JP5917282B2 - Game machine - Google Patents

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JP5917282B2
JP5917282B2 JP2012106236A JP2012106236A JP5917282B2 JP 5917282 B2 JP5917282 B2 JP 5917282B2 JP 2012106236 A JP2012106236 A JP 2012106236A JP 2012106236 A JP2012106236 A JP 2012106236A JP 5917282 B2 JP5917282 B2 JP 5917282B2
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replay
games
bell
state
effect
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JP2013233223A (en
JP2013233223A5 (en
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小倉 敏男
敏男 小倉
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株式会社三共
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Description

  The present invention relates to a gaming machine such as a pachinko gaming machine or a slot machine capable of performing a predetermined game.

  As this type of gaming machine, a notification effect indicating whether or not there is a high possibility that the player has shifted to a probability change state advantageous to the player is executed, and the player operates the operation button in this notification effect. While notifying the condition whether or not it is in the probability change state, if the player does not operate the operation button, even if the player has shifted to the probability change state, that fact is not notified, There has been proposed a gaming machine that is hidden (see, for example, Patent Document 1).

JP 2009-6028 A

  In Patent Document 1, it is only different whether information useful to the player is notified when the player performs an operation and when the player does not perform the operation in accordance with the notification effect. However, it was not something that could sufficiently enhance interest.

  The present invention has been made paying attention to such problems, and an object of the present invention is to provide a gaming machine that can enhance interest by the player's operation accompanying the performance.

In order to solve the above-described problem, a gaming machine according to claim 1 of the present invention provides:
A gaming machine (slot machine 1) capable of performing a predetermined game,
A variable display device (reels 2L, 2C, 2R) capable of variably displaying a plurality of types of identification information each identifiable;
Derivation operation means (stop switches 8L, 8C, 8R) operated when deriving display results from the variable display device;
Special gaming state control means for controlling to a special gaming state (navigation stock added state),
Privilege grant determining means (internal lottery) for determining whether or not to grant a privilege (navigator stock) advantageous to the player;
Regardless of the display result of the variable display device in the special gaming state (navigation stock addition state), when it is determined by the privilege grant determining means that the privilege is to be granted (when normal + special replays 1 to 6 are won) ), A privilege granting means for granting the privilege (AT accompanying the navigation stock) after the special gaming state (navigation stock added state) ends,
When it is determined that the privilege is to be granted by the privilege grant determining means (normal + when special replays 1 to 6 are won), the derivation operation means in the first operation mode (push order in which special replays are aligned) When the (stop switches 8L, 8C, 8R) are operated, a control for causing the variable display device to derive a privilege grant display result (special replay winning mode) indicating that the privilege (navigator stock) has been granted. And when the derivation operation means (stop switches 8L, 8C, 8R) is operated in a second operation mode different from the first operation mode (a push order in which normal replays are aligned), the privilege grant display Benefit granting derivation control means for performing control for deriving display results (normal replay) other than the results to the variable display device;
The first operation mode when it is determined that the privilege is to be given as the effect state (effect mode) in the special game state (navigation stock added state) (normally + when special replays 1 to 6 are won) When it is determined that a first effect state (effect mode A) for executing a second suggestion effect (special navigation effect) suggesting (a push order in which special replays are aligned) and that the privilege is to be given (normally The second production state (production mode B) that executes the second suggestion production (normal navigation production) that suggests the second operation mode (push order in which the normal replays are aligned) at the time of + winning special replays 1 to 6 ) And production state setting means for setting any production state (production mode) including:
Advantageous period setting means for setting a period advantageous for the player (number of AT games);
Advantageous control means (AT) for controlling advantageously for the player over a period set by the advantageous period setting means;
Advantageous period display means (the number of remaining games displayed on the liquid crystal display 51) for displaying a period shorter than the period set by the advantageous period setting means in a recognizable manner by the player;
Maximum that can be increased in a period within the difference between the actual period (actual number of remaining games) set by the advantageous period setting means and the display period (number of remaining games displayed) displayed on the advantageous period display means A maximum increase period determining means for determining an increase period (maximum increase number of games);
A period in which an increase period (the number of added games) to be increased stepwise is increased with respect to the display period (the number of remaining games displayed) within the range of the maximum increase period (maximum increase game number) determined by the maximum increase period determining means. Increase means (additional operation required operation),
An increase degree selection means for selecting an increase degree of the increase period (the number of added games) by the period increase means by a player's operation (operation of the effect switch 56);
In a situation where the increase period (number of added games) is increased by the period increasing means, an increase desire determining means for determining whether or not the player desires to increase the increase period (number of added games);
With
The period increasing means is when the increase hope determining means determines that the player does not want to increase the increase period before the increase in the increase period (the number of added games) reaches the maximum increase period ( When the betting number setting operation is performed), the display period (the number of remaining games displayed) is increased only by an increase (the number of added games) at the time of the determination.
According to this feature, when it is determined that a privilege is to be granted as the effect state in the special gaming state, the first suggestion suggesting that a privilege grant display result that will confirm that fact can be derived A first effect state in which an effect is executed, and a second effect state in which the first suggestion effect is not executed even when it is determined that a privilege is to be granted, and the first effect state is set. If it is determined that the operation of the derivation operation means in the first operation mode is prompted by the execution of the first suggestion effect, and as a result, it is determined that the privilege is granted, the privilege grant display By deriving the result, the player can recognize that fact.
On the other hand, when the second performance state is set, even when it is determined that the privilege is to be granted, the first suggestion effect is not executed, so that the privilege is granted until the end of the special gaming state. The possibility that the effect has been determined can be maintained. In addition, even when the second effect state is set, when it is determined that the privilege is to be granted, the privilege grant display result is derived by operating the derivation operation means in the first operation mode. Therefore, it is possible to recognize that it is determined that the privilege is to be granted before the end of the special gaming state, and there is a possibility that the possibility cannot be maintained until the end of the special gaming state. However, when the second effect state is set, not only the first suggestion effect is not executed, but the benefit grant display result is not derived even when it is determined that the privilege is given. Since the second suggestion effect suggesting the operation mode is executed, the derivation operation means is operated in the first operation mode in spite of the fact that the second effect state is set, that is, the privilege Granted display result is derived As a result, in the case where the second performance state is set, it is possible to reliably maintain the possibility that the privilege is granted until the end of the special game state. it can.
Further, when the maximum increase period is determined by the maximum increase period determining means, the increase period to be increased with respect to the display period displayed by the advantageous period display means is stepwise by the period increasing means within the range of the maximum increase period. At this time, it is possible to select the degree of increase in the increase period by the player's operation. Furthermore, in a situation where the increase period is increased by the period increasing means, it is determined whether or not the player wishes to increase the increase period, and the increase in the increase period is set to the maximum increase period. If it is determined that the player does not want to increase the increase period before it reaches, the display period will increase only for the increase at that time, and the player will not recognize the maximum increase period. Instead, the display period can be increased by the increase selected by the player. For this reason, the player can select the display period for the increase, and can carry forward the expectation for further increase in the display period by the player's selection, which can enhance the interest.
The benefits that are advantageous to the player are the rights that make it possible to shift to a gaming state that is advantageous to the player (winning a lottery that determines whether or not to generate an advantageous gaming state, The game is controlled to a gaming state with a high expected value to be given a gaming value, a right to notify an operation mode for deriving a display result advantageous to the player, etc. It may be a privilege that is directly advantageous to the player, such as a right or a right to be notified of whether or not the current gaming state is a gaming state that is advantageous to the player, but it is not directly advantageous to the player. For example, a privilege that is indirectly advantageous to the player, such as a condition for obtaining a privilege on the Internet, may be used.
The period advantageous to the player may be a period that is advantageously controlled by the player, and the period that is controlled so that the expected value to which the game value is given is high, the right that is advantageous to the player. This corresponds to a period of time that is controlled to increase the possibility of being given. Moreover, the period controlled as a privilege advantageous for said player may be sufficient, and a separate period may be sufficient.
In addition, the increase degree selection means may select the increase degree of the increase period by the period increase means by the player's operation, for example, the increase degree may increase every time the player operates, or the player may The degree of increase may be increased by not operating.
Further, in the situation where the increase request determination means increases the increase period by the period increase means, it is determined whether or not the player desires an increase in the increase period as described above. If the degree of increase increases with each operation, the player determines that the player does not want to increase the display period when the specified time has elapsed without performing an operation to increase the degree of increase. If the player performs a cancel operation or an operation to advance the game without performing an operation to increase the degree of increase, the player may determine that the increase period is not increased, and as described above, If the degree of increase is increased by not being operated by the player, it may be determined that the player does not want to increase the increase period when the player performs a prescribed operation.

A gaming machine according to means 1 of the present invention is the gaming machine according to claim 1,
Display determination means (internal lottery) for making a determination related to the display result derived to the variable display device (reels 2L, 2C, 2R);
When the determination result of the display determination means (internal lottery) is a specific result (normal + fall replays 1 to 3), the first operation mode (normal + special replay 1 to 1) among a plurality of types of specific operation modes. If the derivation operation means (stop switches 8L, 8C, 8R) is operated in the pressing order in which a special replay can win if 6 is won, the game state (RT1) that is disadvantageous to the player is entered. Disadvantageous gaming state transition means,
With
When the second effect state is set as the effect state (effect mode) in the special game state (navigation stock addition state), the display determining means (internal lottery) in the special game state (navigator stock addition state) ), The second suggestion effect (normal navigation effect) is executed even when the determination result is the specific result (normal + falling replays 1 to 3).
It is characterized by having.
According to this feature, although the second suggestion effect is executed in the special game state, the derivation operation means is operated in the first operation mode to shift to a game state that is disadvantageous for the player. Since there is a possibility, when the second suggestion effect is executed in the special game state, it is possible to surely prompt the second operation mode, and as a result, the second effect state is set. It is possible to more reliably prevent the benefit grant display result from being derived in the state, and it is possible to more reliably sustain the possibility that the privilege is granted until the end of the special gaming state.

The gaming machine according to means 2 of the present invention is the gaming machine according to claim 1 or means 1, wherein
The display period increasing means increases the increase period (the number of added games) in accordance with the amount (number of operations) of the player operating a predetermined operating means (effect switch 56).
According to this feature, the increase period increases in accordance with the amount by which the player operates the predetermined operation means, so that it is possible to easily select the increase amount of the increase period and not to increase the display period. Can reflect the will of the person.

A gaming machine according to means 3 of the present invention is the gaming machine according to claim 1, means 1 or 2,
Regardless of the player's operation (operation of the effect switch 56), a display period forced increase means (forcibly added) that increases the predetermined increase (maximum increase number of games) and the display period (number of remaining display games). It is characterized by having a production).
According to this feature, the display period may be forcibly increased regardless of the player's operation, and the increase pattern can be diversified.

The gaming machine according to means 4 of the present invention is the gaming machine according to means 3,
A determination history storage unit (addition effect history) for storing the determination result by the increase desire determination unit as a history;
According to the determination result history stored in the determination history storage means, the display period (number of remaining games to be displayed) is increased by the period increasing means (additional operation requiring operation), or the forced increase means (forced increase) It is characterized in that it is determined whether to increase the display period (the number of remaining games displayed) by an extra effect).
According to this feature, the display period can be increased with an effect according to the player's preference.

A gaming machine according to means 5 of the present invention is the gaming machine according to any one of claims 1 and 4, wherein
A determination history storage unit (addition effect history) for storing the determination result by the increase desire determination unit as a history;
The maximum increase period determining means determines the maximum increase period (maximum increase number of games) according to the determination result history stored in the determination history storage means (addition effect history).
According to this feature, an effect of increasing the display period according to the player's preference can be performed.

A gaming machine according to means 6 of the present invention is the gaming machine according to any one of claims 1 and 1 to 5,
The period increasing means determines that the player does not want to increase the increase period (additional game number) by the increase desire determination means, and increases the increase period (additional game number) until the maximum increase period (maximum increase game number). If the remaining display period (the number of remaining games displayed) disappears due to the digestion of the advantageous period (the number of AT games), the remaining increase is increased with respect to the display period. It is a feature.
According to this feature, the player's expectation for the remaining period not increased by the player's selection can be maintained for a longer period.

It is a front view of the slot machine of Example 1 to which the present invention was applied. It is an internal structure figure of a slot machine. It is a figure which shows the symbol arrangement | sequence of a reel. It is a block diagram which shows the structure of a slot machine. It is a block diagram which shows the structure of a main control part. It is a figure for demonstrating the technical matter relevant to the kind of small combination, the symbol combination of a small combination, and a small combination. It is a figure for demonstrating the technical matter relevant to the kind of re-game player, the symbol combination of a re-game player, and a re-game player. It is a figure for demonstrating the technical matter relevant to the symbol combination of a transfer event, and a transfer event. It is a figure for demonstrating the transition of a gaming state. It is a figure which shows the outline | summary of a game state. It is a figure for demonstrating the combination of the lottery object combination read as a lottery object role for every game state. It is a figure for demonstrating the combination of the lottery object combination read as a lottery object role for every game state. It is a figure for demonstrating the combination of the combination which a prize is permitted by a lottery object combination. It is a figure for demonstrating the combination of the combination which a prize is permitted by a lottery object combination. It is a figure for demonstrating the reel control at the time of several small part winning. It is a figure for demonstrating the reel control at the time of several re-game player winning. It is a flowchart which shows the flow from AT start to completion | finish. It is a figure which shows an addition lottery probability. It is a figure which shows an execution time lottery probability. It is a figure which shows an extra notice effect lottery probability. It is a figure which shows the transition of the execution condition of an addition effect, and the number of real remaining games, and the number of display remaining games. It is a figure which shows an addition production | presentation lottery probability. It is a figure which shows the largest increase number lottery probability. It is a figure which shows the transition of the execution condition of an addition effect, and the number of real remaining games, and the number of display remaining games. It is a flowchart which shows the flow from the start of a navigation stock addition state to completion | finish. It is a front view of the pachinko gaming machine of Example 2 to which the present invention is applied. It is a figure explaining the characteristic of control of hit type including big hit and small hit in a tabular form. It is a figure which shows the selection rate according to the control content for every display pattern used for a reel production, and a hit classification. It is a flowchart which shows the flow from a reel production start to completion | finish. It is a flowchart which shows the flow from a high base start to an end. It is a figure which shows the transition of the execution condition of an addition effect, and the actual remaining rotation speed and display remaining rotation speed.

  A mode for carrying out a gaming machine according to the present invention will be described below based on examples.

An embodiment of a slot machine, which is an example of a gaming machine to which the present invention is applied, will be described with reference to the drawings. A slot machine 1 according to the present embodiment includes a housing 1 a whose front surface is open and a housing 1 a of the housing 1 a. a front door 1 b which is rotatably pivoted to the side edge, and a.

  Inside the casing 1a of the slot machine 1 of the present embodiment, as shown in FIG. 2, reels 2L, 2C and 2R (hereinafter referred to as a left reel, a middle reel and a right reel) in which a plurality of types of symbols are arranged on the outer periphery. ) Are juxtaposed in the horizontal direction, and as shown in FIG. 1, three consecutive symbols out of the symbols arranged on the reels 2L, 2C, 2R can be seen from the see-through window 3 provided on the front door 1b. Are arranged as follows.

As shown in FIG. 3, "7a", "7b", "7c", "watermelon a", "watermelon b", "cherry", "bell a" are provided on the outer periphery of the reels 2L, 2C, 2R, respectively. , “Bell b”, “Replay a”, and “Replay b” are drawn in a predetermined order, each of 21 types of multiple types of symbols that can be distinguished from each other. Reel 2L, 2C, symbols drawn on the outer periphery of 2R is displayed below three stages each upper, middle in transparent window 3 provided in 1c approximate center of the front door 1b. In the following, “7a”, “7b”, “7c” are collectively “7”, “watermelon a”, “watermelon b” are simply collectively “watermelon”, “bell a”, “bell b”. Are collectively referred to as “bell”, “replay a”, and “replay b” simply as “replay”.

  The reels 2L, 2C, and 2R are provided in correspondence with each other and rotated by reel motors 32L, 32C, and 32R (see FIG. 4), so that the symbols of the reels 2L, 2C, and 2R are continuously formed in the see-through window 3. In addition to being displayed while changing, by stopping the rotation of the reels 2L, 2C, and 2R, three consecutive symbols are derived and displayed on the fluoroscopic window 3 as display results.

  Inside the reels 2L, 2C, and 2R are reel sensors 33L, 33C, and 33R that detect a reference position for each of the reels 2L, 2C, and 2R, and a reel LED 55 that irradiates the reels 2L, 2C, and 2R from the back side. , Is provided. The reel LED 55 includes 12 LEDs corresponding to three consecutive symbols of the reels 2L, 2C, and 2R, and can irradiate each symbol independently.

  At the position corresponding to each reel 2L, 2C, 2R on the front door 1b, a horizontally long rectangular see-through window 3 that allows the reels 2L, 2C, 2R to be seen through from the front side is provided. The reels 2L, 2C, 2R can be visually recognized from the player side.

  The front door 1b uses a medal insertion unit 4 into which medals can be inserted, a medal payout exit 9 from which medals are paid out, and credits (the number of medals stored as a player's own game value). The MAXBET switch 6 that is operated when setting the maximum bet number (3 in any game state in this embodiment) among the prescribed number of bets determined according to the game state, is stored as credits. Settlement switch 10 operated when paying out medals used for setting medals and betting numbers (returning medals used for setting credits and betting numbers), start switch operated when starting a game 7. Stop switches 8L, 8C, 8R operated when stopping the rotation of the reels 2L, 2C, 2R, and an effect switch 56 for use in effects. It is provided so as to be operated by the skill person.

  In this embodiment, among the three reels 2L, 2C, and 2R that have started to rotate, the reel that stops first is referred to as a first stop reel, and the stop is referred to as a first stop. Similarly, the reel that stops second is called the second stop reel, the stop is called second stop, the reel that stops third is called the third stop reel, and the stop is the third stop. Alternatively, it is called final stop.

The front door 1b also displays a credit indicator 11 that displays the number of medals stored as credits, the number of medals paid out due to the occurrence of a prize, an error code indicating the contents when an error occurs, and the like. Game assist indicator 12, 1BETLED14 that notifies that the bet number is set by 1 by lighting, 2BETLED15 that notifies that the bet number is set by 2 and 2 that the bet number is set by 3 3BET LED 16 to notify, insertion request LED 17 to notify that a medal can be inserted by lighting, start effective LED 18 to notify that the game start operation by the operation of the start switch 7 is effective, wait (the previous game start) Waiting for the start of reel rotation because a certain period has not elapsed since Weight in LED19 for notifying by lighting a a is that during the game display unit in replay LED20 is provided for informing is provided by lighting the effect that during replay game, which will be described later.

  Inside the MAXBET switch 6, there is provided a BET switch valid LED 21 (see FIG. 4) for notifying that the setting operation of the bet amount by the operation of the MAXBET switch 6 is valid, and stop switches 8L, 8C, The left, middle, and right stop valid LEDs 22L, 22C, and 22R (see FIG. 4) are provided inside the 8R to notify that the reel stop operation by the corresponding stop switches 8L, 8C, and 8R is valid by lighting. It has been.

  Further, below the stop switches 8L, 8C, and 8R on the front door 1b, a lower panel on which a title of the slot machine 1 and a payout table 1 to be described later are printed is provided.

  Inside the front door 1b, there is a reset switch 23 for detecting a reset operation for releasing an error state described later and a stop state described later by a predetermined key operation, while changing a set value and confirming a set value described later. The set value display 24 that displays the set value at that time, and the validity / invalidity of the stop function for controlling the stop state at the end of the BB, which will be described later (a state in which the progress of the game is restricted until a reset operation is performed) A check switch 36a for selecting the automatic settlement function that controls automatic settlement at the end of BB, which will be described later (processing to settle (return) medals stored as credits regardless of the player's operation). An automatic settlement switch 36b for selecting invalidity, and a flow path for medals inserted from the medal insertion unit 4 are provided in a hopper tank 34a (described later with reference to FIG. 2) provided inside the housing 1a. And a medal having a inserted medal sensor 31 for detecting a medal that has been inserted from the medal insertion unit 4 and flowed down to the hopper tank 34a side. A selector (not shown) and a door open detection switch 25 (see FIG. 4) for detecting the open state of the front door 1b are provided.

  As shown in FIG. 2, a reel sensor 33L that can detect the reel reference positions of the reels 2L, 2C, and 2R, the reel motors 32L, 32C, and 32R, and the reels 2L, 2C, and 2R, as shown in FIG. , 33C, 33R (see FIG. 4), an external output board 1000 for outputting an external output signal, a hopper tank 34a for storing medals inserted from the medal insertion section 4, and a hopper tank 34a. A hopper unit 34 including a hopper motor 34b for paying out medals from the medal payout opening 9, a payout sensor 34c for detecting medals paid out by driving the hopper motor 34b, and a power supply box 100 are provided.

  On the side of the hopper unit 34, an overflow tank 35 is provided for storing medals overflowing from the hopper tank 34a. Inside the overflow tank 35, a full sensor 35 a made up of a pair of electrically conductive members spaced apart from each other and provided at a height capable of detecting a predetermined amount of stored medals is provided. It is possible to detect that the medal storage amount stored in the inside when it is conductive by contacting through the medal stored in the inside exceeds a predetermined amount, that is, that the overflow tank is full. It has become.

  The front side of the power supply box 100 functions as a setting key switch 37 for switching to a setting change state or a setting confirmation state, and functions as a reset switch for canceling an error state or a stop state in a normal state. There are provided a reset / setting switch 38 that functions as a setting switch for changing a setting value of a winning probability (outtake rate) of internal lottery to be described later, and a power switch 39 that is operated when the power is turned on / off. .

  When a game is played in the slot machine 1 of the present embodiment, first, medals are inserted from the medal insertion unit 4 or a bet number is set using credits. To use the credit, the MAXBET switch 6 may be operated. When a predetermined number of bets determined according to the gaming state are set, the winning line LN (see FIG. 1) becomes valid, and the operation of the start switch 7 is valid, that is, the state where the game can be started. Become. In the present embodiment, when the prescribed number of bets is set to three regardless of the gaming state and the prescribed number of bets is set, the pay line LN becomes valid. In addition, when a medal is inserted exceeding the maximum number out of the prescribed number corresponding to the gaming state, the amount is added to the credit.

  The winning line is a line that is set to determine whether a combination of symbols displayed on the perspective windows 3 of the reels 2L, 2C, and 2R is a winning symbol combination. In this embodiment, as shown in FIG. 1, only the winning line LN set across the symbols arranged in the horizontal direction in the middle stage of the reel 2L, the middle stage of the reel 2C, the middle stage of the reel 2R, that is, the middle stage, is used as the winning line. It has been established. In this embodiment, only one winning line is applied, but a plurality of winning lines may be applied.

  In the present embodiment, invalid lines LM1 to LM1-4 are set apart from the winning line LN in order to make it easy to recognize that the winning line LN has a combination of symbols constituting the winning line. The invalid lines LM1 to LM4 are not determined based on the combination of symbols aligned with the invalid lines LM1 to LM4. When the combination of symbols constituting a specific prize is arranged on the winning line LN, the invalid line LM1 to LM4. When a combination of symbols (for example, bell-bell-bell) is awarded when the winning line LN is aligned with any of the LM1 to LM4, the symbols constituting the particular winning line LN It is easy to recognize that the combination is complete. In this embodiment, as shown in FIG. 1, an invalid line LM1 and a lower stage of the reel 2L, which are set across the symbols arranged horizontally in the upper stage of the reel 2L, the upper stage of the reel 2C, the upper stage of the reel 2R, that is, the upper stage. , The lower stage of the reel 2C, the lower stage of the reel 2R, that is, the invalid line LM2 set across the symbols arranged horizontally in the lower stage, the upper stage of the reel 2L, the middle stage of the reel 2C, the lower stage of the reel 2R, that is, the lower side There are four types of invalid lines LM3 set across straddling symbols LM3, lower stage of reel 2L, middle stage of reel 2C, upper stage of reel 2R, that is, invalid line LM4 set straddling to the right. It is defined as.

  When the start switch 7 is operated in a state where the game can be started, the reels 2L, 2C, and 2R rotate, and the symbols of the reels 2L, 2C, and 2R continuously vary. When any one of the stop switches 8L, 8C, 8R is operated in this state, the rotation of the corresponding reels 2L, 2C, 2R is stopped, and the display result is derived and displayed on the fluoroscopic window 3.

  Then, when all the reels 2L, 2C, 2R are stopped, one game is completed, and a predetermined symbol combination (hereinafter also referred to as a role) is displayed on the reels 2L, 2C, 2R on the winning line LN. If the game stops as a result, a winning occurs, and a predetermined number of medals are given to the player and added to the credit. Further, when the credit reaches the upper limit number (50 in this embodiment), medals are paid out directly from the medal payout opening 9 (see FIG. 1). In addition, when the combination of symbols accompanying the transition of the gaming state on the winning line LN is stopped as a display result of each reel 2L, 2C, 2R, the gaming state is shifted according to the combination of symbols. .

  In the slot machine 1 according to the present embodiment, after the game is started and the reels 2L, 2C, and 2R are rotated and the symbols start to change, any one of the stop switches 8L, 8C, and 8R is operated. When this is done, the rotation of the reels corresponding to the stop switches 8L, 8C, 8R is stopped, and the symbols are stopped and displayed. The maximum stop delay time from the operation of the stop switches 8L, 8C, 8R to the stop of the rotation of the corresponding reels 2L, 2C, 2R is 190 ms (milliseconds).

  The reels 2L, 2C and 2R rotate 80 times per minute, and 80 × 21 (the number of symbols per reel) = 1680 frames, so the maximum of 4 symbols is drawn in 190 ms. Will be able to. In other words, the symbols that can be selected as the stop symbols are the symbols that are displayed when the stop switches 8L, 8C, and 8R are operated, and the symbols that are four frames ahead of them, for a total of five symbols.

  For this reason, for example, when any one of the stop switches 8L, 8C, 8R is operated and the symbol displayed on the lower stage of the reel corresponding to the stop switch is used as a reference, the symbol from the symbol to four frames ahead is used. Since the symbols can be displayed in the lower row, in each of the reels 2L, 2C, 2R, when any one of the stop switches 8L, 8R is operated, the symbol displayed in the middle row of the reel corresponding to the stop switch. The symbols arranged within 5 frames including can be displayed on the winning line.

  FIG. 4 is a block diagram showing a configuration of the slot machine 1. As shown in FIG. 4, the slot machine 1 is provided with a game control board 40, an effect control board 90, and a power supply board 101. The game state is controlled by the game control board 40, and the game state is controlled by the effect control board 90. The production according to the control is controlled, and the power supply board 101 generates the drive power for the electrical components constituting the slot machine 1 and supplies them to each part.

  The power supply board 101 is supplied with AC100V power from the outside, and from this AC100V power supply, a DC voltage necessary for driving electrical components constituting the slot machine 1 is generated, and the game control board 40 and the game control board 40 are generated. It is supplied to the production control board 90 connected through the. In addition, a command transmission line from the main control unit 41 to the sub control unit 91, which will be described later, and a power supply line for supplying power from the game control board 40 to the effect control board 90 are connected via a single cable and connector. Are connected to each other, and all the connectors that connect these cables and the respective boards are connected to each other so that the respective parts on the side of the effect control board 90 can operate and receive commands from the main control part 41. Become. For this reason, unless the command transmission line for transmitting a command from the main control unit 41 is connected to the effect control board 90, power is not supplied to the effect control board 90, and only the effect control board 90 side operates. There is no end to it.

  Further, the above-described hopper motor 34b, payout sensor 34c, full sensor 35a, setting key switch 37, reset / setting switch 38, and power switch 39 are connected to the power supply board 101.

  On the game control board 40, the above-described MAXBET switch 6, start switch 7, stop switches 8L, 8C, 8R, settlement switch 10, reset switch 23, stop switch 36a, automatic settlement switch 36b, insertion medal sensor 31, door open The detection switch 25 and reel sensors 33L, 33C, and 33R are connected, and the above-described payout sensor 34c, full sensor 35a, setting key switch 37, and reset / setting switch 38 are connected via the power supply board 101. Detection signals from these connected switches are input.

  Further, the game control board 40 includes the credit display 11, the game auxiliary display 12, the payout display 13, 1 to 3 BET LEDs 14 to 16, the insertion request LED 17, the start valid LED 18, the waiting LED 19, the replaying LED 20, and the BET. The switch effective LED 21, left, middle, and right stop effective LEDs 22L, 22C, and 22R, the set value display 24, the flow path switching solenoid 30, and the reel motors 32L, 32C, and 32R are connected to each other, and are described above via the power supply board 101. The hopper motor 34b is connected, and these electric components are driven based on control of a main control unit 41 (described later) mounted on the game control board 40.

  The game control board 40 includes a main control unit 41, a control clock generation circuit 42, a random number clock generation circuit 43, a switch detection circuit 44, a motor drive circuit 45, a solenoid drive circuit 46, an LED drive circuit 47, and a power interruption detection circuit. 48 and a reset circuit 49 are mounted.

  The main control unit 41 is configured by a one-chip microcomputer, executes a control program stored in a ROM 506, which will be described later, and performs processing related to the progress of the game, and also includes a control circuit mounted on the game control board 40. Control each part directly or indirectly.

  The control clock generation circuit 42 generates a control clock CCLK serving as an oscillation signal having a predetermined frequency outside the main control unit 41. The control clock CCLK generated by the control clock generation circuit 42 is supplied to the clock circuit 502 via, for example, a control external clock terminal EXC of the main control unit 41 as shown in FIG. The random number clock generation circuit 43 generates a random number clock RCLK that is an oscillation signal having a predetermined frequency different from the oscillation frequency of the control clock CCLK, outside the main control unit 41. The random number clock RCLK generated by the random number clock generation circuit 43 is supplied to the random number circuit 509 via the random number external clock terminal ERC of the main control unit 41 as shown in FIG. 5, for example. As an example, the oscillation frequency of the random number clock RCLK generated by the random number clock generation circuit 43 may be set to be equal to or lower than the oscillation frequency of the control clock CCLK generated by the control clock generation circuit 42.

  The switch detection circuit 44 takes in detection signals input from switches connected directly to the game control board 40 or via the power supply board 101 and transmits them to the main control unit 41. The motor drive circuit 45 transmits the motor drive signal output from the main control unit 41 to the reel motors 32L, 32C, and 32R. The solenoid drive circuit 46 transmits the solenoid drive signal output from the main control unit 41 to the flow path switching solenoid 30. The LED drive circuit transmits the LED drive signal output from the main control unit 41 to various displays and LEDs connected to the game control board 40. The power interruption detection circuit 48 monitors the power supply voltage supplied to the slot machine 1 and outputs a voltage drop signal indicating that to the main control unit 41 when a voltage drop is detected. The reset circuit 49 provides a system reset signal to the main control unit 41 in a state where the power is unstable, such as when the power is turned on or when the power is turned off. The reset circuit 49 includes a watchdog timer, and provides a user reset signal to the main control unit 41 when the watchdog timer expires, that is, when the operation of the CPU 505 of the main control unit 41 stops for a certain period of time.

  FIG. 5 shows a configuration example of the main control unit 41 mounted on the game control board 40. The main control unit 41 shown in FIG. 5 is a one-chip microcomputer, and includes an external bus interface 501, a clock circuit 502, a specific information storage circuit 503, a reset / interrupt controller 504, a CPU 505, a ROM 506, and a RAM 507. A CTC (counter / timer circuit) 508, a random number circuit 509, a PIP (parallel input port) 510, a serial communication circuit 511, and an address decoding circuit 512.

  The external bus interface 501 provided in the main control unit 41 shown in FIG. 5 is an interface function between the external bus and the internal bus of the chip constituting the main control unit 41, a direction control function of the address bus, the data bus, and each control signal, etc. Is a bus interface. For example, the external bus interface 501 is connected to an external memory or an external input / output device externally attached to the main control unit 41, and transmits / receives address signals, data signals, various control signals, and the like to / from these external devices. Anything to do. In this embodiment, the external bus interface 501 includes an internal resource access control circuit 501A.

  The internal resource access control circuit 501A controls access to internal data of the main control unit 41 from an external device via the external bus interface 501, and stores internal data such as a game control program and fixed data stored in the ROM 506, for example. This is a circuit for limiting inappropriate external reading. Here, a circuit analysis device such as an in-circuit emulator (ICE) may be connected to the external bus interface 501 as an external device.

  The clock circuit 502 provided in the main control unit 41 is a circuit that generates the internal system clock SCLK by, for example, dividing the oscillation signal input to the control external clock terminal EXC by two. In this embodiment, the control clock CCLK generated by the control clock generation circuit 42 is input to the control external clock terminal EXC. The internal system clock SCLK generated by the clock circuit 502 is supplied to various circuits such as the CPU 505 that control the progress of the game in the main control unit 41. The internal system clock SCLK is also supplied to the random number circuit 509 and used to monitor the frequency of the random number clock RCLK supplied from the random number clock generation circuit 43. Further, the internal system clock SCLK may be output from the system clock output terminal CLKO connected to the clock circuit 502 to the outside of the main control unit 41.

