JP5993794B2 - Game machine - Google Patents

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Publication number
JP5993794B2
JP5993794B2 JP2013095718A JP2013095718A JP5993794B2 JP 5993794 B2 JP5993794 B2 JP 5993794B2 JP 2013095718 A JP2013095718 A JP 2013095718A JP 2013095718 A JP2013095718 A JP 2013095718A JP 5993794 B2 JP5993794 B2 JP 5993794B2
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information
game
winning combination
winning
stop
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JP2014213166A (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, can execute a game performed by stopping the change of the symbol of the column corresponding to the stop operation based on the stop operation at the symbol display means This is related to an amusement 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 bonus game indicates a specific gaming state that is advantageous to the player by notifying the player of the operation mode of a stop switch (stop operation means) recommended for winning the winning combination. There is something to be caused separately (for example, Patent Document 1).

  Moreover, in the pachislot of patent document 1, while setting the operation mode of the stop switch which is not recommended according to the game state of the pachislot as a non-recommended operation mode, various operations are triggered by the operation of the stop button in this non-recommended operation mode. A penalty is given to the player. Examples of such a penalty include not informing the recommended operation mode until a predetermined number of games are completed in a specific gaming state.

JP 2003-117077 A

  In the above-mentioned pachislot of Patent Document 1, although the player can suppress the operation of the stop button in the non-recommended operation mode, the player deprecates the stop button while interlocking with the game effect executed in connection with the game. It is expected to further suppress the operation according to the operation mode.

  The present invention has been made paying attention to the problems existing in the above-mentioned prior art, and its purpose is to stop the player in a non-recommended manner while interlocking with the game effect executed in connection with the game. It is in providing the game machine which can suppress doing.

Gaming machine to solve the above problems, as well as to start the change of the symbol of the plurality of rows on the basis of the start operation, the symbol display a game performed by stopping the change of the symbol of the column corresponding to the stop operation based on the stop operation In the gaming machine executable by the means, a winning combination determining means for determining a winning combination allowing a winning based on the start operation, a stop operation receiving means for receiving the stop operation, and a winning determined by the winning combination determining means A derivation control means for controlling the symbol display means to derive a display result based on the combination and the stop operation received by the stop operation accepting means, and a specific gaming state advantageous to the player as compared with the non-specific gaming state. Specific determination means for executing a specific determination as to whether or not the occurrence is permitted, and a state capable of controlling to generate the specific gaming state on condition that the determination result of the specific determination is affirmative A control means, an operation mode setting means for setting a stop operation mode not recommended according to the gaming state as a non-recommended mode, and whether or not the stop operation mode received by the stop operation reception unit is the non-recommended mode The operation mode determination means for executing the operation mode determination, the penalty period setting means for setting a penalty period for giving a penalty to the player when the determination result of the operation mode determination is affirmative, and the winning combination determination means Information generating means for generating winning combination information according to the winning combination determined by the player, and in one game, the information generating means determines the winning combination according to the winning combination determined at the start of the current game. Information is generated, and the specific determination means performs the specific determination based on the winning combination information generated with the execution of the previous game in the same game. And has the specific determination means has a winning information generated along with the execution of the first specific game played in the current game earlier, the second specific game is the first specific game and the current game a winning combination determined at the start of the special game to be executed between, so that the probability corresponding to, while an affirmative decision in particular determination prior Symbol second particular game, with the execution of the first specific game If the winning combination information generated in this way is the specific winning combination information, the specific determination in the second specific game is more likely than the non-specific winning combination information different from the specific winning combination information. When the penalty period is being set, the information generating means can determine the non-specific winning combination information with a higher probability than when the penalty period is not set. Generate special information It is summarized as being configured to be able to execute control.

