JP5993788B2 - Game machine - Google Patents

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Publication number
JP5993788B2
JP5993788B2 JP2013095189A JP2013095189A JP5993788B2 JP 5993788 B2 JP5993788 B2 JP 5993788B2 JP 2013095189 A JP2013095189 A JP 2013095189A JP 2013095189 A JP2013095189 A JP 2013095189A JP 5993788 B2 JP5993788 B2 JP 5993788B2
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game
winning
specific
information
stop
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JP2014213133A (en
JP2014213133A5 (en
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卓宏 加賀谷
卓宏 加賀谷
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株式会社ニューギン
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Description

The invention, together to start the variation of the symbol of the plurality of rows on the basis of the start operation, a game carried out by stopping the change of the symbol of the column corresponding to the stop operation based on the stop operation by the player at symbol display unit The present invention relates to an executable gaming machine.

  Conventionally, in a pachinko slot machine (a revolving game machine, hereinafter referred to as “pachislot”), which is a type of gaming machine, medals are used as gaming media, and a game starts when a medal is inserted into a pachislot I have to.

  In such a pachislot, a specific lottery (specific determination) as to whether or not to cause a specific gaming state advantageous to the player is triggered by winning a specific role, and the specific lottery is won There is one that causes a specific gaming state on the condition (for example, Patent Document 1). In the pachislot of patent document 1, when the stop eye corresponding to a specific combination is stopped and displayed, it is possible to have a sense of expectation that a specific lottery is won and a specific gaming state is generated.

JP 2011-125532 A

  However, in the pachislot of Patent Document 1, it is difficult to maintain the player's expectation when the stop eye corresponding to the specific combination is not stopped and displayed. For this reason, in the pachislot of patent document 1, the expectation that a specific game state will arise is raised, and the room which improves the interest of a player is left.

  The present invention has been made paying attention to the problems existing in the above prior art, and its purpose is to increase the sense of expectation that a specific gaming state will occur, and to improve the interest of the player Is to provide.

A gaming machine that solves the above-described problems causes a symbol display means to perform a game to be performed by starting a variation of symbols in a plurality of columns based on a start operation and stopping a variation in symbols in a row corresponding to the stop operation based on a stop operation. A winning combination determining means for determining a winning combination that allows winning based on the start operation, a stop operation receiving means for receiving the stop operation, and a winning combination determined by the winning combination determination means, And a symbol display control means for controlling the symbol display means based on the stop operation received by the stop operation accepting means to derive a display result, and occurrence of a specific gaming state that is advantageous to the player as compared to a non-specific gaming state. Specific determination means for performing a specific determination as to whether or not to allow the control, and control for causing the specific gaming state to occur on condition that the determination result of the specific determination is affirmative Includes a state control unit, and a data generating means for generating a winning combination information in accordance with the winning combination the winning combination determination means has determined, the information generating means in the one game is determined at the start of this game The winning combination information is generated in accordance with the winning combination, and the specific determination means executes the specific determination based on the winning combination information generated with the execution of the previous game in the same game. In the special game executed between the first specific game executed before the current game and the second specific game which is the current game, the specific determination means satisfies the first specific condition. Special determination control for determining a specific determination in the second specific game and determining the target specific determination with higher probability than when the first specific condition is not satisfied. Configure to run When the second specific condition is satisfied in the second specific game, the special determination is made for the specific determination in the second specific game even when the first specific condition is not satisfied. The judgment control is configured to be executable.

A gaming machine that solves the above-described problems causes a symbol display means to perform a game to be performed by starting a variation of symbols in a plurality of columns based on a start operation and stopping a variation in symbols in a row corresponding to the stop operation based on a stop operation. A winning combination determining means for determining a winning combination that allows winning based on the start operation, a stop operation receiving means for receiving the stop operation, and a winning combination determined by the winning combination determination means, And a symbol display control means for controlling the symbol display means based on the stop operation received by the stop operation accepting means to derive a display result, and occurrence of a specific gaming state that is advantageous to the player as compared to a non-specific gaming state. Specific determination means for performing a specific determination as to whether or not to allow the control, and control for causing the specific gaming state to occur on condition that the determination result of the specific determination is affirmative State control means, and information generating means for generating winning combination information according to the winning combination determined by the winning combination determining means, wherein the information generating means is the winning combination determined at the start of one game The winning combination information is generated according to the specific winning information, and the specific determination based on the corresponding winning information is executed in one game after the next time. If the first specific condition is satisfied in the special game executed between the first specific game played before the game and the second specific game which is the current game, the specification in the second specific game The second specific game is configured such that a special determination control for determining a target and determining the target specific determination with a higher probability than when the first specific condition is not satisfied can be executed. Second specific in When the matter is satisfied, the first specific condition is configured to be able to execute the special determination control as target specific determination in the second specific game even when not satisfied.

  The game machine further includes a number determination means for determining the number of games in which the specific determination means can execute the special determination control, wherein the specific determination means is a specific determination in the number of games determined by the number determination means. The special determination control is executed for the target.

The gaming machine includes a display control unit capable of controlling the effect display unit to display an information image corresponding to the winning combination information generated by the information generation unit .

  ADVANTAGE OF THE INVENTION According to this invention, the expectation to a specific gaming state to be raised can be heightened and a player's interest can be improved.

The front view which shows the machine surface side of a pachinko type slot machine. The schematic diagram which shows a symbol stop line. The schematic diagram which shows a prize aspect. (A) is explanatory drawing which shows the execution aspect of an information display effect, (b) is explanatory drawing which shows the execution aspect of a movable body effect and a special information display effect. The block diagram which shows the electrical constitution of a pachinko type slot machine. (A) is explanatory drawing which shows the table for winning combination determination, (b) is explanatory drawing which shows the winning content of a replay combination. (A) And (b) is a schematic diagram which shows the detail of a replay combination. Explanatory drawing which shows the transition aspect of a gaming state. (A) is explanatory drawing which shows the matching of the kind of winning combination information, and winning combination information and an information image, (b) is explanatory drawing which shows the table for frequency | count distribution. (A) is explanatory drawing which shows the 1st transfer lottery table, (b) is explanatory drawing which shows the 2nd transfer lottery table. (A)-(h) is explanatory drawing for demonstrating an example of the execution aspect of a variable game.

Hereinafter, an embodiment of a pachinko slot machine (rotating drum type game machine) will be described. In the following description, the pachinko slot machine is abbreviated as “pachislot”.
FIG. 1 schematically shows a machine front side of a pachislot machine 10 according to the present embodiment. The pachislot machine 10 has a rectangular parallelepiped body 11 having an open front surface and a shaft that can be rotated and opened with respect to the left side edge side of the body. And a supported front door 12. At the upper front of the front door 12, an effect display device 14 is provided as a specific notification effect executing means composed of a liquid crystal display device that performs a display effect during a game (during a variable game).

  An effect movable body EK is disposed on the front side of the lower edge of the effect display device 14. The effect movable body EK includes a first movable member K1 and a second movable member K2 supported by an actuator such as a motor (not shown) so as to be slidable in the left-right direction. Each movable member K1, K2 is decorated with, for example, various characters and characters. Further, the front door 12 is provided with a lamp R that emits various effect effect lights so as to surround the front door 12. Speakers SP that perform sound effects are disposed on the left and right upper portions of the front door 12.

  A central panel 15 is provided at the front center of the front door 12. The center panel 15 is provided with a first see-through window 14a through which the above-described effect display device 14 disposed inside the machine and the effect movable body EK can be seen. The central panel 15 is provided with a second see-through window 16 through which the drum unit 13 as a symbol display means disposed inside the machine can be seen through. The first see-through window 14 a and the second see-through window 16 are composed of a synthetic resin plate integrally formed with the center panel 15. The drum unit 13 includes a left reel 13L, a middle reel 13C, and a right reel 13R each having a translucent belt-like reel sheet on which various symbols are printed. The second see-through window 16 has the left reel 13L as the first symbol row, and the middle reel 13C as the second symbol row is arranged next to the first symbol row, and the second symbol row. A right reel 13R as a third symbol row is arranged next to the symbol. The symbols printed on each reel (left reel 13L, middle reel 13C, and right reel 13R) of the drum unit 13 are arranged in a predetermined order.

  On the left reel 13L of the drum unit 13, 21 symbols of symbols L00 to L20 are arranged. Further, 21 symbols from symbol C00 to symbol C20 are arranged on the middle reel 13C. In addition, 21 symbols from symbol R00 to symbol R20 are arranged on the right reel 13R. Then, in the changing game, the left reel 13L changes so that the symbol L00, the symbol L01,..., The symbol L20, and the symbol L00 are displayed in the second fluoroscopic window 16 in this order. Further, in the variable game, the middle reel 13C varies so that the symbol C00, the symbol C01,..., The symbol C20, and the symbol C00 are displayed in the second fluoroscopic window 16 in this order. In the changing game, the right reel 13R changes so that the symbol R00, the symbol R01,..., The symbol R20, and the symbol R00 are displayed in the second fluoroscopic window 16 in this order.

  In each of the reels in the present embodiment, a symbol imitating “bell” (bell symbol), a symbol decorated with the letters “REPLAY” (replay symbol), a symbol imitating “watermelon” (watermelon symbol), A symbol imitating “cherry” (cherry symbol), a symbol imitating “7” (seven symbol), and a symbol decorated with characters “BAR” (bar symbol) are arranged. In addition to these symbols, various symbols are arranged on each reel. In the following, each symbol may be referred to as “bell”, “replay”, “watermelon”, “cherry”, “seven”, “bar” without “design”.

  Each reel is configured to rotate and stop in the vertical direction independently by a stepping motor provided corresponding to each reel, and various symbols are continuously displayed in the second see-through window 16 as each reel rotates. Display (variation) while changing. When the rotation of each reel stops, the second see-through window 16 displays three consecutive symbols out of a plurality of symbols printed on the reel sheet of each reel at the upper, middle, and lower positions. Is done. For this reason, the 2nd see-through window 16 is formed in the magnitude | size which can display three symbols in each reel. Each reel is provided with reel sensors SE1, SE2, SE3 (shown in FIG. 5) for detecting the rotational position of each reel so as to correspond to each reel.

  In addition, as shown in FIG. 2, the pachislot 10 has a plurality of (this embodiment) that defines combinations of symbols to be stopped (derived display results) in a symbol display area that can be seen through the second fluoroscopic window 16. In the embodiment, 5 symbol stop lines are formed. In this embodiment, as a symbol stop line, a combination of one winning line L1 (shown by a solid line) that can be determined as a winning combination of symbols that are stopped and displayed, and a combination of symbols that are stopped and displayed cannot be determined as winning. Four non-winning lines L2 to L5 (shown by broken lines) are formed.

  When the combination of symbols stopped and displayed on the symbol stop line is a mode in which a prize is awarded, the winning line L1 is an effective line that is determined to be valid by giving a prize according to the symbol combination. In the following description, when simply referred to as “winning line”, it means the winning line L1.

  In addition, the non-winning lines L2 to L5 do not give a prize according to the combination of symbols even if the combination of symbols stopped and displayed on these symbol stop lines is the same as the mode that gives a prize. As an invalid line, it is determined as invalid. In the following description, the term “non-winning line” simply means non-winning lines L2 to L5.

  Specifically, as shown in FIG. 2, in the second see-through window 16 of the present embodiment, symbols in each column are stopped and displayed at nine symbol stop positions D1 to D9. These nine symbol stop positions D1 to D9 correspond to the upper, middle, and lower stages in the vertical direction, and are arranged in three rows so as to correspond to the left reel 13L, the middle reel 13C, and the right reel 13R in the horizontal direction. The left reel upper stop position D1 located on the left side when viewed from the player side, the left reel middle stop position D2 located at the center on the left side when viewed from the player side, and the player side. The left reel lower stop position D3 located below the left side is a symbol stop position corresponding to the left reel 13L, and three consecutive symbols in the symbol array of the left reel 13L are displayed. Further, the middle reel upper stop position D4 located on the middle side when viewed from the player side, the middle reel middle stop position D5 located at the center of the middle side when viewed from the player side, and the player side. The middle reel lower stop position D6 positioned below the middle side as viewed is a symbol stop position corresponding to the middle reel 13C, and three consecutive symbols in the symbol arrangement of the middle reel 13C are displayed. Also, a right reel upper stop position D7 located on the right side as viewed from the player side, a right reel middle stop position D8 located at the center on the right side as viewed from the player side, and a player side. The right reel lower stop position D9 located below the right side is a symbol stop position corresponding to the right reel 13R, and three consecutive symbols in the symbol array of the right reel 13R are displayed.

  In the second see-through window 16, a winning line L1 (valid) is formed by the left reel intermediate stop position D2, the intermediate reel intermediate stop position D5, and the right reel intermediate stop position D8. In the second see-through window 16, a non-winning line L2 (invalid) is formed by the left reel upper stop position D1, the middle reel upper stop position D4, and the right reel upper stop position D7. Further, in the second see-through window 16, a non-winning line L3 (invalid) is formed by the left reel lower stop position D3, the middle reel lower stop position D6, and the right reel lower stop position D9. In the second see-through window 16, a non-winning line L4 (invalid) is formed by the left reel upper stop position D1, the middle reel intermediate stop position D5, and the right reel lower stop position D9. In the second see-through window 16, a non-winning line L5 (invalid) is formed by the left reel lower stop position D3, the middle reel intermediate stop position D5, and the right reel upper stop position D7.

  As shown in FIG. 1, the central panel 15 includes various information display units 17 that notify information related to the variable game. The various information display unit 17 includes a throw-in display lamp, a replay display lamp, a weight display lamp, a status lamp, a bet number display unit, a stored number display unit, a prize number display unit, and a game information display unit. ing.

  The insertable display lamp lights up when the bet number of the variable game can be set, or when a medal as a game medium can be inserted into the main body, and the variable game is started, or the maximum bet number It turns off when (MAXBET) is set and the stored data (credit) reaches the upper limit number of credits. The replay display lamp is turned on when a replay combination as a replay combination is won in a variable game. The weight display lamp is turned on when a start operation is detected during the wait time, and is turned off after the wait time has elapsed. The wait time is the shortest game time that is set to restrict the floating game from progressing too quickly. If a start operation is detected during this wait time, each reel is played after the wait time has elapsed. Is set to start rotating. The status lamp is turned on / off in accordance with the progress of the variable game.

  Further, the betting number display section is composed of three lamps, and the lamps are turned on according to the number of bets in the variable game. One lamp is lit for 1 bet (1 BET), 2 lamps are lit for 2 bets (2 BET), and all lamps are lit for 3 bets (3 BET). The stored number display section displays the number of credits stored in the machine. The award number display section displays the number of award medals awarded to the player based on the winning when a winning occurs during the variable game.

  In addition, a medal slot 18 is disposed at a lower right position of the central panel 15 on the front surface of the front door 12. Behind the medal slot 18, a medal sensor SE4 (shown in FIG. 5) that detects passage of medals is disposed. In addition, a BET button 19 and a MAXBET button 20 are provided in order from the left at the lower left position of the central panel 15 on the front surface of the front door 12. The BET button 19 is a button that is pressed (operated) when betting (betting) one bet (one) from the credits stored and stored inside the machine as the number of bets (the number of bets) of the variable game. The MAXBET button 20 is used to bet (bet) a maximum bet number of bets allowed in a single variable game (three bets (three cards) in this embodiment) as the bet number of the variable game. A button to be pressed (operated).