  The unique information storage circuit 503 included in the main control unit 41 is a circuit that stores a plurality of types of unique information serving as internal information of the main control unit 41, for example. As an example, the unique information storage circuit 503 stores three types of unique information such as a ROM code, a chip individual number, and an ID number. The ROM 506 code is a 4-byte numerical value generated from stored data in a predetermined area of the ROM 506, and four numerical values with different generation methods may be prepared. The chip individual number is a 4-byte number assigned when the main control unit 41 is manufactured, and indicates a different numerical value for each chip constituting the main control unit 41. The ID number is an 8-byte number assigned when the main control unit 41 is manufactured, and indicates a different numerical value for each chip constituting the main control unit 41. Here, it is sufficient that the chip individual number can be read from the user program while the ID number cannot be read from the user program. The unique information storage circuit 503 may be included in the ROM 506 by using a predetermined area of the ROM 506, for example. Alternatively, the unique information storage circuit 503 may be included in the CPU 505 by using a built-in register of the CPU 505, for example.

  The reset / interrupt controller 504 provided in the main control unit 41 is for controlling various resets and interrupt requests generated inside or outside the main control unit 41. The reset controlled by the reset / interrupt controller 504 includes a system reset and a user reset. The system reset is a reset that occurs when a low level signal (system reset signal) is input to the external system reset terminal XSRST for a certain period. The user reset is performed when a low level signal (user reset signal) is input to the external user reset terminal XURST for a certain period of time, or when a time-out signal of the built-in watchdog timer (WDT) is generated, or when running outside the specified area This reset is caused by a predetermined factor such as the occurrence of prohibition (IAT). In this embodiment, as described above, since the watchdog timer (WDT) mounted on the reset circuit 49 is used without using the built-in watchdog timer, a user reset signal is input to the external user reset terminal XURST. Alternatively, a user reset occurs when the out-of-designated area travel prohibition (IAT) occurs.

  Interrupts controlled by the reset / interrupt controller 504 include a non-maskable interrupt NMI and a maskable interrupt INT. The non-maskable interrupt NMI is an interrupt that is unconditionally accepted even when the CPU 505 is in an interrupt-disabled state. When a low level signal is input to the external non-maskable interrupt terminal XNMI (also used as the input port P4) for a certain period of time. An interrupt that occurs. The maskable interrupt INT is an interrupt that can permit / prohibit acceptance of an interrupt request by a setting instruction of the CPU 505, and multiple interrupts can be executed by setting priority. The maskable interrupt INT is caused by the fact that a low level signal is input to the external maskable interrupt terminal XINT (also used as the input port P3) for a certain period of time, a time-out occurs in the timer circuit included in the CTC 508, Multiple types of interrupt factors are determined in advance, such as the occurrence of an interrupt factor due to data transmission in the serial communication circuit 511 and the occurrence of an interrupt factor due to the acquisition of numerical data as a random value in the random number circuit 509. It should be.

  The CPU 505 provided in the main control unit 41 executes processing for controlling the progress of the game in the slot machine 1 by executing the program read from the ROM 506. At this time, the CPU 505 reads out fixed data from the ROM 506, the CPU 505 writes various data to the RAM 507 and temporarily stores the data, and the CPU 505 stores various data temporarily stored in the RAM 507. The CPU 505 receives the input of various signals from the outside of the main control unit 41 via the external bus interface 501 or the PIP 510, and the CPU 505 receives the input of various signals via the external bus interface 501 or the serial communication circuit 511. A transmission operation for outputting various signals to the outside of the main control unit 41 is also performed.

  As described above, in the main control unit 41, the CPU 505 executes control according to the program stored in the ROM 506. Therefore, the main control unit 41 (or CPU 505) executes (or performs processing) below. Specifically, the CPU 505 executes control according to a program. The same applies to microcomputers mounted on boards other than the game control board 40.

  A ROM 506 provided in the main control unit 41 stores a user program for game control, fixed data, and the like. The ROM 506 stores a security check program 506A. The CPU 505 reads the security check program 506A stored in the ROM 506 when the main control unit 41 shifts to the security mode in response to the power-on of the slot machine 1 or the occurrence of a system reset, and whether the storage content of the ROM 506 has been changed. Execute security check processing to check whether or not. The security check program 506A may be stored in a built-in memory different from the ROM 506. Further, the security check program 506A may correspond to a security check process for inspecting the storage content of the external memory externally attached to the main control unit 41 via the external bus interface 501, for example.

  A RAM 507 provided in the main control unit 41 provides a work area for game control. Here, at least a part of the RAM 507 may be a backup RAM backed up by a backup power source. That is, even if the power supply to the slot machine is stopped, at least part of the contents of the RAM 507 is stored for a predetermined period. In this embodiment, all areas of the RAM 507 are backup RAMs, and all contents of the RAM 507 are saved for a predetermined period even when power supply to the slot machine is stopped.

  The CTC 508 provided in the main control unit 41 includes, for example, an 8-bit programmable timer built in 3 channels (PTC0 to PTC2), and includes a timer circuit capable of generating a real-time interrupt and measuring time. Each programmable timer PTC0-PTC2 has a timer value that is updated in response to a change in the count clock signal generated based on the internal system clock SCLK (for example, a falling timing that changes from a high level to a low level). If it is good. In addition, the CTC 508 may incorporate, for example, an 8-bit programmable counter with 4 channels (PCC0 to PCC3). Each of the programmable counters PCC0 to PCC3 is only required to have its count value updated in response to a signal change of the internal system clock SCLK or occurrence of a timeout in any of the programmable counters PCC0 to PCC3. The CTC 508 resets the start time of the random number generated by the free run counter used for randomly determining the extension time (variable setting time) for extending the security time for each system reset or the random number circuit 509. A free-run counter or the like that is used to randomly determine each time may be included. Alternatively, these free-run counters may be included in an internal circuit of the main control unit 41 different from the CTC 508 such as a backup area of the RAM 507, for example.

  A random number circuit 509 included in the main control unit 41 is a circuit that generates numerical data that is a random value having a predetermined update range, such as a 16-bit random number. In the present embodiment, on the game control board 40 side, numerical data indicating a random value for internal lottery to be described later is controlled to be countable. In addition, in order to improve a game effect, random numbers other than these may be used. The CPU 505 uses a random counter different from the random number circuit 509 based on the numerical data extracted from the random number circuit 509 to process or update various numerical data by software, thereby indicating numerical data indicating a random value for internal lottery. May be counted. In the following, it is assumed that numerical data indicating random numbers for internal lottery is not processed by software from numerical data extracted by the CPU 505 from the random number circuit 509 serving as hardware. The random number circuit 509 may be incorporated in the main control unit 41 or may be externally attached to the main control unit 41 as a random number circuit chip different from the main control unit 41. .

  The random number for internal lottery is a value used to determine whether or not to allow a plurality of types of winnings, and takes a value in the range of “0” to “65535” in this embodiment.

  The PIP 510 included in the main control unit 41 is, for example, a 6-bit input dedicated port, and includes an input port P0 to an input port P2 serving as a dedicated terminal and an input port P3 serving as a function shared terminal and an input port P5. . The input port P3 is also used as an external maskable interrupt terminal XINT connected to the CPU 505 or the like. The input port P4 is also used as an external non-maskable interrupt terminal XNMI connected to the CPU 505 or the like. The input port P5 is also used as the first channel reception terminal RXA used by the serial communication circuit 511. The use setting of the input port P3 to the input port P5 is instructed by the function setting KFCS stored in the program management area.

  An address decoding circuit 512 provided in the main control unit 41 shown in FIG. 5 is a circuit for decoding each functional block in the main control unit 41 and a chip select signal that is a decoding signal for an external device. . By the chip select signal, an internal circuit of the main control unit 41 or an external device as a peripheral device is selectively operated effectively and can be accessed from the CPU 505.

  The ROM 506 provided in the main control unit 41 stores various selection data and table data used for controlling the progress of the game, in addition to the game control user program and the security check program 506A. For example, the ROM 506 stores data constituting a plurality of determination tables, determination tables, setting tables, and the like prepared for the CPU 505 to perform various determinations, determinations, and settings. The ROM 506 stores table data constituting a plurality of command tables used for the CPU 505 to transmit control signals serving as various control commands from the game control board 40.

  The RAM 507 provided in the main control unit 41 is provided with a game control data holding area 590 as an area for holding various data used for controlling the progress of the game in the slot machine 1. For example, a DRAM is used as the RAM 507, and a refresh operation is required to maintain the stored data contents. The CPU 505 has a built-in refresh register for performing this refresh operation. For example, the refresh register consists of 8 bits, and the lower 7 bits are automatically incremented each time the CPU 505 fetches an instruction from the ROM 506. Accordingly, the stored value in the refresh register is updated every execution time of one instruction in the CPU 505.

  The main control unit 41 transmits various commands to the sub control unit 91 via the serial communication circuit 511. A command transmitted from the main control unit 41 to the sub control unit 91 is sent in only one direction, and no command is sent from the sub control unit 91 toward the main control unit 41.

  The main control unit 41 receives the detection state of various switches connected to the game control board 40 from the input port. Then, the main control unit 41 executes basic processing that shifts in stages according to the detection states of various switches input from these input ports.

  Further, the main control unit 41 can execute an interrupt process by interrupting the basic process when an interrupt occurs. In the present embodiment, a timer interrupt process (main), which will be described later, is executed at a certain time interval (about 0.56 ms in the present embodiment) when a timeout occurs in the timer circuit included in the CTC 508.

  The main control unit 41 is set to prohibit other interrupts during the execution of the interrupt process, and when a plurality of interrupts occur at the same time, the main control unit 41 prioritizes according to a predetermined order. An interrupt to be executed is set. If another interrupt factor occurs during the execution of the interrupt process and the interrupt factor continues even after the interrupt process is completed, a new interrupt will occur at that point. It will be.

  The main control unit 41 repeatedly loops the process according to the control state until the detection state of the various switches connected to the game control board 40 changes as a basic process, and changes the detection state of the various switches. Execute a process that moves in stages. Further, the main control unit 41 executes a timer interrupt process (main) at regular time intervals (about 0.56 ms in this embodiment). In addition, the execution interval of the timer interrupt process (main) is set to a time longer than the sum of the time required to complete the repeated process according to the control state in the basic process and the execution time of the timer interrupt process (main) Therefore, the process that is repeated according to the control state between the current and next timer interrupt processes (main) is completed at least once.

  An effect switch 56 is connected to the effect control board 90, and a detection signal of the effect switch 56 is input.

  The effect control board 90 is connected to effect devices such as a liquid crystal display 51 (see FIG. 1), an effect LED 52, speakers 53 and 54, and the reel LED 55 described above, which are arranged on the front door 1b of the slot machine 1. These effect devices are driven based on control by a later-described sub-control unit 91 mounted on the effect control board 90.

  In this embodiment, the sub-control unit 91 mounted on the effect control board 90 controls the output of the effect devices such as the liquid crystal display 51, effect effect LED 52, speakers 53 and 54, and reel LED 55. However, in addition to the sub-control unit 91, an output control unit that directly controls the output of the effect device is mounted on the effect control board 90 or another board, and the sub-control unit 91 is based on a command from the main control unit 41. The output control unit may determine the output pattern of the effect device, and the output control unit may control the output of the effect device based on the output pattern determined by the sub control unit 91. In such a configuration, the sub control unit 91 and the output control may be performed. The output control of the rendering device is performed by both of the units.

  Further, in the present embodiment, the liquid crystal display 51, the effect effect LED 52, the speakers 53 and 54, and the reel LED 55 are exemplified as the effect device, but the effect device is not limited to these, for example, a mechanically driven display. A device or a mechanically driven item may be applied as the effect device.

  Similar to the main control unit 41, the effect control board 90 includes a sub CPU 91a, ROM 91b, RAM 91c, and a microcomputer provided with an I / O port 91d. A display control circuit 92 that performs display control of the liquid crystal display 51 connected to the LED, an LED driving circuit 93 that performs drive control of the effect LED 52 and the reel LED 55, an audio output circuit 94 that controls audio output from the speakers 53 and 54, When the power is turned on or when an initialization command from the sub CPU 91a is not input for a certain period of time, a reset circuit 95 that gives a reset signal to the sub CPU 91a and a detection signal input from the effect switch 56 connected to the effect control board 90 are detected. The switch detection circuit 96 outputs time information including date information and time information. The power supply voltage supplied to the timepiece device 97 and the slot machine 1 is monitored, and when a voltage drop is detected, a power drop detection circuit 98 that outputs a voltage drop signal to that effect to the sub CPU 91a, other circuits, etc. , And the sub CPU 91a receives various commands transmitted from the game control board 40 and performs various controls for performing effects, and directly controls each part of the control circuit mounted on the effect control board 90. To control automatically or indirectly.

  The reset circuit 95 has a lower voltage for releasing the reset signal than the reset circuit 49 that gives the system reset signal to the main control unit 41 in the game control board 40. When the power is turned on, the sub control unit 91 It starts at an earlier stage than the unit 41. On the other hand, the power interruption detection circuit 98 has a voltage that outputs a voltage drop signal lower than the power interruption detection circuit 48 that outputs a voltage drop signal to the main control unit 41 in the game control board 40. The sub control unit 91 detects a power failure at a later stage than the main control unit 41, and performs a power interruption process (sub) described later.

  Similar to the main control unit 41, the sub control unit 91 has an interrupt function, generates an interrupt when receiving a command from the main control unit 41, and acquires a command transmitted from the main control unit 41. Execute command reception interrupt processing to be stored in the buffer. Further, the sub control unit 91 executes an interrupt process (sub), which will be described later, by generating an interrupt every time the number of input system clocks reaches a certain number, that is, every certain interval.

  Also, unlike the main control unit 41, the sub control unit 91 interrupts the process even when the timer interrupt process (sub) is being executed when an interrupt is generated based on the reception of the command. The command reception interrupt process is executed at the same time, and the command reception interrupt process is executed with the highest priority even if interrupts that trigger the timer interrupt process (sub) occur at the same time.

  The sub-control unit 91 is also supplied with backup power at the time of a power failure, and the data stored in the RAM 91c is held while the backup power is supplied.

  In the slot machine 1 of the present embodiment, the medal payout rate changes according to the set value. Specifically, the medal payout rate is changed by using a winning probability corresponding to a set value in an internal lottery described later. The set value is composed of 6 levels of 1 to 6, with 6 being the highest payout rate and the payout rate being lower as the value is decreased in the order of 5, 4, 3, 2, 1. That is, when 6 is set as the set value, the advantage is highest for the player, and as the value decreases in order of 5, 4, 3, 2, 1, the advantage decreases stepwise.

  In order to change the setting value, it is necessary to turn on the power of the slot machine 1 after the setting key switch 37 is turned on. When the setting key switch 37 is turned on and the power is turned on, the setting value read from the RAM 507 is displayed on the setting value display 24 as a display value, and the setting value can be changed by operating the reset / setting switch 38. Transition to the setting change state. When the reset / setting switch 38 is operated in the setting change state, the display value displayed on the setting value display 24 is updated one by one (when further operation is performed from the setting 6, the display returns to the setting 1). . When the start switch 7 is operated, the display value is determined as the set value. Then, when the setting key switch 37 is turned off, the determined display value (setting value) is stored in the RAM 507 of the main control unit 41, and the state shifts to a state in which the game can proceed.

  In order to check the set value, after the game is over, the setting key switch 37 may be turned on in a state where the bet amount is not set. When the setting key switch 37 is turned on in such a situation, the setting value read out from the RAM 507 is displayed on the setting value display 24, thereby shifting to a setting confirmation state in which the setting value can be confirmed. In the setting confirmation state, the game cannot be progressed, and by setting the setting key switch 37 to the off state, the setting confirmation state is ended and the state in which the game can proceed is returned.

  In the slot machine 1 of the present embodiment, the main control unit 41 determines whether or not the voltage drop signal from the power interruption detection circuit 48 is detected every time the timer interruption process (main) is executed. If the determination process is performed and it is determined that the voltage drop signal is detected in the power failure determination process, the power interruption process (main) is executed. In the power interruption process (main), the register is saved in a stack of a RAM 507, which will be described later, and destructive diagnosis data (in this embodiment, 5AH) in which any bit is 1 is stored in the RAM 507, that is, specific data other than 0 is stored. In addition to the storage, the RAM parity adjustment data is calculated so that the RAM parity based on the data stored in all areas of the RAM 507 becomes 0 and stored in the RAM 507. The RAM parity is a value calculated as an exclusive OR of the values stored in each bit of the corresponding area (all areas in this embodiment) of the RAM 507. For this reason, if the RAM parity based on the data stored in all areas of the RAM 507 is 0, the RAM parity adjustment data is 0, and the RAM parity based on the data stored in all areas of the RAM 507 is 1. In this case, the RAM parity adjustment data is 1.

  The main control unit 41 calculates the RAM parity based on the data stored in all areas of the RAM 507 at the time of activation, regardless of whether the system reset or the user reset, and the value of the data for destructive diagnosis And the processing state of the main control unit 41 is restored to the state before the power interruption based on the data stored in the RAM 507 on the condition that the RAM parity is 0 and the value of the data for destruction diagnosis is also correct. However, if the RAM parity is not 0 (in the case of 1) or the value of the destruction diagnosis data is not correct, it is determined that the RAM is abnormal, and the RAM abnormal error code is set in the register to control the RAM abnormal error state. However, the progress of the game is disabled. Unlike the normal error state, the RAM abnormal error state is not canceled even if the reset switch 23 or the reset / setting switch 38 is operated, and a new set value is set in the above-described setting change state. It will not be released until

  In this embodiment, all data stored in the RAM 507 is held by the backup power source even in the event of a power failure, and the main control unit 41 determines that the data in the RAM 507 is normal when the power is turned on. In addition, the configuration is such that the control state before power interruption is restored based on the data stored in the RAM 507. However, only the data stored in the RAM 507 that is necessary for returning to the control state in the event of a power failure is backed up and the power is turned on. It may be configured to return to the control state before power interruption based on the data backed up at the time.

  In addition, when returning to the control state before the power interruption when the power is turned on, it is not necessary to return all the control states to the control state before the power interruption, and the minimum control state that does not disadvantage the player For example, it is not necessary to restore the state of all input ports to the state before power interruption.

  Next, initialization of the RAM 507 of the main control unit 41 will be described. The storage area of the RAM 507 of the main control unit 41 is divided into important work, non-saved work, general work, special work, unused area, and stack area.

  Important work items include various indicators, LED display data, I / O input / output data, game time counters, and other data that can be inconvenient to initialize, as well as the RT flag and RT remaining game count described below. Work to be done. The unsaved work is a work that holds the state of various switches, and a value is always set regardless of whether or not the data in the RAM 507 is destroyed at the time of activation. The general work is a work that stores data that can be initialized at the end of the BB, such as a stop control table, a stop symbol, the number of medals paid out, the total number of medals paid out in the BB, and a game state flag described later. The special work is a work that stores data such as various software random numbers that are initialized only before the setting is started. The unused area is an unused area in the storage area of the RAM 507, and is initialized if any one of a plurality of initialization conditions described later is satisfied. The stack area is an area in which data saved from the register of the main control unit 41 is stored, and the unused stack area is one of a plurality of initialization conditions to be described later, like the unused area. However, if it is established, it will be initialized, but the in-use stack area is not initialized because the program continues.

  In this embodiment, the main control unit 41 stores the data in the RAM 507 when the setting key switch 37 is turned on, when a RAM error occurs, when the BB ends, and when the setting key switch 37 is turned off. When not being destroyed, when five initialization conditions at the end of one game are satisfied, four types of initializations that are initialized in accordance with each initialization condition are performed.

  Initialization 1 is an initialization performed when the setting key switch 37 is turned on at the time of startup and transitions to a setting change state, or initialization performed when a RAM abnormality error occurs. In the storage area of the RAM 507, all areas (including the unused area and the unused stack area) except for the important work and the used stack area, that is, the area from the unsaved work to the unused stack area are initialized. The Initialization 2 is initialization performed at the end of the BB. In initialization 2, the area of the RAM 507 includes the general work, the unused area, and the unused stack area, that is, the area from the general work to the unused stack area. It is initialized. Initialization 3 is an initialization performed when the setting key switch 37 is in an off state at the time of startup and the data in the RAM 507 is not destroyed. In the initialization 3, the unsaved work, the unused area, and the The used stack area is initialized. Initialization 4 is initialization performed at the end of one game. In initialization 4, an unused area and an unused stack area in the storage area of the RAM 507 are initialized.

  In this embodiment, initialization 1 is performed before the change of the setting change state. However, the initialization 1 is performed at the end of the setting change state, or both before the change of the setting change state and at the end of the setting change state. Also good.

  As described above, in this embodiment, when a RAM abnormality error occurs at the time of power-on or the like, initialization 1 is executed, and the control state before that is initialized. The RT flag and the RT remaining game number assigned to are held without being initialized. On the other hand, the gaming state flag assigned to the general work is initialized as initialization 1 is executed.

  In the slot machine 1 of this embodiment, as described above, the prescribed number of bets that can be set according to the gaming state (usually inside, BB (RB)) is determined, and is determined according to the gaming state. The game can be started on the condition that the specified number of bets has been set. In the present embodiment, the winning line LN is activated when a specified number of bets according to the gaming state are set.

  In the slot machine 1 of this embodiment, when all the reels 2L, 2C, 2R are stopped, the activated pay line (in the present embodiment, all the pay lines are always enabled. The activated winning line is simply referred to as a winning line), and a winning combination is obtained when a combination of symbols called “comb” is arranged. The combination may be a combination of the same symbols or a combination including different symbols. The type of winning combination is determined according to the game state, but it can be roughly divided into a small role with payout of medals and a replay that can start the next game without the need to set the number of bets. There are a game combination and a special combination with a transition to a game state advantageous to the player. Below, a small role and a re-playing role are collectively called a general role. In order to win each winning combination determined according to the game state, it is necessary to win an internal lottery described later and set a winning flag for the winning combination in the RAM 507.

  Of these winning flags, the winning flags for the small role and the replaying role are valid only in the game in which the flag is set, and are invalid in the next game. It is valid until the combination of combinations permitted by the flag is complete, and is invalid in a game having the combination of combinations permitted. In other words, once the winning flag for a special role is won, even if the combination of characters allowed by the flag cannot be aligned, the winning flag is not invalidated and is carried over to the next game. It becomes.

  Hereinafter, the internal lottery of the present embodiment will be described. In the internal lottery, it is determined whether or not the above winning combination is permitted before the display results of all the reels 2L, 2C, and 2R are derived and displayed (actually, when the start switch 7 is detected). To do. In the internal lottery, first, a random value for internal lottery (an integer from 0 to 65535) is acquired when the start switch 7 is detected. Specifically, the value of the random number storage work assigned to the RAM 507 is set to the lottery work assigned to the RAM 507. Then, for each combination determined according to the gaming state and whether or not the special combination is carried over, the numerical data stored in the lottery work, the value of the gaming state flag for specifying the gaming state, and the RT described later are specified. The determination is made according to the number of determination values of each combination determined according to the value of the RT flag, the number of bets, and the set value.

  The random value storage work is a storage area in which numerical data latched simultaneously with the operation of the start switch 7 is stored. Every time new numerical data is latched, the latched numerical data is processed by a timer interruption process thereafter. The numerical data read in (main) and stored in the random value storage work is updated to the latest numerical data latched newly.

  In the internal lottery, an internal lottery target, a current gaming state flag value, an RT flag value, and the number of determination values determined corresponding to the set value are stored in a random number for internal lottery (a lottery work). When the result of addition overflows, it is determined that the winning combination is won. For this reason, a winning combination will be won with a probability (number of determination values / 65536) according to the number of determination values.

  If a winning combination of any combination is determined, a winning flag corresponding to the winning combination is set in the internal winning flag storage work assigned to the RAM 507. The internal winning flag storage work consists of a storage area of 2 bytes, of which the upper byte is assigned as the special role storing work for which the special role winning flag is set, and the lower byte is the winning of the general role It is assigned as a general role storage work for which a flag is set. Specifically, when a special combination is won, a special combination winning flag indicating that the special combination is won is set in the special combination storing work, and the winning flag set in the general combination storing work is cleared. When a general combination is won, a winning flag for the general combination indicating that the general combination is won is set in the general combination storing work. If no winning combination is selected, only the general winning combination work is cleared.

  Next, stop control of the reels 2L, 2C, 2R will be described.

The main control unit 41, when the rotation of the reels is started, and the reel is stopped, and when there remains still rotating reel, with reference to the table index and data table created is stored in the ROM506 A stop control table is created for each reel that is rotating. When any of the stop switches 8L, 8C, and 8R corresponding to the rotating reel is effectively detected, the stop control table of the corresponding reel is referred to and the slip of the referred stop control table is referred to. Based on the number of frames, control is performed to stop the rotation of the reels 2L, 2C, 2R corresponding to the operated stop switches 8L, 8C, 8R.

  In the table index, an index that indicates the start address of the area in which the data for table creation is stored, from the reference address when referring to the table index, according to the setting state of the winning flag by internal lottery (hereinafter referred to as the internal winning state) Differences up to the address where the data is stored are registered. As a result, a difference corresponding to the internal winning state is acquired, and the corresponding index data can be acquired by adding the difference to the reference address. Even when the winning combinations are different, when the same control is applied, the same address is stored as the index data. In such a case, the same table creation data is referred to. Thus, a stop control table is created.

  The table creation data includes a stop control table indicating the number of sliding frames according to the stop operation position, and an address of the stop control table to be referred to according to the reel stop status.

  The stop control table referred to according to the reel stop status is whether all reels are rotating, only the left reel is stopped, only the middle reel is stopped, only the right reel is stopped, It may vary depending on whether the middle reel is stopped, the left and right reels are stopped, the middle and right reels are stopped, and if any reel is stopped, stop Since there may be differences depending on the stop position of the reels already completed, the address of the stop control table to be referenced for each situation is registered for each rotating reel, and based on the top address of the table creation data, It is possible to specify the address of the stop control table that should be referred to according to the status of each, and it is necessary according to each status from this specified address. And to be able to identify the stop control table. Even when the reel stop status and the stopped position of the stopped reel are different, when the same stop control table is applied, the same address may be registered as the address of the stop control table. In such a case, the same stop control table is referred to.

  The stop control table is data that can specify the number of sliding frames for each timing when the stop operation is performed. In the present embodiment, a stepping motor that makes one turn at a cycle of 336 steps (0 to 335) is used for the reel motors 32L, 32C, and 32R. That is, when the reel motors 32L, 32C, and 32R are driven in 336 steps, the reels 2L, 2C, and 2R make one round. Then, 21 areas (frames) divided every 16 steps (the number of steps that one symbol moves) are defined for one reel, and these areas are areas 0 to 20 from the reel reference position. A number is assigned. On the other hand, the number of symbols arranged on one reel is 21, and symbol numbers 0 to 20 from the reel reference position are assigned to symbols on each reel, so symbols 0 to 20 are assigned to each reel. , Area numbers 0 to 20 are assigned in order. In the stop control table, the number of sliding symbols for each area number is compressed and stored according to a predetermined rule, and the number of sliding symbols for each area number can be acquired by expanding the stop control table. Yes.

  As described above, the stop control table created by referring to the table index and the table creation data corresponds to the area number, and the area corresponding to each area number is the stop reference position (in this embodiment, the perspective window 3). Sliding frame when an operation of the stop switches 8L, 8C, 8R is detected at a timing (a timing in which the number of steps from the reel reference position is included in the range of the number of steps of each region number). It is a table with each number set.

  Next, the procedure for creating the stop control table will be described. First, at the start of reel rotation, the top address of the table creation data corresponding to the internal winning state of the game is acquired. Specifically, the table index is first referred to, index data corresponding to the internal winning state is obtained, table creation data is identified based on the obtained index data, and all reels are identified from the identified table creation data. The address of the stop control table for each reel corresponding to the state of rotation is acquired, and the stop control table for each reel stored at the acquired address is expanded to generate a stop control table for all reels.

  Further, when any one reel stops or any two reels stop, the index data acquired at the start of reel rotation, that is, the top address of the table creation data corresponding to the internal winning state of the game The table creation data is identified based on the table creation data, and the stop control table address of the unreacted reel corresponding to the stopped reel and the area number of the stop position of the reel is obtained from the identified table creation data. The stop control table for each stored reel is expanded to create a stop control table for the unstopped reels.

  Next, when the main control unit 41 effectively detects any one of the stop switches 8L, 8C, and 8R corresponding to the rotating reel, the control when the display result is derived to the corresponding reel is described. To explain, when any operation corresponding to the rotating reel is detected effectively among the stop switches 8L, 8C, 8R, the stop operation position is based on the number of steps from the reel reference position when the stop operation is detected. The number of sliding symbols corresponding to the area number of the specified stop operation position is acquired by referring to the stop control table of the reel where the stop operation is detected. Then, control is performed to rotate and stop the reel by the number of acquired sliding frames. Specifically, from the number of steps from the reel reference position at the time when the stop operation is detected, the number of steps from the acquired number of sliding frames to the stop is calculated, and the reel is rotated and stopped by the calculated number of steps. Take control. As a result, the area corresponding to the area number that is the stop position ahead of the number of sliding frames from the area corresponding to the area number of the stop operation position where the stop operation is detected is the stop reference position (in this embodiment, the perspective window 3 It will stop in the lower symbol area).

  In the table index of this embodiment, only one address is stored as index data corresponding to one internal winning state in one gaming state, and further, one table creation data includes one reel. Only one address is stored as the address of the storage area of the stop control table corresponding to the stop status (and the stop position of the stopped reel). In other words, table creation data corresponding to one internal winning state in one gaming state and stop control tables corresponding to reel stop states (and stopped positions of stopped reels) are uniquely determined. The stop control table created with reference to is unique for one internal winning state in one gaming state and the reel stop status (and the stop position of the stopped reel). Therefore, when all of the gaming state, the internal winning state, and the reel stop status (and the stop position of the stopped reel) are the same, the reel is based on the same stop control table, that is, the same control pattern. The stop control is performed.

Further, in this embodiment, a value of 0 to 4 is determined as the number of sliding frames, and it is possible to stop the reel by pulling in a maximum of 4 frames after detecting the stop operation. In other words, the stop position of the symbol can be designated from a range of a maximum of 5 frames including the stop operation position where the stop operation is detected. In addition, since it is necessary to move one frame to move the reel for one symbol, it is possible to stop the reel by pulling in a maximum of four symbols after detecting the stop operation. The symbol stop position can be designated from a range of up to five symbols including the operation position.

  In this embodiment, when any of the winning combinations is won, the winning combination is drawn to the maximum in the range of 4 frames on the winning line, and the non-winning winning combination is drawn so that it is not aligned on the winning line. A stop control table with a defined number of frames is created and reel stop control is performed. If no winning combination is selected, a stop control table with a determined number of sliding symbols that do not have any combination And stop control of the reel. As a result, when a stop operation is performed, if the winning combination can be stopped on the winning line in the drawing range of up to 4 frames, the control is performed so that the winning combination is stopped. The combination that has not been performed will be controlled to be stopped in a drawing range of a maximum of 4 frames.

  When a special role and a small role are elected at the same time, such as when a special role is elected while the special role has been carried over from before the previous game, the winning small role is the maximum in the range of 4 frames on the winning line. The number of sliding frames is fixed so that it can be drawn to the limit, and for the stop operation position where the selected small role cannot be drawn in the range of up to 4 frames in the winning line, the winning special role is in the range of 4 frames in the winning line Then, a stop control table in which the number of sliding frames is determined so as to be pulled in as much as possible is created, and reel stop control is performed. As a result, when a stop operation is performed, if it is possible to stop all the small roles that have been selected in the drawing range of up to 4 frames on the winning line and stop them, control is performed so that the winning combination is stopped. If you can't draw a small role that has been won in the drawing range of up to 4 frames on the line, if you can stop with a special role that has been won in the drawing range of up to 4 frames on the winning line, A control is performed to stop them in a uniform manner, and a winning combination that has not been won will be controlled to be stopped within a 4-frame pull-in range. That is, in such a case, priority is given to the control for aligning the small combination on the winning line over the special combination, and the special combination can be won only when the small combination cannot be drawn. When a special combination and a small combination can be withdrawn at the same time, only the small combination is drawn in, and the small combination is not aligned on the winning line at the same time as the special combination.

  In this example, when a special role is elected while the special role has been carried over from before the previous game, or when a special role and a small role are simultaneously elected, the special role and the small role are won simultaneously. If the selected special role is given priority over the selected special role, the special role is controlled on the winning line only when the small role cannot be withdrawn. When winning simultaneously, priority is given to the control for aligning the special role on the winning line over the small role, and the control for aligning the small role on the winning line may be performed only when the special role cannot be drawn.