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 derivation 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 generating a specific gaming state that is advantageous to the player as compared to a non-specific gaming state. Specific determination means for executing a specific determination as to whether or not to permit, and a state capable of controlling to cause the specific gaming state on condition that the determination result of the specific determination is affirmative A control means, an operation mode setting means for setting a stop operation mode not recommended according to the gaming state as a non-recommended mode, and whether or not the stop operation mode received by the stop operation reception unit is the non-recommended mode The operation mode determination means for executing the operation mode determination, the penalty period setting means for setting a penalty period for giving a penalty to the player when the determination result of the operation mode determination is affirmative, and the winning combination determination means Information generating means for generating winning combination information according to the winning combination determined by the player, wherein the information generating means generates the winning combination information according to the winning combination determined at the start of one game. The specific determination unit is configured to execute the specific determination based on the corresponding winning information in one game after the next time, and the specific determination unit performs the determination before the current game. The winning combination determined at the start of the special game executed between the first specific game and the second specific game that is the current game, and the winning combination information generated with the execution of the first specific game And a positive determination of the specific determination in the second specific game so that the winning combination information generated with the execution of the first specific game is the specific winning combination information Compared with the case of non-specific winning combination information different from the specific winning combination information, the specific determination in the second specific game is determined with a high probability, and the information generating means If you are being set in the penalty period, that it is configured to be able to execute the special information generation control of generating a high probability the non specific winning information compared to when it is in a non-setting of the penalty period The gist .

The gaming machine preferably includes 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 .

  ADVANTAGE OF THE INVENTION According to this invention, it can suppress that a player performs stop operation by a non-recommended aspect, synchronizing with the game production performed in relation to a game.

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. Explanatory drawing which shows matching with the type of winning combination information, and winning combination information and an information image. Explanatory drawing which shows the table for winning combination information distribution. (A) is explanatory drawing which shows the 1st transfer lottery table, (b) is explanatory drawing which shows the 2nd transfer lottery table, (c) is explanatory drawing which shows the 3rd transfer lottery table. (A)-(h) is explanatory drawing for demonstrating an example of the execution aspect of a variable game. (A)-(f) 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. An effect display device 14 composed of a liquid crystal display device that provides a display effect during a game (during a variable game) is disposed on the front upper portion of the front door 12.

  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) and a symbol imitating “7” (seven symbol) are arranged. In addition to these symbols, various symbols are arranged on each reel. Hereinafter, each symbol may be referred to as “bell”, “replay”, “watermelon”, “cherry”, and “seven” 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. At the bottom 25a of the tray 25, a pressure sensor SE5 that detects pressure due to the weight of a medal placed on the tray 25 or a player's property (for example, a key holder) and outputs a pressure signal is disposed.

  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 the start-and-hold ball is digested and the variable game is started in the 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 is a case where the image (moving image) imitating the state of entering a ball is executed in a manner of displaying on the effect display device 14 (hereinafter, referred to as “special information display effect”). In other words, in the information display effect, the effect 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.

  Further, the pachislot 10 is configured to be able to execute a special zone effect that displays on the effect display device 14 a plurality of predetermined number of games (moving images) imitating a predetermined character.

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).

  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 (communication) 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 sub-control CPU 41a is connected to the effect display device 14, the speaker SP, and the lamp R. A pressure sensor SE5 is 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. 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. 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.

  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 indicated 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 that has been won and the stop operation of the stop buttons 23L, 23C, 23R by the player, and a derivation control means (design) Function as display control means).

  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, when the main control CPU 40a wins the fall replay role (through + roll (replay)) during the high-definition RT game, the stop operation is performed according to the normal push order in “3 choices”. A normal winning is generated, and the high-precision RT game is continued (maintained) in response to the winning. On the other hand, if the main control CPU 40a wins the fall replay role (through + roll (replay)) during the high-definition RT game, the stop operation by the push order for the fall of “3 choices” is performed. A drop-in prize is generated and triggered by this, and the next variation game is shifted to the low probability RT game (RT1).

  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.

  Specifically, in the production state, there is 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.
The sub-control CPU 41a controls the transition of the rendering state in the form shown in FIG. 8 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 executes a penalty setting process (penalty control) for giving a penalty that is disadvantageous to the player when a predetermined stop operation is not performed in each variable game. The penalty is realized, for example, by setting a period for restricting the generation of the right to transition to the ART mode. 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 according to the control state (game state), and a penalty is given to a different stop operation. Therefore, it becomes a non-recommended operation mode as a non-recommended mode that is not recommended. The penalty setting process will be described in detail later.