  A settlement switch 21 is provided at the lower left position of each BET button 19, 20 on the front surface of the front door 12. The settlement switch 21 is a switch that is used (operated) when paying back a medal (game medium) betted at the start of a variable game or a credit stored and stored inside the machine. A start lever 22 is provided at the right position of the checkout switch 21 as a game start operation means that is operated when a variable game is started. Then, in the pachislot machine 10, the rotation of each reel is started by operating the start lever 22 after the setting of the bet number is completed.

  At the right position of the start lever 22, stop buttons 23L, 23C and 23R are provided as derivation operation accepting means operated by the player. The stop buttons 23L, 23C, and 23R are buttons for stopping the rotating reel, and there are three stop buttons corresponding to each reel.

  A medal discharge port 24 is formed at the lower center of the front surface of the front door 12. In addition, a tray 25 for receiving medals discharged from the medal discharge port 24 is disposed at the lower part of the front surface of the front door 12.

  Further, as indicated by a broken line in FIG. 1, a hopper 26 for storing inserted medals is disposed inside the pachislot 10 at a position below the drum unit 13 in the pachislot 10 main body. When the medal discharge port 24 is located below the hopper 26 and the combination of symbols becomes a predetermined award mode (combination) for giving a prize medal to the player, medals stored in the hopper 26 are stored. It is paid out to the medal outlet 24. A medal selector 27 is disposed below the medal slot 18 on the back side of the front door 12 so as to connect the medal slot 18 and the hopper 26.

Next, an operation for a player to play a variable game as a game, and operating states of various devices accompanying this operation will be described.
In a state where medals can be inserted into the variable game or the BET buttons 19 and 20 can be operated, the number of bets can be set by operating the BET buttons 19 and 20. Depending on the operation of the BET button 19, a credit equivalent to the number of bets (one medal) corresponding to one bet from the stored and stored credits is set as the number of bets (the number of bets). Further, depending on the operation of the MAXBET button 20, credits corresponding to the maximum bet number that can be set in the target variable game are set as the bet number (bet number) from the stored credits. In this embodiment, a variable game with 3 bets is allowed.

  In the present embodiment, it is also possible to set the number of bets by inserting a number of medals corresponding to the number of bets from the medal insertion slot 18, and the number of bets for one bet when one medal is inserted. Is set, and the number of bets for three bets is set by inserting three medals. When medals exceeding the maximum number of bets that can be set in the target game (3 bets in this embodiment) are inserted from the medal insertion slot 18, they are stored as credits when using the credit function, while the credit function When not being used, the route is returned to the player from the medal outlet 24 along a route not shown.

  In the present embodiment, the number of bets corresponding to the BET buttons 19 and 20 of the player is set, and a single pay line is set to be valid. When a winning line is activated, a combination of symbols displayed on the winning line is activated, and control (such as award medal payout) according to the combination of symbols displayed on the effective winning line is performed. Done. In the variable game in this embodiment, one pay line is always valid.

  If the bet number is set as described above and the operation of the start lever 22 can be accepted, that is, if the player performs a start operation to operate the start lever 22 in a state where the game can be started, each reel of the drum unit 13 is The second transparent window 16 displays a plurality of types of symbols so as to continuously change. Thereafter, when each reel rotates and a predetermined time elapses, the operation of each stop button 23L, 23C, 23R can be accepted. Subsequently, when each stop button 23L, 23C, 23R is operated by the player, each corresponding reel is stopped, and symbols are displayed on the second fluoroscopic window 16 in the upper, middle and lower rows of the corresponding row.

  As described above, when all of the reels are stopped, a combination of symbols stopped and displayed on the winning line forms a predetermined prize mode, and a prize medal is awarded as a prize according to the prize mode. Is paid to the player.

  The variable game of the present embodiment starts with the start operation of the start lever 22 after setting the number of bets, and ends with the stop display of the combination of symbols by the stop operation of the stop buttons 23L, 23C, 23R. It is done as one time. In addition, the variable game with the award medal payout is completed after the award medal payout is completed.

Next, a combination of symbols stopped and displayed on the winning line will be described.
As shown in FIG. 3, a combination of symbols as a display result that can be stopped and displayed on a winning line based on a winning combination determined internally, and a prize corresponding to the combination of symbols are determined.

  Specifically, if none of the combinations of symbols that can be stopped and displayed based on the winning combination shown in FIG. 3 are not stopped and displayed on the winning line, no prize medal is given to the player (one or more prizes). No medal). In the following description, a combination of symbols in the case where a winning line is formed by a combination of symbols not corresponding to any of those shown in FIG.

  Further, when [Seven Seven] is stopped and displayed on the winning line, it is defined that a bonus game (hereinafter referred to as “BN game”) is to be granted (occurred). In the following description, a prize form (combination of symbols) that forms a winning line by [Seven Seven] is referred to as “BN stop eye”. The BN stop eye can be awarded (can be stopped and displayed) by determining the BN role as the winning combination.

  This BN game is ended when the variable game exceeds the maximum payout number (297 in this embodiment) in which the payout number of the paid-out award medals becomes a predetermined specified number. Corresponds to the actuator.

  In addition, when [CHERRY / ANY / ANY] is stopped and displayed on the winning line, two prize medals are paid out. Any symbol (“ANY”) may be used as the symbol that is stopped and displayed at the stop position of the middle reel 13C and the right reel 13R forming the pay line. In the following description, a winning mode (combination of symbols) that forms a winning line by [Cherry / ANY / ANY] is referred to as “cherry stop eye”. The cherry stop eye can be awarded (can be stopped) by determining the “cherry role” as the winning role.

  When [Watermelon / Watermelon / Watermelon] is stopped and displayed on the winning line, it is determined that six award medals are paid out. In the following description, a prize mode (combination of symbols) that forms a winning line by [watermelon / watermelon / watermelon] is referred to as “watermelon stop eye”. This watermelon stop eye can be awarded (can be stopped) by determining “watermelon role” as a winning combination.

  Further, when [Bell Bell Bell] is stopped and displayed on the winning line, it is determined that 12 prize medals are paid out. In the following description, a prize form (combination of symbols) that forms a winning line by [Bell Bell Bell] is referred to as a “bell stop eye”. The bell stop eye can be awarded (stop display is possible) by determining either of the “bell role” as the winning combination.

In the present embodiment, these “cherry role”, “watermelon role”, and “bell role” are the winning roles (payout roles) that determine the awarding of award medals based on winning.
In addition, when [Replay / Replay / Replay] is stopped and displayed on the winning line, the bet number is automatically set inside the player without betting the bet number, and the next variable game is started. It stipulates that replays to be performed are granted. Hereinafter, an award mode (combination of symbols) that forms a winning line by [Replay / Replay / Replay] is referred to as “normal stop eye”. The normal stop eye can be awarded (can be stopped) by determining a normal replay role (ordinary winning combination) as a winning combination.

  Further, when [Bell / Replay / Bell] is stopped and displayed on the winning line, the above-mentioned replay is provided. Hereinafter, an award mode (combination of symbols) that forms a winning line with [Bell / Replay / Bell] is referred to as a “falling stop eye”. This fall stop eye is made possible to win (stop display is possible) by determining the fall replay combination as a winning combination.

  Further, when [Replay / Replay / Bell] is stopped and displayed on the winning line, it is defined that the above-mentioned replay is given. Hereinafter, an award mode (combination of symbols) that forms a winning line by [Replay / Replay Bell] is referred to as a “special stop eye”. This special stop eye can be awarded (can be stopped and displayed) by determining the special replay role as the winning role.

  Further, when [Bell Bell Replay] is stopped and displayed on the winning line, it is determined that the above-mentioned replay is given. Hereinafter, an award mode (combination of symbols) that forms a winning line by [Bell Bell Replay] is referred to as “production stop eye”. This production stop eye can be won (can be stopped and displayed) by determining the production replay role as a winning role.

  In the present embodiment, these various replay combinations are replay combinations that determine the above-described replay grant based on winning. Further, the above-mentioned replay guarantees a certain profit that allows the player to play a variable game without betting the number of bets, and no award medal is given to the player (1). No more than one award medal). For this reason, the player does not obtain award medal based on the winning of the replay role. In the present embodiment, depending on the winning of various replay roles, a winning of the replay role based on the selection is generated in principle, and a certain benefit such as replay is given to the player.

  Further, in the present embodiment, “cherry role”, “watermelon role”, “bell role”, and “replay role” that allow the occurrence of winning of each award such as payout of award medals or replaying by winning of each award mode. The winning role is a small role.

  In addition, the pachislot machine 10 is equipped with an RT function (re-gamer probability changing function) that controls the general game by changing the winning probability of the replayer. This general game is controlled to a state according to the operation mode of the RT function, and is controlled to a state according to the type during the operation of the RT function.

  For this reason, in the general game by the RT function, there is a case where the RT function is controlled to the RT1 game in which the RT function is not activated and the winning probability of the combined replay combination is set to the low probability lottery state (low probability). In addition, in the general game by the RT function, the RT function is controlled to be an RT2 game in which the winning probability of the combined replay role is changed (improved) from the low probability lottery state to the high probability lottery state (high probability). May be. In the following description, a general game controlled by the RT1 game is referred to as a “low probability RT game”, and a general game controlled by the RT2 game is referred to as a “high probability RT game”.

Next, various game effects that are prepared in the pachislot machine 10 and executed in association with the progress of the game will be described.
As shown in FIGS. 4A and 4B, the pachi-slot 10 is configured to be able to execute a movable body effect that is performed by moving the effect movable body EK triggered by the establishment of a predetermined condition. In the movable body effect, the first movable member K1 is slid to the left and the second movable member K2 is slid to the right from the initial state where the movable members K1 and K2 are in contact with each other below the effect display device 14. The movable member K1, K2 is separated and opened. Further, the movable body effect is ended when the movable members K1 and K2 are moved from the opened state to the initial state in which the movable members K1 and K2 are in contact with each other.

  Further, in the pachislot 10, the information display corresponding to the winning combination determined internally at the start of the variable game is displayed on the effect display device 14 over a plurality of predetermined times (in this embodiment, four times) of games. The information display effect is configured to be executable. The information display effect is executed in such a manner that the information images Ga are displayed one by one on the information display areas H1 to H4 set in the effect display device 14, respectively. The information display areas H1, H2, H3, and H4 are set along the right edge portion of the effect display device 14 so as to be lined up from the top to the bottom in this order.

  In addition, the information image Ga is displayed on the pachinko gaming machine, which is a type of gaming machine, like the pachislot machine 10, with a change display (symbol fluctuation) for which the start condition is satisfied but the execution condition is not yet satisfied, so that the execution is suspended. It is an image simulating a start-and-hold ball displayed on the display device as information indicating (game).

  Then, as shown in FIG. 4B, in the information display effect, the information image Ga displayed in the information display area H1 set at the uppermost portion with the start of the variable game is hidden. In the information display effect, the information image Ga displayed in each information display area, such as the information display area H2 → H1, the information display area H3 → H2, and the information display area H4 → H3 with the start of the variable game. Is displayed so as to slide to the information display area set one up. That is, the information display effect is performed by imitating a state in which a start-up holding ball is digested and a variable game is started in a pachinko gaming machine.

  Furthermore, in the information display effect, during execution of the movable body effect described above, the information image Ga that is not displayed from the information display area H1 falls from the upper part of the effect movable body EK and is moved between the movable members K1 and K2. There may be a case where the image (moving image) imitating the state of entering the ball is displayed on the effect display device 14 (hereinafter referred to as “special information display effect”). In other words, in the information display effect, the effector movable body EK in the open state is regarded as a start winning opening in a pachinko gaming machine, and the start holding ball (game ball) enters the start winning opening. There is a case.

Next, the electrical configuration of the pachislot machine 10 shown in FIG. 5 will be described.
A main control board 40 that controls the entire gaming machine is mounted on the back side of the pachislot machine 10. The main control board 40 executes various processes for controlling the entire gaming machine, performs arithmetic processing on various control signals (control commands) according to the processing results, and outputs the control signals. In addition, a sub-control board 41 that executes effect control according to the control state is mounted on the rear side of the machine. The sub-control board 41 receives various control signals output from the main control board 40 and executes predetermined control based on the control signals.

Hereinafter, the main control board 40 will be described.
The main control board 40 includes a main control CPU 40a that executes control operations in a predetermined procedure, a main control ROM 40b that stores a control program for the main control CPU 40a, and a main control RAM 40c that can write and read necessary data. Is provided. Further, each reel (left reel 13L, middle reel 13C, and right reel 13R) constituting the drum unit 13, reel sensors SE1 to SE3, and medal sensor SE4 are connected to the main control CPU 40a. Various information display units 17 are connected to the main control CPU 40a. Further, the BET button 19, the MAXBET button 20, the settlement switch 21, the start lever 22, the stop buttons 23L, 23C, and 23R, and the hopper 26 are connected to the main control CPU 40a.

  The main control CPU 40a receives the first to third position signals from the connected reel sensors SE1 to SE3 in accordance with the symbol (rotational position of each rotating reel) displayed on the second see-through window 16. Is done. The left reel 13L corresponds to the first position signal, the middle reel 13C corresponds to the second position signal, and the right reel 13R corresponds to the third position signal. Therefore, the main control CPU 40a grasps the rotation position and stop position of each reel based on the first to third position signals, and controls the rotation and stop of each reel based on the first to third position signals. Do. The medal detection signal indicating that a medal has been detected is input to the main control CPU 40a every time the medal sensor SE4 detects a medal from the connected medal sensor SE4. Further, when the connected BET button 19, MAXBET button 20, checkout switch 21, start lever 22, and stop buttons 23L, 23C, and 23R are operated, the main control CPU 40a indicates that each button has been operated. Various operation signals are input.

  Further, the main control CPU 40a executes random number update processing (random number generation processing) for updating values of various random numbers such as winning combination determination random numbers used in various lotteries at predetermined intervals. The winning combination determination random number is a random number used when the main control CPU 40a determines a combination (winning combination based on the winning information group) according to the winning combination determination table. The winning information group determined by the main control CPU 40a is associated with one or more winning combinations that can be won in the variable game. In the winning information group, when a single winning combination is associated, it means a single winning of the corresponding winning combination, and when a plurality of winning combinations are associated, it means a duplicate winning of these winning combinations. For this reason, the main control CPU 40a determines a winning combination for winning by determining a winning information group.

  The main control ROM 40b stores a plurality of winning combination determination tables in which internal winning probabilities for each control state and for each winning information group are defined as ranges for assigning random numbers for determining winning combinations. The main control ROM 40b stores a stop table of symbol combinations for each combination. The stop table is a table in which symbols to be stopped and displayed are determined for each combination according to the operation timing when each stop button 23L, 23C, 23R is operated by the player. The main control RAM 40c stores (sets) various information that can be appropriately rewritten during the operation of the pachislot 10.

  Next, the winning combination determination tables T1, T2, and T3 shown in FIGS. 6A and 6B will be described. The winning combination determining tables T1, T2, and T3 are stored in the main control ROM 40b.

  In the main control ROM 40b, the type of the winning information group to be the lottery object and the winning probability of each winning information group to be the lottery object (random values distributed to each winning information group to be the lottery object (in the range of random values) A table of the number based on the control state is stored. Each winning combination determination table is used by the main control CPU 40a according to the control state. In general games, a winning combination determination table T1 is associated with a low-probability RT game, a winning combination determination table T2 is associated with a high-probability RT game, and a winning combination determination table T3 is associated with a BN game.

