example, the number of game media paid out by one winning, one winning May be a symbol combination such as the number of games that can be played without inserting game media.

  With such a configuration, the player can perform a stop operation in accordance with the notification without worrying about the difference in profits between the two types of symbol combinations, and further diversify the effects in the main control unit. There are cases where it is possible.

  In addition, the plurality of types of gaming states include a first gaming state (for example, RT2) in which a re-gamer who can play a game regardless of the insertion of a game medium internally wins with a predetermined probability, and the re-game A second gaming state (for example, RT3) in which a winning combination is won internally with a probability higher than the predetermined probability, and the specific winning combination is the re-playing winning combination that is allowed to win internally in the second gaming state. It may be.

  With such a configuration, it is possible to increase the winning probability of a specific combination in the second gaming state, so the frequency of occurrence of notification of stop operation can be increased, and the player's willingness to play is increased. May be possible.

  In addition, the specific combination is a third stop operation (for example, during the first stop) different from both the first stop operation and the second stop operation when the specific combination is won internally. In this case, a third symbol combination (for example, a symbol combination corresponding to normal replay) that is different from both the first symbol combination and the second symbol combination is stopped, and the stop operation notifying means The state of the effect control when receiving the winning information indicating that the specific combination has won internally is the state of the effect control different from both the state of the first effect control and the state of the second effect control. In some cases, the third stop operation may be notified.

  With such a configuration, since many mode states in the sub-control unit can be expressed by stopping the reels under the control of the main control unit, the effects in the main control unit can be further diversified. There is a case.

  The first symbol combination (for example, the symbol combination corresponding to the normal replay) is stopped when the plurality of types of combinations are won internally and a first stop operation (for example, during the first stop) is performed. And a second symbol combination (for example, blue) different from the first symbol combination when a second stop operation (for example, first stop right or first stop left) different from the first stop operation is performed. When the first combination (for example, 7Rep blue LR) to be stopped and the third winning operation (for example, during the first stop) is performed, the first combination (for example, 7Rep blue LR) is stopped. When a first symbol combination (for example, a symbol combination corresponding to normal replay) is stopped and a fourth stop operation (for example, first stop right or first stop left) different from the third stop operation is performed The first symbol combination and the second symbol A second combination (for example, 7Rep red LR) in which a third symbol combination different from any of the combinations (for example, a symbol combination corresponding to a red production replay) is stopped is included, and the main control means includes the It has a transmission means (for example, command setting transmission process of step S215) which transmits the winning information which shows the result of the lottery means (for example, internal winning winning combination), and the sub-control means transmits by the transmission means Receiving means for receiving the selected winning information (for example, first sub-control unit command reception interrupt process), and informing the player of the stop operation in a predetermined notification mode based on the reception result by the receiving means Stop operation notifying means (for example, the second sub-control unit 500, the effect image display device 157), and the effect control state includes a predetermined first effect control state (for example, the second AT). Mode blue 7 (2 sets)) and a second effect control state different from the first effect control state (for example, second AT mode red align (1 set)), and The stop operation notifying means receives the winning information indicating that the first combination has been won internally, and when the state of the effect control is the state of the first effect control, the second operation When the stop operation is notified and the second effect control is in the state, the first stop operation is notified, and when the winning information indicating that the second combination is won internally is received, the effect When the control state is the first effect control state, the third stop operation is notified, and when the control state is the second effect control state, the fourth stop operation is notified. You may do it.

  With such a configuration, even when one-way communication from the main control unit to the sub-control unit is adopted, various effects are performed by performing game control on the main control side based on the game state of the sub-control unit. For example, different mode states in the sub-control unit may be expressed by the stop appearance of the reel under the control of the main control unit.

  The configuration of the gaming machine according to the present invention is not limited to the configuration of the slot machine 100 according to the above embodiment. For example, the “stop operation notification unit” according to the present invention is the second sub-control unit 500. Alternatively, the effect image display device 157 controlled by the second sub-control unit 500 is not limited, and the effect image display device controlled by the first sub-control unit 400 or the first sub-control unit 400 may be used. In other words, the control unit may be composed of two units, the main control unit 300 and the first sub control unit 400.

  In addition, the “first and second gaming states”, “special game”, “first to fourth symbol combinations”, and “first to second roles” according to the present invention are those exemplified in the above embodiment. It is not limited.

  Therefore, for example, the “special game” according to the present invention is not limited to the second AT mode. Any game may be used as long as the game is maintained in the second game state over a plurality of games.

  Further, the “disadvantage” according to the present invention is not limited to a penalty that does not execute the AR right lottery, and includes, for example, a winning of a fall fall replay. Further, the “first to second combination” according to the present invention is not limited to the replay combination, and may be, for example, a combination (for example, a small combination) accompanied by paying out game media.