  If a special player and a replaying player are elected at the same time, such as when a replaying player is elected while the special role has been carried over from before the previous game, when the stop operation is performed, In addition, a control is performed in which the symbols of the re-gamer are aligned and stopped within a drawing range of up to 4 frames. In this case, the symbols constituting the re-gamer or the symbols constituting the re-gamer to be selected at the same time are arranged at intervals of 5 symbols or less, that is, 4 frames or less, for any of the reels 2L, 2C and 2R. Since it can always be stopped at any position within the 4-frame pull-in range, if the special combination and the re-playing combination are elected at the same time, the timing of the operation of the stop switches 8L, 8C, 8R by the player Without fail, the re-playing role will always be won. That is, in such a case, the control for aligning the re-games on the winning line has priority over the special game, and the re-games will always win. In the case where the special combination and the re-playing combination can be withdrawn at the same time, only the re-playing combination is drawn in, and the special combination is not arranged on the winning line at the same time as the re-playing combination.

  In this embodiment, after the rotation of the reels 2L, 2C, and 2R is started, the main control unit 41 rotates the reels for which the stop operation has not been detected yet until the operation of the stop switches 8L, 8C, and 8R is detected. Continuously, on the condition that the operation of the stop switches 8L, 8C, and 8R is detected, control is performed to stop the display result on the corresponding reel. Even if the reel rotation temporarily stops due to the occurrence of a reel rotation error, the stop operation is still detected until the operation of the stop switches 8L, 8C, and 8R is detected after the reel rotation is restarted. Control is performed to stop the display result of the corresponding reels on the condition that the rotation of the reels that have not been continued is continued and the operation of the stop switches 8L, 8C, and 8R is detected.

  In this embodiment, control is performed to stop the display result on the corresponding reel on condition that the operation of the stop switches 8L, 8C, and 8R is detected. However, the rotation of the reel is started. When a predetermined automatic stop time has elapsed, even if the reel stop operation is not performed, it is assumed that the stop operation has been performed, and automatic stop control is performed to automatically stop each reel. May be. In this case, since the reels are stopped without the player's operation, it is preferable to derive a display result that does not constitute any combination even if any combination is won.

  Next, commands that the main control unit 41 transmits to the sub control unit 91 will be described.

  In this embodiment, the main control unit 41 sends a BET command, a credit command, an internal winning command, a reel rotation start command, a reel stop command, a winning determination command, a payout start command, a payout end command, a game to the sub control unit 91. A plurality of types of commands including a status command, a standby command, a stop command, an error command, a return command, a setting command, a setting confirmation command, a door command, and an operation detection command are transmitted.

  These commands consist of 1-byte type data indicating the command type and 1-byte extension data indicating the command content, and the sub-control unit 91 can determine the command type from the type data.

  The BET command is a command that can specify the number of inserted medals, that is, the number of medals used to set the bet number, and is a state from the end of the game (after setting change) to the start of the game. Sent when a medal is inserted or the MAXBET switch 6 is operated to set the number of bets in a state where is not set. Further, since the BET command is transmitted when the betting number setting operation is performed, it is possible to specify that the betting number setting operation has been performed by receiving the BET command.

  The credit command is a command that can specify the number of medals stored as credits, and is a state from the end of the game (after setting change) to the start of the game, and in a state where a predetermined number of bets is set, Sent when a medal is inserted and credits are added.

  The internal winning command is a command that can specify the winning status of the internal winning flag and the type of the internal winning flag that has been established, and is transmitted when the start switch 7 is operated to start the game. Further, since the internal winning command is transmitted when the start switch 7 is operated, it is possible to specify that the start switch 7 has been operated by receiving the internal winning command.

  The reel rotation start command is a command for notifying the start of reel rotation, and is transmitted when rotation of the reels 2L, 2C, and 2R is started.

  The reel stop command is a command that can specify whether the reel to be stopped is the left reel, the middle reel, or the right reel, the area number of the corresponding reel stop operation position, and the area number of the corresponding reel stop position. And is transmitted each time stop control is performed in accordance with the stop operation of each reel. Since the reel stop command is transmitted when the stop switches 8L, 8C, and 8R are operated, it is possible to specify that the stop switches 8L, 8C, and 8R are operated by receiving the reel stop command. .

  The winning determination command is a command that can specify the combination of symbols arranged on the winning line LN, whether or not there is a winning, the type of winning, and the number of medals to be paid out at the time of winning. Sent after.

  The payout start command is a command for notifying the start of payout of medals, and is transmitted when the payout of medals is started by paying out a prize or credit (including medals used for setting the number of bets). The payout end command is a command for notifying the end of payout of medals, and is transmitted when the payout of medals by winning and winning a credit is completed.

  The game state command is a command that can specify the game state of the next game, and is transmitted at the end of the game.

  The standby command is a command indicating a transition to the standby state, and after one game is over, a credit (which was used for setting the bet number) is set when the transition to the standby state is made after a predetermined time without setting the bet number. (Including medals) is sent out after the medal payout is completed and the payout end command is sent.

  The stop command is a command indicating the occurrence or release of the stop state, and after the end of the BB, the stop command indicating the occurrence of the stop state is transmitted when the ending effect waiting time has elapsed, and the reset operation is performed. When the stop state is released, a stop command indicating the release of the stop state is transmitted.

  An error command is a command that indicates the occurrence or cancellation of an error condition and the type of error condition. When an error is determined and controlled to an error condition, an error command indicating the occurrence and type of the error condition is sent and reset. When the error state is canceled after the operation is performed, an error command indicating the cancellation of the error state is transmitted.

  The return command is a command indicating that the main control unit 41 has returned to the control state before the power interruption, and is transmitted when the main control unit 41 returns to the control state before the power interruption.

  The setting command is a command indicating the start or end of the setting change state and the setting value after the setting change. At the time of transition to the setting change state, a setting command indicating the start of the setting change state is transmitted, and when the setting change state ends. A setting command indicating the end of the setting change state and the setting value after the setting change is transmitted. Further, since the control state of the main control unit 41 is initialized with the transition to the setting change state, it can be specified that the control state of the main control unit 41 has been initialized by the setting command indicating the start of setting. .

  The setting confirmation command is a command that indicates the start or end of the setting confirmation state. A setting confirmation command that indicates the start of setting confirmation is transmitted when the setting confirmation state is entered. A confirmation command is sent.

  The door command is a command indicating the detection state of the door opening detection switch 25, that is, on (open state) / off (closed state), when the power is turned on, at the end of one game (after the game is over, the bet number of the next game) Sent before the setting of ”can be started), and when the detection state of the door opening detection switch 25 changes (from on to off, from off to on).

  The operation detection command is a switch in which the detection state (on / off) has changed among the operation switches (MAXBET switch 6, start switch 7, stop switch 8L, 8C, 8R), whether the detection state has changed from off to on, This command indicates whether the state has changed from on to off and the detection state (on / off) of another switch, and is transmitted when the detection state of any of these operation switches has changed.

  Of these commands, commands other than the door command and the operation detection command are generated in the basic process, and the command data in the command buffer assigned to the non-initialized area is updated to the newly generated command data, and the serial communication circuit The data is transmitted to the sub-control unit 91 by being transferred to the transmission data register 561 of 511.

  On the other hand, the door command is generated in the door monitoring process of the timer interrupt process (main) and stored in the door command storage area. The door command storage area stores a door command indicating the detection state of the door opening detection switch 25 at the time of power-on or at the end of one game, and when the detection state of the door opening detection switch 25 changes, A door command indicating the detection state is stored. Further, the door command stored in the door command storage area is not cleared even after the door command is transmitted, and is then overwritten by a newly stored door command. When the power is turned on or one game is finished, a door command transmission request 1 for requesting transmission of a door command stored in the door command storage area is set, and whether the door command transmission request 1 is set or whether the door is open is detected. When the detection state of the switch 25 changes, the door command transmission request 2 is set. When the door command transmission request 2 is set, the door command stored in the door command storage area is set. In the command transmission process of the timer interrupt process (main) executed after transmission is commanded, it is stored in the command buffer and transferred to the serial communication circuit 511 to be transmitted to the sub-control unit 91.

The operation detection command is used when a change in the detection state of any switch is detected in the switch input determination process of the timer interrupt process (main) (when edge data of any switch is set). is generated, together with Ru stored in the operation detection command storage area, the transmission of the operation detection command operation detection command transmission request is stored in the operation detection command storage area by being set is an instruction, the timer split to be subsequently executed In the command transmission process of the loading process (main), it is stored in the command buffer and transferred to the serial communication circuit 511 to be transmitted to the sub control unit 91.

  As described above, both the door command and the operation detection command are stored in the command buffer in the command setting process of the timer interrupt process (main), transferred to the serial communication circuit 511, and transmitted to the sub-control unit 91. However, when the door command transmission request 2 is set, that is, when transmission of the door command is requested, priority is given to transmission of the door command even if transmission of the operation detection command is requested. Since the operation detection command is transmitted only when the door command transmission request 2 is not set, the door command transmission request 2 and the operation detection command transmission request are both set. In the command transmission process, the door command is transmitted, and the operation detection command is transmitted in the next command transmission process. So that the de is transmitted.

  Next, the control of the effect performed by the sub-control unit 91 based on the command transmitted from the main control unit 41 to the effect control board 90 will be described.

  When the sub control unit 91 receives a command from the main control unit 41, the sub control unit 91 executes a command reception interrupt process. In the command reception interrupt process, the command acquired from the command transmission line is stored in the reception buffer provided in the RAM 91c.

  The reception buffer is provided with an area capable of storing a maximum of 16 commands so that a plurality of commands can be accumulated.

  In the timer interrupt process (sub), the sub-control unit 91 determines whether or not an unprocessed command is stored in the reception buffer. If an unprocessed command is stored, the sub-control unit 91 is the earliest. The control pattern table stored in the ROM 91b is referred to based on the command received in the stage, and the liquid crystal display 51, effect effect LED 52, speakers 53, 54, reel LED 55, etc. are controlled based on the control contents registered in the control pattern table. Performs output control of various rendering devices.

  In the control pattern table, the display pattern of the liquid crystal display 51 corresponding to the type of command, the lighting mode of the lighting effect LED 52, the output mode of the speakers 53 and 54, the lighting mode of the reel LED, etc. Control patterns of these effect devices are registered, and when the sub-control unit 91 receives a command, the sub-control unit 91 stores the control patterns registered corresponding to the effect patterns set in the RAM 91c in the game of the control pattern table. Among these, the control pattern corresponding to the type of the received command is referred to, and the output control of the rendering device is performed based on the control pattern. Thereby, the production according to the production pattern and the progress of the game is executed.

  If the sub-control unit 91 receives a new command during execution of an effect triggered by the reception of a certain command, the sub-control unit 91 stops the effect based on the control pattern being executed, and changes to the newly received command. An effect based on the corresponding control pattern is executed. In other words, even if the production is not finished to the end, when a new command is received, the production that was being executed is canceled and a new command is canceled unless the received new command is not a command that triggers a new production. An effect based on the command is executed.

  In particular, in this embodiment, when the betting number setting operation is performed during the execution of the effect, that is, when the sub-control unit 91 receives a BET command indicating that the bet number has been set, Is to be canceled. For this reason, if the player wants to proceed to the next game rather than seeing the production to the end, the production is canceled and the next game can be started. There is no. Further, when a credit or betting amount adjustment operation is performed during the performance, that is, after the sub-control unit 91 receives a game state command indicating the end of the game, it receives an internal winning command indicating the start of the game. When the payout start command is received before, the effect being executed is stopped. Credits and bets are settled when the game is terminated. In such a case, by terminating the performance that is being executed, there is an intention to end the game, but the performance continues unnecessarily. It is designed not to be overwhelmed.

  When the internal winning command is received, the effect pattern is selected at a selection rate corresponding to the result of the internal lottery indicated by the internal winning command, and is set in the RAM 91c. The selection rate of the effect pattern is registered in the effect table stored in the ROM 91b, and when the sub control unit 91 receives the internal winning command, the sub control unit 91 stores the effect pattern in the effect table according to the result of the internal lottery indicated by the internal winning command. With reference to the registered selection rate, one of the effect patterns is selected from a plurality of types of effect patterns according to the selection rate, and the selected effect pattern is set in the RAM 91c as the effect pattern of the game. Even if the same command is received, a different control pattern is selected depending on the effect pattern selected when the internal winning command is received. As a result, different effects may be performed depending on the effect pattern.

  In the slot machine 1 according to the present embodiment, a winning is awarded when the winning symbols are aligned on any winning line. The type of winning combination is determined according to the game state, but it can be roughly divided into a small role with payout of medals and a replay that can start the next game without the need to set the number of bets. There is a gamer.

  In order for each winning combination determined according to the gaming state to occur, it is necessary to set a winning flag in the RAM 507 to win the internal lottery and allow the winning of the winning combination.

  6-8 is a figure for demonstrating the technical matter relevant to the kind of combination, a symbol combination, and a combination. FIG. 9 is a diagram for explaining the transition of the gaming state controlled by the main control unit 41, and FIG. 10 is a diagram showing an outline of the gaming state.

  The slot machine in the present embodiment is controlled to any one of RT0 to RT3 as shown in FIG.

  Next, with reference to FIG. 6, the small combination among the winning combinations will be described. Among the winning combinations, the small combinations include middle bells, right falling bells, AT1 to 8, cherries 1 to 3, upper watermelons, middle watermelons, right lowering watermelons, right rising watermelons, and one to three.

  The middle bell is awarded when a combination of “bell a-bell a-bell a” and “bell b-bell a-bell a” is arranged on the winning line LN, and 15 medals are paid out.

  Here, referring to FIG. 3, “bell a” and “bell b” of the left reel 2L, “bell a” of the middle reel 2C, and “bell a” of the right reel 2R constituting the middle bell are 5 in each. Arranged within frames. For this reason, it can be said that, in principle, when a middle bell is won in an internal lottery to be described later, it can be said that a winning can be made regardless of the operation timing of the stop switches 8L to 8R.

  The downward-sloping bells are “Replay a-Bell a-Replay a”, “Replay a-Bell a-Replay b”, “Replay b-Bell a-Replay a”, “Replay b-Bell a-Replay”. When any combination of “b” is completed, a prize is awarded and 15 medals are paid out.

  Here, referring to FIG. 3, “replay a” and “replay b” of the left reel 2 </ b> L constituting the right-down bell are arranged at positions one level below “bell a” or “bell b”. , “Replay a” and “Replay b” of the right reel 2R are arranged one position above “Bell a” or “Bell b”, so that “Replay a-Bell a-Replay a”, “ When any combination of “replay a-bell a-replay b”, “replay b-bell a-replay a”, “replay b-bell a-replay b” is prepared, “bell a-bell a-bell a”. Any one of the combinations of “bell b-bell a-bell a”, “bell a-bell a-bell b”, “bell b-bell a-bell b” is lowered to the right, that is, aligned with the invalid line LM3. Become.

  In addition, the left reel 2L “replay a” and “replay b”, the middle reel 2C “bell a”, and the right reel 2R “replay a” and “replay b”, which constitute the right-down bell, are within 5 frames each. Is arranged. For this reason, it can be said that, in principle, when a right-down bell is won in an internal lottery to be described later, it can be said that a winning can be made regardless of the operation timing of the stop switches 8L to 8R.

  When the top bell 1 has a combination of “Replay a-7a-7a”, “Replay a-7a-7c”, “Replay a-7c-7a”, “Replay a-7c-7c” on the winning line LN Will be awarded and 15 medals will be paid out.

  Here, referring to FIG. 3, “replay a” of the left reel 2L constituting the upper bell 1, “7a” and “7c” of the middle reel, and “7a” and “7c” of the right reel 2R are “bell”. “Replay a-7a-7a”, “Replay a-7a-7c”, “Replay a-7c-7a”, “Replay a” When any combination of “−7c-7c” is aligned, the combinations of “bell a-bell a-bell a” and “bell b-bell a-bell a” are aligned in the upper stage, that is, the invalid line LM1.

  Further, “replay a” of the left reel 2L, “7a” and “7c” of the middle reel 2C, and “7a” and “7c” of the right reel 2R constituting the upper bell 1 are all arranged within 5 frames. There are parts that are not. For this reason, even if the upper bell 1 is won in an internal lottery to be described later, if the stop switches 8L, 8C, 8R are not operated at an appropriate timing, the winning upper bell 1 will not be won.

  The upper bell 2 is awarded when the combination of “Replay a-7a-7b” and “Replay a-7c-7b” is aligned on the winning line LN, and 15 medals are paid out.

  Here, referring to FIG. 3, “replay a” of the left reel 2L, “7a” and “7c” of the middle reel, and “7b” of the right reel 2R constituting the upper bell 2 are “bell a” or “ Since it is arranged at a position below “bell b”, when any combination of “replay a-7a-7b” and “replay a-7c-7b” is prepared, “bell a-bell a-bell”. The combination of “a” and “bell b-bell a-bell a” is aligned to the upper stage, that is, the invalid line LM1.

  Further, “replay a” of the left reel 2L, “7a” and “7c” of the middle reel 2C, and “7b” of the right reel 2R constituting the upper bell 2 are not arranged within 5 frames. is there. For this reason, even if the upper bell 2 is won in an internal lottery to be described later, if the stop switches 8L, 8C and 8R are not operated at an appropriate timing, the winning upper bell 2 will not be won.

  The upper bell 3 is awarded when a combination of “Replay a-7b-7a” and “Replay a-7b-7c” is arranged on the winning line LN, and 15 medals are paid out.

  Here, referring to FIG. 3, “replay a” of the left reel 2L, “7b” of the middle reel, and “7a” and “7c” of the right reel 2R constituting the upper bell 3 are “bell a” or “ Since it is arranged at a position below “bell b”, when any combination of “replay a-7b-7a” and “replay a-7b-7c” is prepared, “bell a-bell a-bell”. The combination of “a” and “bell b-bell a-bell a” is aligned to the upper stage, that is, the invalid line LM1.

  Also, the “replay a” of the left reel 2L, the “7b” of the middle reel 2C, and the “7a” and “7c” of the right reel 2R constituting the upper bell 3 are not located within 5 frames. is there. For this reason, even if the upper bell 3 is won in an internal lottery to be described later, if the stop switches 8L, 8C and 8R are not operated at an appropriate timing, the winning upper bell 3 will not be won.

  The upper bell 4 is awarded when the combination of “Replay a-7b-7b” is aligned on the winning line LN, and 15 medals are paid out.

  Referring to FIG. 3, “replay a” of the left reel 2L, “7b” of the middle reel, and “7b” of the right reel 2R constituting the upper bell 4 are “bell a” or “bell b”. Since it is arranged one position below, when the combination of “Replay a-7b-7b” is complete, the combination of “Bell a-Bell a-Bell a” and “Bell b-Bell a-Bell a” It is aligned with the upper stage, that is, the invalid line LM1.

  Further, “replay a” of the left reel 2L, “7b” of the middle reel 2C, and “7b” of the right reel 2R constituting the upper bell 4 are not arranged within 5 frames. For this reason, even if the upper bell 4 is won in an internal lottery to be described later, if the stop switches 8L, 8C, and 8R are not operated at an appropriate timing, the winning upper bell 4 is not won.

  The upper bell 5 is when the combination of “Replay b-7a-7a”, “Replay b-7a-7c”, “Replay b-7c-7a”, “Replay b-7c-7c” is aligned on the winning line LN. Will be awarded and 15 medals will be paid out.

  Here, referring to FIG. 3, “replay b” of the left reel 2L, “7a” and “7c” of the middle reel, and “7a” and “7c” of the right reel 2R constituting the upper bell 5 are “bell”. "Replay b-7a-7a", "Replay b-7a-7c", "Replay b-7c-7a", "Replay b-7c-7c" When any of the combinations is completed, the combination of “bell a-bell a-bell a” is aligned on the upper stage, that is, the invalid line LM1.

  Further, “replay b” of the left reel 2L, “7a” and “7c” of the middle reel 2C, and “7a” and “7c” of the right reel 2R constituting the upper bell 5 are all arranged within 5 frames. There are parts that are not. For this reason, even if the upper bell 5 is won in an internal lottery to be described later, if the stop switches 8L, 8C and 8R are not operated at an appropriate timing, the winning upper bell 5 will not be won.

  The upper bell 6 is awarded when a combination of “Replay b-7a-7b” and “Replay b-7c-7b” is arranged on the winning line LN, and 15 medals are paid out.

  Here, referring to FIG. 3, “replay b” of the left reel 2L, “7a” and “7c” of the middle reel, and “7b” of the right reel 2R constituting the upper bell 6 are 1 of “bell a”. Since it is arranged at the lower position, when any combination of “Replay b-7a-7b” and “Replay b-7c-7b” is prepared, the combination of “Bell a-Bell a-Bell a” is It is aligned with the upper stage, that is, the invalid line LM1.

  Also, the “replay b” of the left reel 2L, the “7a” and “7c” of the middle reel 2C, and the “7b” of the right reel 2R constituting the upper bell 6 are not arranged within 5 frames. is there. For this reason, even if the upper bell 6 is won in an internal lottery to be described later, if the stop switches 8L, 8C and 8R are not operated at an appropriate timing, the winning upper bell 6 will not be won.

  The upper bell 7 is awarded when a combination of “Replay b-7b-7a” and “Replay b-7b-7c” is arranged on the winning line LN, and 15 medals are paid out.

  Here, referring to FIG. 3, “replay b” of the left reel 2L, “7b” of the middle reel, and “7a” and “7c” of the right reel 2R constituting the upper bell 7 are 1 of “bell a”. Since it is arranged at the lower position, when any combination of “Replay b-7b-7a” and “Replay b-7b-7c” is prepared, the combination of “Bell a-Bell a-Bell a” is It is aligned with the upper stage, that is, the invalid line LM1.

  Also, the “replay b” of the left reel 2L, the “7b” of the middle reel 2C, and the “7a” and “7c” of the right reel 2R constituting the upper bell 7 are not arranged within 5 frames. is there. For this reason, even if the upper bell 7 is won in an internal lottery to be described later, if the stop switches 8L, 8C, 8R are not operated at an appropriate timing, the winning upper bell 7 will not be won.

  The upper bell 8 is awarded when the combination of “Replay b-7b-7b” is aligned on the winning line LN, and 15 medals are paid out.

  Here, referring to FIG. 3, the “replay b” of the left reel 2L, the “7b” of the middle reel, and the “7b” of the right reel 2R constituting the upper bell 8 are positions one level below “bell a”. Therefore, when the combination of “replay b-7b-7b” is aligned, the combination of “bell a-bell a-bell a” is aligned in the upper stage, that is, the invalid line LM1.

  Further, “replay b” of the left reel 2L, “7b” of the middle reel 2C, and “7b” of the right reel 2R constituting the upper bell 8 are not arranged within 5 frames. For this reason, even if the upper bell 8 is won in an internal lottery to be described later, if the stop switches 8L, 8C, 8R are not operated at an appropriate timing, the winning upper bell 8 will not be won.

  In the following description, the upper bells 1 to 8 are simply referred to as upper bells unless particularly distinguished.

  Cherry 1 has “Cherry-7a-Replay a”, “Cherry-7a-Watermelon a”, “Cherry-7a-Watermelon b”, “Cherry-7b-Replay a”, “Cherry-7b-Watermelon” on the winning line LN. “a”, “cherry-7b-watermelon b”, “cherry-7c-replay a”, “cherry-7c-watermelon a”, “cherry-7c-watermelon b”, “cherry-bell a-replay a”, “ When a combination of “Cherry-Bell a-Watermelon a” and “Cherry-Bell a-Watermelon b” is completed, a prize is awarded and two medals are paid out.

  Here, referring to FIG. 3, “7a”, “7b”, “7c”, and “Bell a” of the middle reel 2C constituting the cherry 1 are arranged within 5 frames, but the left reel 2L “Cherry” is not placed within 5 frames. For this reason, even if the cherry 1 is won in the internal lottery to be described later, the cherry 1 will not be won if the stop switch 8L corresponding to the left reel 2L is not operated at an appropriate timing.

  Cherry 2 has “7c-replay a-bell a”, “7c-replay a-watermelon b”, “7c-replay b-bell a”, “7c-replay b-watermelon b”, “watermelon” on the winning line LN. "B-Replay a-Bell a", "Watermelon b-Replay a-Watermelon b", "Watermelon b-Replay b-Bell a", "Watermelon b-Replay b-Watermelon b" Two medals are paid out.

  Here, referring to FIG. 3, “7c” of the left reel 2 </ b> L constituting the cherry 2 is disposed one above the “cherry”, and “watermelon b” is disposed one below the “cherry”. Therefore, “7c-replay a-bell a”, “7c-replay a-watermelon b”, “7c-replay b-bell a”, “7c-replay b-watermelon b”, “watermelon b-replay a-bell” When the combination of “a”, “watermelon b-replay a-watermelon b”, “watermelon b-replay b-bell a”, “watermelon b-replay b-watermelon b” is aligned, “Cherry” is stopped, and “Replay a” or “Replay b” is stopped at the middle stage of the middle reel 2C, and apparently, “Cherry” is displayed on the invalid lines LM1 and LM2 or invalid lines LM3 and LM4 of the left reel. There can be seen a stop, "replay a" or "Replay b" in the middle of the center reel 2C and stops stop mode.

  Referring to FIG. 3, “replay a” and “replay b” of the middle reel 2C constituting the cherry 2 and “bell a” and “watermelon b” of the right reel 2R are arranged within 5 frames. The “7c” and “Watermelon b” of the left reel 2L are not arranged within 5 frames. For this reason, even if the cherry 2 is won in the internal lottery described later, the cherry 2 will not be won if the stop switch 8L corresponding to the left reel 2L is not operated at an appropriate timing.

  Cherry 3 has "7c-Bell a-ANY (ANY can be any symbol)", "7c-Cherry-ANY (ANY can be any symbol)", "Watermelon b-Bell a-" on the winning line LN. When a combination of “ANY (ANY can be any symbol)” and “Watermelon b-Cherry-ANY (ANY is any symbol)” is awarded and two medals are paid out.

  Here, referring to FIG. 3, “7c” of the left reel 2L constituting the cherry 3 is arranged one above the “cherry”, and “watermelon b” is arranged one below the “cherry”. So, "7c-Bell a-ANY (ANY can be any symbol)", "7c-Cherry-ANY (ANY can be any symbol)", "Watermelon b-Bell a-ANY (ANY is any symbol) When the combination of “watermelon b-cherry-ANY (any pattern is acceptable)” is aligned, “cherry” stops at the upper or lower stage of the left reel 2L, and the middle stage of the middle reel 2C. “Belle a” or “Cherry” stops at the same time, and apparently, “Cherry” stops at the invalid lines LM1 and LM2 or invalid lines LM3 and LM4 of the left reel, and the middle stage of the middle reel 2C. It can be seen as a stop mode to "bell a" or "cherry" is stopped.

  Further, referring to FIG. 3, “bell a” and “cherry” of the middle reel 2C constituting the cherry 3 are arranged within 5 frames, but “7c” and “watermelon b” of the left reel 2L are There are places that are not arranged within 5 frames. For this reason, even if the cherry 3 is won in an internal lottery to be described later, the cherry 3 will not be won if the stop switch 8L corresponding to the left reel 2L is not operated at an appropriate timing.

  The upper watermelon is awarded when a combination of “Bell a-Replay b-Replay b” and “Bell a-Replay b-Cherry” is arranged on the winning line LN, and 6 medals are paid out.

  Here, referring to FIG. 3, “bell a” of the left reel 2L, “replay b” of the middle reel, “replay b” and “cherry” of the right reel 2R constituting the upper watermelon are “watermelon a” or Since it is arranged at a position below “watermelon b”, when any combination of “bell a-replay b-replay b” and “bell a-replay b-cherry” is prepared, “watermelon a- "Watermelon a-Watermelon a", "Watermelon a-Watermelon a-Watermelon b", "Watermelon a-Watermelon b-Watermelon a", "Watermelon a-Watermelon b-Watermelon b", "Watermelon b-Watermelon a-Watermelon a" , Any combination of “watermelon b-watermelon a-watermelon b”, “watermelon b-watermelon b-watermelon a”, “watermelon b-watermelon b-watermelon b” is aligned in the upper stage, that is, the invalid line LM1. .

  Also, the “bell a” of the left reel 2L, the “replay b” of the middle reel 2C, and the “replay b” and “cherry” of the right reel 2R that constitute the upper watermelon are not arranged within 5 frames. There is. For this reason, even if the upper watermelon is won in an internal lottery to be described later, if the stop switches 8L, 8C, and 8R are not operated at an appropriate timing, the winning upper watermelon will not be won.

  The middle stage watermelons are “watermelon a-watermelon a-watermelon a”, “watermelon a-watermelon a-watermelon b”, “watermelon a-watermelon b-watermelon a”, “watermelon a-watermelon b-watermelon b” on the winning line LN. "Watermelon b-Watermelon a-Watermelon a", "Watermelon b-Watermelon a-Watermelon b", "Watermelon b-Watermelon b-Watermelon a", "Watermelon b-Watermelon b-Watermelon b" Occasionally, a prize is awarded and six medals are paid out.

  Here, referring to FIG. 3, “watermelon a” and “watermelon b” of the left reel 2L constituting the middle stage watermelon, “watermelon a” and “watermelon b” of the middle reel 2C, and “watermelon a” of the right reel 2R. And “Watermelon b” are not arranged within 5 frames. For this reason, even if the middle stage watermelon is won in the internal lottery described later, if the stop switches 8L, 8C, 8R are not operated at an appropriate timing, the won middle stage watermelon will not be won.

  Downward watermelon is a combination of "Bell a-Watermelon a-7a", "Bell a-Watermelon a-7c", "Bell a-Watermelon b-7a", "Bell a-Watermelon b-7c" on the winning line LN When all of them are complete, a prize is awarded and 6 medals are paid out.

  Here, referring to FIG. 3, the “bell a” of the left reel 2L constituting the right-down watermelon is disposed at a position below “watermelon a” or “watermelon b”, and “7a” of the right reel 2R. , “7c” is arranged one position above “watermelon a” or “watermelon b”, so that “bell a-watermelon a-7a”, “bell a-watermelon a-7c”, “bell a When any combination of “watermelon b-7a” and “bell a-watermelon b-7c” is prepared, “watermelon a-watermelon a-watermelon a”, “watermelon a-watermelon a-watermelon b”, “watermelon a "Watermelon b-Watermelon a", "Watermelon a-Watermelon b-Watermelon b", "Watermelon b-Watermelon a-Watermelon a", "Watermelon b-Watermelon a-Watermelon b", "Watermelon b-Watermelon b-Watermelon a" "," Watermelon b-Watermelon b-Watermelon b " Down right, that is, be aligned with the invalid line LM3.

  In addition, “bell a” of the left reel 2L, “watermelon a” and “watermelon b” of the middle reel 2C, and “7a” and “7c” of the right reel 2R that constitute the right-down watermelon are all within 5 frames. There are places that are not arranged. For this reason, even if the right-down watermelon is won in the internal lottery described later, if the stop switches 8L, 8C, 8R are not operated at an appropriate timing, the winning right-down watermelon will not be won.

  The watermelon that rises to the right is "7a-Watermelon a-Replay b", "7a-Watermelon a-Cherry", "7a-Watermelon b-Replay b", "7a-Watermelon b-Cherry", "Cherry-" When a combination of “Watermelon a-Replay b”, “Cherry-Watermelon a-Cherry”, “Cherry-Watermelon b-Replay b”, and “Cherry-Watermelon b-Cherry” comes together, 6 medals are paid out. It is.

  Here, referring to FIG. 3, “7a” and “cherry” of the left reel 2L constituting the right-up watermelon are arranged at positions one above “watermelon a” or “watermelon b”, and the right reel 2R Since “Replay b” and “Cherry” are arranged one position below “Watermelon a” or “Watermelon b”, “7a-Watermelon a-Replay b”, “7a-Watermelon a-Cherry”, “7a-Watermelon b-Replay b”, “7a-Watermelon b-Cherry”, “Cherry-Watermelon a-Replay b”, “Cherry-Watermelon a-Cherry”, “Cherry-Watermelon b-Replay b”, “Cherry” When any combination of “watermelon b-cherry” is prepared, “watermelon a-watermelon a-watermelon a”, “watermelon a-watermelon a-watermelon b”, “watermelon a-watermelon b-watermelon a”, “watermelon a-s "Watermelon b-Watermelon b", "Watermelon b-Watermelon a-Watermelon a", "Watermelon b-Watermelon a-Watermelon b", "Watermelon b-Watermelon b-Watermelon a", "Watermelon b-Watermelon b-Watermelon b" Any combination of the above will rise to the right, that is, be aligned with the invalid line LM4.

  Further, “7a” and “cherry” of the left reel 2L constituting the right-up watermelon, “watermelon a” and “watermelon b” of the middle reel 2C, and “replay b” and “cherry” of the right reel 2R are all There are places that are not arranged within 5 frames. For this reason, even if the right-up watermelon is won in an internal lottery to be described later, if the stop switches 8L, 8C, and 8R are not operated at an appropriate timing, the winning-up watermelon won not be won.

  Each one is awarded when a combination of “7b-watermelon b-cherry” is arranged on the winning line LN, and one medal is paid out.

  Here, referring to FIG. 3, the “7b” of the left reel 2L, the “watermelon b” of the middle reel 2C, and the “cherry” of the right reel 2R that constitute one sheet 1 are all arranged within 5 frames. There are no places. For this reason, even if one sheet 1 is won in an internal lottery to be described later, if the stop switches 8L, 8C, 8R are not operated at an appropriate timing, the winning one sheet 1 will not be won.