  As shown in FIG. 6A, the winning combinations determining tables T1 and T2 define the winning probabilities of the BN role, the cherry role, the watermelon role, the bell role, and the replay role. In the general game, the winning combination determination random number is distributed so that the winning probability of the replay role is greatly increased in the high probability RT game (1 / 1.7) compared to the low probability RT game (1 / 7.3). Yes. For this reason, in the high-definition RT game, the player can be provided with a profit that can reduce the consumption (injection) of medals held by the player as much as the re-game is easily given. Such a high-definition RT game is advantageous for the player.

  As shown in FIG. 6 (b), the winning probability of the replay role in the low probability RT game (winning role determination table T1) is the winning information group in which the single winning of the normal replay role is associated with the independent replay role. The sum of the winning probabilities of the winning information group associated with the winning and the winning information group associated with the overlapping winning combination of the normal replay role and the special replay role is defined. In addition, a special duplicate replay group 1, a special duplicate replay group 2, a special duplicate replay group 3, and a special duplicate replay group 4 are set in the winning information group in which the duplicate winnings of the normal replay role and the special replay role are associated with each other. Yes. That is, 1 / 7.3 determined for the winning probability of the replay role in the low-probability RT game is the winning probability of the winning information group (through) associated with the single winning of the normal replay role and the single winning of the replay role. This is based on the sum of the winning probability of the corresponding winning information group (act) and the winning probability of the special overlapping replay groups 1 to 4 (communication + special). In the present embodiment, the winning probability of the winning information group associated with the single winning of the effect replay role is set to 1/20.

  Further, the winning probability of the replay role in the high-definition RT game (winning role determination table T2) correlates the winning information group in which the single winning of the normal replay role is associated with the overlapping winning of the normal replay role and the fall replay role. The sum of winning probabilities for each winning information group is defined. A fall overlap replay group 1, a fall overlap replay group 2, and a fall overlap replay group 3 are set in the winning information group in which the overlapping winnings of the normal replay role and the falling replay role are associated with each other. That is, 1 / 1.7 defined as the winning probability of the replay role in the high-definition RT game is the winning probability of the winning information group (through) associated with the single winning of the normal replay role, and the fall overlap replay groups 1 to 3. This is based on the sum of winning probabilities (total + turn).

  In addition, the winning probability of the bell combination shown in FIG. 6A defines the sum of the winning probabilities of the winning information groups associated with the bell combination. In the winning information group for the bell role, a bell group 1, a bell group 2, and a bell group 3 are set.

  In the following description, the phrase “winning a normal replay role” means winning a winning information group associated with a single winning of a normal replay role. In the case of “winning of the production replay role”, it means winning of the winning information group associated with the single winning of the production replay role. In the case of “winning of special replay role”, it means winning of special overlapping replay groups 1 to 4. In the case of “winning a fall replay role”, it means winning of the fall overlap replay groups 1 to 3. In addition, in the case of “winning of the bell role”, it means winning of the bell groups 1 to 3. The term “cherry winning” means winning of a winning information group associated with a single winning cherry. The term “watermelon winning” means winning of a winning information group associated with a single watermelon winning.

  In the winning combination determination table T3, the winning probabilities of the cherry, watermelon and bell roles are defined. In the winning combination determination table T3, the winning combination determination random numbers are distributed so that the BN combination and the replay combination are not subject to the lottery. In the winning combination determination table T3, the winning combination determining random numbers are distributed so that the winning combination probability of the bell combination is significantly higher than that of the general game.

  For this reason, in the present embodiment, in the BN game in which the winning probability of the bell role is greatly increased as compared with general games, the medal possessed by the player is increased by the amount that it is easy to win the bell role and easily obtain the award medal. Can do. Such a BN game is advantageous to the player.

  In general games, the winning combination probability of a small combination is set to a predetermined probability in a winning combination determination table in a bonus standby state to be described later. When winning the BN combination in such a bonus standby state, the winning combination is replaced (rewritten) with the winning of another winning combination (small combination or out of combination).

Hereinafter, the sub control board 41 will be described.
The sub-control board 41 includes a sub-control CPU 41a that executes control operations in a predetermined procedure, a sub-control ROM 41b that stores a control program for the sub-control CPU 41a, and a sub-control RAM 41c that can write and read necessary data. Is provided. The effect display device 14, the speaker SP, the lamp R, and the effect movable body EK are connected to the sub control CPU 41a.

  The sub-control CPU 41a executes random number update processing (random number generation processing) for updating various random number values used in various lotteries at predetermined intervals. The sub-control program is stored in the sub-control ROM 41b. In addition, the sub-control ROM 41b displays a display effect pattern indicating the display effect mode of the effect display device 14, a sound effect pattern indicating the sound output mode of the speaker SP, and a light emission effect pattern indicating the light emission mode of the lamp R. Is remembered. The sub-control RAM 41c stores (sets) various information that can be appropriately rewritten during the operation of the pachislot 10. Specifically, the sub-control CPU 41a stores (sets) sub-status information (such as a flag) related to the control status in the sub-control RAM 41c.

Hereinafter, processing related to the variable game executed by the main control CPU 40a based on the main control program will be described.
When the main control CPU 40a receives various operation signals, the main control CPU 40a executes predetermined control determined by the various operation signals. Further, the main control CPU 40a executes display control of the various information display units 17 each time by inputting various operation signals and various controls. Further, when paying out award medals based on a prize-type winning, the main control CPU 40a outputs a drive signal to the hopper 26 when the credit upper limit number (in this embodiment, “50 (sheets)”) is exceeded. Thus, each time a drive signal is output, control is performed so that one award medal is paid out. The main control CPU 40a outputs a drive signal to the hopper 26 at the time of credit settlement, and controls the player to pay out medals for the credit.

  The main control CPU 40a sets the bet number when a medal is inserted from the medal insertion slot 18 or when an operation signal of each BET button 19 or 20 is input. The main control CPU 40a updates the number of credits every time the BET buttons 19 and 20 are operated. Further, the main control CPU 40a updates the number of credits when the number of credits is increased by inserting medals. Further, the main control CPU 40a causes a game startable state in which a variable game can be performed when setting the bet number of 3 bets.

  Subsequently, the main control CPU 40a performs a role lottery (internal lottery) when an operation signal of the start lever 22 is input in a state where the game can be started. The main control CPU 40a acquires the value of the winning combination determination random number from the main control RAM 40c, and the value belongs to the value range of each winning information group in the winning combination determination table stored in the main control ROM 40b. A role lottery is performed to determine whether or not there is. In the role lottery, the main control CPU 40a determines a winning information group to be won using a winning combination determining table corresponding to the control state. In this way, the main control CPU 40a determines the winning combination associated with the selected information group by determining the winning information group. Therefore, in the present embodiment, the main control CPU 40a functions as a winning combination determining means for determining a winning combination that allows winning based on a start operation. Further, the main control CPU 40a sets the state information (flag or the like) indicating the control state in the main control RAM 40c and grasps the control state.

  Subsequently, when the main control CPU 40a determines the winning information group (winning combination), the main control RAM 40c stores the combination information (such as a flag) indicating the type of the winning combination associated with the determined winning information group ( Set). When the main control CPU 40a determines that the small role is won, regardless of whether the small role is won or not, the main control CPU 40a finishes the variable game (one time) subject to the role lottery, and the main control CPU 40a Erase (clear) role information. For this reason, the small combination is a winning combination that cannot be carried over the next and subsequent variable games regardless of whether or not a winning decision is made.

  In addition, the main control CPU 40a instructs the start of the variable game at the timing when the player detects the operation of the start lever 22 (after performing a predetermined process such as a role lottery), and the lottery result of the role lottery ( A winning game) and a change game start command indicating a control state in which the change game is performed are output to the sub control board 41 (sub control CPU 41a). This variable game start command instructs a combination of a plurality of combination information if the winning combination is duplicate. The main control CPU 40a controls each reel so as to start the rotation operation of each reel in a state in which the wait time has elapsed after detecting the operation of the start lever 22 by the player. Further, the variable game start command to the sub control board 41 (sub control CPU 41a) can be output in accordance with the start of the rotation operation of each reel.

  Subsequently, when the CPU 40a for main control inputs various operation signals of the stop buttons 23L, 23C, and 23R based on the player's operation, it performs control (stop control) for stopping the reels corresponding to the various operation signals. Further, the main control CPU 40a grasps information on fluctuation or stop of each reel based on a position signal from a reel sensor corresponding to each reel. That is, the position signal from each reel sensor causes the main control CPU 40a to grasp the change status of each reel during the change of each reel, while the main control CPU 40a knows the stop status of each reel during the stop of each reel. Let The main control CPU 40a maintains the rotating operation without performing stop control on the rotating reel until various operation signals are input from the stop buttons 23L, 23C, and 23R.

  When the main control CPU 40a inputs various operation signals of the stop buttons 23L, 23C, and 23R, the main control CPU 40a outputs the various operation signals to the sub control CPU 41a. The various operation signals of the stop buttons 23L, 23C, and 23R indicate the operation mode by the player of the stop buttons 23L, 23C, and 23R, that is, which stop button is operated and the order in which the stop buttons are operated. (Sub-control CPU 41a) to grasp. In the following description, among the three stop buttons 23L, 23C, and 23R, the first stop button is operated as the first stop operation, the second stop button is operated as the second stop operation, and the third stop button is operated. May be referred to as a third stop operation.

Next, stop control performed by the main control CPU 40a will be described.
The main control CPU 40a stops each reel within a predetermined range (maximum of 4 symbols) from the timing when each stop button 23L, 23C, 23R is operated by the player based on the determined winning information group. The combination of symbols is stopped and displayed. When the main control CPU 40a stops each reel that is rotating, a combination of symbols based on the winning table selected and the stop table stored in the main control ROM 40b from the operation timing of each stop button 23L, 23C, 23R. Perform stop control to display For this reason, each reel does not necessarily stop at the timing of the stop operation by the player of the stop buttons 23L, 23C, 23R, and the timing of the stop operation by the player does not match the timing at which each reel stops (so-called so-called). , “Slip”). For example, in the control with “slip”, when the timing of the stop operation by the player for the symbol to be stopped is early, each reel is forced to slide in the fluctuation direction of each reel and the symbol to be stopped is stopped on the winning line. Let

  For this reason, if each reel does not have five or more parts of the other types of symbols sandwiched between the types of symbols that you want to stop, it will stop on any winning line as a result of slip control. The desired type of symbol can be stopped and displayed. On the other hand, in each reel, when other types of symbols sandwiched between the types of symbols to be stopped have five or more portions, it is desired to stop at any winning line even with slip control. There are cases where it is not possible to stop the display of types of symbols.

  Specifically, the main control CPU 40a stops and displays the BN stop eye when the stop operation timing by the player is performed at a predetermined timing when winning the BN role (carrying over the winning combination). Further, when winning the BN role (carrying over the winning combination), the main control CPU 40a preferentially stops and displays the stop eye (combination of symbols) corresponding to the small role.

  On the other hand, when the BN role is won, the main control CPU 40a does not perform the stop operation timing by the player at a predetermined timing. However, if the stop eye corresponding to the small role cannot be displayed, the “chance eye” indicating that there is a possibility of winning the BN role is stopped. This “chance” is not displayed when the winning combination is won, but can be displayed when the cherry or watermelon combination is overlooked. In this case, the BN combination is missed (combination of combination information).

  Further, the main control CPU 40a stops and displays the cherry stop eye when the timing of the stop operation by the player is performed at a predetermined timing when the cherry role is won. On the other hand, the main control CPU 40a stops and displays the stop stop eye when the timing of the stop operation by the player is not performed at a predetermined timing when the cherry role is won. In this case, the cherry role is missed.

  Further, the main control CPU 40a stops and displays the stop stop eye when the stop operation timing by the player is not performed at a predetermined timing when the watermelon role is won. In this case, a watermelon role is missed.

  In addition, any winning combination of the small combination is not determined, that is, when the extraordinary combination is won, the main control CPU 40a stops and displays the outage stop regardless of the timing of the stop operation by the player.

Next, stop control at the time of winning the bell role will be described.
In the present embodiment, the control performed based on the pressing order of operating the three stop buttons is different when the bell combination is won.

  In this embodiment, for each bell group, a bell winning push order for stopping and displaying the bell stop eye is defined. Also, in order to cope with this, the order of pushing the bell spilling to stop and display the bell spilling stop of the dedicated stop eye (for example, [Bell / Bell / Watermelon]) is determined for each bell group. ing.

  The main control CPU 40a stops and displays the bell stop eye on the winning line by using the bell winning order based on the winning of the bell role. This bell stop eye can be stopped and displayed regardless of the timing of the stop operation by the player. On the other hand, the main control CPU 40a stops and displays the bell spilling stop eye on the winning line by the pushing order for bell spilling based on the winning of the bell role. This bell-spilling stop eye can be stopped and displayed regardless of the timing of the stop operation by the player.

  In the bell group 1, stop operations are determined in the order of pushing for the bell winning if the stop button 23 </ b> L is the first, and the subsequent operations are not limited if other than the stop button 23 </ b> L is the first. The stop operation is determined in the order of pushing for bell spill. Further, in the bell group 2, if the stop button 23C is the first, the stop operation regardless of the subsequent order is determined in the pushing order for the bell winning prize, and if the stop button 23C is other than the first, the subsequent order is determined. Any stop operation is determined in the push order for bell spill. Further, in the bell group 3, if the stop button 23R is the first, the stop operation regardless of the subsequent order is determined in the pushing order for the bell winning prize, and if other than the stop button 23R is the first, the subsequent order is determined. Any stop operation is determined in the push order for bell spill. For this reason, in the bell groups 1 to 3, the pressing order of “3 options” based on the stop button to be stopped first is determined.

Next, stop control at the time of winning the replay combination will be described.
When the main control CPU 40a wins the normal replay role, the main control CPU 40a stops and displays the normal stop eye according to the normal winning stop mode of [Replay / Replay / Replay] on the winning line regardless of the timing of the stop operation by the player. When winning the effect replay role, the main control CPU 40a stops the display of the effect stop by the effect winning stop mode of [Bell Bell Replay] on the winning line regardless of the timing of the stop operation by the player.

  In addition, as shown in FIGS. 7A and 7B, in this embodiment, the control performed based on the pressing order of operating the three stop buttons at the time of winning the replay role that is a double winning among the winning of the replay role. Is different.

  In the following description, [Left → Middle → Right], [First Left], and the like indicate the order in which the reels are stopped, that is, the stop button stop operations in order from the front. The notation [left → middle → right] means stop operation in the order of the stop button 23L (left) → stop button 23C (middle) → stop button 23R (right), and the notation [first left] indicates the stop button 23L. If (left) is the first, it means a stop operation in any order.

  Specifically, as shown in FIG. 7A, in the present embodiment, special push orders for stopping and displaying special stop eyes are determined for each special overlap replay group. Further, in order to cope with this, a normal push order for a normal stop operation for stopping and displaying the normal stop eye is determined for each special overlap replay group.

  When the stop operation by the player matches the specific stop operation, the main control CPU 40a becomes [Replay / Replay / Bell] when the stop operation by the player coincides with the specific stop operation. The special stop eye (special) according to the special winning stop mode is stopped and displayed. The special stop eye due to this special winning stop mode can be stopped and displayed regardless of the timing of the stop operation by the player.