  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 prize and to make the normal 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, the processing contents (information storage processing, probability control processing, transition lottery processing, etc.) executed by the sub-control CPU 41a in order to execute various game effects in relation to the ART transition lottery in the normal mode and the ART transition lottery. The first to third effect execution processes and the first and second penalty setting processes) will be described in detail. The sub-control CPU 41a performs information storage processing, probability control processing, transition lottery processing, first effect execution processing, second effect execution processing, third effect execution processing, first penalty setting processing, every predetermined control cycle, And each process is performed in order of a 2nd penalty setting process.

  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 sub-control CPU 41a that executes the information storage process described below functions as an information generation unit. The winning combination information of the present embodiment is information indicating a pending ART transfer lottery that has been executed according to the determination of the winning combination but has not yet been executed, and the winning combination in the ART transfer lottery that is pending It is information that can specify the probability.

  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. 9, each winning combination is associated with specific winning combination information and non-specific winning combination information as winning combination information corresponding to the winning combination. Hereinafter, the non-specific winning combination information associated with “out of” is referred to as off-information, the non-specific winning combination information associated with the replay combination as replay role information, and the non-specific winning combination information associated with the bell role as bell. The combination information, the non-specific winning combination information associated with the watermelon combination is referred to as watermelon combination information, and the non-specific winning combination information associated with the cherry combination is referred to as cherry combination information. In the present embodiment, the replay combination information is the first non-specific winning combination information, and the loss information is the second non-specific winning combination information. Note that in the pachislot 10, the BN combination is also associated with non-winning combination information as non-winning combination information.

  When the sub-control CPU 41a inputs a variable game start command, penalty count information that can specify the number of penalty games indicating the number of variable games that will give a penalty to the player is stored in the sub-control RAM 41c. A first penalty determination is performed to determine whether or not In the present embodiment, a period in which penalty number information indicating the number of penalty games one or more times is stored (set) is being set as a penalty period.

  When the determination result of the first penalty determination is negative (when the penalty period is not set), the sub control CPU 41a obtains a random number value stored in the sub control RAM 41c, Based on the winning combination designated by the change game start command, the winning combination information is determined with reference to the winning combination information distribution table T4, and the determined winning combination information is generated. The winning combination information distribution table T4 is stored in the sub-control ROM 41b.

  As shown in FIG. 10, the winning combination information distribution table T4 includes, for each winning combination designated by the variable game start command, generation of specific winning combination information and generation of non-specific winning combination information. The random number values are distributed by a predetermined number from the numerical values that the random number values can take. In the winning combination information distribution table T4, “non-specific” indicates that non-specific winning combination information is generated, while “specific” indicates that specific winning combination information is generated. For example, when the cherry role is instructed as a winning combination and the generation of non-specific winning combination information is determined, the sub-control CPU 41a generates the cherry combination information as the winning combination information, while the specific winning combination When the generation of information is determined, the specific winning combination information is generated.

  According to the distribution mode of the random number values in the winning combination information distribution table T4, when the normal game replay combination, the production replay combination, or the deviation is instructed by the variable game start command, the specific winning combination information is generated. A non-specific winning combination is generated. On the other hand, if a cherry role, a watermelon role, or a bell role is instructed by the change game start command, either the specific winning combination information or the non-specific winning combination information is generated. According to the winning combination information distribution table T4, there is a high possibility that specific winning combination information is generated in the order of watermelon <cherry role = bell.