  One sheet 2 is awarded when a combination of “7b-watermelon b-watermelon b” is arranged on the winning line LN, and one medal is paid out.

  Here, referring to FIG. 3, “7b” of the left reel 2L, “watermelon b” of the middle reel 2C, and “watermelon b” of the right reel 2R that constitute one sheet 2 are all arranged within 5 frames. There are parts that are not. For this reason, even if one sheet 2 is won in the internal lottery described later, if the stop switches 8L, 8C, 8R are not operated at an appropriate timing, the winning one sheet 2 will not be won.

  One sheet 3 is awarded when a combination of “7b-replay a-bell a” and “7b-replay b-bell a” is arranged on the winning line LN, and one medal is paid out.

  Here, referring to FIG. 3, “replay a” and “replay b” of the middle reel 2C constituting one sheet 3 and “bell a” of the right reel 2R are arranged within 5 frames, but the left reel 2L “7b” is not located within 5 frames. For this reason, even if one 3 is won in the internal lottery to be described later, if the stop switch 8L corresponding to the left reel 2L is not operated at an appropriate timing, the winning one 3 will not be won. .

  Next, with reference to FIG. 7, the re-game player among the winning combinations will be described. Among the winning combinations, replaying combinations include normal replays 1 to 3, promotion replays, fall replays, and special replays 1 to 3. In the following description, when there is no need to distinguish between them, normal replays 1 to 3 are simply referred to as normal replays, and special replays 1 to 3 are simply referred to as special replays.

  Normally, the replay 1 has “Replay a-Replay a-Replay a”, “Replay a-Replay a-Replay b”, “Replay a-Replay a-Watermelon a”, “Replay a-Replay a-Watermelon” in the winning line LN. b "," Replay a-Replay b-Replay a "," Replay a-Replay b-Replay b "," Replay a-Replay b-Watermelon a "," Replay a-Replay b-Watermelon b "," Replay b " “Replay a-Replay a”, “Replay b-Replay a-Replay b”, “Replay b-Replay a-Watermelon a”, “Replay b-Replay a-Watermelon b”, “Replay b-Replay b-Replay a” ”,“ Replay b-Replay b-Replay b ”,“ Replay b-Replay b-Watermelon a ”,“ Replay b-Replay b-Watermelon b ” Become a winning when the uniform, replay game (replay) is given.

  Here, referring to FIG. 3, “replay a” and “replay b” of the left reel 2L constituting the normal replay 1, “replay a” and “replay b” of the middle reel 2C, and “replay a” of the right reel 2R. "," Replay b "," Watermelon a ", and" Watermelon b "are arranged within 5 frames in each. For this reason, it can be said that, in principle, when the normal replay 1 is won in an internal lottery to be described later, it can be said that, as a rule, it can be awarded regardless of the operation timing of the stop switches 8L to 8R.

  In normal replay 2, “7a-7a-replay a”, “7a-7a-replay b”, “7a-7a-watermelon a”, “7a-7a-watermelon b”, “7a-7b-” are placed on the winning line LN. "Replay a", "7a-7b-Replay b", "7a-7b-Watermelon a", "7a-7b-Watermelon b", "7a-7c-Replay a", "7a-7c-Replay b", " "7a-7c-watermelon a", "7a-7c-watermelon b", "7b-7a-replay a", "7b-7a-replay b", "7b-7a-watermelon a", "7b-7a-watermelon b "," 7b-7b-Replay a "," 7b-7b-Replay b "," 7b-7b-Watermelon a "," 7b-7b-Watermelon b "," 7b-7c-Replay a "," 7b -7c-replay b "," 7b-7c-watermelon a "," 7b-7 -Watermelon b "," 7c-7a-Replay a "," 7c-7a-Replay b "," 7c-7a-Watermelon a "," 7c-7a-Watermelon b "," 7c-7b-Replay a " “7c-7b-Replay b”, “7c-7b-Watermelon a”, “7c-7b-Watermelon b”, “7c-7c-Replay a”, “7c-7c-Replay b”, “7c-7c-” When a combination of “watermelon a” and “7c-7c-watermelon b” is completed, a winning is awarded and a replay game (replay game) is given.

  Here, referring to FIG. 3, “7a”, “7b” and “7c” of the left reel 2L constituting the normal replay 2, “7a”, “7b” and “7c” of the middle reel 2C, and the right reel 2R. “Replay a”, “Replay b”, “Watermelon a”, and “Watermelon b” are arranged within 5 frames in each. For this reason, when the normal replay 2 is won in the internal lottery to be described later, in principle, it can be said that it is a role that can be awarded regardless of the operation timing of the stop switches 8L to 8R.

  In the normal replay 3, “7a-replay a-7a”, “7a-replay a-7b”, “7a-replay a-7c”, “7a-replay b-7a”, “7a-replay b” are placed on the winning line LN. -7b "," 7a-replay b-7c "," 7b-replay a-7a "," 7b-replay a-7b "," 7b-replay a-7c "," 7b-replay b-7a "," 7b-replay b-7b "," 7b-replay b-7c "," 7c-replay a-7a "," 7c-replay a-7b "," 7c-replay a-7c "," 7c-replay b- " When a combination of “7a”, “7c-replay b-7b”, and “7c-replay b-7c” is completed, a prize is awarded and a replay game (replay) is given.

  Here, referring to FIG. 3, “7a”, “7b” and “7c” of the left reel 2L constituting the normal replay 3, “replay a” and “replay b” of the middle reel 2C, and “replay b” of the right reel 2R. Each of “7a”, “7b”, and “7c” is arranged within 5 frames. For this reason, it can be said that, in principle, when the normal replay 3 is won in an internal lottery to be described later, it can be said that, as a rule, it can be awarded regardless of the operation timing of the stop switches 8L to 8R.

  The promoted replays include “bell a-replay a-bell a”, “bell a-replay b-bell a”, “bell b-replay a-bell a”, “bell b-replay b-bell a”. When the combination of "is complete, a prize is awarded and a replay game (replay) is awarded. In RT1, when the promotion replay is won, the process proceeds to RT2.

  Here, referring to FIG. 3, “bell a” and “bell b” of the left reel 2 </ b> L constituting the promoted replay are arranged one position above “replay a” or “replay b”. Since the “bell a” of the right reel 2R is arranged at a position below “replay a” or “replay b”, the bell a-replay a-bell a and the bell a-replay b-bell When any combination of “a”, “bell b-replay a-bell a”, and “bell b-replay b-bell a” is prepared, “replay a-replay a-replay a”, “replay a-replay a” -Replay b "," Replay a-Replay b-Replay a "," Replay a-Replay b-Replay b "," Replay b-Replay a-Replay a "," Replay b-Replay a-Replay b "," Replay b-re Rei b- replay a "rise either the right combination of" Replay b- replay b- replay b ", that is, be aligned with the invalid line LM4.

  Further, the left reel 2L “bell a” and “bell b” constituting the promoted replay, “replay a” and “replay b” of the middle reel 2C, and “bell a” and “bell b” of the right reel 2R are respectively Are arranged within 5 frames. For this reason, it can be said that, in principle, when the promotion replay is won in the internal lottery described later, it can be said that the prize can be awarded regardless of the operation timing of the stop switches 8L to 8R.

  The fall replay is performed on the winning line LN by “replay a-replay a-bell a”, “replay a-replay b-bell a”, “replay b-replay a-bell a”, “replay b-replay b-bell a”. When the combination of "is complete, a prize is awarded and a replay game (replay) is awarded. In addition, when RT2 and RT3 win a fall replay, the process proceeds to RT1.

  Here, referring to FIG. 3, “replay a” and “replay b” of the left reel 2L, “replay a” and “replay b” of the middle reel 2C, and “bell a” of the right reel 2R constituting the fall replay. Are arranged within 5 frames in each. For this reason, it can be said that, in principle, when a fall replay is won in an internal lottery to be described later, it can be said that a prize can be awarded regardless of the operation timing of the stop switches 8L to 8R.

  Special Replay 1 includes “7a-7a-7a”, “7a-7a-7b”, “7a-7a-7c”, “7a-7b-7a”, “7a-7b-7b”, “7a-7b-7b”, “ 7a-7b-7c, 7a-7c-7a, 7a-7c-7b, 7a-7c-7c, 7b-7a-7a, 7b-7a-7b, 7b- 7a-7c, 7b-7b-7a, 7b-7b-7b, 7b-7b-7c, 7b-7c-7a, 7b-7c-7b, 7b-7c- 7c "," 7c-7a-7a "," 7c-7a-7b "," 7c-7a-7c "," 7c-7b-7a "," 7c-7b-7b "," 7c-7b-7c " , “7c-7c-7a”, “7c-7c-7b”, “7c-7c-7c” are combined, and a prize is awarded. Rei game (replay) is given. Also, when winning a special replay 1 in RT1 and RT2, the process proceeds to RT3.

  Here, referring to FIG. 3, “7a”, “7b” and “7c” of the left reel 2L constituting the special replay 1, “7a”, “7b” and “7c” of the middle reel 2C, and the right reel 2R. “7a”, “7b” and “7c” are arranged within 5 frames in each. For this reason, it can be said that, in principle, when the special replay 1 is won in the internal lottery described later, it can be said that the prize can be awarded regardless of the operation timing of the stop switches 8L to 8R.

  Special Replay 2 includes “Bell b-7a-Bell a”, “Bell b-7b-Bell a”, “Bell b-7c-Bell a”, “Cherry-7a-Bell a”, “Cherry” on the winning line LN. -7b-Bell a "," Cherry-7c-Bell a "," Watermelon a-7a-Bell a "," Watermelon a-7b-Bell a "," Watermelon a-7c-Bell a " Sometimes a prize is awarded and a replay game (replay) is awarded. Also, when winning a special replay 2 in RT 1 and 2, the process proceeds to RT 3.

  Here, referring to FIG. 3, “bell a”, “cherry” and “watermelon a” of the left reel 2L constituting the special replay 2 are one lower than “7a”, “7b” or “7c”. Since the “bell a” of the right reel 2R is arranged at a position one above “7a”, “7b” or “7c”, “bell b-7a-bell a”. "Bell b-7b-Bell a", "Bell b-7c-Bell a", "Cherry-7a-Bell a", "Cherry-7b-Bell a", "Cherry-7c-Bell a", "Watermelon When any combination of “a-7a-bell a”, “watermelon a-7b-bell a”, and “watermelon a-7c-bell a” is prepared, “7a-7a-7a”, “7a-7a-7b” ", 7a-7a-7c", "7a-7b-7a", "7a-7b-7b", "7a-7b" 7c "," 7a-7c-7a "," 7a-7c-7b "," 7a-7c-7c "," 7b-7a-7a "," 7b-7a-7b "," 7b-7a-7c " , "7b-7b-7a", "7b-7b-7b", "7b-7b-7c", "7b-7c-7a", "7b-7c-7b", "7b-7c-7c", " 7c-7a-7a "," 7c-7a-7b "," 7c-7a-7c "," 7c-7b-7a "," 7c-7b-7b "," 7c-7b-7c "," 7c- Any of the combinations of “7c-7a”, “7c-7c-7b”, and “7c-7c-7c” descends to the right, that is, aligns with the invalid line LM3.

  Further, “bell a”, “cherry” and “watermelon a” of the left reel 2L constituting the special replay 2, “7a”, “7b” and “7c” of the middle reel 2C, and “bell a” of the right reel 2R. Are arranged within 5 frames in each. For this reason, it can be said that, in principle, when the special replay 2 is won in an internal lottery to be described later, it can be said that, as a rule, it can be awarded regardless of the operation timing of the stop switches 8L to 8R.

  The special replay 3 includes “Replay a-7a-Replay a”, “Replay a-7a-Watermelon a”, “Replay a-7a-Watermelon b”, “Replay a-7b-Replay a”, “ "Replay a-7b-Watermelon a", "Replay a-7b-Watermelon b", "Replay a-7c-Replay a", "Replay a-7c-Watermelon a", "Replay a-7c-Watermelon b", " "Replay b-7a-Replay a", "Replay b-7a-Watermelon a", "Replay b-7a-Watermelon b", "Replay b-7b-Replay a", "Replay b-7b-Watermelon a", " Replay b-7b-Watermelon b "," Replay b-7c-Replay a "," Replay b-7c-Watermelon a "," Replay b-7c-Watermelon b "will be awarded when the combination is complete. Over-time (replay) is given. Also, when winning a special replay 2 in RT 1 and 2, the process proceeds to RT 3.

  Here, referring to FIG. 3, “replay a” and “replay b” of the left reel 2L constituting the special replay 3 are arranged at positions one above “7a”, “7b” or “7c”. “Replay a”, “Watermelon a”, and “Watermelon b” on the right reel 2R are arranged at positions one below “7a”, “7b”, or “7c”. -7a-Replay a "," Replay a-7a-Watermelon a "," Replay a-7a-Watermelon b "," Replay a-7b-Replay a "," Replay a-7b-Watermelon a "," Replay a " -7b-Watermelon b "," Replay a-7c-Replay a "," Replay a-7c-Watermelon a "," Replay a-7c-Watermelon b "," Replay b-7a-Replay a "," Replay b " -7a-Watermelon a "," Replay b 7a-Watermelon b "," Replay b-7b-Replay a "," Replay b-7b-Watermelon a "," Replay b-7b-Watermelon b "," Replay b-7c-Replay a "," Replay b- When any combination of “7c-watermelon a” and “replay b-7c-watermelon b” is prepared, “7a-7a-7a”, “7a-7a-7b”, “7a-7a-7c”, “7a” -7b-7a "," 7a-7b-7b "," 7a-7b-7c "," 7a-7c-7a "," 7a-7c-7b "," 7a-7c-7c "," 7b-7a " -7a "," 7b-7a-7b "," 7b-7a-7c "," 7b-7b-7a "," 7b-7b-7b "," 7b-7b-7c "," 7b-7c-7a " "," 7b-7c-7b "," 7b-7c-7c "," 7c-7a-7a "," c-7a-7b "," 7c-7a-7c "," 7c-7b-7a "," 7c-7b-7b "," 7c-7b-7c "," 7c-7c-7a "," 7c- One of the combinations of “7c-7b” and “7c-7c-7c” rises to the right, that is, aligns with the invalid line LM4.

  Further, “replay a” and “replay b” of the left reel 2L constituting the special replay 3, “7a”, “7b” and “7c” of the middle reel 2C, “replay a” and “watermelon a” of the right reel 2R. "And" Watermelon b "are arranged within 5 frames in each. For this reason, when the special replay 3 is won in an internal lottery to be described later, in principle, it can be said that it is a role that can be awarded regardless of the operation timing of the stop switches 8L to 8R.

  Next, the transition outcome will be described with reference to FIG. As shown in FIG. 8, the transition items are “replay a-7a-bell a”, “replay a-7b-bell a”, “replay a-7c-bell a”, “replay b-7a-bell a”. ”,“ Replay b-7b-Bell a ”,“ Replay b-7c-Bell a ”,“ Replay a-Bell a-7a ”,“ Replay a-Bell a-7b ”,“ Replay a-Bell a-7c ” "Replay b-bell a-7a", "Replay b-bell a-7b", "Replay b-bell a-7c", "Replay a-7a-7a", "Replay a-7a-7b" "Replay a-7a-7c", "Replay a-7b-7a", "Replay a-7b-7b", "Replay a-7b-7c", "Replay a-7c-7a", "Replay a-7c -7b "," Replay a-7c-7c "," Replay b-7a-7a " "Replay b-7a-7b", "Replay b-7a-7c", "Replay b-7b-7a", "Replay b-7b-7b", "Replay b-7b-7c", "Replay b- 7c-7a "," Replay b-7c-7b ", and" Replay b-7c-7c ". When RT0, RT2, and RT3 are aligned with the winning line LN, the transition is made to RT1. In this embodiment, left bells 1 to 4, middle bells 1 to 4 and right bells 1 to 4 which will be described later are elected, and the upper bells which are elected as the first stop other than the reels which become the winning conditions for the middle bells are elected. When the game is missed, the above-mentioned transition outcome is aligned with the winning line LN.

  Next, with reference to FIG. 11 to FIG. 14, a combination of lottery object combinations read out as a lottery object combination for each gaming state will be described. In this embodiment, depending on whether the gaming state is RT0, RT1, RT2, or RT3, either the combination that is the object of the internal lottery or its winning probability is different. As will be described later as a lottery target combination, a plurality of winning combinations can be read out simultaneously and can be won in duplicate. FIG. 13 and FIG. 14 show combinations of winning combinations that are read for each lottery target combination, and by indicating “+” between winning combinations, it is shown that they are simultaneously read as a lottery target combination in the internal lottery.

  In FIGS. 11 and 12, the lottery target combination is shown in the vertical column, and the gaming state is shown in the horizontal column. In the column where the gaming state intersects with the lottery target, a circle indicates that the lottery target is read out in the gaming state, and a cross indicates the lottery target when in the gaming state. This indicates that the combination is not read out.

  Further, the numerical value shown below the circle indicates the number of determination values of a predetermined set value (for example, set value 1). An internal lottery is performed using the number of determination values. The denominator of the number of determination values is set to “65536” corresponding to a random number for internal lottery (an integer from 0 to 65535). For this reason, for example, the winning probability of the lottery subject for which “300” is set as the number of determination values is 300/65536.

  Further, FIG. 11 shows combinations of small combinations that are read out as a lottery target for each gaming state, and FIG. 12 shows combinations of re-playing combinations that are read out as a lottery target for each gaming state.

  When RT0, common bell, left bell 1, left bell 2, left bell 3, left bell 4, center bell 1, center bell 2, center bell 3, center bell 4, right bell 1, right bell 2, right bell 3, right bell 4, middle cherries, weak cherries, strong cherries, weak one, strong one, weak watermelon, strong watermelon, and normal replay are the subject of internal lottery.

  When it is RT1, common bell, left bell 1, left bell 2, left bell 3, left bell 4, middle bell 1, middle bell 2, middle bell 3, middle bell 4, right bell 1, right bell 2, right bell 3, right bell 4, middle tier cherry, weak cherry, strong cherry, weak 1 piece, strong 1 piece, weak watermelon, strong watermelon, normal replay, special replay, fall + promotion replay 1, fall + promotion replay 2, fall + promotion Replay 3, fall + promotion replay 4, fall + promotion replay 5, normal + special replay 7 are subject to internal lottery.

  When it is RT2 or RT3, common bell, left bell 1, left bell 2, left bell 3, left bell 4, middle bell 1, middle bell 2, middle bell 3, middle bell 4, right bell 1, right bell 2, Right bell 3, right bell 4, middle cherries, weak cherries, strong cherries, weak one, strong one, weak watermelon, strong watermelon, normal replay, normal + fall replay 1, normal + fall replay 2, normal + fall replay 3, normal + special replay 1, normal + special replay 2, normal + special replay 3, normal + special replay 4, normal + special replay 5, normal + special replay 6 are subject to internal lottery.

  As shown in FIG. 13, the common bell is a single winning of a right-down bell, and when a common bell is won, a combination of right-down bells is always provided.

  The left bell 1 is a right falling bell + an upper bell 1 + an upper bell 4, the left bell 2 is a right falling bell + an upper bell 2 + an upper bell 3, and the left bell 3 is a right falling bell + an upper bell 6 + upper bell 7) and left bell 4 are lower right bell + upper bell 5 + upper bell 8. The left bells 1 to 4 are also simply called left bells.

  The middle bell 1 is the middle bell + the upper bell 1 + the upper bell 6, the middle bell 2 is the middle bell + the upper bell 2 + the upper bell 5, and the middle bell 3 is the middle bell + the upper bell 3 + the upper bell. The middle bell 4 is the middle bell + the upper bell 4 + the upper bell 7. The middle bells 1 to 4 are also simply called middle bells.

  The right bell 1 is the middle bell + the upper bell 1 + the upper bell 7, the right bell 2 is the middle bell + the upper bell 3 + the upper bell 5, and the right bell 3 is the middle bell + the upper bell 2 + the upper bell. The right bell 4 is the middle bell + the upper bell 4 + the upper bell 6. The right bells 1 to 4 are also simply called right bells.

  The left bells 1 to 4, the middle bells 1 to 4, and the right bells 1 to 4 are also simply referred to as push order bells.

  The middle cherry is a single winner of cherry 1.

  The weak cherry is cherry 2 + cherry 3 + 1 sheet 1 + 1 sheet 3 and the strong cherry is cherry 2 + cherry 3 + 1 sheet 2 + 1 sheet 3. At the time of the weak cherry win, the strong cherry win will be “cherry” in the upper or lower tier of the left reel 2L when the left reel is stopped at a timing within the pull-in range of “7c” or “watermelon b”. However, when a weak cherry is won, even if you aim for “cherry” in the middle and right reels 2C and 2R, the invalid line LM3 and LM4 will not have the “cherry-cherry-cherry” combination. When a strong cherry is won, a stop operation is performed aiming at “cherry” in the middle and right reels 2C and 2R, so that “cherry-cherry-cherry” is placed on one of the invalid lines LM3 and LM4. It is controlled to be able to align the combinations of "".

  Therefore, when “Cherry” is stopped on the left, middle, and right reels and “Cherry” is stopped on the upper or lower stage of the left reel, “Cherry-Cherry” is set on one of the invalid lines LM3 and LM4. -It is possible to recognize whether the cherry is a strong cherry or a weak cherry depending on whether the combination of "cherry" is available.

  A weak one is a single winning one, and a strong one is a single two winning. At the time of winning a weak one, it is controlled so that “7b-watermelon b-cherry” constituting each one is aligned, and even if “7b-watermelon b-cherry” is not aligned, in a specific operation mode By performing a stop operation, it is controlled so as to be able to derive a weak chance that can be derived only at the time of winning one weak or strong one, while “7b-watermelon b-” that constitutes one two when winning a strong one “Watermelon b” is controlled to be aligned, and even if “7b-Watermelon b-Watermelon b” is not aligned, a strong chance that can be derived only when a strong one is won by performing a stop operation in a specific operation mode The eye is controlled to be derived.

  For this reason, “7b-watermelon b-cherry” composing one sheet 1 is prepared, or as a result of performing a stop operation in a specific operation mode, a weak chance is derived, so that one weak sheet is won. As a result of the stop operation in a specific operation mode as a result of the “7b-watermelon b-watermelon b” constituting one sheet 1 being prepared, a strong chance eye is derived and Recognize winning.

  The weak watermelon is an upper watermelon + lower right watermelon + rightward watermelon, and the strong watermelon is an upper watermelon + middle watermelon + right lower watermelon + right watermelon. When winning a weak watermelon, even if the combination of “watermelon a / b-watermelon a / b-watermelon a / b” is stopped in the middle, the left, middle and right reels are stopped. / B-watermelon a / b-watermelon a / b "is controlled so that the combination is aligned to the upper, lower right, or right upward, while when strong watermelon is selected," watermelon a / b-watermelon a / b-watermelon " When the left, middle and right reels are stopped at a timing at which the combination “a / b” can be stopped in the middle stage, the combination “watermelon a / b-watermelon a / b-watermelon a / b” is in the middle stage. It is controlled to align.

  For this reason, as a result of the stop operation of the left, middle, and right reels at the timing at which the combination of “watermelon a / b-watermelon a / b-watermelon a / b” can be stopped in the middle stage, “watermelon a / b-watermelon” Depending on whether the combination of “a / b-watermelon a / b” is aligned in the upper stage, right-down or right-up, or in the middle stage, it can be recognized whether the winning is a weak watermelon or a strong watermelon.

  As shown in FIG. 14, the normal replay is a single winning of the normal replay 1, and the combination of the normal replay 1 is always prepared when the normal replay is won.

  The special replay is special replay 1 + special replay 2 + special replay 3, and any combination of special replay 1, special replay 2 or special replay 3 is always provided when the special replay is won.

  Fall + promotion replay 1 is promotion replay + fall replay, fall + promotion replay 2 is normal replay 1 + promotion replay + fall replay, fall + promotion replay 3 is normal replay 1 + normal replay 2+ promotion Replay + fall replay, fall + promotion replay 4 is normal replay 1 + normal replay 3 + promotion replay + fall replay, and fall + promotion replay 5 is normal replay 1 + promotion replay + fall replay + special replay 1 is there.

  Normal + fall replay 1 is normal replay 1 + fall replay, normal + fall replay 2 is normal replay 1 + fall replay + special replay 1, normal + fall replay 3 is normal replay 1 + fall replay + Special Replay 2.

  Normal + special replay 1 is normal replay 1 + normal replay 2 + normal replay 3 + special replay 1, normal + special replay 2 is normal replay 1 + normal replay 2 + special replay 1, and normal + special replay 3 Normal replay 1 + normal replay 2 + normal replay 3 + promoted replay + special replay 1, normal + special replay 4 is normal replay 1 + normal replay 2 + normal replay 3 + special replay 3, and normal + special replay 5 is Normal replay 2 + normal replay 3 + special replay 3, normal + special replay 6 is normal replay 1 + normal replay 2 + normal replay 3 + promotion replay + special replay 3, special replay 7 is normal replay 1 + normal replay 2+ Special Replay 1 + Special Replay 2 + Special Replay 3.

  In the present embodiment, when a plurality of types of small combinations are won simultaneously, as shown in FIG. 15, the small combinations determined in accordance with the types of small combinations that are simultaneously selected and the stop operation order are placed on the winning line. Control is performed to stop evenly in the drawing range of up to 4 frames.

  If left bell 1 (lower right bell + upper bell 1 + upper bell 4) is selected and left-pressed (stop operation to stop the left reel first), the right hand will be lowered to the right When the combination of bells is aligned with the winning line LN and stopped, and the stop operation is performed by middle pressing (stop operation to stop the middle reel first) or right press (stop operation to stop the right reel first). Performs a control to stop any combination of the upper bell 1, the upper bell 4 or the transition outcome in line with the winning line LN.

  If left bell 2 (lower right bell + upper bell 2 + upper bell 3) is elected and stopped by left-pressing, the combination of right-down bells in the selected small role is aligned with the winning line LN and stopped. When the stop operation is performed by middle pressing or right pressing, control is performed such that any combination of the upper bell 2, the upper bell 3, or the transition outcome is aligned with the winning line LN.

  If left bell 3 (lower right bell + upper bell 6 + upper bell 7) wins and the stop operation is performed by pressing to the left, the combination of right falling bells of the selected small roles is aligned with the winning line LN and stopped. When the stop operation is performed by middle pressing or right pressing, control is performed so that any combination of the upper bell 6, the upper bell 7, or the transition outcome is aligned with the winning line LN.

  If left bell 4 (lower right bell + upper bell 5 + upper bell 8) wins and the stop operation is performed by pressing left, the combination of right down bells of the selected small roles is aligned with the winning line LN and stopped. When the stop operation is performed by middle pressing or right pressing, control is performed so that any combination of the upper bell 5, the upper bell 8, or the transitional outcome is aligned with the winning line LN.

As shown in FIG. 3, the configuration symbol of the right-down bell is arranged within 5 frames in all reels, and when the left bell 1 to 4 is elected, when the stop operation is performed by pushing left. Regardless of the timing of the stop operation, the right down bell is always controlled to be aligned with the winning line LN, while the symbols constituting the upper bells 1 to 8 are arranged at intervals of 5 frames or more on all reels. Even if the left bells 1 to 4 are elected, if the stop operation is performed by pressing the middle or right, an appropriate range that will be drawn in the constituent symbols of the elected upper bells 1 to 8 If the stop operation is not performed at the timing, the selected upper bell cannot be aligned with the winning line LN, and in this case, control is performed so that the shift outcome is aligned with the winning line LN.

  When middle bell 1 (middle bell + upper bell 1 + upper bell 6) is elected and the stop operation is performed by pressing the middle bell, the control of stopping the combination of the middle bells of the elected small roles with the winning line LN is stopped. If the stop operation is performed by pressing left or right, control is performed so that any combination of the upper bell 1, the upper bell 6, or the transition outcome is aligned with the winning line LN.

  When middle bell 2 (middle bell + upper bell 2 + upper bell 5) is elected and the stop operation is performed by pressing the middle bell, the control of stopping the combination of the middle bells of the elected small roles with the winning line LN is stopped. If a stop operation is performed by left-pressing or right-pressing, control is performed so that any combination of the upper bell 2, the upper bell 5, or the transition outcome is aligned with the winning line LN.

  When middle bell 3 (middle bell + upper bell 3 + upper bell 8) is elected and the stop operation is performed by pressing the middle bell, control is performed so that the combination of the middle bells of the selected small roles is aligned with the winning line LN and stopped. If a stop operation is performed by left-pressing or right-pressing, control is performed so that any combination of the upper bell 3, the upper bell 8, or the transition outcome is aligned with the winning line LN and stopped.

  When middle bell 4 (middle bell + upper bell 4 + upper bell 7) is elected and the stop operation is performed by pressing the middle bell, the control of stopping the combination of the middle bells of the elected small roles on the winning line LN is stopped. If a stop operation is performed by left-pressing or right-pressing, control is performed so that any combination of the upper bell 4, the upper bell 7, or the transition outcome is aligned with the winning line LN.

As shown in FIG. 3, the configuration symbol of the middle bell is arranged within 5 frames in all reels, and when the middle bell 1 to 4 is elected, when the stop operation is performed by middle push, Regardless of the timing of the stop operation, the control is always performed so that the middle bell is aligned with the winning line LN, while the symbols constituting the upper bells 1 to 8 are arranged at intervals of 5 frames or more on all reels. Therefore, even if the middle bells 1 to 4 are elected, if the stop operation is performed by pressing left or right, the appropriate timing that will be the drawing range of the constituent symbols of the elected upper bells 1 to 8 If the stop operation is not performed, the winning upper bell cannot be aligned with the winning line LN, and in this case, the control is performed so that the shift outcome is aligned with the winning line LN.

  When right bell 1 (middle bell + upper bell 1 + upper bell 7) is elected and the stop operation is performed by pressing right, the combination of the middle bells of the elected small roles is aligned with the winning line LN and stopped. When a stop operation is performed by left-pressing or middle-pressing, control is performed so that any combination of the upper bell 1, the upper bell 7, or the transition outcome is aligned with the winning line LN.

  When right bell 2 (middle bell + upper bell 3 + upper bell 5) is elected and the stop operation is performed by pressing right, the combination of the middle bells of the elected small roles is aligned with the winning line LN and stopped. When a stop operation is performed by left-pressing or middle-pressing, control is performed so that any combination of the upper bell 1, the upper bell 7, or the transition outcome is aligned with the winning line LN.

  When right bell 3 (middle bell + upper bell 2 + upper bell 8) is elected and the stop operation is performed by pressing right, the combination of middle bells among the selected small roles is stopped in alignment with winning line LN. When a stop operation is performed by left-pressing or middle-pressing, control is performed so that any combination of the upper bell 4, the upper bell 6, or the transitional outcome is aligned with the winning line LN.

  When right bell 4 (middle bell + upper bell 4 + upper bell 6) is elected and the stop operation is performed by pressing right, the combination of middle bells among the selected small roles is stopped in alignment with winning line LN. When a stop operation is performed by left-pressing or middle-pressing, control is performed so that any combination of the upper bell 4, the upper bell 6, or the transitional outcome is aligned with the winning line LN.

As shown in FIG. 3, the configuration symbols of the middle bell are arranged within 5 frames in all reels, and when the right bell 1 to 4 is elected, when the stop operation is performed by pushing right Regardless of the timing of the stop operation, control is always performed so that the middle bell is aligned with the winning line LN. On the other hand, the symbols constituting the upper bells 1 to 8 are arranged at intervals of 5 frames or more on all reels. Because there are places, even if the right bells 1 to 4 are elected, if the stop operation is performed by left-pressing or middle-pressing, at an appropriate timing that is the drawing range of the constituent symbols of the elected upper bells 1 to 8 If the stop operation is not performed, the winning upper bell cannot be aligned with the winning line LN, and in this case, the control is performed so that the shift outcome is aligned with the winning line LN.

  As described above, in this embodiment, when any of the left bell, middle bell, and right bell, that is, the push order bell, is won, the stop operation is performed in the operation mode according to the type of the winning combination, so While the bell or middle bell always wins, the upper bell is aligned at 1/4, but the upper bell is aligned at 3/4 by performing a stop operation in an operation mode other than the operation mode corresponding to the type of winning combination. There are times when the transition outcomes are aligned.

  For this reason, at the time of winning the push order bell, the expected value of the number of medals to be paid out can be changed depending on whether or not the operation is performed according to the type of winning combination. In other words, even if one of the push order bells is won, if the type is not known, a specific operation mode cannot be selected intentionally. Although a medal can be reliably obtained by winning, a medal can be obtained only at a certain rate if the pushing order does not match.

  In this embodiment, when a plurality of types of re-game players are won at the same time, as shown in FIG. 16, a re-game player determined according to the type of the re-game players won at the same time and the stop operation order is won. Control is performed so that the line is stopped within a maximum of 4 frames on the line.

  When the fall + promotion replay 1 (promotion replay + fall replay) is elected and a stop operation is performed by pressing the left button, the control of stopping the combination of the promoted replays among the elected replaying players on the winning line LN is stopped. If a stop operation is performed by middle pressing or right pressing, control is performed so that the combination of falling replays is aligned with the winning line LN and stopped.