  On the other hand, when the main control CPU 40a is in the normal pushing order based on the winning of the special replay role, the normal stop eye in the normal winning stop mode (normal stop mode) that becomes [Replay / Replay / Replay] in the winning line. (Normal) is stopped and displayed. The normal stop eye according to the normal winning stop mode can be stopped and displayed regardless of the timing of the stop operation by the player.

  For example, the special overlap replay group 1 has a special push order of [middle → left → right], [middle → right → left], [right → left → middle], and [right → Normal → left] push order is defined. In addition, the special duplication replay groups 1 to 4 have a [first left] normal push order regardless of the type of the winning information group. For this reason, the special overlapping replay groups 1 to 4 are determined to have a push order of “4 options without left” that does not have a special push order according to [first left].

  In addition, as shown in FIG. 7B, in the present embodiment, the push order for falling for stopping and displaying the fall stop eye is defined for each fall overlap replay group. Further, in order to correspond to this, a normal pushing order for stopping and displaying the normal stop eye is determined for each fall overlap replay group.

  The main control CPU 40a stops and displays a fall stop eye (fall) according to a stop-and-fall state of the drop-down prize that becomes [Bell / Replay / Bell] on the winning line when the order for the fall is based on the winning of the fall replay role. . The falling stop eye due to the stop mode of the falling prize can be displayed stop regardless of the timing of the stop operation by the player.

  On the other hand, the main control CPU 40a stops and displays the above-described normal stop eye (normal) in the case of the normal pressing order based on the winning of the fall replay combination. The normal stop eye according to the normal winning stop mode can be stopped and displayed regardless of the timing of the stop operation by the player.

  For example, in the fall overlap replay group 1, a normal push order of [first left] is set, and a push order for fall of [first middle] or [first right] is set. . For this reason, in the fall overlap replay groups 1 to 3, the pressing order of “3 choices” based on the stop button that is first stopped is determined.

  Thus, in the present embodiment, the main control CPU 40a functions as a stop operation accepting unit that accepts a stop operation. Further, the main control CPU 40a performs a stop control of each reel based on the winning combination won and the stop operation of the stop buttons 23L, 23C, 23R by the player, and serves as a symbol display control means for deriving the symbol. Function.

  Subsequently, the main control CPU 40a makes a winning determination when all the reels are stopped and the symbol combination is stopped and displayed. In this case, the main control CPU 40a reads out the combination information from the main control RAM 40c, and determines whether or not a combination of symbols corresponding to the read combination information (winning combination) is stopped and displayed on the winning line. I do. Further, in the winning determination, the main control CPU 40a identifies the combination of symbols stopped and displayed on the winning line from the position signal input with each reel being stopped, and the combination is the role information. It is determined whether or not the winning mode corresponds to (winning role). When the combination of symbols stopped and displayed on the winning line is a winning mode corresponding to the winning combination information (winning winning combination), the main control CPU 40a determines the winning combination (affirmative) based on the winning combination information. On the other hand, if the combination of symbols stopped and displayed on the winning line is not the winning mode corresponding to the winning combination information (winning winning combination), the main control CPU 40a does not win the winning combination based on the winning combination information (ie, the winning combination). Judgment of missing winning combination based on information.

  Then, when the main control CPU 40a determines that the winning is determined by the winning determination, the main control CPU 40a performs control according to the winning mode determined to be the winning. That is, the main control CPU 40a performs control for shifting the control state according to the prize mode and control for paying out prize medals. Further, when the main control CPU 40a determines that the winning is determined in the winning determination, the main control CPU 40a outputs a winning instruction command indicating that the winning is determined to the sub control board 41 (sub control CPU 41a). This winning instruction command causes the sub control board 41 (sub control CPU 41a) to recognize the winning combination of the winning combination instructed by the variable game start command.

  Specifically, when determining the BN winning combination, the main control CPU 40a performs BN game control as control of a control state for shifting from the next variable game to BN game. In this BN game control, the main control CPU 40a starts counting the number of BN payouts of award medals awarded (paid out) to the player from the first variable game after the start of the BN game. Further, the main control CPU 40a ends the BN game with the end of the variable game in which the number of payouts during the BN game exceeds the maximum number of payouts according to the type of the BN game (297 in this embodiment).

  When determining the winning of the cherry role, the main control CPU 40a performs control for paying out two prize medals. Further, the main control CPU 40a controls not to pay out one or more prize medals when determining whether to miss the cherry role when winning the cherry role.

  Further, when determining the winning of the watermelon combination, the main control CPU 40a performs control for paying out six award medals. The main control CPU 40a controls not to pay out one or more award medals when determining whether to drop a watermelon role when winning a watermelon role.

  When determining the winning of the bell role, the main control CPU 40a performs control to pay out 12 award medals. Further, the main control CPU 40a performs control so that one or more prize medals are not paid out when it is determined that the bell role is missed when the bell role is won. Further, when determining such a missed bell role, the main control CPU 40a may perform control related to the transition of the control state to be described later.

  When determining the replay winning combination, the main control CPU 40a performs control for replaying the next variable game. As such control, the main control CPU 40a sets the same bet number as that of the variable game for which the winning is determined. Further, the main control CPU 40a may perform control related to the transition of the control state, which will be described later, when determining the winning of the special replay combination or the falling replay combination.

Next, a description will be given of how the main control CPU 40a performs control state transition controlled based on a variable game according to the control state.
As shown in FIG. 8, when shifting the control state, the main control CPU 40a outputs a state instruction command indicating the control state of the transfer destination to the sub control board 41 (sub control CPU 41a). This state instruction command causes the sub control board 41 (the sub control CPU 41a) to grasp the control state managed by the main control CPU 40a.

  Specifically, when the main control CPU 40a wins the BN role (bonus win) during the entire control state (all states) in the general game, the occurrence of the BN role (bonus winning), that is, the BN stop Triggered by the stop display, the next change game is shifted to the BN game (bonus). In this case, the main control CPU 40a makes the transition from the next variable game to the low probability RT game (RT1) when the BN game ends (bonus end).

  When the main control CPU 40a wins the special replay role (normal + special replay) during the low-accuracy RT game, the main control CPU 40a performs a normal winning order by performing a stop operation according to the normal push order of “no left 4 choices”. And the low probability RT game is continued (maintained). On the other hand, if the main control CPU 40a wins the special replay role (normal + special replay) during the low-probability RT game, the stop operation is performed by the special push order in the “no left 4 choices”. A special prize is generated and triggered by this, and the next variation game is shifted to the high-definition RT game (RT2).

  When the normal replay combination is won during the low-probability RT game, the main control CPU 40a generates a normal win regardless of the pressing order and continues (maintains) the low-probability RT game as a trigger. When the main control CPU 40a wins an effect replay role during a low-probability RT game, the main control CPU 40a generates an effect prize regardless of the pressing order and continues (maintains) the low-probability RT game as a trigger.

  For this reason, in the low-probability RT game, when the special stop eye that wins the special replay combination and becomes a special prize is stopped and displayed, the condition for shifting to the high-probability RT game is satisfied. Also, in low-probability RT games, when the normal stop eye that wins the normal replay role or special replay role is stopped and displayed, or when the replay role wins and the play stop that becomes a win is stopped When displayed, the transition condition to the high probability RT game is not satisfied and the low probability RT game is continued.

  In addition, the main control CPU 40a can perform normal operation by performing a stop operation according to the normal push order in the “3 choices” when winning the fall replay role (through + roll (replay) during the high-definition RT game. When a winning is generated and the high probability RT game is continued (maintained) as a trigger, the main control CPU 40a wins the fall replay role (through + replay) during the high probability RT game. When the stop operation is performed in the “3 choices” by the pressing order for the fall, a drop-in prize is generated, and the transition game is shifted to the low probability RT game (RT1) from the next variation game.

  In addition, when the main control CPU 40a wins the bell role during the high-definition RT game, the stop operation is performed by the pushing order for the bell winning prize, so that the bell winning is generated and triggered by that, the high-definition RT game Continue (maintain). On the other hand, if the main control CPU 40a wins the bell role during the high-definition RT game, a stop operation is performed according to the pushing order for the bell spill, which causes a bell spill and triggers the low-probability RT game. Shift to (RT1).

Note that, when the main control CPU 40a wins the normal replay combination during the high-definition RT game, the main control CPU 40a generates the normal winning regardless of the pressing order and continues (maintains) the high-precision RT2 as a trigger.
For this reason, in the high-definition RT game, when a fall stop eye that wins a fall replay role and wins a fall is stopped, or a bell spill stop eye that wins a bell role and spills a bell is stopped and displayed. In this case, the transition condition (falling condition) to the low probability RT game (RT1) is satisfied. Also, in the high-definition RT game, when the normal stop eye that wins the fall replay role or normal replay role and wins the normal win is stopped, or the bell stop eye that wins the bell role and wins the bell win is stopped and displayed If it is, the transition condition to the low probability RT game is not satisfied and the game is continued.

Next, a process related to a variable game executed by the sub control CPU 41a based on the sub control program will be described.
When the sub-control CPU 41a inputs various commands such as a variable game start command and a winning instruction command, the display content of the effect display device 14 and the sound of the speaker SP are executed so as to execute various effects based on the content instructed by the command. The output content and the light emission mode of the lamp R are controlled. Note that the sub-control CPU 41a grasps the winning combination missed (non-winning) instructed by the variable game start command when the winning instruction command is not input. Further, since the sub-control CPU 41a can grasp the stop status of each reel, the sub-control CPU 41a can also grasp the missed winning combination from this stop status.

  When the sub instruction CPU 41a inputs a state instruction command, the sub control CPU 41a stores (sets) sub state information indicating the control state under control of the main control CPU 40a in the sub control RAM 41c. The sub-control CPU 41a performs control for causing various effects each time a variable game start command is input.

  Further, the sub control CPU 41a controls the effect state of the effect display device 14 in accordance with the control state being controlled by the main control CPU 40a. As a result, the player plays a variable game according to the effect state of the effect display device 14. In such an effect state, an effect is provided in which the player knows the control state based on the type, and the player can advantageously play the game. The effect states in this embodiment are classified into a plurality of types.

  As shown in FIG. 8, the effect state includes an ART mode that is performed in association with a highly probable RT game. In this case, the effect display device 14 displays an image of the display screen for the ART mode. This ART mode is a state in which the winning probability of the replay role is a high-probability lottery state, and an effect of assisting (assisting) a fall-off prize avoidance and a bell prize.

  In addition, in the production state, there is a normal mode that is performed in association with the low probability RT game. In this case, the effect display device 14 displays an image of the display screen for the normal mode. This normal mode is a state in which the winning probability of the replay role is in a low-probability lottery state, and the effect of assisting the special prize or the bell prize is not performed.

  The effect state includes a preparation mode that is a low-probability RT game and is performed in association with the situation when the right to shift to the ART mode (described later) occurs (with an ART flag). In this case, the effect display device 14 is configured to be roughly the same as the display screen for the normal mode, and a character string such as “standby” is displayed as an image on the display screen. This preparatory mode is a state where the winning probability of the replay role is a low-probability lottery state, as in the normal mode, while the special win and the bell win are performed.

  The BN game is associated with an effect state in the BN mode in which an effect display device 14 displays an image of the BN display screen. This BN mode is a state in which a bell role can be won with a high probability and an effect of assisting a bell winning is performed.

  In the present embodiment, the sub control CPU 41a sets the effect flag (information) indicating the type of effect state in the sub control RAM 41c, thereby grasping the effect state during control or to be controlled. Further, the sub control CPU 41a selects the image display data for the background image corresponding to the effect flag, and controls the display content (display screen) of the effect display device 14 based on the selected image display data. To do.

Hereinafter, the control contents in each effect state will be described together with the display effects in the effect display device 14.
As shown in FIG. 8, the sub-control CPU 41a controls the transition of the rendering state as a result of performing the control in each rendering state described below.

First, control related to the normal mode will be described.
The sub-control CPU 41a controls the effect state to the normal mode in the case of the low probability RT game. The sub-control CPU 41a performs processing based on the winning combination winning and winning (missing) instructions during the normal mode (during normal mode control). During normal mode when the control state is low-probability RT game, as a replay role, a normal replay role win and a normal win based on this are instructed, and a special replay role win and a normal win based on this Or a special prize is instructed. Further, during the normal mode, as the replay role, winning of the effect replay role and an effect winning based on this are instructed.

  Specifically, the sub-control CPU 41a does not perform the effect of assisting the bell winning when the winning of the bell role in which the stop mode changes depending on the pressing order of the stop button among the small roles is instructed. 14 display contents are controlled. For this reason, during the normal mode, an effect is performed so that it is difficult to win a bell. During the normal mode, when a player wins the Bell role, the player wins a bell when the player performs a stop operation in the push order for winning the bell.

  Further, the sub-control CPU 41a does not perform the effect of assisting the special winning when the winning of the special replay combination whose stop mode changes depending on the pressing order of the stop button among the small combinations is instructed. Controls the display content of. For this reason, during the normal mode, an effect is performed so that a special prize is difficult. On the other hand, during the normal mode, when a special replay role is won, a special prize occurs when a player happens to stop in a special push order.

  The sub-control CPU 41a controls the effect state so as to continue the normal mode when a normal winning is instructed based on the winning of the special replay combination. In this case, the control state continues the low probability RT game that can win the special replay combination. Further, the sub-control CPU 41a controls the effect state so as to continue the normal mode when the special winning is instructed based on the winning of the special replay combination. In this case, the control state is shifted from the low probability RT game that can win the special replay role to the high probability RT game.

  Further, the sub-control CPU 41a performs an ART transfer lottery in response to the start of a variable game (input of a variable game start command). The ART transfer lottery of the present embodiment is a specific determination as to whether or not to allow the occurrence of the ART mode as a specific gaming state that is advantageous to the player as compared to the normal mode, and the sub-control CPU 41a that performs the ART shift lottery It functions as a specific determination means. The ART transfer lottery will be described in detail later. The sub-control CPU 41a generates the right to shift to the ART mode when winning the ART transfer lottery, and does not generate the right to transfer to the ART mode when not winning the ART transfer lottery (when not winning).

  When generating the right to shift to the ART mode, the sub control CPU 41a sets information indicating the generation of the right to shift to the ART mode in the ART flag stored in the predetermined storage area of the sub control RAM 41c. In the following description, “with an ART flag” indicates that information indicating the occurrence of the right to shift to the ART mode is set in the ART flag. Further, “no ART flag” indicates that the information indicating that the right to shift to the ART mode is not set in the ART flag.

  In addition, when the ART control lottery is selected and the ART flag is present, the sub-control CPU 41a terminates the normal mode from the variable game or the variable game after a predetermined number of times, and has the right to enter the ART mode. The production state is controlled so as to shift to the preparation mode for informing the occurrence of the occurrence of the above. In this case, the low-reliability RT game is continued in the control state. On the other hand, the sub-control CPU 41a controls the effect state so as to continue the normal mode when the ART transition lottery is not won. For this reason, there is no ART flag during the normal mode.

  Random numbers used for ART transfer lottery and various lotteries described later are updated every predetermined cycle and stored in the sub-control RAM 41c. The sub-control CPU 41a acquires random numbers used in the lottery from the sub-control RAM 41c when performing various lotteries, and performs random-number lottery based on the acquired random numbers.