  Further, the symbol combination corresponding to the AR start effect replay is not limited to “bell symbol-replay symbol-replay symbol”, but may be the same symbol combination (for example, “replay symbol-replay symbol-replay symbol”).

  Further, the “profit level” according to the present invention is not limited to the number of game media to be paid out by one winning, and the number of games that can be played without inserting the gaming media by one winning. The number of special games given by winning a prize, the type of privilege image, or the like may be used.

  In addition, the “notification” according to the present invention is not limited to 100%, and for example, a case where notification is performed by lottery and a case where notification is not performed may be provided.

In the above embodiment, an example of a slot machine using medals (coins) as a game medium has been described. However, the present invention is not limited to this, and for example, a game ball (for example, a pachinko ball) is used as a game medium. The present invention can also be applied to the slot machine described above. Furthermore, even if the present invention is applied to an arrangement ball game machine, a ball ball game machine, a smart ball, and a casino machine, the same effect can be obtained.

  In addition, the actions and effects described in the embodiments of the present invention are only the most preferable actions and effects resulting from the present invention, and the actions and effects according to the present invention are described in the embodiments of the present invention. It is not limited to things.

  The game machine of the present invention can be used particularly in the field of game machines represented by a spinning machine (slot machine).

100 slot machine 135 start lever 137 to 139 stop button 290 reset button 291 setting change button 292 setting change key 294 power switch 300 main control unit 330, 430 power monitoring circuit 350 power management unit 352 external power source 400 first sub control unit 500 first 2 sub-control unit

Claims (1)

  1. A plurality of reels that are subjected to multiple types of designs and are driven to rotate,
    A start lever for starting rotation of the plurality of reels;
    Lottery means for performing a lottery for internal winning of a plurality of types of roles including a re-gamer who can play a game without inserting game media;
    A stop button which is provided corresponding to each of the plurality of reels and individually stops the rotation of the reels;
    Reel stop control means for performing stop control related to stop of rotation of the reel based on the lottery result of the lottery means and the stop operation of the stop button;
    Determination means for determining stop modes of the plurality of reels stopped by the reel stop control means;
    Main control means having game state transition means capable of shifting to a gaming state corresponding to a determination result by the determination means among a plurality of types of game states;
    A game table comprising one-way communication from the main control means, and sub-control means for effect control related to the game,
    The multiple types of roles include
    When the winning combination is won internally and the first stopping operation is performed, the first stopping mode can be stopped, the winning combination is winning internally and the second stopping is different from the first stopping operation. A first re-player who is allowed to stop a second stop mode different from the first stop mode when operated ;
    When the winning combination is won internally and the first stopping operation is performed, the first stopping mode can be stopped, and when the winning combination is winning internally and the second stopping operation is performed. And a second re-playing combination that can be stopped in a third stop mode different from both the first stop mode and the second stop mode,
    The gaming state transition means includes
    The game state in the next game of the game stopped in the first stop mode, the game state in the next game of the game stopped in the second stop mode, and the game stopped in the third stop mode The game state in the next game is the same game state,
    The main control means includes
    Transmission means for transmitting winning information indicating the result of the lottery by the lottery means;
    The sub-control means is
    Receiving means for receiving the winning information transmitted by the transmitting means;
    A privilege granting means for granting a predetermined privilege when the predetermined condition is satisfied;
    Stop operation notifying means for performing notification indicating a stop operation to the player in a predetermined notification mode based on the reception result by the receiving means,
    The privilege includes a first privilege that has a predetermined profit level and a second privilege that has a higher profit level than the first privilege.
    Said 1st stop mode is a stop mode stopped regardless of the grant of the above-mentioned privilege,
    The second stop mode is a stop mode for indicating that the first privilege is granted,
    The third stop mode is a stop mode for indicating that the second privilege is granted,
    The stop operation notifying means is
    In a state where the first privilege is not granted, when receiving the winning information indicating that the first re-gamer has won internally, a notification indicating the first stop operation is performed in a predetermined notification mode,
    In a state where the first privilege is granted, when receiving winning information indicating that the first re-gamer has won internally, notification indicating the second stop operation is performed in a predetermined notification mode. ,
    In a state where the second privilege is not granted, when receiving winning information indicating that the second re-playing player has won internally, a notification indicating the first stop operation is performed in a predetermined notification mode,
    When receiving the winning information indicating that the second re-game player has won internally in a state where the second privilege is granted, notification indicating the second stop operation is performed in a predetermined notification mode. A game table characterized by being a thing.
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