  If a fall + promotion replay 2 (normal replay 1 + promotion replay + fall replay) is won and the stop operation is made in the middle, left, or right order, the combination of promotion replays among the selected replay players is aligned to the winning line LN If the stop operation is performed in an order other than middle left and right, the combination of falling replays is aligned with the winning line LN and stopped.

  If a fall + promotion replay 3 (normal replay 1 + normal replay 2 + promotion replay + fall replay) is won, and a stop operation is made in the middle right / left order, the combination of the promotion replays among the selected re-players is the winning line Control to stop in line with LN is performed, and when stop operation is performed in an order other than middle right and left, control to stop the combination of falling replays in line with winning line LN is performed.

  If a fall + promotion replay 4 (normal replay 1 + normal replay 3 + promotion replay + fall replay) is won and the stop operation is made in the order of left and right, the combination of promotion replays among the selected replayers will be the winning line Control to stop in line with LN is performed, and when stop operation is performed in an order other than the middle right and left, control to stop the combination of falling replays in line with winning line LN is performed.

  If a fall + promotion replay 5 (normal replay 1 + promotion replay + fall replay + special replay 1) is won and a stop operation is made in the order of middle right and left, the combination of promotion replays among the selected re-playing players Control to stop in line with the winning line LN is performed, and when stop operation is performed in an order other than right middle left, control to stop the combination of falling replays in line with the winning line LN is performed.

As shown in FIG. 3, symbol constructing the promotion replay and tumble replay the left reel 2L, center reel 2C, because it is located within five frames in all of the right reel 2R, depending on the stop operation order, the stop switch Regardless of the stop operation timing of 8L to 8R, reel control is performed so that promotion replay or fall replay always wins.

  Thus, in the fall + promotion replays 1 to 5, different operation modes are set as operation modes for winning the promotion replay.

  For this reason, in RT1 where the fall + promotion replays 1 to 5 are the targets of the internal lottery, any of the fall + promotion replays 1 to 5 wins and matches the operation mode according to the type, so that the promotion replay Wins and moves to RT0.

  When normal + falling replay 1 (normal replay 1 + falling replay) is won and a stop operation is performed by pressing the button to the left, the combination of normal replay 1 among the selected replaying players is matched to the winning line LN and stopped. When the stop operation is performed by pressing the middle or right, the control for stopping the combination of falling replays on the winning line LN is performed.

  When normal + falling replay 2 (normal replay 1 + falling replay + special replay 1) is won and the stop operation is performed by pressing the middle, the combination of normal replay 1 of the selected replay players is aligned with the winning line LN Control to stop is performed, and when stop operation is performed by left-pressing or right-pressing, control is performed so that the combination of falling replays is aligned with the winning line LN and stopped.

  When normal + falling replay 3 (normal replay 1 + falling replay + special replay 2) is won and a stop operation is made in the order of right push, the combination of normal replay 1 among the winning replay players is the winning line LN If the stop operation is performed in the order of the left press or the middle press, the control for stopping the combination of the fall replays on the winning line LN is performed.

As shown in FIG. 3, symbol constructing the normal replay 1 and fall replay the left reel 2L, center reel 2C, because it is located within five frames in all of the right reel 2R, depending on the stop operation order, stop Regardless of the stop operation timing of the switches 8L to 8R, the reel control is performed so that the normal replay 1 or the fall replay always wins.

  Thus, in the normal + falling replays 1 to 3, different operation modes are set as operation modes for avoiding the fall replay.

  Therefore, in RT2 and RT3 where the normal + falling replays 1 to 3 are the targets of the internal lottery, if any of the normal + falling replays 1 to 3 wins, it matches the operation mode for winning the normal replay. Although the transition to RT1 can be avoided, if it does not coincide with the operation mode for winning the normal replay, the fall replay wins and the routine proceeds to RT1.

  If normal + special replay 1 (normal replay 1 + normal replay 2 + normal replay 3 + special replay 1) is won and the stop operation is performed in the order of left, middle and right, the combination of special replay 1 among the selected replaying roles Is controlled so as to be aligned with the winning line LN, and when the stop operation is performed in an order other than the left middle right, the control is performed so that any combination of normal replays 1 to 3 is aligned with the winning line LN and stopped. Do.

  When normal + special replay 2 (normal replay 1 + normal replay 2 + special replay 1) is won and the stop operation is performed in the order of left and right, the combination of special replay 1 among the selected replay players is the winning line LN If the stop operation is performed in an order other than the middle left and right, control is performed so that any combination of the normal replays 1 and 2 is aligned with the winning line LN and stopped.

  If normal + special replay 3 (normal replay 1 + normal replay 2 + normal replay 3 + promoted replay + special replay 1) is won and the stop operation is performed in the order of middle and left, special replay 1 The control is performed so that the combination of the replays is aligned with the winning line LN and stopped, and when the stop operation is performed in an order other than the middle and left and right, the combination of any one of the normal replays 1 to 3 is stopped along the winning line LN. I do.

  When normal + special replay 4 (normal replay 1 + normal replay 2 + normal replay 3 + special replay 3) is won and the stop operation is made in the middle right / left order, the combination of special replay 3 among the selected replaying players is selected. Control to stop in line with the winning line LN is performed, and when stop operation is performed in an order other than middle right and left, control is performed to align any combination of the normal replays 1 to 3 with the winning line LN and stop.

  When normal + special replay 5 (normal replay 2 + normal replay 3 + special replay 3) is won, and the stop operation is performed in the order of right and left, the combination of special replay 3 among the selected replay players is the winning line LN When the stop operation is performed in an order other than the middle right and left, any combination of the normal replays 2 and 3 is controlled to be aligned with the winning line LN and stopped.

  When normal + special replay 6 (normal replay 1 + normal replay 2 + normal replay 3 + promoted replay + special replay 3) is won and the stop operation is performed in the order of middle right and left, the special replay of the selected replay players When the stop operation is performed in an order other than the right middle, left, and right, any combination of normal replays 1 to 3 is aligned with the winning line LN and stopped. To control.

  When normal + special replay 7 (normal replay 1 + normal replay 2 + special replay 1 + special replay 2 + special replay 3) is won and a stop operation is performed by left-pressing, special replays 1 to 3 of the selected replaying players Control is performed so that any combination is stopped on the winning line LN, and when a stop operation is performed by pressing the middle or right, the control is performed so that the combination of the normal replay 1 is aligned on the winning line LN and stopped.

As shown in FIG. 3, symbol constructing special replay 1-3 and normal replay 1-3, the left reel 2L, center reel 2C, because it is located within five frames in all of the right reel 2R, stop operation According to the order, the reel control is performed so that the special replays 1 to 3 or the normal replays 1 to 3 always win regardless of the stop operation timing of the stop switches 8L to 8R.

  Thus, in the normal + special replays 1 to 6, different operation modes are set as operation modes for winning the special replay.

  Therefore, in RT2, 3 where normal + special replays 1 to 6 are the targets of internal lottery, if any of normal + special replays 1 to 6 is won, it matches the operation mode for winning special replays If it does, special replay wins, especially RT2 will move to RT3, but if they do not match, normal replay will win.

  In addition, the normal + special replay 7 is subject to internal lottery only at RT1, but in this case, if the stop operation is performed by pressing left, the special replay wins and the process proceeds to RT3. If a stop operation is performed in, the normal replay only wins.

  In this embodiment, as shown in FIG. 9 and FIG.

  RT0 shifts after the setting is changed. Then, RT0 is ended by shifting to RT1 due to the stop of the transfer start, regardless of the number of games after shifting to RT0.

  The winning probability of the re-gamer in RT0 is about 1 / 7.3, and the payout rate of medals per game is less than 1. As described above, only the normal replay is the target of the internal lottery as the re-game player, and only the normal replay can be won.

  RT1 shifts when the transition is stopped at RT0, RT2, RT3, or when the fall replay wins at RT2,3. And RT1 is complete | finished by shifting to RT2 when a promotion replay wins, or shifting to RT3 when a special replay wins.

  The winning probability of the re-gamer in RT1 is about 1 / 7.3, and the payout rate of medals per game is less than 1. As described above, normal replays, special replays, fall + promotion replays 1 to 5 and normal + special replays 7 are subject to internal lottery, and normal replays, promotion replays, fall replays, and special replays. Can win.

  RT2 shifts to when the promotion replay wins in RT1 (when any of the fall + promotion replays 1 to 5 is won and a stop operation is performed in the order in which the promotion replay wins). Then, RT2 is terminated by shifting to RT1 when the fall replay is won or when the transition is stopped, or when RT2 is shifted to RT3 when the special replay is won.

  The winning probability of the re-gamer in RT2 is about 1 / 3.06, and the payout rate of medals per game is less than 1. As described above, normal replay, normal + fall replays 1 to 3 and normal + special replays 1 to 6 are subject to internal lottery, and normal replay, fall replay, and special replay can win. .

  RT3 is when special replay wins at RT1 (special replay wins, or when normal + special replay 7 wins and is stopped by pressing left), or when special replay wins at RT2 (normal + When special replays 1 to 6 are won and stop operation is performed in the order in which special replays win. And RT3 is complete | finished when a fall replay wins or a transfer turn stops and it transfers to RT1.

  The winning probability of the re-gamer in RT3 is about 1 / 1.27, and the payout rate of medals per game is 1 or more. As described above, normal replay, normal + fall replays 1 to 3 and normal + special replays 1 to 6 are subject to internal lottery, and normal replay, fall replay, and special replay can win. .

  Of RT0 to RT3, RT3 has the highest medal payout rate per game and is the most advantageous gaming state.

  Of RT0 to RT2, RT2 has a higher probability of winning a re-gamer than RT0 and 1, and the payout rate of medals per game is higher than RT0 and RT1 in that RT0 and RT1. It can be said that it is a more advantageous state for the player.

  Further, in this embodiment, when the gaming state is RT1 to 3, the sub-control unit 91 produces an assist time (hereinafter referred to as AT) that is a notification period in which a navigation effect that notifies the internal lottery result can be executed. The state can be controlled.

  Here, the transition state of the gaming state according to the present embodiment will be described. As shown in FIG. 9, after the setting is changed, the state is first controlled to RT0. At RT0, when the transition point stops, the process proceeds to RT1.

  In RT0, if any of left bell 1-4, middle bell 1-4, right bell 1-4 is elected and the small role cannot be won, the transitional outcome will stop, Transition to RT1 when any of the left bell 1-4, middle bell 1-4, right bell 1-4 is won and the small role cannot be won in RT3 after the setting change It becomes.

  In RT1, when the promotion replay wins, the process proceeds to RT2. In RT1, a fall + promotion 1-5 is won and the promotion replay wins when the stop order is correct, so in RT1, a fall + promotion 1-5 wins and goes to RT2 by answering in the stop order Will be migrated. In RT1, the special replay is won or the normal + special replay 7 is won and the special replay wins, so that the process proceeds to RT3.

  In RT2, the fall replay wins or the transition is stopped, the process moves to RT1, and the special replay wins, the process moves to RT3.

  In RT2, the normal + fall replays 1 to 3 are won, and the fall replay wins when the stop order is incorrect. In addition, when any one of the left bell 1 to 4, the middle bell 1 to 4, and the right bell 1 to 4 wins and the small role cannot be won, the transitional outcome stops. For this reason, in RT2, the normal + falling replays 1 to 3 are won and the stop order is incorrect, or the left bell 1 to 4, the middle bell 1 to 4, the right bell 1 to 4 are won, If the small role cannot be won, the process proceeds to RT1. On the other hand, in RT2, normal + special replays 1 to 6 are won, and the special replay wins when the stop order is correct. For this reason, in RT2, normal + special replays 1 to 6 are won, and when the stop order is correct, the process proceeds to RT3.

  In RT3, when the fall replay wins or the transitional outcome stops, the process proceeds to RT1. In RT3, normal + fall replays 1 to 3 are won, and the fall replay wins when the stop order is incorrect. In addition, when any one of the left bell 1 to 4, the middle bell 1 to 4, and the right bell 1 to 4 wins and the small role cannot be won, the transitional outcome stops. For this reason, in RT3, the normal + falling replays 1 to 3 are won and the stop order is incorrect, or the left bell 1 to 4, the middle bell 1 to 4, the right bell 1 to 4 are won, If the small role cannot be won, the process proceeds to RT1.

  The sub-control unit 91 performs a navigation stock lottery that determines whether or not to control the AT when the middle stage cherry, weak cherry, strong cherry, weak one, strong one, weak watermelon, and strong watermelon are won. In the navigation stock lottery at the time of winning the middle tier cherry, weak cherry, strong cherry, weak 1 sheet, strong 1 sheet, weak watermelon, strong watermelon, whether the number of navigation stock including 0 is given or not Whether or not to grant, the number is determined. Further, in the navigation stock lottery when the mission effect is successful (when the condition is achieved), the number of navigation stocks is determined by determining the number of navigation stocks of one or more.

  In this example, the average winning number of Navistock in the Navistock lottery varies according to the type of the role that became the lottery opportunity, middle cherries, 1 strong, 1 strong watermelon, 1 strong cherry, 1 weak watermelon, weak watermelon, weak The average number is set higher in the order of cherries, and the Navistock acquisition expectation changes according to the target role.

  The number of navigation stocks indicates the number of rights controlled by the AT over a predetermined number of games (in this embodiment, the number of games including the initial number of games and the number of games won in the extra lottery described later). . By consuming (subtracting) the number of navigation stock by 1, the AT is controlled for a predetermined number of games, and a navigation effect is executed during that time. For this reason, it can be said that the greater the determined number of navigation stocks, the higher the degree of advantage for the player.

  When the number of navigation stocks of 1 or more is determined in the navigation stock lottery, the sub control unit 91 stores the number of navigation stocks in a predetermined area of the RAM 91c. The sub-control unit 91 specifies whether to control to AT based on the presence / absence of the number of navigation stocks in the RAM 91c. If one or more navigation stock numbers remain, the AT is controlled after an AT confirmation notification indicating AT winning is performed through a predetermined introduction effect.

  If the navigation stock number is acquired when the navigation stock number remains, the navigation stock number acquired this time is added to the remaining navigation stock number. As will be described in detail later, the special replay wins after the AT starts and shifts to RT3, whereby 1 is added to the navigation stock and the navigation stock is added to the state. In the state where the navigation stock is added, the navigation stock is incremented by one every time one of the normal + special replays 1 to 6 is won over the number of winning games.

The sub-controller 91, when a state of not being controlled to the AT in RT1~3, it becomes possible to control to the AT on condition that remains navigation stock.

  Specifically, the sub-control unit 91 controls to AT when the navigation stock remains in RT1 to RT3 (mainly RT1). During the period from the transition to RT1 to RT3, it is controlled by the AT without consuming (subtracting) the number of navigation stocks, and the navigation effect can be executed. At this time, in RT1, it becomes a target of the navigation effect at the time of winning the fall + promotion replays 1 to 5, and in the navigation effect, the push order for winning the promotion replay at the time of winning the fall + promotion replays 1 to 5 is notified. It is possible to shift from RT1 to RT2 by performing a stop operation in accordance with the notified pressing order.

  Also, during the transition from RT1 to RT2 after the start of the AT control, the push order for winning the bell is informed when the push order bell is won. Can also be obtained.

  In RT2, normal + special replays 1 to 6 are subject to navigation effects, and in the navigation effect, normal + special replays 1 to 6 are won in order to win special replays. It is possible to shift from RT2 to RT3 by performing a stop operation according to the pressing order.

  In addition, during the transition from RT2 to RT3 after the start of the AT control, the push order for avoiding the fall replay is notified during the normal + fall replays 1 to 3, so the stop operation is performed according to the notified push order. Thus, the transition to RT1 can be avoided, and the push order for winning the bell is notified when the push order bell is won, so that the medal can be surely obtained by performing the stop operation according to the notified push order, And the transition to RT1 can be avoided.

  When the control is performed by the AT and the process shifts from RT2 to RT3, the navigation stock number is consumed (subtracted) by one. When the navigation stock number is consumed by 1, the navigation stock number is decremented by 1.

  In RT3, when the normal + fall replays 1 to 3 are elected, the push order for avoiding the fall replay is notified. Therefore, by performing the stop operation in accordance with the notified push order, the transition to RT1 can be avoided and the push Since the pressing order for winning the bell is notified when winning the order bell, the stop operation is performed in accordance with the notified pressing order, so that a medal can be surely acquired and the transition to RT1 can be avoided.

  The sub-control unit 91 stores the initial number of games (50 games in this embodiment) in which the navigation effect executed by the navigation stock is executed when the navigation stock is consumed, that is, when the transition from RT2 to RT3 is performed, in the RAM 91c. Store in a predetermined area. The sub-control unit 91 subtracts 1 from the number of games in the RAM 91c each time one game is consumed, and controls to AT during a period until the remaining number of games becomes zero. When the number of games remains and the target role of navigation is won, a navigation effect is executed.

  Further, as described later, when an extra number of games is won in the extra lottery, the number of won games is added to the number of games in the RAM 91c.

  Thereafter, when the number of remaining AT games becomes 0 and no navigation stock remains, control is made to be non-AT.

  When controlled to non-AT, the navigation effect is not executed. Thereby, when it is RT3, the possibility that the transition outcomes are aligned increases, and the possibility of transition to RT1 increases.

  If the navigation stock remains, the navigation stock number is consumed (subtracted) by 1, a new initial game number is set, and thereafter, the AT is controlled in the period until the remaining game number becomes zero. Thus, the AT is continuously controlled until the number of navigation stocks becomes zero.

  If the sub-control unit 91 is controlled by the AT, the sub-control unit 91 performs a navigation effect by winning the navigation target combination corresponding to the gaming state. The navigation target combination corresponding to the gaming state is fall + promotion replay 1-5 when pushing RT, push order bell, and normal + fall replay 1-3, normal + special replay 1-6 when RT2. , Push order bell, and when RT3, normal + fall replays 1 to 3, push order bell.

  As a navigation effect when winning the fall + promotion replays 1 to 5, the push order (see FIG. 16) for winning the promotion replay according to the winning situation is notified. For example, a message such as “Middle Left / Right!” Or “Middle Left / Right!” Is displayed on the liquid crystal display 51 as a navigation effect when winning the fall + promotion replay 1. In addition, as a navigation effect when winning the fall + promotion replay 2, a message such as “middle left and right!” Is displayed on the liquid crystal display 51. In addition, as a navigation effect when winning the fall + promotion replay 3, a message such as “middle right left!” Is displayed on the liquid crystal display 51. In addition, as a navigation effect when winning the fall + promotion replay 4, a message such as “middle right!” Is displayed on the liquid crystal display 51. Further, as a navigation effect when winning the fall + promotion replay 5, a message such as “right middle left!” Is displayed on the liquid crystal display 51.

  As a navigation effect when winning the normal + falling replays 1 to 3, the push order (see FIG. 16) for winning the promotion replay according to the winning situation is notified. For example, a message such as “middle left right!” Or “middle left right!” Is displayed on the liquid crystal display 51 as a navigation effect when the normal + falling replay 1 is won. In addition, as a navigation effect when the normal + falling replay 2 is won, a message such as “middle left and right!” Or “middle right and left!” Is displayed on the liquid crystal display 51. Further, as a navigation effect when the normal + falling replay 3 is won, a message such as “Middle right!” Or “Middle right!” Is displayed on the liquid crystal display 51.

The navigation effect upon winning the normal + special replay 1-6, the order push for causing winning the special replay according to the winning situation (see Fig. 16) is notified. For example, a message such as “left middle right!” Is displayed on the liquid crystal display 51 as a navigation effect when the normal + special replay 1 is won. In addition, as a navigation effect when the normal + special replay 2 is won, a message such as “middle left and right!” Is displayed on the liquid crystal display 51. In addition, as a navigation effect when the normal + special replay 3 is won, a message such as “middle left and right!” Is displayed on the liquid crystal display 51. Further, as a navigation effect when the normal + special replay 4 is won, a message such as “middle right left!” Is displayed on the liquid crystal display 51. In addition, as a navigation effect when the normal + special replay 5 is won, a message such as “middle right!” Is displayed on the liquid crystal display 51. Further, as a navigation effect when the normal + special replay 6 is won, a message such as “Right Middle Left!” Is displayed on the liquid crystal display 51.

  Further, as a navigation effect when one of the push order bells is won, a push order (see FIG. 15) for surely winning a right-down bell or a middle bell is notified. For example, when winning the left bell, it is possible to reliably win the right falling bell by stopping the left reel as the first stop reel. Therefore, “left middle right for stopping the left reel as the first stop reel” ! ”Or“ middle right and left! ”Is displayed on the liquid crystal display 51. In addition, when the middle bell is won, the middle bell can be surely won by stopping the middle reel as the first stop reel, so “middle left and right!” For stopping the middle reel as the first stop reel. Alternatively, a message such as “middle right left!” Is displayed on the liquid crystal display 51. In addition, when the right bell is won, the middle bell can be reliably won by stopping the right reel as the first stop reel. Therefore, “middle right” for stopping the right reel as the first stop reel! Alternatively, a message such as “right middle left!” Is displayed on the liquid crystal display 51.

  As described above, in the navigation effect in the present embodiment, a message reminiscent of an operation mode advantageous to the player is notified in the same mode regardless of the type of the navigation target role. For this reason, the player can operate in an operation mode that is advantageous to the player without being conscious of the type of the winning navigation target combination.

  In addition, the aspect of a navigation effect is not restricted to such an aspect, What kind of thing may be sufficient if a player is distinguishable according to a winning condition. In addition, the navigation effect is not limited to what is displayed on the liquid crystal display 51, and may be executed using the effect effect LED 52, the speakers 53 and 54, the reel LED 55, and the like.

  Then, by executing the navigation effect, it is possible to avoid the promotion replay, the special replay, the bell winning intentionally, the falling replay winning, and the stoppage of the transitional outcome that are intentionally won.

  The sub-control unit 91 according to the present embodiment notifies the liquid crystal display 51 of the number of AT remaining games based on one navigation stock.

  The number of remaining games notified on the liquid crystal display 51 does not necessarily match the actual number of remaining games of the AT, and a remaining number of games smaller than the actual number of remaining games can be notified. Therefore, in the following, the actual number of remaining AT games will be referred to as the actual number of remaining games, and the number of remaining games notified by the liquid crystal display will be referred to as the number of remaining games displayed.

  Note that the number of remaining games displayed is not limited as long as the number of remaining games can be specified, and may be notified by displaying the numerical value itself, or visually notified by displaying the number of pictures, displaying a meter, or the like. . Moreover, it is not restricted to what is notified by displaying on the liquid crystal display 51, You may notify using a special indicator, a lamp | ramp, LED, etc.

  Next, the flow of control performed by the sub-control unit 91 along with the AT shift will be described with reference to FIG.

  The sub-control unit 91 starts the AT control when one or more navigation stocks are won in the navigation stock lottery, and then the special replay wins and the number of navigation stocks shifts from RT2 to RT3. 1 is subtracted, the initial number of games (50 games in this embodiment) is set as the actual number of remaining games, and the set actual remaining number of games is displayed on the liquid crystal display 51 as the remaining display game number.

  Thereafter, whether or not a special replay is won for each game, a specific role (in this embodiment, middle tier cherry, strong cherry, weak cherry, strong watermelon, weak watermelon, strong one, weak one) is elected. If the special replay is won, 1 is added to the navigation stock, and the navigation stock is added to the later-described state. After the navigation stock is added, the normal AT is returned again. It is like that. It should be noted that in the state where the navigation stock is added, both the actual remaining game number and the display remaining game number are maintained without being subtracted.

  In addition, when a specific combination is won in the determination for each game, an additional lottery is performed for determining the number of games to be added or not.

  In the extra lottery, the number of games of 0G, 10G, 30G, 50G, 100G, 150G, 200G, 250G, and 300G is determined according to the type of the specific combination, and the number of games of 10G or more is determined. The remaining number of games is added.

  As shown in FIG. 18, the winning probability of the number of games determined by the extra lottery varies depending on the type of the specific role, and when winning the middle cherries, one strong, and the strong watermelon, 10 games with a probability of 100% Since the above number of games is determined, when these winning combinations are won, the addition of the actual number of remaining games is determined. In addition, the average value of the number of winning games varies depending on the type of the specified winning combination, and in this embodiment, as shown in FIG. 18, middle tier cherry-strong one, strong watermelon-strong cherry-weak watermelon-weak cherry. In this order, the ratio of determining the number of large added games is high, and the average value of the number of winning games is also in this order.

  If the number of games won in the extra lottery is won, the number of won games is added to the actual number of remaining games, and then the middle cherries, strong one, and strong watermelon are selected. Except for the case, an execution time lottery for determining the execution time of the extra effect for adding the number of remaining games to be displayed is performed.

  In the execution time lottery, the execution time of the extra effect for adding the number of remaining games displayed in accordance with the winning of the extra lottery is either immediate (within 3 games from the specific role winning) or postponed (the remaining number of games displayed is 0). Or when).

  In the execution time lottery, as shown in FIGS. 19 (a) and 19 (b), whether or not an after-mentioned flag to be described later is set, that is, the extra number of games is won in the extra lottery, and the extra is won. Depending on whether or not the additional effect accompanying the addition of the number of games has not yet been executed, the selection rate for the subsequent addition differs depending on whether or not the number of games won in the additional lottery is 50 games or more. Alternatively, the selection rate of the addition is different depending on whether the number of remaining games displayed when the addition is won is 10 games or more.

  Specifically, if the add-on flag is not set, that is, if the game number is not won, the game number is won, but the immediate addition is won and the add-on effect is already executed. If the extra number is won and the latter is won, but the extra effect accompanying the latter is already executed, the number of won games is less than 50 as shown in FIG. 19 (a). For example, regardless of the number of remaining games displayed, if the winning probability for immediate placement is 100% and the number of winning games is 50 games or more, the winning probability for immediate placement when the remaining number of displayed games is 10 games or more is 80%, the winning probability for the subsequent ride is 20%, the winning probability for the immediate ride when the number of remaining games is less than 10 games is 95%, and the winning probability for the subsequent ride is 5%.

  In a situation where the post-add flag is set, that is, in the situation where the extra number of games is won in the extra lottery, and the extra number is won and the extra effect associated with the extra number of games is not yet executed. As shown in (b), if the number of games won is less than 50, the winning probability for immediate placement is 50% and the winning probability for later placement is 50% when the number of remaining games is 10 or more. When the remaining number of displayed games is less than 10 games, the winning probability for immediate loading is 80%, the winning probability for subsequent loading is 20%, and if the number of winning games is 50 games or more, the remaining number of displayed games is 10 If there are more than games, the winning probability for immediate placement is 20%, the winning probability for subsequent loading is 80%, the winning probability for immediate loading when the number of remaining games is less than 10 games is 50%, and the winning probability for subsequent riding Is 50% That.

  In this way, in the execution time lottery, in the situation where the additional number of games is won in the extra lottery and the extra number is won and the additional effect accompanying the extra number of games has not yet been executed, If it is not elected, it was elected to add the number of games, but if the immediate addition was won and the directing effect was already executed, it was elected to add the number of games, and the latter was elected. The winning probability of post-installation is set higher than when the performance has already been executed.

  In addition, when the number of remaining display games is 10 or more, the winning probability for the subsequent ride is set higher than when the number of remaining display games is less than 10.

  In addition, when the number of games won in the extra lottery is 50 games or more, the winning probability of the subsequent addition is set higher than in the case of less than 50 games.

  Also, if you are not selected to add the number of games, if you are selected to add the number of games, but if the immediate addition is won and the additional effect has already been performed, you will be selected to add the number of games, and the latter is won However, in the case where the extra production accompanying the extra ride has already been executed, the winning probability of the extra ride when the number of games won in the extra lottery is less than 50 games and the win winning probability of the extra ride when the number is more than 50 games The ratio of the winning winning probability for 50 games or more in the combined probability is won for the extra number of games in the extra lottery, and won for the extra number, and the additional effect is still executed along with the extra number of games. In the case where the number of games won in the extra lottery is less than 50 games, 50% of the combined probability of the later winning probability and 50% or more of the subsequent winning probabilities Are defined higher than the ratio of the probability of winning ride after the case of the more over-time.

  In particular, in the present embodiment, in the former case, afterward is won only when the number of games won in the extra lottery is 50 games or more, whereas in the latter case, the extra lottery is won. Each winning probability is determined so that even if the number of games is less than 50 games, the subsequent ride can be won.

  After the execution time lottery, if an immediate ride is won, an extra effect of adding the number of remaining games to be displayed is executed.

  If an instant ride is won, it will be played at the end of the game or at the end of the game within 3 games including that game, and if the larger add-on game is won, It is easier to select a later timing as the timing of the extra presentation, and the number of extra games will be determined if the extra presentation is performed in the third game rather than the second game and the second game rather than the winning game of the specific role As a result, it is possible to maintain the expectation that the number of AT games will be added, even if the directing is not performed immediately after winning the specific role. The expectation that the number will be added can also be raised.

  In addition, after the execution time lottery, if the immediate addition is not won, that is, if the latter is won, a postage flag indicating that the extra effect is executed when the number of remaining games displayed is zero. After setting in the RAM 91c, by displaying an asterisk on a part of the liquid crystal display 51, whether or not to execute an extra notice effect for notifying that an extra effect will be performed when the number of remaining games displayed becomes zero A preliminary announcement lottery will be performed.

  In the extra notice effect lottery, whether or not the extra effect is executed and the color of the star displayed on the liquid crystal display when the extra effect is executed are determined according to the number of games won in the extra lottery. . No effect indicates that no extra notice effect is executed, and white, blue, yellow, green, red, and rainbow indicate that the extra notice effect is executed and the star color displayed on the liquid crystal display 51 respectively. Show.

  Specifically, as shown in FIG. 20, when the number of games won in the extra lottery is less than 100 games, 50% without notice, 30% white, 10% blue, 5% yellow, 3% green Red is 2%, Rainbow is 0%, and if the number of games won in the extra lottery is 100 games or more and less than 200 games, 30% without notice, 20% white, 15% blue, 15 yellow %, Green is 10%, red is 8%, rainbow is 2%, and if the number of games won in the draw is over 200 games, 20% without notice, 15% white, 15% blue, Yellow is 15%, green is 15%, red is 10%, and rainbow is 10%.

  As described above, in the advance notice lottery, when the number of games won in the extra lottery is 100 games or more than when the number of games won in the extra lottery is more than 200 games than when the number of games won in the extra lottery is less than 200 games. In such a case, the probability that the extra notice effect will be executed is set high. That is, the higher the number of games won in the extra lottery, the higher the winning probability of the extra notice effect.

  In addition, the ratio of 100 or more games is higher than the case where the number of games won in the lottery is less than 100 games in blue rather than white, and 200 than in the case where the number of games won in the addition lottery is less than 200 games. The ratio of games or more is set high, yellow is more than blue, and the number of games won in the lottery is higher than 100 games, and the number of games won in the extra lottery is 200. The ratio of 200 games or more is set higher than the case of less than games, and the ratio of 100 games or more is higher than the case where the number of games won in the green lottery is less than 100, and the extra lottery A game where the ratio of 200 games or more is set higher than the case where the number of games won in the game is less than 200 games, and red is added over green, and the game won in the lottery The ratio of 100 games or more is higher than the case of less than 100 games, and the ratio of 200 games or more is set higher than the case where the number of games won in the extra lottery is less than 200 games. The ratio of 100 games or more is higher than the case where the number of games won in the extra lottery is less than 100 games, and the ratio of 200 games or more is set higher than the case where the number of games won in the extra lottery is less than 200 games. Yes. In particular, the rainbow is determined to be won only in the case of 100 games or more.

  In other words, there is a possibility that an increase in the number of games in the order of rainbow, red, green, yellow, blue, and white may have been won, and in the case of rainbow, in particular, an increase of 100 games or more should be confirmed. It becomes.

  If the extra notice effect is won after the extra notice effect lottery, the extra notice effect corresponding to the selected color is executed. That is, the selected color star is displayed on the liquid crystal display 51. Note that, when the extra notice effect has already been executed, a star sign associated with the extra notice effect newly won this time is added and displayed separately from the already displayed star sign.

  In addition, in the game after consumption of Navistock, regardless of whether or not the specific role has been won or whether or not the extra lottery has been won, the actual remaining game number and the displayed remaining game number are subtracted by one game for each game. To do.

  If the number of remaining games after subtraction becomes 0, and the actual remaining number of games is not 0, the above-described additional effect is executed and the remaining number of displayed games is added within the range of the actual remaining number of games. If the post-loading flag is set, the post-loading flag is cleared.

  When the number of remaining games after subtraction is 0 and the actual number of remaining games is also 0, it is determined whether or not navigation stock remains. 1 is subtracted, and the initial number of games is set again as the actual number of remaining games, and the actual remaining number of games is displayed as the remaining number of displayed games to continue AT.

  On the other hand, if there is no navigation stock remaining, the end control for notifying the end of a series of ATs is performed, and then the AT control is ended.

  In this way, after the AT starts, when the specific role is won, and when winning the extra number of games in the extra lottery, the execution time lottery for determining whether to add immediately or later is performed, When the immediate addition is decided, as shown in FIG. 21 (a), the addition effect is executed within three games from the game in which the addition of the number of games is won in the addition lottery, and the remaining number of games displayed is also added. .