  Further, the sub-control CPU 41a gives a penalty which is disadvantageous to the player when a predetermined stop operation is not performed in each variable game. This penalty is realized by setting the period for restricting the transition to the ART mode and the generation of the right to transition to the ART mode even if a special winning instruction is given. This penalty is given when the effect state is the normal mode regardless of the control state.

  As such a predetermined stop operation, a [first left] stop operation that is a normal push order of the special overlap replay group is determined. Therefore, during the normal mode, the [first left] stop operation is practiced by the player in order to avoid a penalty, so that no special prize is generated. Therefore, during the normal mode without the ART flag, the transition to the preparation mode and the ART mode is not realized. As described above, the [first left] stop operation in the normal mode is a recommended operation mode recommended in accordance with the control state (game state), and a different stop operation is not recommended because a penalty is given. Deprecated operation mode.

  If a special prize occurs during the normal mode, the control state is shifted from the low-probability RT game that can win the special replay role to the high-probability RT game, but the production state is maintained in the normal mode. For this reason, even if the control state is a high-definition RT game, when the production state is in the normal mode, the production for assisting various winnings is not performed as in the ART mode.

Next, control related to the preparation mode will be described.
In the case of a low probability RT game, the sub control CPU 41a controls the effect state to the preparation mode if the ART flag is present. Note that during the preparation mode, a low probability RT game in which the right to shift to the ART mode is generated. During the preparation mode when the control state is low probability RT game, as a replay role, a normal replay role win and a normal win based on this are instructed, and a special replay role win and a normal win based on this Or a special prize is instructed. Further, during the preparation mode, as the replay role, winning of the effect replay role and an effect winning based on this are instructed.

  The sub-control CPU 41a performs processing based on the winning combination winning and winning (missing) instructions during the preparation mode (during preparation mode control). Specifically, the sub-control CPU 41a produces a “bell navigation effect” that assists in the winning of a bell when the winning of a bell role whose stop mode changes depending on the pressing order of the stop buttons among the small roles is instructed. The display content of the display device 14 is controlled. The sub-control CPU 41a performs a bell navigation effect with the content of informing the bell winning push order corresponding to the bell combination instructed to win. For this reason, during the preparation mode, an effect is performed so as to assist the bell winning, and the player wins a bell when the player performs a game according to the bell navigation effect.

  In the bell navigation effect, three images simulating the stop button are displayed side by side on the effect display device 14, and “1” is assigned to one of the three images. For example, a bell navigation effect in which “1” is added in the middle of three images imitating a stop button informs the player that the stop button 23C should be operated first.

  Also, the sub-control CPU 41a produces a “special navigation effect” for assisting the special winning when the winning of the special replay role whose stop mode changes depending on the pressing order of the stop button among the small roles is instructed. The display content of the display device 14 is controlled. The sub-control CPU 41a causes the special navigation effect to be performed with the content informing the special push order corresponding to the special replay combination instructed to win. For this reason, during the preparation mode, an effect is performed so as to assist the special winning, and a special winning occurs when the player plays the game according to the special navigation effect.

  In the special navigation effect, like the bell navigation effect described above, three images simulating the stop button are displayed side by side on the effect display device 14, and any one of “1”, “2”, and “3” is displayed for the three images. Is attached to each. For example, in the case of the special overlap replay group 2, the sub-control CPU 41a performs a special navigation effect with contents for notifying that the stop button should be operated in the order of [middle → right → left].

  Further, when the special winning is instructed as a result of performing the special navigation effect, the sub control CPU 41a controls the effect state so as to end the preparation mode and shift to the ART mode. In this case, the control state is shifted to the high probability RT game. As described above, in the present embodiment, when a special prize is generated during execution of the special navigation effect during the preparation mode, a transition to the ART mode is generated as an advantageous privilege. Therefore, the sub-control CPU 41a capable of controlling to cause the ART mode (specific game state) as a result of the special navigation effect on condition that the ART transition lottery is won functions as a state control means.

  The sub-control CPU 41a controls the effect state so as to continue the preparation mode when a normal winning is instructed as a result of performing the special navigation effect. In this case, the low-reliability RT game is continued in the control state.

  In such special navigation effects, other than [first left], which is the special push order for the special overlap replay group, and a specific stop operation that is subject to a penalty is informed in the normal mode. The For this reason, the sub-control CPU 41a allows the transition to the ART mode when the above-mentioned [first left] is not performed for the variable game in which the special navigation effect is performed in the preparation mode (the penalty is given). Not). Therefore, the transition to the ART mode is realized during the preparation mode with the ART flag.

Next, control related to the ART mode will be described.
The sub-control CPU 41a controls the effect state to the ART mode when the ART flag is present and the game is a highly reliable RT game. The start of the ART mode control of the sub-control CPU 41a is synchronized with the start of the high-precision RT game control of the main control CPU 40a because the special winning is triggered.

  Further, the sub control CPU 41a stores, in a predetermined storage area of the sub control RAM 41c, the number of remaining games indicating the number of variable games that can be performed in the ART mode during the ART mode (during the control of the ART mode). The number of remaining games is also the number of times that a variable game can be performed for various assistances of the player's game by means of a bell navigation effect or the like in the ART mode.

  Note that the sub-control CPU 41a continues to hold the number of remaining games until the ART mode is ended even when the mode is shifted to another mode. For this reason, when the CPU 41a for sub-control interrupts the ART mode and shifts to the BN mode, the sub-control CPU 41a then restarts the ART mode with the number of remaining games at the time of interruption. The ART mode of the present embodiment is controlled by dividing it into unit periods in which the number of remaining games corresponding to the number of remaining games is one set. In the following description, the case where the remaining game number is “0 (zero)” is referred to as the remaining game number not being set. Further, when the remaining game number is other than “0 (zero)” (≧ 1), it is said that the remaining game number is being set.

  The sub-control CPU 41a adds [50 (times)] as the number of remaining games when the production state is shifted to the ART mode while the number of remaining games is not set. The sub-control CPU 41a subtracts “1” from the remaining number of games stored in the sub-control RAM 41c every time the start of the variable game is instructed in the ART mode. As described above, the sub-control CPU 41a counts the number of times that the variable game can be performed in the ART mode based on the execution of the variable game. The player is notified of the number of times the variable game is performed in the ART mode by using the effect display device 14. Therefore, the sub control CPU 41a controls the display content of the effect display device 14 so as to notify the number of remaining games stored in the sub control RAM 41c during the ART mode.

  Further, the sub-control CPU 41a performs processing based on the winning combination winning and winning (missing) instructions during the ART mode. Note that during the ART mode, as a replay combination, a winning of a normal replay combination and a normal winning based on this are instructed. Further, during the ART mode, as the replay role, the winning of the falling replay role and the normal winning or the falling winning based on this are instructed.

  Specifically, the sub-control CPU 41a displays the effect so that the “bell navigation effect” is performed in the same manner as the preparation mode when the winning of the bell role whose stop mode changes depending on the pressing order of the stop button among the small roles is instructed. The display content of the device 14 is controlled. Therefore, during the ART mode, an effect is performed so as to avoid the bell spilling and assist the bell winning, and when the player performs the game according to the bell navigation effect, the bell spilling is avoided and the bell winning is generated.

  The sub-control CPU 41a controls the effect state so as to continue the ART mode when a bell winning is instructed. In this case, the high-reliability RT game is continued in the control state. In addition, when the bell spill is instructed, the sub-control CPU 41a controls the effect state so as to end the ART mode and shift to the normal mode. In this case, the control state is shifted to the low probability RT game.

  Further, the sub-control CPU 41a causes the “fall-down avoidance navigation effect” to assist the normal winning when the winning of the fall-replay role whose stop mode changes depending on the pressing order of the stop button among the small roles is instructed. The display content of the effect display device 14 is controlled. The sub-control CPU 41a causes the fall avoidance navigation effect to be performed with the content of notifying the normal push order in accordance with the fall replay combination instructed to win. For this reason, during the ART mode, an effect is performed so as to assist the normal winning by avoiding the falling winning, and the player performs the game according to the falling avoidance navigation effect, thereby avoiding the falling winning and generating the normal winning. .

  In the fall avoidance navigation effect, similar to the special navigation effect, three images simulating the stop button are displayed side by side on the effect display device 14, and any one of “1”, “2”, and “3” is displayed for the three images. Is attached to each. For example, in the case of the fall-overlapping replay group 2, the sub-control CPU 41a falls with a content for notifying that the stop button should be operated in the pressing order of [middle → right → left], that is, [first middle]. The avoidance navigation production is performed.

  Further, when the normal winning is instructed as a result of performing the fall avoidance navigation effect, the sub control CPU 41a controls the effect state so as to continue the ART mode. In this case, the high-reliability RT game is continued in the control state. Further, the sub-control CPU 41a controls the effect state so as to end the ART mode and shift to the normal mode when a drop-in prize is instructed as a result of performing the fall avoidance navigation effect. In this case, the control state is shifted to the low probability RT game.

  In addition, when the number of remaining games stored in the sub control RAM 41c is “0 (zero)”, the sub control CPU 41a performs a high-definition RT effect to notify the end of the ART mode. 14 display contents are controlled.

  During such a high-definition RT effect, the sub-control CPU 41a is not setting the remaining number of games, so that the effect display is performed so that various navigation effects are not performed even if the bell role or the fall replay role is won. The display content of the device 14 is controlled. For this reason, during the highly accurate RT performance, the performance is performed so as to make it difficult to avoid bell spillage, that is, to win a bell. On the other hand, during high-definition RT production, a bell win occurs when a player happens to stop in the push order for a bell win when a bell role is won. In addition, during the high-definition RT production, the production is performed so as to make it difficult to avoid the drop-in and win the production prize. On the other hand, during the high-definition RT effect, the drop-in prize is avoided when the player happens to stop in the normal pushing order when the fall replay role is won.

  In addition, after the high-definition RT effect is obtained, the sub-control CPU 41a controls the effect state so as to shift to the normal mode in response to a bell spill or a drop-in prize. In accordance with this, the control state is shifted to the low probability RT game.

  Next, various processes (information storage process, probability control process, transition lottery process) executed by the sub-control CPU 41a in order to execute various game effects in association with the ART transition lottery in the normal mode and the ART transition lottery The first to third effect execution processing) will be described in detail. The sub-control CPU 41a executes each process in the order of information storage process, probability control process, transition lottery process, first effect execution process, second effect execution process, and third effect execution process for each predetermined control cycle. To do. In the present embodiment, the sub-control CPU 41a that executes the following various processes functions as a specific notification effect control means.

  First, an information storage process for generating winning combination information corresponding to a winning combination and storing it in the sub-control RAM 41c will be described. The winning combination information is information that can identify the winning probability in the ART transfer lottery described later.

  In the information storage process, the sub control CPU 41a determines whether or not a variable game start command is input from the main control CPU 40a. The sub-control CPU 41a ends the information storage process when the variable game start command is not input.

  On the other hand, when a variable game start command is input, the sub control CPU 41a generates winning combination information as information corresponding to the winning combination instructed by the command, and uses the generated winning combination information as the sub control RAM 41c. To be stored in a predetermined storage area.

Here, the winning combination information generated by the sub-control CPU 41a in the information setting process will be described in detail.
As shown in FIG. 9A, in the pachislot 10, one winning combination information is associated with each winning combination as winning combination information corresponding to the corresponding winning combination. That is, the sub control CPU 41a uniquely generates winning combination information associated with the winning combination designated by the variable game start command. In the following, the winning combination information associated with “out of” is referred to as “offset information”, the winning combination information associated with the replay combination is referred to as replay combination information, and the winning combination information associated with the bell combination is defined as bell combination information and watermelon combination. The associated winning combination information is referred to as watermelon combination information, and the winning combination information associated with the cherry combination is referred to as cherry combination information. In the pachi-slot 10 of the present embodiment, the BN combination is also associated with the BN combination as the winning combination information.

  When the sub control CPU 41a newly generates winning combination information based on the change game start command, the sub control CPU 41a stores the generated winning combination information in a predetermined storage area set in the sub control RAM 41c.

  More specifically, in the sub control RAM 41c, a specific storage area associated with the variable game to be executed this time is set as a storage area for storing winning combination information. The sub-control RAM 41c is associated with the first storage area associated with the first (next time) variable game and the second (second after) variable game based on the current variation game. In addition, a third storage area associated with the variable game executed for the third time and a fourth storage area associated with the variable game executed for the fourth time are set.

  Then, when the variable control start command is input, the sub-control CPU 41a changes from the first storage area to the specific storage area, from the second storage area to the first storage area, from the third storage area to the second storage area, to the fourth storage area. A shift storage process is executed in which the winning combination information stored in each storage area is shifted and stored from the storage area to the third storage area. Further, the sub control CPU 41a stores the winning combination information newly generated based on the change game start command in the fourth storage area. Thereafter, the sub-control CPU 41a ends the information storage process.

  With such a configuration, winning combination information generated in a predetermined variable game is first stored in the fourth storage area, and each time the variable game is executed, the fourth storage area → the third storage area → the second The storage area is shifted and stored in the order of the first storage area, and finally stored in the specific storage area. That is, the winning combination information generated in a predetermined variable game is stored in the specific storage area with the execution of the fourth variable game based on the variable game in which the corresponding winning information is generated.

  In the pachi-slot 10, the sub-control CPU 41a that generates the winning combination information as described above functions as an information generation unit. As the winning combination information is generated in this way, a predetermined variable game satisfying the ART transfer lottery execution condition becomes the first specific game, and is generated with the start of the variable game after the end of the predetermined variable game. The state in which the winning combination information is stored in the specific storage area, that is, another variable game that is executed in correspondence with the generated winning combination information is the second specific game. A variation game (three variation games in this embodiment) executed between a predetermined variation game and another variation game is a special game.

  In the following description, the predetermined variation game is referred to as a first specific variation game, and another variation game that is executed in accordance with the winning combination information generated in the first specific variation game is referred to as a second specific variation game. There is a case. In addition, the variation game executed between the first specific variation game and the second variation game may be referred to as a special variation game.

Next, the probability control process performed by the sub-control CPU 41a for controlling the winning probability in the ART transfer lottery will be described.
In the probability control process, the sub control CPU 41a determines whether or not a variable game start command is input from the main control CPU 40a. The sub-control CPU 41a ends the probability control process when no variable game start command is input.

  On the other hand, when the variable control start command is input, the sub-control CPU 41a compares the first lottery state in which the ART transition lottery is performed with the first probability with a high probability, and the ART transition lottery has a high probability. It is determined whether or not a specific condition for causing the second lottery state performed with two probabilities is satisfied. This specific condition includes a first specific condition that is established when the winning combination instructed by the variable game start command is an effect replay combination, and a freeze described later by the main control CPU 40a together with the variable game start command. There is a second specific condition that is established when an effect is given and when an instruction is given. For this reason, the CPU 41a for sub control ends the probability control process when the winning combination other than the effect replay combination is instructed, and when the effect that the freeze effect is performed is not instructed.

Thus, the establishment of the second specific condition among the specific conditions is performed in relation to the result of the freeze process performed by the main control CPU 40a.
Here, the freeze process performed by the main control CPU 40a will be described.

  The main control CPU 40a performs freeze lottery in response to the start of a variable game during the low-probability RT1 game. This freeze lottery shall be performed regardless of the winning combination determined in the changing game at that time. In addition, random numbers are assigned to “winning” so that the rate of occurrence of freezes is 1/30, and random numbers are assigned to “non-winning” so that the probability is “29/30”. It is done by sorting. The main control CPU 40a decides to perform the freeze effect in the floating game at that time when winning in the freeze lottery, while freezing in the variable game at that time when not winning in the freeze lottery (when not winning). Decide that the production will not be performed.

  Further, when the main control CPU 40a is won in the freeze lottery, the start of the variable game is stagnant (hereinafter referred to as "freeze") triggered by the start of the variable game at that time (almost the operation of the next start lever 22). ) Stagnation control (freeze control). During this freeze control, the rotation of each reel is not started, and a movable body effect is produced by the effect movable body EK.

  The main control CPU 40a outputs a freeze instruction command for instructing the freeze setting to the sub control CPU 41a in accordance with the freeze setting. This freeze instruction command causes the sub control board 41 (sub control CPU 41a) to grasp the setting of the freeze. That is, in the probability control process, the sub control CPU 41a can determine that the second specific condition is satisfied when the freeze instruction command output from the main control CPU 40a is input through the freeze process.

  Subsequently, after executing the freeze control, the main control CPU 40a cancels the freeze when a predetermined effect time of the freeze effect elapses. The main control CPU 40a outputs a freeze release instruction command for instructing the release of the freeze to the sub control CPU 41a in accordance with the release of the freeze. This freeze release instruction command causes the sub control board 41 (sub control CPU 41a) to grasp the release of the freeze.

  In addition, during the freeze production, the start operation of the variable game is performed by the operation of the start lever 22, but the stop operation of each reel by the operation of each stop button 23L, 23C, 23R cannot be performed. Therefore, the start of the variable game is stagnated accordingly.

  Returning to the description of the probability control process, when the specific condition is satisfied, the sub control CPU 41a performs the ART transition lottery with the first probability in the current or next variation game according to the satisfied condition. It is determined that the second lottery state in which the ART transfer lottery is performed with the second probability having a high probability as compared with the state is caused to occur.

  When the sub-control CPU 41a determines that the first specific condition is satisfied when the winning of the effect replay role is instructed, the sub-control CPU 41a is in a state where the first specific condition is satisfied over one or more variable games from the next time. Then, it is decided to cause the second lottery state to occur for the changing game during this period. Further, when the sub-control CPU 41a determines that the second specific condition is satisfied by inputting a freeze instruction command, the sub-control CPU 41a sets the second specific condition for the current variable game as a state where the second specific condition is satisfied. Decide to create a lottery state.

  Note that there are cases where these specific conditions are satisfied, and in such a case, the state where the first specific condition is satisfied is reflected in the processing with priority. On the other hand, the state where the second specific condition is satisfied is reflected in the process in a state where the first specific condition is not satisfied.

  Then, the sub-control CPU 41a determines the establishment of the first specific condition based on the determination of the establishment of the first specific condition, that is, as information (a flag or the like) that can specify that the second lottery state is generated. The second lottery state start information is stored in the sub-control RAM 41c. For this reason, in a scene where the second lottery state start information is not stored in the sub-control RAM 41c, the state where the second specific condition is satisfied may be reflected in the process.

  In addition, when determining that the first specific condition is satisfied, the sub control CPU 41a determines the number of times (game times) of the variable game in which the ART shift lottery is executed in the second lottery state. More specifically, the sub-control CPU 41a acquires a random number value from the sub-control RAM 41c, and refers to the number distribution table T4 based on the acquired random number value. Determine the number of games. The frequency distribution table T4 is stored in the sub-control ROM 41b.

  As shown in FIG. 9 (b), in the number distribution table T4, a random number value corresponding to the number of games (1 to 4 times) is a predetermined number of values that the random number value can take. They are distributed one by one. It should be noted that the maximum number of games of 4 is the number of winning combination information that can be stored internally, that is, the number of information images Ga that can be displayed on the effect display device 14 (the number of information display areas) as will be described later. And the same number.

  According to the distribution mode of the random number values in the number distribution table T4, one to four games can be determined as the number of games for performing the ART transfer lottery in the second lottery state, and four times <3 It can be determined with high probability in the order of times <2 times <1 time. In particular, according to the number distribution table T4, one game number can be determined with the highest probability among all the game numbers, and can be determined under most circumstances.

  When the sub-control CPU 41a determines the number of games based on the establishment of the first specific condition, the sub-control RAM 41c stores game number information indicating the determined number of games. The number-of-games information can be specified when the number of games that can be specified from the information is 1 or more, while it is possible to specify that the first specifying condition is satisfied, that is, the second lottery state. When the number of games is 0 (zero), it can be grasped as information that can specify that the first specific condition is not satisfied, that is, the first lottery state. Thereafter, the sub control CPU 41a ends the probability control process. In this way, the sub control CPU 41a functions as a number determination means for determining the number of games to be set in the second lottery state.

Next, the transfer lottery process performed by the sub-control CPU 41a to execute the ART shift lottery will be described.
In the transfer lottery process, the sub control CPU 41a determines whether or not a variable game start command is input from the main control CPU 40a. When the sub-control CPU 41a does not input the change game start command, the sub-control CPU 41a ends the transition lottery process.

  On the other hand, when the variable control start command is input, the sub control CPU 41a determines whether or not the second lottery state start information is stored in the sub control RAM 41c. When the second lottery state start information is not stored, the sub control CPU 41a refers to the game count information stored in the sub control RAM 41c and determines whether or not the game count is 0 (zero). .

  When the determination result is affirmative (when the number of games is 0 (zero)), the sub control CPU 41a determines whether or not the second specific condition is satisfied, and the second specific condition is satisfied. If not in the state, the ART transfer lottery is executed with the first probability (first lottery state).

  More specifically, the sub control CPU 41a obtains a random number value from the sub control RAM 41c, and performs the first transition based on the obtained random number value and the winning combination information stored in the specific storage area. With reference to the lottery table T5, the winning for the ART transfer lottery (generation of ART transfer right) or the non-winning (non-occurrence of ART transfer right) is determined. The first transition lottery table T5 is stored in the sub-control ROM 41b.

  As shown in FIG. 10 (a), the first transition lottery table T5 is divided for each winning combination information, and values of random numbers for “winning” and “non-winning” for the ART transition lottery. However, a predetermined number is assigned among the numerical values that the random number can take.

  According to the distribution mode of the random number values in the first transition lottery table T5, the winning combination information stored in the specific storage area is the outlier information = replay combination information <bell combination information <cherry combination information <watermelon combination information. In this order, the winning probability for the ART transfer lottery increases. In other words, according to the first transition lottery table T5, when the winning combination information stored in the specific storage area is outlier information or replay combination information that becomes non-specific winning combination information, the winning probability for the ART transition lottery is It is impossible to win the ART transfer lottery at 0 (zero). Therefore, according to the first transition lottery table T5, in the case of watermelon role information, cherry role information, and bell role information, which are specific winning combination information, the ART transfer lottery has a higher probability than the off-line information or the replay role information. Winning is possible. Further, among the specific winning combination information, the watermelon combination information can be won in the ART transfer lottery with the highest probability. As described above, the sub-control CPU 41a is configured to be able to execute the special determination control that determines the level of the winning probability according to the winning combination information and executes the ART shift lottery in the first lottery state.

  On the other hand, if the determination result whether the number of games is 0 (zero) is affirmative (when the number of games is 0 (zero)), the sub control CPU 41a is in a state where the second specific condition is satisfied. If there is, the ART transfer lottery is executed with the second probability (second lottery state). Further, the sub-control CPU 41a has a second probability (second lottery state) when the determination result of whether or not the number of games is 0 (zero) is negative (when the number of games is 1 or more). Execute ART transfer lottery.

  More specifically, the sub control CPU 41a obtains a random number value from the sub control RAM 41c, and proceeds to the second transition based on the obtained random number value and the winning combination information stored in the specific storage area. With reference to the lottery table T6, the winning for the ART transfer lottery (generation of ART transfer right) or the non-winning (non-occurrence of ART transfer right) is determined. The second transition lottery table T6 is stored in the sub-control ROM 41b.

  As shown in FIG. 10 (b), the second transition lottery table T6 is divided for each winning combination information, and values of random numbers for “winning” and “non-winning” for the ART transition lottery. However, a predetermined number is assigned among the numerical values that the random number can take.

  According to the distribution mode of the random number values in the second transition lottery table T6, the winning combination information stored in the specific storage area is the outlier information = replay combination information <bell combination information = cherry combination information <watermelon combination information. In this order, the winning probability for the ART transfer lottery increases. That is, according to the second transition lottery table T6, when the winning combination information stored in the specific storage area is out-of-specific winning combination information or replay combination information, it is possible to win the ART transition lottery. ing. On the other hand, according to the second transition lottery table T6, in the case of watermelon role information, cherry role information, and bell role information that are specific winning combination information, the ART transition lottery is won with higher probability than the outlier information and the replay combination information. It is possible. Further, among the specific winning combination information, the watermelon combination information can be won in the ART transfer lottery with the highest probability. As described above, the sub-control CPU 41a is configured to be able to execute special determination control for determining the level of the winning probability according to the winning combination information and executing the ART shift lottery in the second lottery state.

  Further, according to the second transition lottery table T6, even when the same winning combination information is stored in the specific storage area, the probability is higher than in the case of referring to the first transition lottery table T5. Win the ART transfer lottery. That is, in the present embodiment, during the occurrence of the second lottery state, the ART transition lottery is won with higher probability than in the first lottery state.

  As a result of performing the ART transfer lottery with reference to each of the transfer lottery tables T5 and T6, the sub control CPU 41a indicates the generation of the right to shift to the ART mode in the ART flag. Set the information. On the other hand, if the sub-control CPU 41a does not generate the right to shift to the ART mode as a result of performing the ART shift lottery with reference to the respective transfer lottery tables T5 and T6, the right to shift to the ART mode is set in the ART flag. Does not set information indicating the occurrence of Thereafter, the sub control CPU 41a ends the transfer lottery process. Thus, the sub control CPU 41a performs the ART transfer lottery in the variable game with the determined number of games based on the second probability (second lottery state).

  Further, when the determination result of whether or not the second lottery state start information is stored in the sub control RAM 41c is affirmative, the sub control CPU 41a determines whether or not the number of games that can be specified from the game number information is zero. Regardless of the above, the ART transfer lottery is executed with the first probability (first lottery state) using the first transfer lottery table T5. Thereafter, the sub control CPU 41a ends the transfer lottery process.

  As described above, the sub-control CPU 41a is based on the winning combination information stored in the specific storage area in the state where the first specific condition is established based on the winning combination in the variable game being the effect replay combination. Referring to the second transition lottery table T6, it is possible to perform the ART transition lottery in the variable game. On the other hand, the sub-control CPU 41a has the winning combination information stored in the specific storage area in a state where the second specific condition is established based on an instruction to perform the freeze effect by the main control CPU 40a. In addition, it is possible to refer to the second transition lottery table T6 and perform the ART transition lottery in the variable game.

  Further, the sub-control CPU 41a displays the winning combination information stored in the specific storage area when the winning combination in the variable game is a winning combination different from the effect replay combination and the second specific condition is not satisfied. In addition, the ART transfer lottery in the variable game is performed with reference to the first transfer lottery table T5.

  Further, in the pachislot 10, the ART transfer lottery based on the winning combination (winning combination information) in the first specific variation game is a predetermined number of variation games (fourth in this embodiment) counted from the first specific variation game. Its execution is deferred until it starts. In the pachislot 10, the ART transfer lottery based on the winning combination (winning combination information) in the first specific variation game is executed in the predetermined number of variation games. As described above, in the pachislot 10, the determination timing of the winning combination is different from the execution timing of the ART shift lottery based on the corresponding winning combination (winning combination information). Therefore, it can be said that the winning combination information of the present embodiment is information indicating the ART transfer lottery whose execution is suspended.

Next, in the effect execution process, the first effect execution process as the notification effect control performed by the sub-control CPU 41a in order to execute the movable body effect will be described.
First, the situation where the possible body effect is executed will be described.

  As shown in FIG. 8, in the low-probability RT1 game in which the control state is low, the first specific condition based on winning (winning) of the effect replay role is established, or the freeze effect is performed (winning the freeze lottery). 2 When the specific condition is satisfied, the movable body effect is executed when the effect state is the normal mode.

  The winning of the effect replay role, that is, the first specific condition is established with the winning probability (1/20) of the effect replay role. In addition, the freeze effect, that is, the second specific condition is established with the winning probability (1/30) of the freeze lottery. For this reason, the trigger for executing the movable body effect is determined for each variable game with the probability (1/12) of the winning probability of the effect replay role and the winning probability of the freeze lottery.

  In the low-reliability RT1 game in which the control state is low, even when the production state is in the preparation mode, a win for the production replay role or a freeze production may occur, but the movable body production is not executed. In particular, when a freeze effect occurs, the effect control is performed so as to make it appear that the wait time has elapsed even though the image is being frozen.

  Then, the sub-control CPU 41a performs control according to the execution trigger of the movable body effect. That is, when the first specific condition is satisfied as an execution opportunity, the movable body effect is executed in accordance with the end of the variable game where the first specific condition is satisfied (third stop operation). When the second specific condition is satisfied as an execution opportunity, the movable body effect is executed at the start (during freezing) of the variable game where the second specific condition is satisfied.

First, the first effect execution process based on the establishment of the first specific condition will be described.
In the first effect execution process in this case, the sub control CPU 41a determines whether or not an operation signal instructing the third stop operation is input from the main control CPU 40a. The CPU 41a for sub control ends the first effect execution process when the operation signal for instructing the third stop operation is not input.

  On the other hand, when the operation signal instructing the third stop operation is input, the sub control CPU 41a determines whether or not the second lottery state start information is stored in the sub control RAM 41c. When the second lottery state start information is stored in the sub control RAM 41c, the sub control CPU 41a controls the operation of the effect movable body EK so as to execute the moveable effect. Thereby, in this embodiment, a movable body effect is performed at the timing when a 3rd stop operation is made on condition that the effect replay combination is determined at the time of the start of a change game. As described above, the second lottery state start information is information stored in the sub-control RAM 41c on the condition that the effect replay combination is determined at the start of the variable game.

  When the sub control CPU 41a starts the movable body effect on condition that the second lottery state start information is stored, the sub control CPU 41a clears (deletes) the second lottery state start information. Thereafter, the sub control CPU 41a ends the first effect execution process.

  On the other hand, the sub-control CPU 41a stores the second lottery state start information in the sub-control RAM 41c when the operation signal instructing the third stop operation is input and the second lottery state start information is not stored in the sub-control RAM 41c. It is determined whether or not the number of games is 0 (zero) with reference to the game number information. When this determination result is affirmative (when the number of games is 0 (zero)), the sub control CPU 41a ends the first effect execution process without causing the effect movable member EK to execute the moveable effect.

  On the other hand, if the determination result of whether or not the number of games is 0 (zero) is negative (when the number of games is 1 or more), the sub-control CPU 41a can specify a game based on the game number information. Information indicating the number of games obtained by subtracting 1 from the number of times is stored in the sub-control RAM 41c as new game number information.

  The sub-control CPU 41a determines whether or not the number of games has become 0 (zero) as a result of subtracting 1 from the number of games. When this determination result is affirmative (when the number of games becomes 0 (zero)), the sub control CPU 41a controls the operation of the effect movable body EK so that the effect of the movable object effect being executed is terminated. . Thereafter, the sub control CPU 41a ends the first effect execution process.