  On the other hand, in the case where the winning addition is won, as shown in FIG. 21B, the actual remaining number of games is added, but the number of remaining games is 0 as the number of games accompanying the winning of the adding lottery. Is not added to the number of remaining display games, and when the remaining display number of games becomes 0, an extra effect is executed and the number of displayed games is added. In addition, when winning the extra notice effect lottery performed when the subsequent ride is decided, the star of the won color is displayed on the liquid crystal display 51, and it is added when the number of display games becomes zero. It is suggested that the production is executed.

  As described above, in this embodiment, after the start of the AT control, when the extra number of games is won in the extra lottery, the execution time lottery is performed, and the extra lottery is triggered within three games according to the result. In addition to adding the number of remaining games as the number of games is added, the additional effects are not added when the number of remaining games is displayed. The number of remaining games displayed may be added to the number of games won in the extra lottery, and there may be no additional effects within three games after winning a specific role that can be expected to increase the number of games. However, the expectation that the number of games is added can be maintained.

  In addition, if you have won the extra number of games in the extra lottery and won the extra, and you have not won the extra number of games in the situation where the extra production accompanying the extra number of games has not been executed yet, If you win the number of games, but if the immediate addition is won and the extra direction has already been executed, the extra number of games has been won and the postage has been won. Even if the number of games won is won and the number of games added is won, and once the number of games won is won, then the number of games added is won before the additional performance is performed. Since it will be easier to win later, if there is no additional presentation by 3 games after the winning of a specific role that can be expected to increase the number of games, the number of remaining games displayed will be It is possible to enhance a sense of expectation for the fact that the large number of game is added by the case of plus performance to when it becomes is carried out with.

  In addition, when the number of remaining upper display games is equal to or greater than the prescribed game (10 games in the present embodiment), the winning probability of subsequent addition is set higher than when the number of remaining display games is less than the prescribed game. When the number of games is large, it is easier to add an effect when the number of remaining games is 0 than when the number of remaining games is small, and the rate of increase in the number of games added to the number of remaining games Therefore, the player's satisfaction associated with the addition of the number of remaining games displayed due to the extra effect can be further increased.

  In addition, when the number of games won in the extra lottery is 50 games or more, the winning probability of the extra addition is set higher than in the case of less than 50 games, and after winning a specific role that can be expected to increase the number of games, If no additional effects are performed within three games, the additional effects are performed when the remaining number of displayed games reaches zero, so that it is possible to expect that a larger number of games will be added. .

  In this embodiment, when the number of games won in the extra lottery is 50 games or more, the winning probability of the post-installation is set higher than the case of less than 50 games, and in the case of post-installation It is a configuration that expects an increase in the number of games larger than that, but it may be a configuration in which a subsequent addition is won only in the case of 50 games or more. With such a configuration, an increase of 50 games or more is added in the case of a later addition. Therefore, after the winning of a specific role that can be expected to increase the number of games, if no additional effects are performed within 3 games, the additional effects will be performed when the remaining number of displayed games becomes 0 As a result, it is possible to effectively increase the sense of expectation that a larger number of games will be added.

  Also, if you are not selected to add the number of games, if you are selected to add the number of games, but if the immediate addition is won and the additional effect has already been performed, you will be selected to add the number of games, and the latter is won However, in the case where the extra production accompanying the extra ride has already been executed, the winning probability of the extra ride when the number of games won in the extra lottery is less than 50 games and the win winning probability of the extra ride when the number is more than 50 games The ratio of the winning winning probability for 50 games or more in the combined probability is won for the extra number of games in the extra lottery, and won for the extra number, and the additional effect is still executed along with the extra number of games. In the case where the number of games won in the extra lottery is less than 50 games, 50% of the combined probability of the later winning probability and 50% or more of the subsequent winning probabilities If it is set higher than the ratio of the winning probability of adding in the case of more than one game, and after the winning of a specific role that can be expected to add up the number of games, if there is no additional effect within 3 games, then display When the remaining number of games reaches 0, it is possible to expect an increase in the number of games to be added, and to win the additional number of games in the additional lottery. In the situation where the winning effect for adding the number of games has not been executed yet, even if an additional number of games less than 50 games is won, the winning probability of the subsequent addition increases. When the number is 0 and an extra effect is performed, the possibility that a larger number of games is added to the number of displayed games can be increased.

  In addition, in this embodiment, when the number of games is won in the extra lottery and when the extra number is won, the extra notice effect may be executed, and the extra notice effect is executed, Since it is suggested that when the number of games remaining, that is, the number of remaining games displayed becomes 0, an additional effect is performed and the number of remaining games displayed is added, the expectation that the AT will continue for a longer period is increased. be able to.

  Also, in the extra notice effect, the selection rate of the star color displayed in the extra notice effect differs according to the number of games won in the extra lottery, and the number of remaining games displayed is 0 depending on the displayed star color. Since the number of games to be added in the extra effect is suggested when it becomes, not only can the number of games be added by the extra notice effect, but the number of games to be added can be estimated.

  In the present embodiment, the extra announcement effect is executed on the condition that the later addition is confirmed, that is, the extra effect is performed when the number of displayed games becomes 0 by executing the extra announcement effect. The number of displayed games is confirmed to be added, but in addition to the case where the post-installation is confirmed, it may be configured such that the extra notice effect can be executed even when the post-installation is not performed. Even if it is such a configuration, it is suggested that the additional notice effect is executed, and it is suggested that the additional effect is performed and the number of displayed games is added when the number of displayed games becomes zero. Even if the number of games becomes zero, the expectation that AT will continue can be enhanced.

  Next, an explanation will be given of the extra effect. When the sub control unit 91 executes the extra effect, first, the maximum number of games to be increased is determined. A method for determining the maximum increase number of games will be described later. Next, “+10” which is the minimum number of games to be added to the liquid crystal display 51 and a display prompting the operation of the effect switch 56 are performed. When the effect switch 56 is operated in this state, the number of additional games displayed on the liquid crystal display 51 is increased every time the effect switch 56 is operated until the maximum number of increased games is reached from the second and subsequent operations. Increase by 10 When the maximum increase number of games is reached, the display prompting the operation of the effect switch 56 disappears, only the number of addition games corresponding to the maximum increase number of games displayed at that time is displayed, and the number of addition games is displayed. It is displayed in addition to the number.

  For example, as shown in FIG. 24A, when the actual remaining number of games is 330 and the remaining display number of games is 30, and 200 is determined as the maximum increase number of games, first, “+10” is determined. At the same time, a screen prompting the operation of the effect switch 56 is displayed. In this state, every time the effect switch 56 is operated from the second operation onward, the number of added games increases by 10, and when the number of added games reaches 200, which is the maximum increased number of games, is operated 20 times. At that time, the display for prompting the operation of the effect switch 56 disappears, and 200 games of the added number of games displayed at that time are added to the remaining number of displayed games, and the remaining number of displayed games becomes 230 games. The number of remaining games displayed is 230, but the actual number of remaining games is 330 games. When the maximum increase number of games is 10, the display prompting the operation of the effect switch 56 disappears when the effect switch 56 is operated once, and the 10 games displayed at that time are displayed as remaining games. It is displayed in addition to the number. Thereafter, when the number of remaining games displayed becomes zero, the additional effect is performed again, and thereafter, the additional effects are performed every time the remaining number of displayed games becomes zero until the actual number of remaining games becomes zero. Become.

  In addition, when “+10” is displayed on the liquid crystal display 51 to prompt the operation of the effect switch 56, and the bet number setting operation for the next game is performed without operating the effect switch 56, the display remains. As for the number of games, only 10 games displayed at that time are added and displayed.

  For example, as shown in FIG. 24 (b), when the actual remaining number of games is 330 and the remaining display number of games is 30, and the maximum increased number of games is determined to be 200, first, “+10” At the same time, a screen prompting the operation of the effect switch 56 is displayed. In this state, when the bet number setting operation of the next game is performed without operating the effect switch 56, 10 games of the added game number displayed at that time are added to the remaining display game number, The remaining number of displayed games is 40 games. The number of remaining games displayed is 40, but the actual number of remaining games is 330 games. After that, when 40 games are digested and the remaining number of displayed games becomes 0, an additional effect is performed again. Even if the effect switch 56 is not operated and the bet number setting operation for the next game is performed, Only 10 games are added again to the remaining number of displayed games, and thereafter, every time the remaining displayed number of games becomes 0, an additional effect is performed until the actual remaining number of games becomes 0.

  In addition, after “+10” is displayed on the liquid crystal display 51 to prompt the operation of the effect switch 56, the effect switch 56 is operated. Before the added game number reaches the maximum increase game number, When a game betting number setting operation is performed, the remaining number of games displayed is added and displayed by the number of additional games displayed at that time.

  For example, as shown in FIG. 24C, when the actual remaining number of games is 330 and the remaining display number of games is 30, and the maximum increased number of games is determined to be 200, first, “+10” At the same time, a screen prompting the operation of the effect switch 56 is displayed. In this state, every time the effect switch 56 is operated from the second operation onward, the number of added games increases by 10, and the stage before the added game number reaches the maximum increased game number of 200 games (in the figure) In the stage where 100 games are displayed as the number of added games, and the betting number setting operation for the next game is performed, 100 games of the added number of games displayed at that time are displayed. By adding to the remaining number of games, the remaining number of displayed games is 130 games. The number of remaining games displayed is 130 games, but the actual number of remaining games is 330 games. Thereafter, when the number of remaining games displayed becomes zero, the additional effect is performed again, and thereafter, the additional effects are performed every time the remaining number of displayed games becomes zero until the actual number of remaining games becomes zero. Become.

  In addition, the additional effect executed by the sub-control unit 91 is not only an additional effect that requires notification of the number of added games corresponding to the maximum increased number of games by operating the effect switch 56 as described above, but also an effect. Regardless of the operation of the switch 56, there is also a compulsory extra effect in which the number of added games corresponding to the maximum increased number of games is notified.

  In the compulsory addition effect, the number of additional games that have reached the maximum increased number of games is increased step by step until the number of additional games reaches the maximum increased number of games, regardless of the operation of the effect switch 56 by the player. Is added to the number of remaining games displayed. In addition, in the compulsory addition effect, if the betting number setting operation for the next game is performed before reaching the maximum increased number of games, the additional number of games is forcibly increased to the maximum increased number of games and displayed in addition to the remaining number of displayed games. The

  In addition, the sub-control unit 91 increases the pattern A in which the maximum increased number of games is added by the operation of the effect switch 56 and the effect switch 56 that are operated by the operation of the effect switch 56 in the additional effects required for the past 10 times. An additional effect history indicating whether the pattern B is a pattern B in which the number of games less than the increased number of games is added or the pattern C in which only the 10 games are added without operating the effect switch 56 is stored in the RAM 91c.

  Then, the sub-control unit 91 determines whether to perform an additional effect requiring operation or to perform a forced additional effect based on the ratio of the additional effect history stored in the RAM 91c when performing the additional effect. A draw lottery is performed.

  Specifically, as shown in FIG. 22, when the ratio of the pattern A in the extra effect required for the past 10 operations, that is, the ratio of the maximum increased number of games added by the operation of the effect switch 56 is high, 60% Is determined with the probability of the required operation, and the forced addition effect is determined with a probability of 40%. If the ratio of the pattern B in the effect of adding the required operations for the past 10 times, that is, the ratio in which the effect switch 56 is operated but the number of games less than the maximum increased number of games is added is high, the probability is 80%. To determine the additional effect required operation, and determine the forced additional effect with a probability of 20%. In addition, when the ratio of the pattern C in the extra effects required for the past 10 times, that is, the ratio in which only the 10 games are added without the effect switch 56 being operated is high, an additional effect of the required operations is performed with a probability of 20%. Decide, and forcibly add production with a probability of 80%.

  Moreover, the sub-control part 91 determines the maximum increase game number, when performing an additional effect as mentioned above. The method for determining the maximum number of games to be increased differs depending on whether the difference between the actual number of remaining games and the number of remaining displayed games is less than 150 games or 150 games or more. Is determined as the maximum increase game number, and if it is 150 games or more, it is determined by the maximum increase number lottery.

  In the maximum increase number lottery, the maximum increase game number is determined based on the ratio of the additional effect history stored in the RAM 91c and the difference between the actual remaining game number and the display remaining game number.

  Specifically, as shown in FIG. 23, when the ratio of the pattern A in the addition effect required for the past 10 operations, that is, the ratio of the maximum increased number of games added by the operation of the effect switch 56 is high, the difference number If the difference is 150 or more and less than 200, 100 games are determined with a probability of 5% and 150 games are determined with a probability of 95%. If the difference is 200 or more and less than 250, 100 games with a probability of 5% and a probability of 10% are determined. 150 games and 200 games with 85% probability are determined, and if the difference is 250 or more and less than 300, 100 games with 5% probability, 150 games with 10% probability, 200 games with 15% probability, When 250 games are determined with a probability of 70% and the difference is 300 or more, 100 games with a probability of 5%, 150 games with a probability of 10%, 20 with a probability of 15% Game, determining a probability of 20% at 250 games, a probability of 50% 300 game respectively.

  Further, when the ratio of the pattern B in the additional effects required for the past 10 times, that is, the ratio in which the effect switch 56 is operated but the number of games less than the maximum increased number of games is added is high, the difference number is 150. When the difference is less than 200, 100 games are determined with a probability of 50% and 150 games are determined with a probability of 50%. When the difference is 200 or more and less than 250, 100 games with a probability of 30% and 150 with a probability of 30%. If 200 games are determined with a probability of 40% and the difference is between 250 and less than 300, 100 games with a probability of 25%, 150 games with a probability of 25%, 200 games with a probability of 25%, 25% If the number of differences is 300 or more, if the difference is 300 or more, 100 games with 20% probability, 150 games with 20% probability, 20% probability 00 game, determining a probability of 20% at 250 games, a probability of 20% 300 game respectively.

  In addition, in the case of adding the required operations for the past 10 times, if the ratio of pattern C, that is, the ratio in which only the 10 games are added without operating the effect switch 56 is high, the difference is 150 or more and less than 200. If the difference is 200 or more and less than 250, 100 games with a probability of 100%, 150 games with a probability of 10%, 150 games with a probability of 5% When 200 games are determined and the difference is 250 or more and less than 300, 100 games with a probability of 70%, 150 games with a probability of 15%, 200 games with a probability of 10%, 250 games with a probability of 5%, respectively If the difference is 300 or more, 100 games with 50% probability, 150 games with 20% probability, 200 games with 15% probability, 2 games with 10% probability 0 game, to determine each of the 300 games in a probability of 5%.

  As described above, in this embodiment, when the actual remaining number of games is larger than the number of remaining displayed games and the number of both games does not match, an additional effect is performed and the number of remaining displayed games is added. .

  In the extra effect, an extra effect that requires an operation of the effect switch 56 to add an additional game number exceeding 10 games to the number of remaining games displayed, and an addition exceeding 10 games regardless of the operation of the effect switch 56 In the former case, the degree of increase in the number of remaining games displayed (the number of added games) is played in accordance with the number of times the effect switch 56 is operated. Can be selected.

  In addition, if the operation for setting the betting number of the next game is performed before reaching the maximum increased number of games in the additional operation requiring operation, only the number of additional games at that time is displayed. Thus, the player can add and display the remaining number of games displayed only for the number of added games selected by the player without knowing the maximum number of games to be increased. For this reason, the player can select the number of games to be added by adding the required operation within the range of the maximum increased number of games, and thereby the player has a sense of expectation that the number of remaining games displayed will be added. It becomes possible to carry over by selection of and can enhance interest.

  In addition, in the additional operation requiring operation, the number of additional games increases in accordance with the number of times the player operates the effect switch 56, so that the player can more easily select the additional game number in the additional effect. At the same time, it is possible to reliably reflect the will of the player who does not want to add the remaining number of displayed games beyond the number of added games desired by the player.

  In this embodiment, the number of added games is increased by 10 games every time the effect switch 56 is operated once as an additional effect, but the effect is increased by operating the effect switch 56 a plurality of times. A configuration in which the number of games is increased may be used, and further, a configuration in which the number of operations of the effect switch 56 is varied depending on the degree of increase in the number of added games. For example, until the number of increased games reaches 100 games, it is necessary to operate the effect switch 56 five times to increase 10 games, whereas when the game exceeds 100 games, the effect switch increases to 10 games. 56 may be configured to be operated ten times, or the number of operations of the effect switch 56 may be increased as the number of increased games increases. Further, when the number of added games exceeds a certain value, the number of operations of the effect switch 56 required to increase the number of added games may be reduced.

  In addition, as an additional effect requiring operation, the number of added games increases in accordance with the number of times the player operates the effect switch 56. However, in the time from when the effect switch 56 is operated until the operation is canceled. The number of added games may be increased accordingly, and even with such a configuration, the player can select the number of added games more easily in the extra effect, and more than the number of added games desired by the player is displayed. It is possible to reliably reflect the will of the player who does not want to add the remaining number of games.

  Moreover, although the effect switch 56 is adopted as an operation means used for an additional effect requiring operation, among the operation means used for the progress of the game, such as the MAXBET switch 6, the stop switches 8L, 8C, 8R, and the start switch 7, An operation means that does not affect the progress of the game at the time of execution of the extra effect may be adopted as an operation means that is used for the extra effect requiring operation.

  In addition, it is only necessary that the player has a configuration that allows the player to select at least the number of added games within the range of the maximum increased number of games. If the player does not operate, the number of added games gradually increases. The number of added games at the time when the player operates may be selected.

  Further, in this embodiment, the bet number setting operation for the next game is performed by adding the required operation, so that it is determined that no further increase in the number of added games is desired. A configuration may be adopted in which it is determined that a further increase in the number of additional games is not desired by performing a cancel operation different from the betting number setting operation for the next game when a specified time elapses without being operated. Further, if the player does not operate as described above, and the number of added games is gradually increased, if it is determined that it is not desired to increase the number of added games further when the player operates. good.

  Further, in the present embodiment, as described above, the additional effect is not only the additional effect requiring the operation of the effect switch 56 but also the added game number is added to the remaining display game number regardless of the player's operation. A compulsory extra effect is also provided, and the mode of the extra effect can be diversified.

  Further, in the present embodiment, when an additional number of games is won in the extra lottery, that is, when the number of games of 10 games or more is added, an operation required is performed based on the ratio of the additional effect history stored in the RAM 91c. In order to decide whether to perform an extra production or a compulsory extra production, an extra production lottery is performed, and the ratio between the extra production required operation and the compulsory extra production is selected according to the player's preference. Can be changed.

  In this embodiment, as shown in FIG. 22, when the ratio of the maximum increased number of games added by the operation of the effect switch 56 is high (when the ratio of the pattern A is high), that is, the maximum increased number of games is positively increased. For the player who wants to know, the ratio of selection of the additional operation required operation is slightly high, but the ratio of the forced additional effect is determined with a probability that is not so low, whereas the effect switch 56 is operated. However, if the ratio of the number of games less than the maximum increase game is added is high (when the ratio of pattern B is high), that is, the player who has a high ratio of actively selecting the addition game number within the range of the maximum increase game number Is determined with the probability that the ratio of selecting the additional operation required operation will be significantly high. On the other hand, if the effect switch 56 is not operated and only 10 games are added (ie, the ratio of the pattern C is high), that is, for a player who advances the game with almost no operation of the effect switch 56. Is determined with a probability that the ratio at which the forced addition effect that does not require the operation of the effect switch 56 is selected is significantly increased.

  Further, in this embodiment, even when the maximum increase game number lottery is performed, the maximum increase game number is determined based on the ratio of the additional effect history stored in the RAM 91c. The maximum number of games that can be increased can be changed accordingly.

  In this embodiment, as shown in FIG. 23, when the ratio of the maximum increased number of games added by the operation of the effect switch 56 is high (when the ratio of the pattern A is high), that is, the maximum increased number of games is positively increased. The player who wants to know is determined with a high probability that the number of games close to the difference between the number of actual remaining games and the number of remaining games displayed is determined with a high probability, whereas the maximum number of those in which the effect switch 56 is operated is determined. For a player who wants to postpone the expectation that the remaining number of displayed games will be added when the ratio of the number of games less than the increased number of games is high (when the ratio of pattern B is high), It is determined with a high probability that a relatively small number of games is determined within the range of the difference between the number of games and the number of remaining display games. On the other hand, if the effect switch 56 is not operated and only 10 games are added (ie, the ratio of the pattern C is high), that is, for a player who advances the game with almost no operation of the effect switch 56. Is determined with a substantially equal probability that the plurality of maximum increased number of games.

  Also, before the maximum number of added games reaches the maximum increased number of games in the additional operation required operation, the number of additional games less than the maximum increased number of games is displayed and added to the remaining number of games. In this case, the remaining number of displayed games is smaller than the actual remaining number of games. In this case, when the remaining displayed number of games is exhausted and the remaining displayed number of games becomes 0, the additional effect is added again. By executing the game, the remaining number of games displayed is added, and the player's expectation for the remaining number of games not added by the player's selection can be maintained for a longer period.

  In this embodiment, the example in which the number of remaining games of the AT is adopted as an advantageous period to be added by the extra effect has been described. However, any configuration may be used as long as the extra effect is given to the period advantageous to the player. Other advantageous periods, for example, a gaming state with a higher probability of a predetermined role (a replaying role, a small role, or a special role) than usual, whether to give a right advantageous to the player Even in a configuration in which the above-described effect is added to a period that is preferentially selected in the lottery to be determined (a period in which a right is likely to be granted, a period in which the average number of rights to be granted is set high, etc.), etc. good.

  As described above, the sub-control unit 91 controls to the navigation stock addition state by winning a special replay before the end of AT after shifting to RT3 with the start of AT.

  In the state where the Navistock is added, the normal + falling replays 1 to 3 and the push order bell are the targets of the navigation effect as in the AT, and it is possible to reliably acquire medals while avoiding the transition to RT1. The number of remaining games is also maintained, and the number of remaining games of the AT is extended accordingly.

  In addition, in the state where the navigation stock is added, every time the normal + special replays 1 to 6 are won, regardless of whether the special replay is won or not, 1 is added to the navigation stock. Compared to the state of simple AT, the addition of Navistock can be expected.

  That is, the probability of winning the normal + special replays 1 to 6 is the same in the simple AT state after the transition to RT3 and the navigation stock added state, but in the simple AT state after the transition to RT3, the normal + special Replay 1-6 wins and Special Replay wins, Navistock is incremented by 1, whereas in the Navistock addition state, Normal + Special Replay 1-6 only wins and Special Replay Regardless of whether or not the prize is won, 1 is added to the navigation stock. Then, in the simple AT state after the transition to RT3, the stop order in which the special replay wins is not notified when the normal + special replays 1 to 6 are won, so the normal + special replays 1 to 6 are only won and the special replay is won. Regardless of whether or not a prize has been won, the Navistock addition state in which Navistock is incremented by 1 can be expected to add Navistock as compared to the simple AT state after the transition to RT3.

  In this embodiment, in the simple AT state after the transition to RT3, the stop order in which the special replay wins when the normal + special replays 1 to 6 are won is not notified, but the normal + special replays 1 to 6 are not notified. The stop order in which the special replay wins in a part of the winning may be notified.

  Here, the flow of control performed by the sub control unit 91 in accordance with the transition to the navigation stock addition state will be described with reference to FIG.

  The sub-control unit 91 first executes the effect mode selection effect by shifting to the navigation stock addition state.

  In the effect mode selection effect, an image corresponding to the effect mode A and an image corresponding to the effect mode B are alternately displayed on the liquid crystal display 51, and a message prompting a determination operation by the effect switch 56 is displayed. When the effect switch 56 is operated while an image corresponding to the effect mode A is displayed, the effect mode A is set in the RAM 91c, and an image corresponding to the effect mode B is displayed. When the effect switch 56 is operated in the state, the effect mode B is set in the RAM 91c.

  The production mode selection production is executed in a state after the special replay is won and before the next game start operation is performed, and the next game start operation is performed without operating the production switch 56. In such a case, the effect mode corresponding to the image displayed on the liquid crystal display 51 when the start operation is performed is set in the RAM 91c.

  The production mode A suggests the possibility that the special replay will win when the normal + special replays 1 to 6 or the normal + fall replays 1 to 3 are won, and the order in which the special replays may be arranged (normal + An effect mode in which a special navigation effect suggesting a push order in which special replays are arranged at the time of winning special replays 1 to 6, and a normal push order in which normal replays are arranged at the time of winning of normal + falling replays 1 to 3). The production mode B is a normal + special replay 1 to 6 or a normal + fall replay 1 to 3 wins, suggesting the possibility that the fall replay wins, and suggesting the pushing order in which the normal replay is aligned. When the navigation effect is executed and the navigation stock lottery effect is executed at the end of the navigation stock addition state, It is a presentation mode that whether or not to have won the stock is suggested.

  After setting the production mode, the sub-control unit 91 performs a game number lottery to determine the number of games in the additional Navistock state, and sets the number of winning games in the RAM 91c. The number of games in the Navistock added state may be displayed on the liquid crystal display 51 or may be managed internally without being displayed.

  Thereafter, in the state where the navigation stock is added, it is determined for each game whether one of the normal + falling replays 1 to 3 is won or whether one of the normal + special replays 1 to 6 is won.

  If any of the normal + falling replays 1 to 3 is won in the Navistock addition state and the production mode A is set, it indicates the possibility that a special replay will win, and the normal replay is stopped. While the special navigation effect (normal) for notifying the order is executed and the effect mode B is set, the normal navigation notifying the possibility of the fall replay winning and notifying the stop order in which the normal replays are aligned. Perform production (normal).

  In addition, when any of the normal + special replays 1 to 6 is won in the Navistock addition state and the production A is set, the special replay is suggested and the special replay is arranged. While the special navigation effect (special) for notifying the stop order is executed, when the effect mode B is set, it is suggested that the fall replay may win and the stop order in which the normal replays are aligned is usually notified. It is a navigation effect (normal), and is executed in the same effect mode as the normal navigation effect (normal) executed when any of normal + falling replays 1 to 3 is won.

  In addition, when any of the normal + special replays 1 to 6 is won in the navigation stock addition state, the special replay is won regardless of whether the production mode A or the production mode B. Regardless of whether or not it was done, 1 is added to the navigation stock.

  In addition, in the Navistock addition state, the number of remaining games is decremented by 1 every time one game ends, and it is determined whether or not the remaining number of games is 0. If the remaining number of games is not 0, the Navistock addition state is continued. When the number of remaining games is 0, when the production mode B is set, it indicates the possibility that the navigation stock has been won, and finally the normal + special replay 1 in the navigation stock addition production. When -6 is elected, it is notified that the navigation stock has been added, and when the normal + special replays 1-6 are won in the navigation stock addition production, the navigation stock is not added. Navistock lottery effect to inform the effect, and the number of Navistock acquisition that indicates the number of Navistock that has been acquired (when Navistock is not added 0, if it is plus terminates the Navi stock plus state running to inform the number of be), returns to the AT.

  When the production mode A is set, the navigation stock lottery production is not executed, only the navigation stock number acquisition notification is executed, the navigation stock addition state is terminated, and the process returns to the AT.

  As described above, in this embodiment, when the special replay is won during the AT, the navigation stock is added to the state in which the navigation stock is added only by winning the normal + special replays 1 to 6 for a predetermined period. It is like that.

  At the start of the navigation stock addition state, the player can select either the effect mode A or the effect mode B, and the effect mode selected by the player is set in the RAM 91c.

  And in the case where the production mode A is set in the state where the navigation stock is added, it is suggested that the special replay wins at the time of winning the normal + special replays 1 to 6, and the pressing order in which the special replays are aligned is notified. By executing the special navigation effect to promote the stop operation in the push order that the special replay is aligned, as a result, the player performs the stop operation according to the notified press order, and the special replay wins, The player can recognize that the navigation stock has been added.

  On the other hand, when the production mode B is set in the navigation stock addition state, the above-mentioned special navigation production is executed even when the normal + special replays 1 to 6 are won, that is, even when the navigation stock is added. By not doing so, the possibility that the navigation stock is added until the end of the navigation stock addition state can be maintained.

  Even when the production mode B is set, if the normal + special replays 1 to 6 are selected, the special replay is won if the stop operation is performed in the pressing order corresponding to the type of the special replay. Therefore, in such a case, even though the production mode B is selected, it can be recognized that the navigation stock has been added before the end of the navigation stock addition state. There is a possibility that the possibility cannot be maintained until the end of the process.

  On the other hand, in the present embodiment, when the production mode B is set, not only the special navigation production is not executed in the normal + special replays 1 to 6 winning, but also the push order in which the normal replays are arranged. Since the normal navigation effect to be notified is executed, the stop operation is performed in the pressing order in which the special replays are arranged in the normal + special replays 1 to 6 in spite of the effect mode B being set. As a result, it is possible to avoid the special replay winning that the stock addition is confirmed. As a result, when the production mode B is selected, there is a possibility that the navigation stock is added until the end of the navigation stock addition state. Can be reliably maintained.

  Further, in this embodiment, when the production mode B is set, when any of the normal + falling replays 1 to 3 is won, that is, when the stop operation is performed in the pressing order in which the falling replays are aligned. When the fall replay wins and the game moves to RT1 which is more disadvantageous to the player than RT3, the normal navigation which suggests the possibility that the fall replay wins and informs the pushing order in which the normal replays are aligned. At the time of winning the normal + special replays 1 to 6 while the presentation is executed, if the normal + falling replays 1 to 3 are winning, the normal navigation production has the same production mode When the normal replay is performed when the normal replay is executed when the normal replay is performed, and the push order in which the normal replays are aligned is set. Since there is a possibility of moving to RT1 which is disadvantageous for the player by performing the stop operation in the pressing order, the normal + special replays 1 to 6 are won in the navigation stock addition state, and the normal navigation effect is executed. In this case, it is possible to reliably urge the stop operation by the pushing order in which the normal replays are arranged, and as a result, it is possible to more reliably prevent the special replay from winning a prize in the state where the production mode B is set. The possibility that the navigation stock is added until the added state is completed can be maintained more reliably.

  In this embodiment, the right controlled by the AT (navigator stock) is applied as a privilege advantageous for the player. However, the present invention is not limited to this. You may apply the right which makes it possible to shift to the game state advantageous for a player, that is, the winning of the special role accompanied by the shift to the increasing bonus. In addition, a gaming state that is advantageous to players other than ATs and bonuses, for example, the probability of winning a specific role is higher than usual, and a stopping mode that is advantageous to the player (a winning mode or a non-winning mode may be used). Winning an advantageous player with a transition to a gaming state that can be expected to acquire more gaming value than usual by notifying information advantageous to the player, such as an operation mode for deriving An operation mode for applying a right that can be controlled to an advantageous gaming state (winning a lottery for determining whether to control to an advantageous state) or deriving a display result advantageous to a player is provided. The right to be notified, the gaming state in which the current gaming state is advantageous to the player (for example, when winning a weak cherry or a strong cherry, the winning of Navistock or a lot of winning numbers Whether a high probability state, etc.) that can wait may be applied right to be informed.

  Further, in this embodiment, the configuration is such that the navigation stock is added to the state when the special replay is won at RT3. However, other occasions, for example, the special replay is won at RT1 and the stop mode is concerned. Instead, the configuration may be such that the navigation stock is added to the state when the lottery is won.

  Further, in this embodiment, the push order in which the special replay wins and the push order in which the fall replay wins change, and when the production mode B is set, any of the normal + fall replays 1 to 3 is set. When the player is elected, the normal navigation effect that informs the pushing order in which the normal replays are aligned is executed, and at the time of winning the normal + special replays 1 to 6, one of the normal + fall replays 1 to 3 is won. The push order in which the normal replays are arranged in the normal navigation production that is executed in common with the production mode is notified, but the push order in which the special replay wins, the push order in which the fall replay wins In a structure that does not change, push order in which special replays are aligned in a game in which normal + special replay is won, and push order in which tumble replays are aligned in a game in which normal + tumble replay is won , Are set in the same pressing order, the pressing order in which the normal replays are aligned is also set in the same pressing order, and when the effect mode B is set, the effect that prompts the pressing order in which the normal replays are aligned is executed. Even in this case, it is possible to more reliably prevent the special replay from winning a prize in the state where the production mode B is set, and to more surely maintain the possibility that the navigation stock is added until the navigation stock addition state ends. Can do.

  Further, in this embodiment, when the production mode B is set, when any of the normal + falling replays 1 to 3 is won, that is, when the stop operation is performed in the pressing order in which the falling replays are aligned. When the fall replay wins and the game moves to RT1 which is more disadvantageous to the player than RT3, the normal navigation which suggests the possibility that the fall replay wins and informs the pushing order in which the normal replays are aligned. At the time of winning the normal + special replays 1 to 6 while the presentation is executed, if the normal + falling replays 1 to 3 are winning, the normal navigation production has the same production mode Normally, the push order in which the replays are aligned is informed, but when the production mode B is set, as in the push order bell, the play of the small part that changes the push order in which the small part wins surely changes. At the same time, a normal navigation effect that informs the push order in which the small role is surely won is executed, and the normal and special replays 1 to 6 are also performed at the time of winning the small role. It is good also as composition which is notified of the push order in which normal replay is arranged in a navigation effect, and when such a structure is set, when normal navigation effect is executed when production mode B is set, Since there is a possibility that medals cannot be reliably acquired by performing a stop operation other than the notified push order, normal + special replays 1 to 6 are won in the navigation stock addition state, and normal navigation When the production is executed, it is possible to surely prompt the stop operation by the pushing order in which the normal replays are arranged, and as a result, the special replies are performed in the state where the production mode B is set. B can be more reliably prevented from winning, navigation stock plus state can be maintained the possibility of navigation stock until the end are added more reliably.

  As described above, the first embodiment of the present invention has been described with reference to the drawings. However, the present invention is not limited to the first embodiment, and the present invention can be modified or added without departing from the gist of the present invention. Needless to say, it is included.

In Example 1, the bet number with the medal and credits the present invention as a valuable gaming has been described with the example of application to a slot machine to be set, sets the bet number with the game ball as the value for a game The present invention may also be applied to a slot machine that performs the game, or a fully credit type slot machine that uses only credit as a gaming value to set a bet amount. In the case of using a game ball as a game value, for example, one medal can correspond to five game balls, and when three bets are set in the first embodiment, 15 game balls are used. This is equivalent to setting the number of bets using.

  Further, the present invention is not limited to the use of only one of a plurality of types of game values such as medals and game balls, for example, a combination of a plurality of types of game values such as medals and game balls. It may be. That is, it is possible to play a game by setting the number of bets using any of a plurality of types of gaming values such as medals and game balls, and a plurality of types of games such as medals and game balls when a winning occurs. You may apply the slot machine which can pay out all of utility values.

  In the second embodiment, a pachinko gaming machine 700 that is an example of a gaming machine will be described. The pachinko gaming machine 700 includes the same or similar configuration as the partial slot machine 1, and the description of the same or similar configuration is omitted.

  As shown in FIG. 26, the pachinko gaming machine 700 includes an outer frame (not shown) formed in a vertically long rectangular shape and a game frame attached to the inside of the outer frame so as to be openable and closable. In addition, the pachinko gaming machine 700 includes a glass door frame 702 formed in a frame shape that can be opened and closed in the game frame. The game frame includes a front frame (not shown) installed to be openable and closable with respect to the outer frame, a mechanism plate (not shown) to which mechanism parts and the like are attached, and various parts (games to be described later) attached to them. And the board 706).

  A hitting ball supply tray (upper plate) 703 is provided on the lower surface of the glass door frame 702. An operation unit 761 that can be operated by the player is provided on the upper surface of the hitting ball supply tray 703, and operation units 762, 763, and 764 that can be operated by the player are arranged in the left-right direction on the front surface of the hitting ball supply tray 703. Is provided.

  Under the hitting ball supply tray 703, there are an extra ball receiving tray 704 for storing game balls as game media that cannot be accommodated in the hitting ball supply tray 703, and a hitting operation handle (operation knob) 705 for emitting hitting balls (game balls). Is provided. A game board 706 is detachably attached to the back surface of the glass door frame 702. Note that the game board 706 is a structure including a plate-like body constituting the game board and various components attached to the plate-like body. In addition, a game area 707 is formed on the front surface of the game board 706 in which a game ball that has been struck can flow down. A large number of nails for guiding a game ball are implanted in the game area 707.

  In the vicinity of the center of the game area 707, an effect display device 709 composed of a liquid crystal display device (LCD) is provided. In the effect display device 709, a change display (also referred to as a variable display, an update display, or a cyclic display) of the effect symbols (decorative symbols) synchronized with the change display of the first special symbol or the second special symbol is performed. The variation display of the effect symbol is executed in various variations such as scroll display and on-site switching display. The effect display device 709 corresponds to a variable display device that performs variable display of effect symbols (decorative symbols) as a plurality of types of identification information that can identify each. In the effect display device 709, an effect symbol display area for displaying an effect symbol on the display screen is provided. For example, three (plural) of “left”, “middle”, and “right” are displayed in the effect symbol display area. There is a symbol display area as a display area for variably displaying the effect symbols. Each of these three effect symbols is an effect symbol as a plurality of types of identification information that can be identified. The effect display device 709 is controlled by an effect control microcomputer mounted on the effect control board. When the variation control of the first special symbol is executed by the first special symbol display unit 708a, the effect control microcomputer causes the effect display device 709 to execute the effect display along with the variation display, and the second special symbol display unit 708a executes the second special display. When the variation display of the second special symbol is executed on the symbol display 708b, the effect display is executed by the effect display device along with the variation display, so that it is possible to easily grasp the progress of the game.

  On the left side of the upper portion of the effect display device 709 in the game board 706, there is a first special symbol display (first variation display means) 708a that variably displays the first special symbols as a plurality of types of identification information that can be identified. Is provided. In the present embodiment, the first special symbol display 708a is realized by a simple and small display (for example, 7 segment LED) capable of variably displaying numbers 0 to 9. In other words, the first special symbol display 708a is configured to variably display numbers (or symbols) from 0 to 9. On the right side of the upper portion of the effect display device 709 in the game board 706, there is a second special symbol display (second variation display means) 708b that variably displays a second special symbol as a plurality of types of identification information that can be identified. Is provided. The second special symbol display 708b is realized by a simple and small display (for example, 7 segment LED) that can display numbers 0 to 9 in a variable manner. In other words, the second special symbol display 708b is configured to variably display numbers (or symbols) from 0 to 9.

  In the present embodiment, the type of the first special symbol and the type of the second special symbol are the same (for example, both are numbers from 0 to 9), but the types may be different. Further, the first special symbol display unit 708a and the second special symbol display unit 708b may be configured to variably display numbers (or two-digit symbols) of, for example, 00 to 99.

  Hereinafter, the first special symbol and the second special symbol may be collectively referred to as a special symbol, and the first special symbol indicator 708a and the second special symbol indicator 708b may be collectively referred to as a special symbol indicator. The first special symbol is subjected to the variable display on the condition that the second special symbol display unit 708b does not execute the variable display of the second special symbol. For the second special symbol, the variable display is executed on the condition that the first special symbol display unit 708a does not execute the variable display of the first special symbol. That is, either the first special symbol or the second special symbol is variably displayed without being variably displayed at the same time.

  For the variation display of the first special symbol or the second special symbol, the first start condition or the second start condition, which is the execution condition of the variation display, is satisfied (for example, the game ball has the first start winning port 713 or the second start winning port) 714), the display condition of the variable display (for example, when the number of reserved memories is not 0 and the variable display of the first special symbol and the second special symbol is not executed) The game is started based on the fact that the big hit game is not executed), and when the variable display time (variable time) elapses, the display result (stop symbol) is derived and displayed. Note that winning means that a game ball has passed through a predetermined area as a winning area such as a prize opening (a game ball has entered). Deriving and displaying the display result is to finally stop and display a symbol (an example of identification information).

  In the following description, the fact that the game ball has won the first start prize opening 713 may be referred to as a first start prize, and the fact that the game ball has won the second start prize opening 714 will be referred to as a second start prize. There is a case. The data related to the variable display in which the start condition is satisfied but the start condition is not satisfied is held and stored as reserved storage data that is a right to perform variable display of the special symbol until the start condition is satisfied. Specifically, the on-hold storage data is stored in a predetermined area of a RAM of a game control microcomputer described later. On-hold storage data for the first start winning is stored in the first on-hold storage buffer as first on-hold storage data with a predetermined number (for example, 4) as an upper limit. Is stored in the second reserved storage buffer as second reserved storage data.

  In the pachinko gaming machine 700, a ball striking device for driving a driving motor in response to a player operating a ball striking operation handle 705 and launching a game ball to the game area 707 using the rotational force of the driving motor (see FIG. Not shown). A game ball launched from the ball striking device enters the game area 707 through a ball striking rail formed in a circular shape so as to surround the game area 707, and then descends the game area 707. When the game ball enters the first start winning port 713 and is detected by the first start port switch 713a, if the variation display of the first special symbol can be started (for example, the variation display of the special symbol ends, 1), the first special symbol display unit 708a starts the variation display (variation) of the first special symbol, and the effect display device 709 starts the variation display of the effect symbol (decoration symbol). Is done. That is, the variable display of the first special symbol and the effect symbol corresponds to winning in the first start winning opening 713. If the variable display of the first special symbol cannot be started, the first reserved memory number is increased by 1 on condition that the first reserved memory number has not reached the upper limit value.

  When the game ball enters the second start winning port 714 and is detected by the second start port switch 714a, if the variation display of the second special symbol can be started (for example, the variation display of the special symbol ends, 2), the second special symbol display unit 708b starts the variation display (variation) of the second special symbol, and the effect display device 709 starts the variation display of the effect symbol (decoration symbol). Is done. That is, the change display of the second special symbol and the effect symbol corresponds to winning in the second start winning opening 714. If the variable display of the second special symbol cannot be started, the second reserved memory number is increased by 1 on condition that the second reserved memory number has not reached the upper limit value.

  The effect display device 709 is used for decoration (effect) during the variable display time of the first special symbol on the first special symbol display 708a and during the variable display time of the second special symbol on the second special symbol display 708b. The effect design (decoration design) is displayed as a variation design. The change display of the first special symbol on the first special symbol display 708a and the change display of the effect symbol on the effect display device 709 are synchronized. Further, the variation display of the second special symbol on the second special symbol display 708b and the variation display of the effect symbol on the effect display device 709 are synchronized. Synchronous means that the start point and end point of the variable display are substantially the same (may be exactly the same) and the period of the variable display is substantially the same (may be exactly the same). In addition, when the jackpot symbol is stopped and displayed on the first special symbol display 708a and when the jackpot symbol is stopped and displayed on the second special symbol display 708b, the effect display device 709 causes the jackpot to be recalled. The combination of is stopped and displayed. The first special symbol display device 708a, the second special symbol display device 708b, and the effect display device 709 described above are variable display devices that display the variation of the identification information and derive and display the display result, and are used as a variation display unit. It is done.

  In the effect display device 709, when the variable display is started, for example, all of the left, middle, and right effect symbols start the variable display. Then, the left, middle, and right effect symbols that are variably displayed basically stop in a predetermined order (for example, a predetermined order such as the order of the left effect symbol, the right effect symbol, and the middle effect symbol). When a predetermined variation time has elapsed from the start of variation display, all the left, middle and right effect symbols are stopped and the display result is confirmed. The order in which the left, middle, and right effect symbols stop may be other than the order of the left, right, and center symbols. Further, the left, middle, and right performance symbols may be stopped simultaneously.

  A winning device having a first start winning port 713 is provided below the effect display device 709. The game ball that has won the first start winning opening 713 is guided to the back of the game board 706 and detected by the first start opening switch 713a.

  A variable winning ball device (electric tulip) having a second starting winning port 714 (second starting port) through which a game ball can win is located below a winning device having a first starting winning port (first starting port) 713. ) 715 is provided. The game ball that has won the second start winning opening 714 is guided to the back of the game board 706 and detected by the second start opening switch 714a. The variable winning ball device 715 is opened by a solenoid 716. When the variable winning ball device 715 is in the open state, the game ball can be awarded to the second start winning port 714 (it is easy to start winning), which is advantageous for the player. In a state where the variable winning ball device 715 is in the open state, it is easier for the game ball to win the second starting winning port 714 than the first starting winning port 713. In addition, in a state where the variable winning ball device 715 is in the closed state, the game ball does not win the second start winning port 714. In the state where the variable winning ball device 715 is in the closed state, it may be configured so that it is difficult to win, but it is possible to win (that is, the game ball is difficult to win). As described above, the state where the variable winning ball device 715 is in the closed state may be a state where the game ball is difficult to win or does not win the second start winning port 714.

  Hereinafter, the first start winning port 713 and the second start winning port 714 may be collectively referred to as a start winning port or a starting port.

  When the variable winning ball device 715 is controlled to be in the open state, the game ball heading toward the variable winning ball device 715 is very likely to win the second start winning port 714. The first start winning opening 713 is provided directly below the effect display device 709, but the interval between the lower end of the effect display device 709 and the first start winning opening 713 is further reduced, or the first start winning opening is set. The winning percentage of the second starting prize opening 714 is such that the nails are densely arranged around the area 713 and the arrangement of the nails around the first starting prize opening 713 is difficult to guide the game balls to the first starting prize opening 713. You may make it make higher than the winning rate of the 1st start winning opening 713.

  Below the first special symbol display 708a, the number of effective winning balls that have entered the first start winning opening 713, that is, the first reserved memory number (the reserved memory is also referred to as the start memory or the start winning memory) 4 is displayed. There is provided a first special symbol storage memory display 718a (not shown) consisting of two indicators (for example, LEDs). The first special symbol storage memory indicator 718a increases the number of indicators to be lit by 1 each time there is an effective start winning. Then, each time the variable display on the first special symbol display 708a is started, the number of indicators to be turned on is reduced by one.

  Below the second special symbol display 708b is a second special symbol hold comprising four indicators (for example, LEDs) for displaying the number of effective winning balls that have entered the second start winning opening 714, that is, the second reserved memory number. A storage indicator 718b (not shown) is provided. The second special symbol storage memory display 718b increases the number of indicators to be turned on by 1 every time there is an effective start winning. Then, each time the variable display on the second special symbol display 708b is started, the number of indicators to be turned on is reduced by one.

  Further, the display screen of the effect display device 709 is provided with a first reserved memory display unit 718c that displays the first reserved memory number and a second reserved memory display unit 718d that displays the second reserved memory number. (Each display area is provided). In addition, you may make it provide the area | region (sum total pending | holding memory display part) which displays the total number (total number of total pending memory) which is the sum of the 1st pending memory number and the 2nd pending memory number. As described above, if the summation pending storage display unit for displaying the total number is provided, it is possible to easily grasp the total number of execution conditions that have not met the variable display start condition.

  In this embodiment, as shown in FIG. 26, a variable winning ball apparatus 715 that opens and closes only with respect to the second start winning opening 714 is provided, but the first starting winning opening 713 and the second start winning opening 714 are provided. Any of the winning openings 714 may be provided with a variable winning ball apparatus that performs an opening / closing operation.

  A reach state may occur during the effect symbol display on the effect display device 709. Here, in the reach state, when the effect symbols that are stopped and displayed in the display area of the effect display device 709 constitute a part of the combination of jackpot symbols, the variation of the effect symbols that are not yet stopped and displayed continues. Or a display state in which all or a part of the effect symbols fluctuate synchronously while constituting all or part of a combination of jackpot symbols. In other words, reach means a state in which identification information constitutes a specific display result in a plurality of variable display areas, but at least some of the variable area areas are in variable display. In this embodiment, the reach state is formed, for example, in a state where the same symbol is stopped in the left and right symbol display areas and the symbol is not stopped in the middle symbol display area. The symbols stopped in the left and right symbol display areas when the reach state is formed are called reach formation symbols or reach symbols.

  The display effect in the reach state is reach effect display (reach effect). In addition, during the reach, an unusual effect may be performed with a lamp or sound. This production is called reach production. Further, in the case of reach, a character (an effect display imitating a person or the like, which is different from a design (effect design, etc.)) or a display mode (for example, a color, etc.) of the background image of the effect display device 709 ) May change. This change in character display and background display mode is called reach effect display. In addition, some reach is set such that when it appears, a big hit is more likely to occur than a normal reach (normal reach), and there is a high degree of reliability for the big hit. Such special (specific) reach is called super reach.

  As shown in FIG. 26, a special variable winning ball device 720 is provided below the variable winning ball device 715. The special variable winning ball apparatus 720 includes an opening / closing plate, and can be changed into an open state (first state) in which a game ball can be won and a closed state (second state) in which the game ball does not win. Device. The special variable winning ball device 720 may be configured so that it is difficult to win in the closed state, but it is possible to win (that is, it is difficult for the game ball to win). Thus, the state in which the special variable winning ball device 720 is in the closed state may be a state in which the game ball is difficult to win or does not win the special variable winning ball device 720.

  The special variable winning ball apparatus 720 is a solenoid in a specific game state (a big hit game state) that occurs when a specific display result (a big hit symbol) is derived and displayed on the first special symbol display unit 708a or the second special symbol display unit 708b. When the opening / closing plate is controlled to be in the open state by 721, the large winning opening serving as the winning area is opened. A game ball that has won a big winning opening is detected by a count switch 723.

  In the big hit game state, repeated continuous control is performed in which the special variable winning ball apparatus 720 repeats the open state and the closed state. In the repeated continuation control, a state where the special variable winning ball device 720 is opened is called a round. In the present embodiment, a plurality of types of jackpots are provided, and when it is determined that a jackpot is to be made, one of the jackpot types is selected. In this embodiment, the control example in which the special variable winning ball apparatus 720 is opened only once in one round is shown. However, the present invention is not limited to this, and the special variable winning ball is multiple times such as twice in one round. You may make it perform the control which makes the apparatus 720 an open state.

  A normal symbol display 710 (not shown) is provided below the effect display device 709. The normal symbol display 710 variably displays a plurality of types of identification information (for example, “◯” and “×”) called normal symbols.

  When the game ball passes through the gate 732 and is detected by the gate switch 732a, the display variation display of the normal symbol display 710 is started. In this embodiment, left and right lamps (designs can be visually recognized when lit) are alternately lit to perform variable display. For example, if the left lamp is lit at the end of variable display, it is a win. When the stop symbol on the normal symbol display 710 is a predetermined symbol (winning symbol “◯”), the variable winning ball apparatus 715 is opened for a predetermined number of times. That is, the state of the variable winning ball device 715 is a state that is advantageous from a disadvantageous state for the player when the stop symbol of the normal symbol is a winning symbol (a state in which a game ball can be awarded at the second start winning port 714). To change.

  In the vicinity of the normal symbol display 710, there is provided a normal symbol holding storage display 741 (not shown) having four indicators (for example, LEDs) for displaying the number of winning balls that have passed through the gate 732. Every time there is a game ball passing through the gate 732, that is, every time a game ball is detected by the gate switch 732a, the normal symbol hold storage display 741 increases the number of indicators to be turned on by one. Then, each time the variable symbol display on the normal symbol indicator 710 is started, the number of indicators that are lit is reduced by one. There are four upper limit values for the number of ordinary symbols stored, and the normal symbol storage memory display 741 lights the display with these four as upper limits.

  Decorative LEDs 725 flashing and displayed during the game are provided around the left and right sides of the game area 707 of the game board 706, and an outlet 726 into which a hit ball that has not been won is taken in at the bottom. In addition, two speakers 727R and 727L that utter sound effects and sounds as predetermined sound outputs are provided on the left and right upper portions outside the game area 707. A top frame LED 728a, a left frame LED 728b, and a right frame LED 728c provided on the front frame are provided on the outer periphery upper portion, the outer periphery left portion, and the outer periphery right portion of the game area 707. For example, the top frame LED 728a, the left frame LED 728b, and the right frame LED 728c are related displays in the pseudo-continuous rendering as the repetitive variation pattern (each re-variation period (including the initial variation period) in one variation period). When an effect such that the effect is executed) is executed, blinking control is performed.

  The repeated variation pattern is a variation pattern in which a specific effect display is repeatedly executed a predetermined number of times after a special symbol and an effect symbol change display is started and a display result is derived and displayed, and then a reach effect is executed. . Here, the specific effect display is, for example, an effect display such as a re-change effect display, and if it is an effect display that can be repeatedly executed a predetermined number of times, for example, an effect display other than the re-change display such as a notice display. May be. In this embodiment, as an example of the repeated variation pattern, an example will be described in which a pseudo-variable variation pattern that can be repeatedly executed a predetermined number of times with re-variation as a specific effect display is described.

  Here, the pseudo-ream is an effect display that makes it appear that a plurality of fluctuations corresponding to a plurality of reserved memories are continuously performed although it is a single fluctuation corresponding to one reserved memory. Abbreviation for pseudo-continuous variation.

  In addition, the pseudo-ream is within the variation time determined with respect to one start winning prize in order to make it appear as if multiple symbols of variable display (variable display) have been executed for one starting winning prize. In this case, a special variation pattern (also referred to as a variation display pattern) in which temporary stop and re-variation are executed a predetermined number of times for all symbol sequences (left, middle, right) For example, the greater the number of re-variation repeated executions (also referred to as quasi-continuous re-variation times), the greater the reliability that will be the big hit (when the big hit is made for all selection ratios, including when the big hit is out The degree of the ratio selected in the above, the ratio of the jackpot, that is, the reliability of the jackpot) is increased. More specifically, the ratio selected when it is determined that the jackpot is high. In the pseudo-continuous variation pattern, a combination of symbols temporarily stopped in the effect display device 709 is called a temporary stop symbol combination. The combination of the temporary stop symbols is determined as one of the pseudo consecutive chances from among a plurality of types of chances (hereinafter referred to as pseudo continuous chances) composed of combinations of symbols other than the jackpot symbol combination. Further, when the pseudo continuous fluctuation is executed, some reach effect may be executed in the reach state.

  Also, a prize ball LED 751 that is turned on when there is a remaining number of prize balls is provided in the vicinity of the left frame LED 728b, and a ball cut LED 752 that is turned on when the supply ball is cut is provided in the vicinity of the right frame LED 728c. . The top frame LED 728a, the left frame LED 728b, the right frame LED 728c, and the decoration LED 725 are an example of a light emitter for performance provided in the pachinko gaming machine 700. In addition to the above-mentioned various LEDs for effects (decorations), LEDs and lamps for effects are installed.

  In FIG. 27, (A) shows a hit type table showing the characteristics of hit type control including big hits and small hits, and (B) shows the base and fluctuation time state after the end of the big hit gaming state of sudden big hits. Shown is an abrupt big hit base / fluctuation time state selection table used to determine.

  In the hit type table of FIG. 27, for each hit type in the big hit and the small hit, the big hit probability after the end of the big hit gaming state or the small hit gaming state, the base after the end of the big hit gaming state or the small hit gaming state, the big hit The variation time after the end of the gaming state or the small hit gaming state, the number of times of opening in the big hit (number of rounds), and the opening time of each round are shown. As shown in FIG. 27, as the jackpot gaming state with different numbers of rounds, there are provided a plurality of types of jackpot gaming states of 15 rounds of jackpot gaming state and 2 rounds of jackpot gaming state. In the small hit, a small hit game state with the same number of times of opening and open time as in the two round big hit game state.

  Specifically, in the 15-round big hit gaming state, after the special variable winning ball apparatus 720 is opened, a predetermined opening condition end condition (a predetermined period (for example, 29 seconds) has elapsed in the opened state). Alternatively, the closed state is established in response to the establishment of a predetermined number (for example, 10) of winning balls that have been generated. When the opening end condition is satisfied, a continuation right is generated and the special variable winning ball apparatus 720 is opened again. The generation of the continuation right is repeated until the number of releases in the big hit gaming state reaches 15 rounds (final round), which is a predetermined upper limit value.

  Also, in the two-round big hit game state, after the special variable winning ball apparatus 720 is in the open state, a predetermined open state end condition (a predetermined period (for example, 0.5 seconds) has elapsed in the open state) Alternatively, the closed state is established in response to the establishment of a predetermined number (for example, 10) of winning balls that have been generated. When the opening end condition is satisfied, a continuation right is generated and the special variable winning ball apparatus 720 is opened again. The generation of the continuation right is repeated until the number of times of opening in the big hit gaming state reaches two rounds (final round) at which a predetermined upper limit value is reached.

  In this way, the big hit of 2 rounds is allowed up to the number of times of opening the grand prize opening is less than 15 rounds (2 times in this embodiment), but the opening time of the big prize opening is short (for example, 0. 0. It is a big hit type (type) for 5 seconds. In the case of the present embodiment, as a big hit of two rounds, the opening time of the grand prize opening is extremely short (0.5 seconds), and a prize ball (a prize ball paid out for the prize) is obtained. There is no hit.

  In addition, as a big hit of two rounds, it is possible to provide only a hit where a prize ball cannot be obtained, or only a hit where a prize ball can be obtained. Both a win and a win from which a prize ball can be obtained may be provided.

  Among the “big hits”, after being controlled to the big hit game state of 15 rounds or 2 rounds, the probability that the special game state is determined to be a big hit compared to the normal state (the normal game state which is not the probability change state) A type of jackpot (type) that shifts to a high probability state (an abbreviation of a probability variation state, also referred to as a high probability state) is called “probability big hit”. In the present embodiment, the special gaming state may be controlled to a time-short state in which the variation time (variation display period) of the special symbol or the production symbol is shortened from the non-time-short state in association with the probability variation state. is there. Note that the special game state may be controlled to the short time state independently of the probability variation state.

  In this way, the transition time to the short-time state reduces the variation time of the special symbol and the production symbol, so when the short-time state is reached, it is easy for an effective start prize to occur and the possibility of a big hit game being played. Rise.

  Of the “big hit”, the type (type) of big hit that does not shift to the probability change state after being controlled to the big hit gaming state of 15 rounds or 2 rounds is called “normal big hit”. In this embodiment, an example in which a normal big hit is provided for a big hit of 15 rounds is shown. Moreover, you may provide "normal jackpot" about either one or both of the big hit of 15 rounds, the big hit of 2 rounds. In addition, it is not always necessary to provide a big hit for both the 15 round big hit and the 2 round big hit.

  In addition, as a special gaming state, an electric chew support that facilitates (higher frequency) winning in the variable winning ball device 715 by increasing the frequency with which the variable winning ball device 715 is opened in association with the probability changing state. It may be controlled to the control state. Note that the special game state may be controlled to the electric chew support control state independently of the probability change state.

  Here, electric Chu support control will be described. As electric support control, normal symbol variation time (time from the start of variation display to display result derivation display time) is shortened and the display result is derived and displayed at an early stage (normal symbol shortening control), normal symbol Control to increase the probability that the stop symbol of the game will be a winning symbol (normal symbol probability control), control to increase the opening time of the variable winning ball device 715 (opening time extension control), and increase the number of opening of the variable winning ball device 715 Control (opening frequency increase control) is performed. When such control is performed, the time ratio during which the variable winning ball device 715 is open is higher than when the control is not performed, so the winning frequency to the second start winning port 714 is increased. As a result, the game ball becomes easier to start and win (the execution conditions for the variable display in the special symbol displays 708a and 708b and the effect display device 709 are more easily established). In addition, by increasing the winning frequency to the second starting winning port 714 by such control, a gaming state is achieved in which the frequency of establishment of the second starting condition and / or the frequency of execution of the variable display of the second special symbol is increased.

  The state (high frequency state) in which the winning frequency to the second start winning opening 714 is increased by such electric Chu support control is the number of game balls to be paid out as a winning ball according to the winning with respect to the number of shot balls. Since the ratio “base” is higher than when the control is not performed, it is called a “high base state”. Also, when such control is not performed, it is called a “low base state”. Such control is control for facilitating winning to the variable winning ball apparatus 715 by supporting the winning with the variable winning ball apparatus 715, that is, the electric tulip, and is referred to as “electric chew support control”.

  Furthermore, as the electric chew support control, by shifting to a state in which any one of the normal symbol shortening control state, the normal symbol probability changing control state, the open time extension control state, and the open number increase control state are combined, You may make it transfer to a high base state. In addition, as the electric chew support control, by shifting to any one of the normal symbol shortening control state, the normal symbol probability changing control state, the opening time extension control state, and the opening frequency increasing control state, You may make it transfer to a state. As described above, as the electric chew support control, any one of the normal symbol shortening control state, the normal symbol probability changing control state, the opening time extension control state, and the opening number increasing control state, any one of a plurality (all of them) Any control may be performed as long as the control is performed in a combined state or a combined state.

  In the present embodiment, the special gaming state may be controlled to the time reduction state and the electric chew support control state accompanying the probability changing state. Note that the special game state may be controlled to the short time state and the electric chew support control state independently of the probability change state. In addition, as a relationship between the short time state and the electric chew support control state in the special game state, the electric chew support control state may be controlled in association with the short time state, and the electric chew support is independently performed in the short time state. It may be controlled to the control state.

  In the case of the present embodiment, after the big hit gaming state, the special gaming state is controlled to the electric chew support control state when it is controlled to the probability changing state, and the electric tuner is controlled to be the probability changing state. There is a case where it is not controlled to the support control state. Note that, after the big hit gaming state is finished, when the normal state is entered instead of being controlled to the probability variation state, the control may be controlled to the electric chew support control state in which the period is limited by the number of variable displays.

  In the present embodiment, as terms indicating the state of jackpot probability, “high probability state (probability variation state)” and “low probability state (non-probability variation state)” are used, and terms indicating a combination of base states are as follows: The “high base state (electric Chu support control state)” and “low base state (non-electric Chu support control state)” are used.

  Further, in the present embodiment, “low accuracy low base state”, “high accuracy low base state”, and “high accuracy high base state” are used as terms indicating a combination of the big hit probability state and the base state. . The “low probability low base state” is a state indicating that the state of the big hit probability is the low probability state and the base state is the low base state. The “highly accurate low base state” is a state indicating that the state of the big hit probability is the high probability state and the base state is the low base state. The “high probability high base state” is a state indicating that the state of the big hit probability is the high probability state and the base state is the high base state. In addition, as in the case of the above-mentioned normal jackpot, when the jackpot probability state becomes a low probability state after the jackpot game state ends, for example, when performing electric Chu support control, the jackpot probability state is a low probability state, and The base state is the “low-accuracy and high-base state”, which is a state indicating that the base state is the high-base state.

  As shown in FIG. 27, as the big hit of 15 rounds, a plurality of types of big hits, a normal big hit and a probable big hit, are provided. In addition, as a big hit of the two rounds, an abrupt big hit is provided.

  The normal jackpot is a jackpot that is controlled to a non-probability changing state, a time reduction state, and an electric chew support control state (low-accuracy high-base state) after the end of the 15-round jackpot gaming state. The probability variation jackpot is a jackpot in which control is performed to shift to the probability variation state, the short time state, and the electric chew support control state (high probability high base state) after the end of 15 rounds of the jackpot gaming state. In the probability variation big hit, the probability variation state, the time reduction state, and the electric Chu support control state continue for a period until the condition that the next big hit occurs is satisfied.

  Further, in the normal big hit, as the end condition of the low accuracy base state described above, until the change display is executed 10 times, until 30 times, until 50 times, until 100 times, Either 150 times, 200 times, 250 times, 300 times, or 300 times is usually set according to the type of jackpot. The low-accuracy base state continues for a period until the earlier condition, which is either the number of fluctuations performed or the big hit occurs, whichever comes first.

  The sudden hit big hit is a big hit in which, after the end of the two round big hit gaming state, control is performed to shift to a probability changing state, a non-time-saving state, and a non-electric Chu support control state (highly accurate low base state). In the sudden big hit, the probability variation state continues for a period until the condition that the next big hit occurs is satisfied.

  In the big hit, the number of rounds is small (twice) and the opening of the big prize opening is very short (open for 0.5 seconds). When notifying that it has become, it is possible to make it appear to the player as if it has suddenly changed into a certain probability change state, which is called “sudden probability change big hit”. “Suddenly probable big hit” may be referred to by the abbreviation “surprise big hit” or “surprise”. In the present embodiment, the probability variation big hit of two rounds is called “surprise big hit”. Such a big hit is a hit where no winning ball is practically obtained since the half-second opening is performed only twice in the big hit gaming state.

  The small hit is a hit (advantageous state) in which the special variable winning ball apparatus 720 is opened with the same number of times and opening time as the sudden big hit in the gaming state (small hit gaming state) when the small hit is reached. When a small hit is made, after the small hit gaming state, both the big hit probability and the base state are not changed from those before the start of the small hit gaming state. As described above, the small hit is a hit in which a gaming state such as a big hit probability and a base state is maintained after the small hit gaming state is finished and before the start of the small hit gaming state. In the present embodiment, the small hit is an example in which the special variable winning ball apparatus 720 is opened in the small hit gaming state with the same number of times of opening and the same opening time as the sudden big hit, but the present invention is not limited to this. As for the small hit, the opening mode of the special variable winning ball apparatus 720 does not completely coincide with the opening mode at the time of the big hit, but it seems to be difficult to distinguish from the opening mode at the big hit. There may be. In other words, as a small hit, the special variable winning ball apparatus 720 may be opened in such a way that the special variable winning ball apparatus 720 is opened with substantially the same number of times of opening and substantially the same opening time as the big hit.

  If it is determined that the big hit gaming state of the low probability low base state will be the high probability low base state after the big hit gaming state of the high probability low hit state, the base state will be small in the low probability low base state. The low base state is the same as the state after the end of the small hit gaming state when it is determined to win. This makes it difficult for the player to identify whether the winning position is a big hit or a small hit when the winning hole is opened twice in the low probability low base state. The fun of the game is improved.

  It should be noted that the normal big hit may be a big hit in which control is performed to make a non-probable change state, a non-time-short state, and a non-electric Chu support control state (low-probability low base state). Further, the probability variation big hit may be a big hit in which control is performed to be a probability variation state, a non-time-short state, and a non-electric Chu support control state (high accuracy low base state). In addition, the sudden hit may be a big hit in which control is performed to change into a probability variation state, a time reduction state, and an electric Chu support control state (highly accurate high base state).