  If the determination result of whether or not the number of games has become 0 (zero) as a result of subtracting 1 from the sub-control CPU 41a is negative (when the number of games is 1 or more), the movable body effect being executed continues. The operation of the effect movable body EK is controlled as described above. Thereafter, the sub control CPU 41a ends the first effect execution process.

  With such first effect execution control, in the pachislot 10, in the last variable game among the variable games of the number of games indicated by the game number information, from the timing of the third stop operation in the variable game won for the effect replay role. The movable body effect by the effect movable body EK is executed until the timing of the third stop operation.

Next, the first effect execution process based on the establishment of the second specific condition will be described.
In the first effect execution process in this case, the sub control CPU 41a determines whether or not a freeze instruction command is input from the main control CPU 40a. When the freeze control command is not input, the sub control CPU 41a ends the first effect execution process.

  On the other hand, when the freeze instruction command is input, if the second specific condition is satisfied, the sub control CPU 41a is not in the state in which the first specific condition is satisfied, but is also in the second lottery state in the sub control RAM 41c. Since the start information is not stored, the operation of the rendering movable body EK is controlled so as to execute the movable body rendering. Thereby, in this embodiment, a movable body effect is performed during this freeze, on condition that a freeze effect is performed at the time of the start of a variable game. In this case, the sub-control RAM 41c stores game number information indicating that the number of games is 0 (zero).

  In addition, when the sub control CPU 41a inputs the freeze release instruction command and inputs the operation signal instructing the third stop operation from the main control CPU 40a, the movable body effect to be executed is finished. The operation of the effect movable body EK is controlled as described above. Thereafter, the sub control CPU 41a ends the first effect execution process.

  On the other hand, the sub-control CPU 41a performs processing related to the movable body effect when the sub-control RAM 41c stores the second lottery state start information or the game count information indicating that the game count is 1 or more. The first effect execution process is terminated without any processing. In such a situation, the movable body effect EK is executed (executed) based on the establishment of the first specific condition, but the freeze instruction command may be input, and in this case, the sub-control is performed. CPU41a complete | finishes a 1st effect execution process, without performing the process regarding a movable body effect, even if it is in the freeze.

  By such first effect execution control, in the pachislot machine 10, the movable object effect by the effecting movable body EK is performed from the start of the variable game accompanied by the freeze effect to the timing of the third stop operation in the variable game. Executed.

  Therefore, the movable body effect of the present embodiment is won by the freeze lottery when the effect replay combination (specific winning combination) is determined if the first specific condition is satisfied, and when the second specific condition is satisfied. It becomes the specific notification effect which notifies that, and the movable body for effect EK functions as a specific notification effect execution means. In addition, the movable body effect is a notification effect that notifies the execution of the specific determination whose execution is suspended. Then, the sub control CPU 41a functions as a specific notification effect control means capable of controlling the effect movable body EK.

Next, in the effect execution process, the second effect execution process as the information display control performed by the sub-control CPU 41a to execute the information display effect will be described.
In the second effect execution process, the sub control CPU 41a determines whether or not a variable game start command has been input. When this determination result is negative (when a variable game start command is not input), the sub control CPU 41a ends the second effect execution process.

  On the other hand, when the sub-control CPU 41a inputs a variable game start command, the information image Ga corresponding to the winning combination information stored in each storage area of the sub-control RAM 41c is displayed in each information display area H1 to H4. The display content of the effect display device 14 is controlled so that each is displayed.

  As shown in FIG. 9A, the winning combination information in the pachislot 10 is also information that can specify the display mode of the information image Ga to be displayed in the information display areas H1 to H4. In other words, the outlier information is a white information image Ga, the replay combination information is a blue information image Ga, the bell combination information is a yellow information image Ga, the watermelon combination information is a green information image Ga, and the cherry combination information is red. It is possible to specify that the information image Ga is displayed.

  More specifically, the sub-control CPU 41a displays an effect so that the information image Ga displayed in the information display area H1 is hidden as the information image corresponding to the winning combination information stored in the first storage area. The display content of the device 14 is controlled. Further, the sub-control CPU 41a slides the information image Ga displayed in the information display area H2 as an information image corresponding to the winning combination information stored in the second storage area, and moves to the information display area H1. The display content of the effect display device 14 is controlled so as to be displayed.

  Further, the sub-control CPU 41a slides the information image Ga displayed in the information display area H3 upward as the information image corresponding to the winning combination information stored in the third storage area, and moves to the information display area H2. The display content of the effect display device 14 is controlled so as to be displayed. The sub-control CPU 41a slides the information image Ga displayed in the information display area H4 upward and displays it in the information display area H3 as an information image corresponding to the winning combination information stored in the fourth storage area. The display content of the effect display device 14 is controlled as described above.

  That is, the sub-control CPU 41a displays the information image Ga corresponding to the winning combination information stored in the first storage area in the information display area H1 and the information image corresponding to the winning combination information stored in the second storage area. The effect display device 14 is controlled such that Ga is displayed in the information display area H2 and an information image Ga corresponding to the winning combination information stored in the third storage area is displayed in the information display area H3. The sub-control CPU 41a displays the information image Ga corresponding to the winning combination information stored in the fourth storage area until the operation signal instructing the third stop operation in the current variation game is input. It is not displayed in the area H4.

  The sub-control CPU 41a controls the effect display device 14 so that the effect display related to the information image Ga described above is performed at the start timing of the fluctuation of each reel. For this reason, when the sub control CPU 41a is based on establishment of the second specific condition, the effect display related to the information image Ga described above is the release of the freeze (input of the freeze release instruction command), that is, the start timing of the fluctuation of each reel. The effect display device 14 is controlled so as to be performed.

  Next, in the second effect execution process based on the establishment of the first specific condition, the sub control CPU 41a refers to the game count information stored in the sub control RAM 41c to determine whether the game count is 0 (zero). Determine whether or not. When this determination result is affirmative (when the number of games is 0), the sub control CPU 41a ends the second effect execution process.

  On the other hand, if the determination result of whether or not the number of games is 0 (zero) is negative (when the number of games is 1 or more), the sub-control CPU 41a newly wins the winning combination newly stored in the specific storage area The display content of the effect display device 14 is controlled such that the information image Ga corresponding to the information is projected from above between the movable members K1 and K2 of the effect movable body EK. That is, the sub-control CPU 41a controls the display content of the effect display device 14 so that the special information display effect is displayed. Thereafter, the sub control CPU 41a ends the second effect execution process.

  Further, the sub-control CPU 41a corresponds to the winning combination information newly stored in the specific storage area in the second effect execution process based on the establishment of the second specific condition, similarly to the case based on the establishment of the first specific condition. The display content of the effect display device 14 is controlled so that the information image Ga to be displayed falls between the movable members K1 and K2 of the effect movable body EK from above. Thereafter, the sub control CPU 41a ends the second effect execution process.

  Thus, in the pachi-slot 10, the special information display effect is executed together with the movable body effect. That is, it can be understood that the special information display effect constitutes a notification effect that notifies the execution of the ART shift lottery that is suspended.

Next, in the effect execution process, a third effect execution process as information display control performed by the sub-control CPU 41a in order to execute the information display effect will be described.
In the third effect execution process, the sub-control CPU 41a determines whether or not an operation signal instructing the third stop operation has been input. When this determination result is negative (when no operation signal is input), the sub control CPU 41a ends the third effect execution process.

  On the other hand, when the determination result of whether or not the operation signal is input is affirmative (when the operation signal instructing the third stop operation is input), the sub control CPU 41a stores the fourth control area in the sub control RAM 41c. The display content of the effect display device 14 is controlled so that the information image Ga corresponding to the stored winning combination information is displayed in the information display area H4. Thereafter, the sub control CPU 41a ends the third effect execution process.

  Therefore, in the pachislot 10, the information image Ga corresponding to the winning combination information generated in the predetermined variation game is first displayed in the information display region H4, and each time the variation game is executed, the information display region H4 → H3. It is moved and displayed in the order of → H2 → H1.

  Next, an example of the execution mode of the variable game in the pachislot 10 configured as described above will be described. In the example described below, white information images Ga (out-of-range information) are displayed in the information display areas H1 to H4, respectively, with the end of the changing game (third stop operation) performed immediately before. Indicates the situation. In addition, it is assumed that a watermelon combination is determined at the start of the first variation game, and a deviation is determined at the start of the second and third variation games.

  As shown in FIG. 11A, in the effect display device 14, the information image Ga displayed in the information display area H1 is not displayed at the start timing of the first variation game (first specific variation game). At the same time, the information image Ga displayed in the information display areas H2 to H4 is slid onto the information display areas H1 to H3. In the effect display device 14, the information image Ga is not displayed in the information display area H4 during the first variation game.

  As shown in FIG. 11B, in the effect display device 14, the green information image Ga corresponding to the watermelon combination information is displayed in the information display area H4 at the timing of the end of the first variation game (third stop operation). Is displayed. As a result, the player can perform an ART transfer lottery based on watermelon combination information that has a higher probability than other winning combination information in a variable game in which the green information image Ga is digested (not displayed). Recognize what will be done.

  As shown in FIGS. 11C and 11D, in the effect display device 14, the information image Ga in the information display area H1 is not displayed at the start timing of the second and third variable games. The state in which the information images Ga in the information display areas H2 to H4 are respectively slid is displayed. Thus, the green information image Ga is displayed in the information display area H3 in the second variation game and in the information display area H2 in the third variation game. For this reason, the player can recognize that a fluctuating game that can receive an ART transfer lottery with an advantageous winning probability will be executed soon.

In the effect display device 14, the white information image Ga corresponding to the shift information is displayed in the information display area H4 at the end timing of the second and third variable games.
As shown in FIG. 11E, in the effect display device 14, the information image Ga in the information display area H1 is not displayed at the start timing of the fourth variation game (special variation game), and each information display is performed. A state in which the information images Ga in the areas H2 to H4 are slid and moved is displayed.

  For example, when the first specific condition is satisfied by winning the effect replay role at the start of the fourth variable game, the movable object effect by the effecting movable object EK at the timing of the third stop operation of the variable game Is executed, and at least the second lottery state in which the ART transfer lottery in the next (fifth time here) variable game is received with an advantageous winning probability is generated.

  For this reason, as shown in FIG. 11D, when the information image Ga corresponding to the next variation game corresponds to winning combination information that can receive the ART transfer lottery with an advantageous winning probability, the variation game start operation is performed. It is possible to have a sense of expectation for winning the effect replay role when performing and performing the stop display of the effect replay stop eye when performing the stop operation.

  As shown in FIG. 11 (f), in the effect movable body EK, when the effect replay role is won at the start of the fourth variable game, the movable object is at the end of the variable game (third stop operation). Production is performed. Thereby, the player can recognize that at least the ART transition lottery in the next variation game can be received in the second lottery state with a high probability.

  In particular, in the situation shown in FIG. 11 (f), the player can recognize that the winning combination information corresponding to the next variable game is watermelon combination information, which is advantageous due to the type of winning combination information. In addition to receiving the ART transfer lottery with probability, it can be recognized that the ART transfer lottery can be received with an advantageous winning probability due to the occurrence of the second lottery state.

  As shown in FIG. 11G, in the effect display device 14, the blue information image Ga corresponding to the replay combination information is displayed in the information display area H4 at the end timing of the fourth variable game.

  Then, as shown in FIG. 11 (h), in the effect display device 14, the information image Ga in the information display area H1 is not displayed at the start timing of the fifth variation game (second specific variation game). The state in which the information images Ga in the information display areas H2 to H4 are respectively slid is displayed. In addition, in the effect display device 14, a state in which the green information image Ga displayed in the information display area H <b> 1 falls between the movable members K <b> 1 and K <b> 2 in the effect movable body EK from above is displayed, and the special information display is performed. Production is performed.

For this reason, the player can recognize that the ART transfer lottery in the current variation game is performed in the second lottery state based on the watermelon combination information corresponding to the green information image Ga.
Therefore, in the pachislot machine 10, the information image Ga associated with the winning combination information for which the execution of the ART transition lottery is suspended is displayed on the effect display device 14 during the period in which the execution of the ART transition lottery is suspended. . Therefore, the player can easily grasp the degree of expectation for winning the ART transition lottery that is suspended from execution by visually recognizing the information image Ga displayed on the effect display device 14.

  Further, in the pachislot 10, the movable body effect is executed by the effect movable body EK in synchronization with the period in which the second lottery state is occurring. Therefore, the player can recognize that the ART transition lottery can be received with an advantageous winning probability by the occurrence of the second lottery state during the period in which the movable body effect is being executed. Further, in the pachislot 10, the special information display effect is performed when the variable game is performed during the execution of the movable body effect (during the occurrence of the second lottery state). Therefore, it can be recognized from the situation in which this special information display effect is executed that the ART transfer lottery in the current variable game can be received with an advantageous winning probability.

  On the other hand, in the case where the replay role is not won at the start of the fourth variation game and there is no freeze effect (when neither the first specific condition nor the second specific condition is satisfied), the effect movable body EK Therefore, the second lottery state in which the movable body effect is not executed and the ART transition lottery in the next variable game can be received with an advantageous winning probability is not generated. For this reason, the player performs in the first lottery state in which the ART transition lottery is the fifth variable game at the corner where the ART transition lottery will be performed based on the watermelon role information, and the winning probability is unfavorable. Can be recognized.

  However, when the second specific condition is satisfied by including a freeze effect at the start of the next variable game, which is the fifth time, it is movable during the freeze effect of the fifth variable game (second specific variable game). The body effect comes to be executed.

  That is, as shown in FIG. 11G, the effect display device 14 executes the movable object effect at the start timing of the fifth variable game. As a result, the player could not win the replay role in the second to fourth special variation games, but the ART transition lottery in the fifth variation game this time is highly probable due to the second lottery state. I can recognize it.

  In particular, in the situation shown in FIG. 11 (g), the player performs the ART transfer lottery in the fifth variation game this time based on the watermelon combination information that can be received with the winning probability that is advantageous among the winning combination information. It can be recognized that even a winning probability that is advantageous in the two lottery states can be received.

  Then, as shown in FIG. 11 (h), in the effect display device 14, the information image Ga in the information display area H1 is not displayed at the timing when the freeze of the fifth variable game is canceled, and each information A state in which the information images Ga in the display areas H2 to H4 are slid and moved is displayed. In addition, in the effect display device 14, a state in which the green information image Ga displayed in the information display area H <b> 1 falls between the movable members K <b> 1 and K <b> 2 in the effect movable body EK from above is displayed, and the special information display is performed. Production is performed.

  According to this configuration, even if it is not possible to win the effect replay role in the special variation game, the ART transition lottery is highly probable until the start of the second specific variation game in which the ART transition lottery is performed based on the watermelon role information. It can be expected to be received in a certain second lottery state.

Therefore, according to the present embodiment, the following effects can be obtained.
(1) In addition to the case where the first specific condition in which the winning combination in the special variable game performed between the first specific variable game and the second specific variable game is an effect replay combination is satisfied, the second specific variable game Even when the second specific condition for winning the freeze lottery performed with the start is satisfied, the ART transfer lottery in the second specific variable game is performed with high probability. For this reason, even if the special replay game is not won for the replay role, it is possible to win the freeze lottery in the second specific variable game and receive the ART transition lottery in the second specific variable game with an advantageous probability. Can make you expect. Therefore, it is possible to increase the expectation for the ART mode to occur and to improve the interest of the player.