  In addition, for the big hit game hit, after the big hit game state, the base state is set to the low base state and the variable time state is set to the non-time-short state, and after the big hit game state is finished, the base state is increased. As the base state, there may be provided separately from the second big hit big hit that makes the variable time state short time state, and these big hit big hits may be selected at a predetermined ratio.

  In this way, when the first and second big hits are provided, for example, the second special big hit is selected for the second special symbol to be in a shorter time state than the first special symbol. What is necessary is just to set the ratio made high. In this way, in the electric chew support control state, since the variable winning ball device 715 is frequently changed to the open state, the frequency of the variable display on the second special symbol display 708b is increased. Due to the opening of the special variable winning ball apparatus 720, the two rounds of sudden big hit is an unfavorable hit for the player in terms of the number of winning balls obtained, compared to the normal round of 15 rounds and the probable big hit. Players are easily discouraged. Therefore, in the probability variation state and the electric chew support control state, the second special symbol display 708b has a two-round sudden probability big hit which is disadvantageous for the player in terms of the number of prize balls obtained from the normal round hit of 15 rounds and the probability variation big hit. Even if it occurs due to the display result, if the rate of control in the time-saving state is increased, the player is controlled not only in discouragement like in the case of non-time-saving state but also in the time-saving state. In some cases, the stored memory data is digested at an early stage, so that the player can be satisfied.

  In addition, as a hit where a prize ball cannot be obtained substantially, such as a big hit, it is a big hit of 15 rounds. However, since the opening time per round is extremely short, for example, 0.1 seconds, It is also possible that no prize ball is obtained. In addition, as a winning where a prize ball is not substantially obtained, a prize ball is substantially obtained by executing at least one of a small number of rounds or a short opening time per round. Anything that doesn't exist. Specifically, for a big hit (similarly for a small hit) for which no winning ball can be obtained, the number of times of opening is 2 and the opening time is 0.5 seconds, or the number of times of opening is 15 and the opening time is 0.00. What is necessary is just to set like 1 second. Also, instead of a big hit (similarly for a small hit) where no winning ball can be obtained, for example, a big hit game state rather than a big hit of 15 rounds, such as a big hit with two open times and an open time of 29 seconds Because the total value of the opening time at is short, a big hit with fewer prize balls than the 15 round big hit may be provided.

  In addition, the number of rounds is the same as the big hit, but the number of rounds is the same, such as providing a big hit with an opening pattern with a long opening time and a big hit with an opening pattern with a short opening time. A plurality of patterns with different opening patterns are provided, so that the selection is executed at different selection ratios when the first special symbol fluctuation display is a big hit and when the second special symbol fluctuation display is a big hit. Anyway.

  The big hit and the small hit are the same in the number of times and the opening time of the special variable winning ball apparatus 720, and it is difficult for the player to recognize whether the big hit or the small hit. Furthermore, since the big hit gaming state is not controlled in the short-time state after the end of the big hit gaming state, and the electric chew support control is not performed, compared with the small hit where the big hit probability and the base do not change after the end of the small hit gaming state, In the low-probability-low base state, it is difficult for the player to distinguish between the operation status after the end of the big hit gaming state for the sudden hit big hit and after the end of the small hit gaming state. As a result, after the end of the big hit gaming state of the sudden hit big hit and after the end of the small hit gaming state, when a common performance that does not notify that the probability changed state is performed, whether or not the probability changed state It is difficult for players to recognize. Since such a control state is a state in which the probability variation state is latent, it is called a latent effect state, and the control for making such a latent effect state is called latent effect control. By executing a common performance after the end of the big hit or small hit, latent production control is performed in which it is impossible to determine whether the state is a probability variation state or a non-probability variation state. Whether or not there is, it is possible to further improve the interest of the game.

  Note that for the sudden hit, the control may be performed so as to shift to the probability changing state, the time-shortening state, and the electric chew support control state (highly accurate high base state). When such control is performed, it is not necessary to provide a small hit, and furthermore, control is performed to shift to an effect state indicating the high-accuracy and high-base state without executing the above-described latent effect. May be.

  In the pachinko gaming machine 700 of the present embodiment, the presentation microcomputer rotates the pseudo three reels on which a plurality of symbols are arranged on the presentation display device 709 in each round of normal jackpot or probability variation jackpot. By changing the state and operating the operation units 762, 763, and 764, the corresponding pseudo reels (the operation unit 762 corresponds to the left pseudo reel and the operation unit 763 corresponds to the central pseudo reel, The section 764 corresponds to the right pseudo-reel), the display result is derived, and the combination of “7-7-7” as a combination of the display results is aligned on a straight line. A reel effect that suggests the effect is executed.

  As shown in FIG. 28, seven types of display patterns used for the reel effect are determined. The display pattern corresponding to the loss is a pattern in which the combination of “7-7-7” is stopped regardless of the order in which the pseudo reels are stopped by the operation units 762, 763, and 764. 100%, this display pattern is always selected, and in the case of a probable big hit, it is selected at a rate of 88%.

  The display pattern corresponding to 7-alignment 1 is stopped so that the combination of “7-7-7” is aligned when the stop order of the pseudo reels by the operation units 762, 763, 764 is left middle right, In the case of other than the middle right, the pattern is stopped so that the combination of “7-7-7” is not aligned.

  The display pattern corresponding to 7 in 2 is stopped so that the combination of “7-7-7” is aligned when the stop order of the pseudo reels by the operation units 762, 763, and 764 is in the left and right, Is a pattern that is stopped so that the combination of “7-7-7” is not aligned.

  The display pattern corresponding to 7 sets 3 is stopped so that the combination of “7-7-7” is aligned when the stop order of the pseudo reels by the operation units 762, 763, and 764 is center left and right. Is a pattern that is stopped so that the combination of “7-7-7” is not aligned.

  The display pattern corresponding to 7 in 4 is stopped so that the combination of “7-7-7” is aligned when the stop order of the pseudo reels by the operation units 762, 763, and 764 is middle right and left, while middle right and left Is a pattern that is stopped so that the combination of “7-7-7” is not aligned.

  The display pattern corresponding to 7 sets 5 is stopped so that the combination of “7-7-7” is aligned when the stop order of the pseudo reels by the operation units 762, 763, and 764 is right and left, while the right and left Is a pattern that is stopped so that the combination of “7-7-7” is not aligned.

  The display pattern corresponding to the 7th set 6 is stopped so that the combination of “7-7-7” is aligned when the stop order of the pseudo reels by the operation units 762, 763, 764 is right middle left, This is a pattern in which the combination of “7-7-7” is stopped so that the combination of “7-7-7” is not complete when it is other than the middle left.

  These seven sets 1 to 6 are each selected with a probability of 2% only in the case of a probable big hit.

  The effect control microcomputer selects a display pattern at a rate shown in FIG. 28 in each round of normal big hit or probability change big hit, executes a reel effect with the selected display pattern, and simulates the operation unit 762, 763, 764. The display result of the pseudo reel is derived according to the stop order of the reels and the display pattern.

  For this reason, in the reel effect, in the case of a big hit, the combination of “7-7-7” will not be prepared even if the operation of stopping the pseudo reels is performed in any stop order. Indicates that the stop order in which the pseudo reels are stopped and the stop order in accordance with the selected display pattern coincide with each other, so that the combination of “7-7-7” is obtained. It can be recognized.

  Here, the flow of control performed by the effect control microcomputer in accordance with the reel effect will be described with reference to FIG.

  The effect control microcomputer first executes an effect mode selection effect by shifting to a big hit state associated with a normal big hit or a probable big hit.

  In the effect mode selection effect, an image corresponding to the effect mode A and an image corresponding to the effect mode B are alternately displayed on the effect display device 709, and a message that prompts a determination operation by the operation unit 761 is displayed. When the operation unit 761 is operated in a state where an image corresponding to the effect mode A is displayed, the effect mode A is set in the RAM of the effect control microcomputer, and an image corresponding to the effect mode B is displayed. When operation unit 761 is operated in the displayed state, effect mode B is set in the RAM of the effect control microcomputer.

  When the round is started without operating the operation unit 761, an effect mode corresponding to the image displayed on the effect display device 709 at the start of the round is set in the RAM of the effect control microcomputer. The Rukoto.

  The production mode A suggests the possibility that the combination of “7-7-7” is aligned at the time of selection of 7 to 1 to 6, and the stop order in which the combination of “7-7-7” is aligned. This is an effect mode in which a navigation effect (7 assortments) is executed, and the effect mode B is a stop order in which the combination of “7-7-7” is not available both when selecting 7 items 1 to 6 and when losing. The suggested navigation mode (7 irregularities) is executed, and at the end of the big hit state, the probability variation lottery effect suggests whether or not to shift to the probability variation state.

  The production control microcomputer determines whether 7 display patterns have been selected as the display pattern in each round or whether a loss has been selected. If the loss has been selected, it is selected by lottery regardless of the production mode. The navigation effect suggesting the stopping order is executed.

  In addition, when 7 assortments are selected, if the effect mode A is set, the navigation effect suggesting the stop order in which the combination of “7-7-7” is aligned according to the selected display pattern ( If the production mode B is set, the navigation production suggesting the stop order in which the combination of “7-7-7” is not arranged according to the selected display pattern (7 irregularity). Execute.

  Then, at the end of the big hit, if the production mode B is set or the production mode A is set, but the combination of “7-7-7” has never been prepared, the probability change state is entered. A probability variation lottery effect that suggests the possibility of transition is executed, and the result of whether or not to control the probability variation state is notified. If the production mode A is set and the combination of “7-7-7” is prepared, the probability variation lottery performance is not executed and the result of controlling to the probability variation state is notified.

  Thus, in this embodiment, at the start of the big hit state, the player can select either the production mode A or the production mode B, and the production mode selected by the player is the production control microcomputer. It is set in the RAM.

  And when the production mode A is set, when seven display patterns are selected in each round, the navigation production is performed to notify the stop order in which the combination of “7-7-7” is arranged. By prompting an operation to align the combination of “7-7-7”, and performing the stop operation of the pseudo reels according to the notified stop order, the combination of “7-7-7” is aligned, After the big hit state, it is possible to make the player recognize that it is controlled to the probability change state.

  On the other hand, when the production mode B is set, even if seven display patterns are selected, by not executing the navigation production that informs the stop order in which the combination of “7-7-7” is arranged, The possibility of being controlled to a probabilistic state until the end of the big hit state can be maintained.

  Further, even when the production mode B is set, when seven display patterns are selected, if the operation is performed in the stop order in which the combination of “7-7-7” corresponding to the type is selected, “ 7-7-7 ”will be prepared, and in such a case, it is recognized that, although the production mode B is selected, the probability change state is controlled before the end of the big hit state. Therefore, there is a possibility that the possibility cannot be maintained until the end of the big hit state.

  On the other hand, in the present embodiment, when the production mode B is set, when the seven display patterns are selected, the navigation system notifies the stop order in which the combination of “7-7-7” is arranged. Not only does the production not be performed, but also the navigation production that informs the stop order that the combination of “7-7-7” is not complete is executed. Therefore, even though the production mode B is set, “7-7- It is possible to avoid the operation in the stop order in which the combination of “7” is aligned, that is, the combination of “7-7-7” in which the probability variation state is fixed. When selected, it is possible to reliably maintain the possibility of being controlled to the probability variation state until the end of the big hit state.

  In this embodiment, the probability variation state is applied as a privilege advantageous to the player. However, the present invention is not limited to this, and a high base state or the like may be applied as a privilege advantageous to the player. In addition, although the reel effect is configured to be executed in each round of the big hit state, it may be executed in a reach state or the like. In such a case, the big hit itself may be applied as an advantageous privilege. In the case where the big hit is determined by the reel production, a probable big hit, 15R big hit, etc. may be applied as an advantageous privilege.

  In the pachinko gaming machine 700 of the present embodiment, as described above, after the end of the normal jackpot, it is 10 times, 30 times, 50 times, 100 times, 150 times, 200 times, 250 times, 300 times depending on the type. While controlling to any one of the high base states, the effect control microcomputer notifies the remaining number of times of the high base state by displaying on the effect display device 709.

  The remaining number of times in the high base state notified by the effect display device 709 does not necessarily coincide with the actual remaining number of times, and the remaining number of times less than the actual remaining number can be notified. For this reason, hereinafter, the actual remaining number of times is referred to as an actual remaining number of times, and the remaining number of times notified by the effect display device 709 is referred to as a remaining display number.

  Note that the remaining number of displays is not limited as long as the number of remaining displays can be specified, and may be notified by displaying the numerical value itself, or visually notified by displaying the number of pictures, meter display, or the like. Moreover, it is not restricted to what is notified by displaying on the production | presentation display apparatus 709, You may notify using a special indicator, a lamp | ramp, LED, etc.

  Next, the flow of control performed by the effect control microcomputer in accordance with the control to the high base state after the end of the normal jackpot will be described with reference to FIG.

  The effect control microcomputer sets the remaining number of times in the high base state corresponding to the normal jackpot type as the actual remaining number after the end of the normal jackpot state, and executes an additional effect that adds the remaining display number.

  Thereafter, both the actual remaining number of times and the remaining number of displayed times are subtracted by 1 for each change.

  When the remaining display count after subtraction becomes 0, if the actual remaining count is not 0, the above-described additional effect is executed, and the remaining display count is added within the range of the actual remaining count.

  Further, when the remaining display count after subtraction becomes 0 and the actual remaining count also becomes 0, the fact that the high base state has ended is notified.

  When the production control microcomputer executes the additional production, first, the maximum number of increases is determined in the same manner as the additional production in the first embodiment. A method for determining the maximum number of increases will be described later. Next, “+10” which is the minimum number of times added to the effect display device 709 and a display prompting the operation of the operation unit 761 are performed. When the operation unit 761 is operated in this state, the number of additions displayed on the effect display device 709 increases by 10 each time the operation unit 761 is operated until the maximum increase number is reached from the second and subsequent operations. . When the maximum increase number is reached, the display for prompting the operation of the operation unit 761 disappears, only the number of additions corresponding to the maximum increase number displayed at that time is displayed, and the addition number is added to the remaining display number. .

  For example, as shown in FIG. 31A, when the actual remaining number of times is 300 and the display remaining number of times is 0, and 200 is determined as the maximum increase number of times, first, together with “+10”, the operation unit 761 A screen prompting you to operate is displayed. In this state, every time the operation unit 761 is operated from the second operation onward, the number of additions increases by 10, and when the operation is performed 20 times and the number of additions reaches the maximum increase number of 200, the operation unit at that time The display prompting the operation of 761 disappears, and the number of additions 200 displayed at that time is added to the remaining display count, and the remaining display count becomes 200. The remaining display count is 200 games, but the actual remaining count is 300. When the maximum number of increases is 10, the display prompting the operation of the operation unit 761 disappears when the operation unit 761 is operated once, and 10 displayed at that time is added to the remaining display number. . Thereafter, when the number of remaining display times becomes zero, the additional effect is performed again, and thereafter, the additional effect is performed every time the remaining display number becomes zero until the actual remaining number of times becomes zero.

  In addition, after the display for displaying “+10” and prompting the operation of the operation unit 761 is made on the effect display device 709, when the next variation starts without the operation unit 761 being operated, the remaining display count is displayed at that time. Only the displayed 10 is added and displayed.

  For example, as shown in FIG. 31 (b), when the actual remaining number of times is 300 and the remaining number of display times is 30, and the maximum increase number is determined to be 200, first, together with “+10”, the operation unit 761. A screen prompting you to operate is displayed. In this state, when the next change starts without operating the operation unit 761, 10 of the addition number displayed at that time is added to the remaining display number, and the remaining display number becomes 10 games. . Although the remaining display count is 10, the actual remaining count is 300. After that, when the remaining display count reaches zero after 10 revolutions, the effect is added again, and when the operation unit 761 is not operated and the next change starts, only the remaining display count of 10 is displayed again. After that, each time the remaining display count becomes 0, an additional effect is performed until the actual remaining count becomes 0.

  Further, after “+10” is displayed on the effect display device 709 to prompt the operation unit 761 to be operated, the operation unit 761 is operated, but before the number of additions reaches the maximum increase number, the next change starts. In this case, the remaining display count is added and displayed for the number of additions displayed at that time.

  For example, as shown in FIG. 31C, when the actual remaining count is 300 and the remaining display count is 0, and the maximum increase count is determined to be 200, first, together with “+10”, the operation unit 761 A screen prompting you to operate is displayed. In this state, every time the operation unit 761 is operated from the second operation onward, the number of additions increases by 10, and the stage before the addition reaches the maximum increase number of 200 (in FIG. In the stage where 100 is displayed as the number of additions), when the next change starts, 100 of the number of additions displayed at that time is added to the remaining number of displays, and the remaining number of displays is 100 games. It becomes. Although the remaining display count is 100, the actual remaining count is 300. Thereafter, when the number of remaining display times becomes zero, the additional effect is performed again, and thereafter, the additional effect is performed every time the remaining display number becomes zero until the actual remaining number of times becomes zero.

  Further, as in the first embodiment, the additional effect is not only an additional effect requiring operation in which the number of additions corresponding to the maximum increase number is notified by operating the operation unit 761, regardless of the operation of the operation unit 761. There is also a compulsory extra effect in which the number of additions corresponding to the maximum increase is notified.

  In the forced addition effect, regardless of the operation of the operation unit 761 by the player, the number of additions increases stepwise by 10 until the maximum increase number is reached, and the addition number that reaches the maximum increase number is added to the remaining display number. Is displayed. In addition, in the forced addition effect, when the next change starts before reaching the maximum increase count, the addition count is forcibly set to the maximum increase game count, and is added to the remaining display count.

  In addition, the microcomputer for effect control includes the pattern A in which the maximum increase number is added by the operation of the operation unit 761 and the maximum increase frequency of the operation unit 761 operated by the operation of the operation unit 761 in the addition effect of the past 10 operations in the addition effect. An additional effect history indicating whether the pattern B is a pattern B to which the number of times less than that is added or the pattern C to which only 10 is added without the operation unit 761 being operated is stored.

  Then, when performing the additional effects, the effect control microcomputer performs an additional effect lottery that determines whether to perform an additional effect requiring operation or a forced additional effect based on the ratio of the additional effect history. .

  More specifically, when the ratio of pattern A in the additional effects required for the past 10 operations, that is, the ratio in which the maximum number of times of increase is added by the operation of the operation unit 761 is high, the additional effects required operation is performed with a probability of 60%. Decide and forcibly add a production with a probability of 40%. If the ratio of pattern B, that is, the ratio in which the number of games less than the maximum increase in the operation unit 761 is operated is added in the effect of adding the required operations for the past 10 times, it is required with a probability of 80%. An additional operation for the operation is determined, and a forced additional operation is determined with a probability of 20%. In addition, when the ratio of the pattern C in the additional effects required for the past 10 times, that is, the ratio of only 10 added without the operation unit 761 being operated is high, the additional effect required for the operation is determined with a probability of 20%. , Forcibly add-on effect with a probability of 80%.

  In addition, the production control microcomputer determines the maximum number of times of increase when performing the addition production as described above. The method of determining the maximum increase count differs depending on whether the difference between the actual remaining count and the remaining display count is less than 150 or 150 or more. If the difference is less than 150, the difference increases the maximum. The number of times is determined, and if it is 150 times or more, it is determined by the maximum increase number lottery.

  In the maximum increase number lottery, the maximum increase number is determined based on the ratio of the additional performance history and the difference between the actual remaining number and the remaining display number.

  Specifically, when the ratio of the pattern A, ie, the ratio obtained by adding the maximum increase number by the operation of the operation unit 761 is high, the difference number is 150 times or more and less than 200 times in the past 10 additional operations required. If the difference is 200 or more and less than 250, 100 times with a probability of 5%, 150 times with a probability of 95%, and less than 250 times, 100 times with a probability of 5%, 150 times with a probability of 10%, 85 If the difference number is 250 times or more and less than 300 times with a probability of%, 100 times with a probability of 5%, 150 times with a probability of 10%, 200 times with a probability of 15%, 70% of 70% When the probability is determined 250 times, and the difference number is 300 times, 5% probability is 100 times, 10% probability is 150 times, 15% probability is 200 times, 20% probability is 250 times, 50 times With a probability of 300% each To.

  Further, when the ratio of the pattern B, that is, the ratio in which the number of times less than the maximum increase number of the operation unit 761 is added is high in the past ten required operations, the difference number is 150 times or more and 200 times. If the difference is less than 100 times, the probability is 100 times with a probability of 50%, and 150 times with a probability of 50%. If the difference is 200 times or more and less than 250 times, the probability is 100 times with a probability of 30% and the probability of 30%. 150 times and 200 times with 40% probability are determined. If the difference is 250 times or more and less than 300 times, 25 times is 100 times, 25% probability is 150 times, and 25% probability is 200 times. If the difference is 300, the probability is 100 times, the probability is 100 times, the probability is 150 times, the probability is 20 times, the probability is 200 times, and the probability is 20%. 250 times, 20% chance 00 times to determine, respectively.

  In addition, when the ratio of pattern C in the addition effect required for the past 10 times, that is, when the operation unit 761 is not operated and only 10 times is added, the difference is 150 times or more and less than 200 times. If the difference is 200 or more and less than 250, 100 times with 95% probability, 150 times with less than 250 times, 100 times with 85% probability, 150 times with 10% probability, 5% If the difference number is 250 or more and less than 300 times, the probability is 100 times with 70% probability, 150 times with 15% probability, 200 times with 10% probability, 5% probability If the difference is 300 times, the probability is 100 times with a probability of 50%, 150 times with a probability of 20%, 200 times with a probability of 15%, 250 times with a probability of 10%, 5% Determine 300 times with the probability of.

  As described above, in this embodiment, when the actual remaining number of times is larger than the remaining display number and both the numbers do not match, an additional effect is performed and the remaining display number is added.

  In the add-on effect, an additional effect that requires an operation of the operation unit 761 to add the number of additions exceeding 10 times to the remaining display number, and an addition number exceeding 10 times regardless of the operation of the operation unit 761 are displayed. In the former case, the player can select the degree of increase in the number of remaining display times (the number of additions) according to the number of times the operation unit 761 is operated.

  In addition, when the next change starts before reaching the maximum increase number in the additional operation required operation, the display remaining number of times is added and displayed only for the number of additions at that time. Without knowing the maximum number of increases, it is possible to add and display the remaining display times only for the number of additions selected by the player. For this reason, the player can select the number of additions due to the additional operation required operation within the range of the maximum increase number, and thus the player can select the expectation that the remaining display times will be added. You can carry it over and you can enhance your interest.

  In addition, in the addition operation requiring operation, the number of additions increases in accordance with the number of times the player operates the operation unit 761, so that the player can more easily select the number of additions in the addition effect. It is possible to reflect the will of the player who does not want to add the remaining display count more than the number of additions desired by the player.

  In the present embodiment, the number of additions is increased by 10 each time the operation unit 761 is operated once as an additional effect of the operation required, but the number of additions is increased by operating the operation unit 761 a plurality of times. A configuration may be used, and further, a configuration in which the number of times of operating the operation unit 761 is different depending on the increase degree of the number of additions may be used. For example, the operation unit 761 needs to be operated five times to increase by 10 until the number of increase reaches 100 times, whereas the operation unit 761 is operated 10 times to increase by 10 when the increase exceeds 100 times. It is also possible to adopt a configuration in which the number of operations of the operation unit 761 increases as the number of increases increases. In addition, when a certain number of additions is exceeded, the number of operations of the operation unit 761 necessary to increase the number of additions may be reduced.

  In addition, as an additional effect that requires operation, the number of additions increases in accordance with the number of times the player operates the operation unit 761, but is added according to the time from when the operation unit 761 is operated until the operation is released. The number of times may be increased, and even in such a configuration, the player can more easily select the number of additions in the extra effect, and the player wants to add the remaining number of display times more than the number of additions desired by the player. It is possible to reflect the will of the player who is not.

  In addition, it is only necessary that the player can select at least the number of additions within the range of the maximum increase number, and if the player does not operate, the number of additions gradually increases. Alternatively, the number of times of addition at the time of operation may be selected.

  In addition, in this embodiment, it is determined that it is determined that an increase in the number of additions is not desired when the next change starts when the operation requiring operation is added, but the operation unit 761 is not operated. A configuration may be adopted in which it is determined that a further increase in the number of additions is not desired by performing a cancel operation even after the passage of time or before the next fluctuation starts. In addition, if the player does not operate as described above, the number of additions may be gradually increased, and it may be determined that further increase in the number of additions is not desired when the player operates.

  Further, in the present embodiment, as described above, the additional effect is not only the additional effect requiring the operation of the operation unit 761, but also the compulsory addition of the added game number to the remaining game number regardless of the player's operation. It is also possible to add an extra effect.

  Furthermore, in this embodiment, an extra effect lottery that determines whether to perform an extra effect or a compulsory extra effect based on the ratio of the extra effect history is performed. It is possible to change the ratio of the additional operation required operation and the forced additional operation in accordance with.

  In this embodiment, when the ratio of the maximum increase count added by the operation of the operation unit 761 is high (when the ratio of the pattern A is high), that is, for a player who wants to know the maximum increase count positively, Although the ratio of selecting the extra effect is slightly high, the ratio of the compulsory extra effect is determined with a probability that is not so low, whereas the number of operations less than the maximum increase number of the operation unit 761 is added. When the ratio is high (when the ratio of pattern B is high), that is, for a player with a high ratio that actively selects the number of additions in the range of the maximum increase count, the ratio that the additional operation required operation is selected greatly It is determined with a probability of becoming higher. On the other hand, when the operation unit 761 is not operated and the ratio added only 10 times is high (when the ratio of the pattern C is high), that is, for a player who hardly operates the operation unit 761, the operation unit 761 is operated. It is determined with a probability that the ratio at which the unnecessary extra production is selected is significantly increased.

  Further, in this embodiment, even when the maximum increase number lottery is performed, the maximum increase number is determined based on the ratio of the additional production history, and the maximum increase number also changes according to the player's preference. Can be made.

  In this embodiment, when the ratio of the maximum increase count added by the operation of the operation unit 761 is high (when the ratio of the pattern A is high), that is, for the player who wants to know the maximum increase count positively, When the ratio of the number of times close to the difference in the number of remaining display times is determined is determined with a high probability, the ratio of adding the number of times less than the maximum increase number when the operation unit 761 is operated is high ( If the ratio of pattern B is high), that is, for a player who wants to postpone the expectation that the remaining display count will be added, a relatively small number is determined within the range of the difference between the actual remaining count and the remaining display count The ratio to be determined is determined with a high probability. On the other hand, when the operation unit 761 is not operated and only 10 is added (when the ratio of the pattern C is high), that is, for a player who hardly operates the operation unit 761, a plurality of maximum increases Determined with equal probability.

  In addition, if the number of additions less than the maximum increase count is added to the remaining display count before the next change reaches the maximum increase count, the actual remaining In this case, when the remaining display count is exhausted and the remaining display count becomes 0, the additional effect is executed again and the remaining display count is added. Thus, it is possible to maintain the player's expectation for the remaining number of times not added by the player's selection over a longer period.

  In this embodiment, the example in which the remaining number of times in the high base state is adopted as an advantageous period to be added by the extra effect has been described. However, any configuration may be used as long as the extra effect is given to the period advantageous to the player. Further, a configuration in which the above-described additional effect is performed with respect to another advantageous period, for example, a probability variation state or the like may be used.

  As described above, the second embodiment of the present invention has been described. However, the present invention is not limited to the second embodiment, and changes and additions within the scope of the present invention are included in the present invention. Needless to say. Further, the same or similar configuration as the first embodiment has the same effect as that described in the first embodiment. Further, the modified example illustrated for the first embodiment is also applicable to the second embodiment.

  In the pachinko gaming machine 700 according to the second embodiment, the identification information (special symbol or effect symbol) is variably displayed, and the specific game state (big hit symbol) is based on the variable display result being the specific display result (big hit symbol). Although the case where the present invention is applied to a gaming machine that performs a so-called variable display game controlled to a gaming state) has been shown, the embodiment shown in the present embodiment can also be applied to a game machine other than a so-called variable display game. For example, a variable prize device (combination) that can be controlled in an open state and a closed state in a game area is provided, and a game ball enters the accessory and the game ball wins a specific winning opening provided in the accessory It may be a gaming machine that performs what is called an accessory game for controlling to a specific gaming state (big hit gaming state) based on the above.

  In the pachinko gaming machine 700 of the second embodiment, a game ball is paid out as a prize to the player, and the player launches the paid game ball (which may be a rental ball) into the game area to perform the game. A game score for use in a game is given using the number of game values of a size specified by the record information of a game recording medium such as a prepaid card or a membership card. In addition, the present invention is also applied to a gaming machine in which a player plays a game by driving a game ball enclosed in the gaming machine using a given game score or a game score given by winning a game. can do.

  That is, after the game medium (game ball) passes through the start area, based on the establishment of the start condition that allows the start of variable display, a plurality of types of identification information that can be identified are variably displayed and the display result is derived. A gaming machine having a variable display device for displaying, and when a specific display result is derived and displayed on the variable display device, the gaming machine shifts to a specific gaming state that is advantageous to the player. A game ball enclosed in a gaming machine is used to play a game area, a game score is subtracted according to the game ball being driven, and a game ball wins a winning area provided in the game area The present invention can also be applied to a gaming machine that adds game scores according to the game. Such a gaming machine includes a gaming recording medium insertion slot for inserting a gaming recording medium in which information capable of specifying the magnitude of gaming value that can be used to add gaming scores, and a gaming recording You may provide the game recording medium processing means which reads the recording information currently recorded on the game recording medium inserted in the medium insertion port.

1 Slot machine 2L, 2C, 2R Reel 6 MAXBET switch 7 Start switch 8L, 8C, 8R Stop switch 41 Main control unit 91 Sub control unit 700 Pachinko machine

Claims (1)

  1. A gaming machine capable of performing a predetermined game,
    A variable display device capable of variably displaying a plurality of types of identification information each capable of being identified;
    Derivation operation means operated when causing the variable display device to derive a display result;
    Special gaming state control means for controlling to a special gaming state;
    A privilege grant determining means for determining whether or not to grant a privilege advantageous to the player;
    Regardless of the display result of the variable display device in the special gaming state, the privilege granting means for granting the privilege after the special gaming state ends when it is determined by the privilege granting determination means to grant the privilege. When,
    In the case where it is determined by the privilege grant determining means that the privilege is to be granted, a privilege grant display result indicating that the privilege has been granted when the derivation operation means is operated in the first operation mode. When the derivation operation means is operated in a second operation mode different from the first operation mode, the display result other than the privilege grant display result is displayed. A privilege granting derivation control means for performing control to be derived by the variable display device;
    As the effect state in the special gaming state, the first effect state that executes the first suggestion effect that suggests the first operation mode when it is determined that the privilege is given, and the privilege are given. An effect state setting means for setting any effect state including a second effect state that executes a second suggestion effect that suggests the second operation mode when it is determined to
    An advantageous period setting means for setting an advantageous period for the player;
    Advantageous control means for controlling advantageously for a player over a period set by the advantageous period setting means;
    Advantageous period display means for displaying a period shorter than the period set by the advantageous period setting means so that the player can recognize it,
    Maximum increase period determining means for determining a maximum increase period that can be increased within a difference period between the actual period set by the advantageous period setting means and the display period displayed on the advantageous period display means;
    Period increasing means for gradually increasing an increasing period to be increased with respect to the display period within a range of the maximum increasing period determined by the maximum increasing period determining means;
    An increase degree selection means for selecting an increase degree of the increase period by the period increasing means by a player's operation;
    In a situation where the increase period is increased by the period increase means, an increase desire determination means for determining whether or not the player desires an increase in the increase period;
    With
    The period increasing means determines the determination time point when the increase hope determining means determines that the player does not wish to increase the increase period before the increase in the increase period reaches the maximum increase period. The game machine is characterized in that the display period is increased only by an increase in.
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JP6343780B2 (en) * 2013-12-26 2018-06-20 株式会社オリンピア Game machine
JP2015150332A (en) * 2014-02-18 2015-08-24 京楽産業.株式会社 Game machine
JP2015181492A (en) * 2014-03-20 2015-10-22 株式会社平和 Game machine
JP5725387B1 (en) * 2014-04-16 2015-05-27 山佐株式会社 Game machine
JP5725386B1 (en) * 2014-04-16 2015-05-27 山佐株式会社 Game machine
JP5721154B1 (en) * 2014-04-16 2015-05-20 山佐株式会社 Game machine
JP6025778B2 (en) * 2014-06-02 2016-11-16 京楽産業.株式会社 Game machine
JP6605803B2 (en) * 2014-11-28 2019-11-13 株式会社オリンピア Game machine
JP6603500B2 (en) * 2015-07-13 2019-11-06 株式会社三共 Slot machine
JP2017099560A (en) * 2015-11-30 2017-06-08 株式会社藤商事 Game machine
JP2017099559A (en) * 2015-11-30 2017-06-08 株式会社藤商事 Game machine
JP6571015B2 (en) * 2016-01-25 2019-09-04 株式会社ユニバーサルエンターテインメント Game machine
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