  (2) During the freeze, a movable body effect that notifies that the second specific condition is satisfied is executed. For this reason, the player pays attention to the movable body effect, strongly impresses that the ART transition lottery in the second specific variation game can be received with an advantageous probability, and further increases the player's expectation for winning the ART transition lottery. Can be increased.

  (3) Since the number of variable games in which the ART transfer lottery is executed with the second probability can be changed, it is possible to further increase the player's expectation for winning the ART transfer lottery.

  (4) If the winning combination information generated with the execution of the first specific variation game is winning combination information that is relatively easy to win the ART transfer lottery such as watermelon role information, the winning combination is relatively won. In the second specific variation game, it is easier to win the ART transfer lottery than in the case of the hard-to-go information or replay combination information. Therefore, it is possible to enhance the expectation that an ART mode advantageous to the player will occur, and to improve the interest of the player.

  (5) A winning combination that can generate winning combination information that is relatively easy to win in the ART transfer lottery (in this embodiment, a watermelon, a cherry, a bell), and a winning combination that cannot generate such winning combination information. Since there are (out of lane (BN role), replay role), it is possible to focus on the winning combination in the first specific variation game, and to improve the player's interest in the game.

  (6) The ART transfer lottery in the second specific variation game is executed with a winning probability corresponding to the winning combination determined at the start of the special variation game. For this reason, in the special variation game, it can be expected that the winning combination that can receive the ART transfer lottery in the second specific variation game with an advantageous probability is determined. Therefore, it is possible to increase the expectation that the ART mode will be generated before the start of the special variation game started based on the start operation by the player, and to improve the interest of the player.

  (7) In addition to the winning combination of the special variation game, the ART transfer lottery is won with a probability corresponding to the winning combination of the first specific variation game. For this reason, the player who recognizes the winning combination in the first specific variation game can be focused on the winning combination in the special variation game, and the player's interest in the game can be further improved.

  (8) Depending on whether or not the winning combination in the special variation game is an effect replay combination, the ART transition lottery is won with the first probability or the second probability that is higher than the first probability. Therefore, it is possible to pay attention to the winning combination in the special variation game, increase the expectation that the ART mode will be generated before the start of the special variation game, and further improve the interest of the player.

  (9) On the effect display device 14, the information image Ga corresponding to the winning combination of the first specific variation game is displayed as a so-called history. Therefore, the winning combination (winning combination information) in the first specific variation game can be easily grasped, and the interest of the player in the special variation game can be further improved.

(11) Since the effect movable body EK notifies that the effect replay role has been won in the special variation game, it is possible to further improve the interest of the player who has won the effect replay role.
(12) By displaying the information image Ga, it can be recognized that the execution of the ART transfer lottery is put on hold, and further, the ART transfer lottery that has been put on hold is executed with a favorable winning probability by the movable body effect. Can be recognized. For this reason, it is possible to make the player recognize the trend such as the suspension and execution of the ART transition lottery that triggers the generation of the ART mode advantageous to the player, thereby improving the interest of the player who expects the ART mode.

  (13) Since the movable body effect is executed on the condition that the effect replay role is determined, the effect replay role is determined in the special variation game, and a display result corresponding to the effect replay role is derived. Attract attention and improve the interest of the player who expects the occurrence of ART mode.

  (14) Since the game effect in the second lottery state is performed by combining the movable object effect by the effect movable body EK and the display effect (special information display effect) in the effect display device 14, it is surprising to the player. To improve interest.

The embodiment is not limited to the above, and may be embodied as follows, for example.
The establishment of the second specific condition can be determined in addition to accompanying the freeze effect, and may be determined by a dedicated lottery for determining only the establishment of the second specific condition. In this case, the movable body effect based on the establishment of the second specific condition is executed in a situation that does not involve the freeze effect, but the movable body effect is usually executed in accordance with the start of fluctuation of each reel. That's fine.

-Freeze lottery can also change the winning probability based on the winning combination won in the floating game.
The establishment of the second specific condition may be such that a lottery is first performed as to whether or not the second specific condition is satisfied, and a freeze lottery is further performed in the case of the result of establishment. When the second specific condition is satisfied, the possibility that the ART transition lottery is performed with the second probability may be determined depending on whether or not the freeze effect is accompanied.

  The freeze lottery for determining whether the second specific condition is satisfied is set to be performed for each variable game. However, the freeze lottery may be performed only in a situation where the first specific condition is not satisfied.

  -When the state where the first specific condition and the second specific condition are satisfied overlaps, the process may be shifted with priority given to the state where the second specific condition is satisfied. In this case, it is possible to give a privilege such that the winning probability is higher than the second probability. In addition, when the established conditions of the first specific condition and the second specific condition overlap, it is possible to give a privilege such as confirming the winning in the ART transfer lottery.

-Depending on the establishment of the second specific condition, it is only necessary to be performed with the second probability only with respect to the internal lottery without accompanying the movable body effect.
-Depending on the establishment of the second specific condition, it may be possible to perform not only the changing game at that time but also the ART transfer lottery in the next and further next changing games with the second probability. That is, even when the second specific condition is satisfied, the number of times of the variable game in which the ART transition lottery is executed may be determined with the second probability. According to such a specification, the special determination relating to the establishment of the second specific condition does not necessarily have to be performed with the start of the second variable game. As a result, “when the second specific condition is satisfied at the start of the second specific game, even if the first specific condition is not satisfied, the specific determination in the second specific game is targeted. It is also possible to introduce a technical idea such that “special determination control can be executed”.

  The sub-control CPU 41a may generate a right to shift to the ART mode when the number of variable games executed during the normal mode reaches a predetermined prescribed number of games (so-called “ceiling game number”). In this case, the pachi-slot 10 may include a plurality of tables (game modes) for determining the prescribed number of games. Then, the sub control CPU 41a may be configured to be able to execute the ART transfer lottery in the first lottery state or the second lottery state with a probability according to the table (game mode) being set.

The main control CPU 40a may determine the winning combination with a probability corresponding to the table being set (game mode) when the table is provided.
The sub-control CPU 41a is a case where winning combination information (for example, cherry combination information) corresponding to a predetermined winning combination is stored in the first to fourth storage areas, and further a specific winning combination (for example, effect replay) When winning a winning combination, the winning combination information corresponding to the predetermined winning combination may be rewritten with winning combination information having a higher winning probability in the ART transfer lottery. In this case, the player's expectation can be enhanced by changing (raising) the information image Ga displayed on the effect display device 14.

  When the winning combination information (bell role information, watermelon role information, and cherry role information) having a high winning probability in the ART transfer lottery is stored in the second storage area, the sub-control CPU 41a is triggered by a start operation, for example. The effect display device 14 may be controlled to execute a predetermined game effect. According to this, by executing a predetermined game effect at the timing of the start operation, if the winning replay role is won in the current variable game, both the winning role information and the lottery state are advantageous, and the ART transfer lottery Can be recognized and the player's expectation can be enhanced.

  The sub-control CPU 41a may control the display content of the effect display device 14 so that a symbol variation effect that causes the effect symbol image to be variably displayed is displayed with the start operation in the second lottery state. In this case, the sub-control CPU 41a may control the display contents of the effect display device 14 so that a symbol image indicating whether or not the ART transition lottery is won is derived with the third stop operation as a trigger.

  -When executing the special information display effect, the sub-control CPU 41a may win the ART transition lottery by changing the display mode (size, brightness, etc.) of the information image Ga used for the special information display effect. You may make it alert | report the expectation degree which shows the height of property.

  The main control CPU 40a may change the stop eye to be derived by the drum unit 13 according to the stop timing of the stop buttons 23L, 23C, and 23R when the effect replay combination is won.

The information image Ga may be changed to a different image such as an image simulating a vehicle or an animal.
-The execution mode of the information display effect may be changed. For example, the display position and display timing of the information image Ga may be changed, and only a part of the information image Ga is displayed among the information images Ga corresponding to the winning combination information stored in the first to fourth storage areas. May be. The effect display device 14 may display an information image Ga corresponding to the winning combination information stored in the specific storage area.

-The execution mode of the movable body effect may be changed. For example, the shape (constituent member) of the effect movable body EK, the arrangement position of the effect movable body EK, the operation of the effect movable body EK, and the like may be changed.
In addition, the start timing and end timing of the movable body effect may be changed. For example, the sub-control CPU 41a may start the movable body effect at the timing of the start operation, and may end the movable body effect at the timing of the start operation.

The sub-control CPU 41a may execute the movable body effect in conjunction with the execution of the special information display effect, while not executing the movable body effect during the non-execution of the special information display effect.
-When the winning combination is instructed, the sub-control CPU 41a may generate any winning combination information from among a plurality of winning combination information associated with the corresponding winning combination. In this case, the winning probabilities for different ART transfer lotteries may be set in a plurality of winning combination information associated with one winning combination.

  -The sub-control CPU 41a may be able to determine only “1” as the number of times of executing the ART transition lottery in the second lottery state, or may be able to determine the number of times of five or more games. .

  The sub-control CPU 41a may perform an ART transfer lottery with a constant winning probability regardless of the type of winning combination information. Even in this case, the ART transfer lottery in the second specific variation game can be performed with different winning probabilities depending on whether or not the effect replay combination is determined at the start of the special variation game.

  The sub-control CPU 41a performs a special determination as to whether or not to cause the second lottery state when the winning of the effect replay role is instructed, on condition that the determination result of the special determination is affirmative The second lottery state may occur.

  ・ In the freeze production, the operation of each reel may be accompanied, and during this freeze, the operation of the production of each reel is further performed by operating the operation means such as a stop button by the player. It can also be made to stop. In addition, the freeze effect can be set as a scene in the middle or end of the variable game.

The notification effect may be executed as a light emission effect of the lamp R or a sound effect of the speaker SP.
The information display effect may be executed using a lamp or display device different from the effect display device 14.

A different replay combination may be set as a replay combination that can be determined in the low probability RT game and the high probability RT game.
The CPU 40a for main control may perform part or all of the control related to the effect state.

• The period for controlling the ART mode can be determined by time.
-You may change the specifications of the transition of the production state until entering the ART mode. For example, the specification of the ART mode can be realized by a stock type that manages the ART mode in units of sets.

  The specific game state only needs to be advantageous for the player. For example, the winning probability of the combined replay role can be set almost the same as other game states. In this case, in a specific gaming state, a specification that allows a bell navigation effect to be performed can be advantageous to the player. In addition, in the low probability RT game and the high probability RT game, the winning probability of the combined replay roles can be made almost unchanged (same).

-The configuration of the control state (game state) may be arbitrarily changed, and the types of general games having different RT performances can be increased.
・ Winners with award medals can be determined as winners that trigger the transition to high-definition RT games. In this case, the award medal can be paid out in a specific push order, while the award medal is not paid out in a push order other than the specific push order.

  -The effect state is notified to the player by the light emission effect of the lamp R, the dedicated lamp for each effect state is provided and these are turned on to notify the player of the effect state, or the effect state by the sound effect of the speaker SP May be notified to the player. In this case, various effects such as navigation may be performed by the lamp R or the speaker SP.

  -The timing at which the stop button is operated may be used as an element that can change the stoppage in the replay role or the bell role. In this case, the specification which aims at the specific part (design) in each reel (one or all) can be considered. And in various navigation effects, the timing (a specific part (symbol)) which operates a stop button is notified.

・ Bonus games may not be provided.
-It may be embodied in a pachinko slot machine (pachislot machine) that uses game balls (pachinko balls) as game media.

  EK ... Movable body for production (specific notification production execution means), 10 ... Pachinko slot machine (game machine), 13 ... Drum unit (design display means), 14 ... Production display device (specific notification production execution means), 40 ... Main Control board, 40a ... Main control CPU (winning role determination means, stop operation accepting means, symbol display control means), 41 ... Sub control board, 41a ... Sub control CPU (specific determination means, state control means, information display control) Means, number-of-times determination means, specific notification effect control means, special determination means).

Claims (4)

  1. In the gaming machine capable of executing a game to be executed by the symbol display means by starting the variation of the symbols of the plurality of columns based on the start operation and stopping the variation of the symbols of the column corresponding to the stop operation based on the stop operation
    A winning combination determining means for determining a winning combination that allows winning based on the start operation;
    Stop operation accepting means for accepting the stop operation;
    A symbol display control means for controlling the symbol display means based on the winning combination determined by the winning combination determining means and the stop operation received by the stop operation receiving means to derive a display result;
    Specific determination means for performing a specific determination as to whether or not to allow the occurrence of a specific gaming state advantageous to the player as compared to a non-specific gaming state;
    State control means capable of controlling the occurrence of the specific gaming state on condition that the determination result of the specific determination is affirmative;
    Information generating means for generating winning combination information according to the winning combination determined by the winning combination determining means ,
    In one game, the information generating means generates the winning combination information in accordance with the winning combination determined at the start of the current game, and in the same one game, the specific determining means executes the previous game. The specific determination is performed based on the winning combination information generated along with,
    The specific determination means includes
    If the first specific condition is satisfied in the special game executed between the first specific game performed before the current game and the second specific game which is the current game, the second specific game It is configured to be able to execute special determination control for specific determination, and to perform specific determination control with a higher probability than when the first specific condition is not satisfied, for the specific determination targeted.
    When the second specific condition is satisfied in the second specific game, the special determination control is performed for the specific determination in the second specific game even when the first specific condition is not satisfied. A gaming machine that is configured to be executable.
  2. In the gaming machine capable of executing a game to be executed by the symbol display means by starting the variation of the symbols of the plurality of columns based on the start operation and stopping the variation of the symbols of the column corresponding to the stop operation based on the stop operation
    A winning combination determining means for determining a winning combination that allows winning based on the start operation;
    Stop operation accepting means for accepting the stop operation;
    A symbol display control means for controlling the symbol display means based on the winning combination determined by the winning combination determining means and the stop operation received by the stop operation receiving means to derive a display result;
    Specific determination means for performing a specific determination as to whether or not to allow the occurrence of a specific gaming state advantageous to the player as compared to a non-specific gaming state;
    State control means capable of controlling the occurrence of the specific gaming state on condition that the determination result of the specific determination is affirmative;
    Information generating means for generating winning combination information according to the winning combination determined by the winning combination determining means,
    The information generating means generates the winning combination information according to the winning combination determined at the start of one game, and performs the specific determination based on the corresponding winning information, and the specific determining means In the game of
    The specific determination means includes
    If the first specific condition is satisfied in the special game executed between the first specific game performed before the current game and the second specific game which is the current game, the second specific game It is configured to be able to execute special determination control for specific determination, and to perform specific determination control with a higher probability than when the first specific condition is not satisfied, for the specific determination targeted.
    When the second specific condition is satisfied in the second specific game, the special determination control is performed for the specific determination in the second specific game even when the first specific condition is not satisfied. A gaming machine that is configured to be executable .
  3. The number determination means for determining the number of games in which the specific determination means can execute the special determination control further comprises:
    The gaming machine according to claim 1, wherein the specific determination unit executes the special determination control for a specific determination in the number of games determined by the number determination unit.
  4. The gaming machine according to any one of claims 1 to 3, further comprising display control means capable of controlling the effect display means so as to display an information image corresponding to the winning combination information generated by the information generation means .
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