  On the other hand, when the determination result of the first penalty determination is affirmative (when the penalty period is being set), the sub-control CPU 41a is uniquely “off” regardless of the winning combination designated by the variable game start command. Information ". That is, when the penalty period is being set, the sub-control CPU 41a performs special information generation control for generating outlier information (non-specific winning combination information) with a higher probability than when the penalty period is not set. Run. Furthermore, the sub-control CPU 41a according to the present embodiment generates “out-of-line information” with a probability of 1 / (1). As will be described later, the miss information is winning combination information that specifies the lowest winning probability among the non-specific winning combination information as the winning probability in the ART transfer lottery performed based on the winning combination information. In this way, in the pachislot 10, during the setting of the penalty period, even when the winning combination is not generated, the penalty for generating the loss information that is disadvantageous for the player is played. Grant to the person. Further, in the pachislot 10, it can be understood that a penalty that does not generate winning combination information (including specific winning combination information) other than the loss information is given to the player during the setting of the penalty period.

  Then, when generating the winning combination information, 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, a predetermined variation game in which the ART transition lottery execution condition is satisfied becomes the first specific game by generating winning combination information. After the predetermined variation game is over, the variation game is started. A state in which the generated winning combination information is stored in the specific storage area, that is, another variable game executed in correspondence with the generated winning combination information is the second specific game. A variation game (a third variation game in the present 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 executed in correspondence with the winning combination information generated in the first specific variation game is referred to as a second specific variation game. May show. In addition, among the variation games that are executed between the first specific variation game and the second variation game, the variation game that is executed immediately before 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 to control the winning probability in the ART transfer lottery will be described.
First, a plurality of lottery states (lottery modes) that determine the winning probability for the ART transfer lottery will be described. The lottery state of the ART transition lottery includes a first lottery state in which the ART transition lottery is performed with a first probability, and a second lottery state in which the ART transition lottery is performed with a second probability that is higher than the first probability. . In addition, during the occurrence of the second lottery state, the variable game is performed with the above-described movable body effect.

  Further, the lottery state of the ART shift lottery includes a third lottery state in which the probability of winning the ART shift lottery is changed with a higher probability than the first lottery state and the second lottery state. In addition, during the occurrence of the third lottery state, the variable game is played with the special zone effect described above.

  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 game start command is input, the sub control CPU 41a stores (sets) the first lottery information that can specify that the ART shift lottery is executed in the first lottery state in the sub control RAM 41c. It is determined whether or not. In addition, when the 1st lottery information is memorize | stored, it can identify that the lottery state of ART transfer lottery is a 1st lottery state. On the other hand, when the first lottery information is not stored, it can be specified that the lottery state of the ART shift lottery is not the first lottery state but the second lottery state or the third lottery state. When the first lottery information is not stored, the sub control CPU 41a ends the probability control process.

  On the other hand, when the first lottery information is stored, the sub control CPU 41a determines whether or not the winning combination instructed by the change game start command is an effect replay combination. When the winning combination other than the effect replay combination is instructed, the sub control CPU 41a ends the probability control process. On the other hand, when the winning combination instructed by the variable game start command is an effect replay combination, the sub control CPU 41a determines to cause the second lottery state to occur for the next variable game. In this case, the sub control CPU 41a stores the effect start information in the sub control RAM 41c. The production start information is information that can specify that the movable body production is started in the current variation game, as will be described later. Thereafter, the sub control CPU 41a ends the probability control process.

  Next, the transfer lottery process performed by the sub-control CPU 41a to execute the ART shift lottery will be described. In the pachislot 10, in this transition lottery process, a special lottery that determines whether or not to cause the third lottery state (whether or not to start the special zone effect) may be performed together.

  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 game start command is input, the sub control CPU 41a executes a second penalty determination as to whether or not penalty count information is stored in the sub control RAM 41c. If the determination result of the second penalty determination is negative (when the penalty period is not set), the sub control CPU 41a determines whether the first lottery information is stored in the sub control RAM 41c. Make a decision. When the determination result of the first lottery state determination is affirmative (when the first lottery information is stored), the sub control CPU 41a specifies that the lottery state of the ART shift lottery is the first lottery state. In this case, the sub control CPU 41a executes the ART shift lottery with the first probability (first lottery state) and also executes the special lottery.

  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, “winning” or “non-winning” for the ART shift lottery, or the start of the special zone effect (transition to the third lottery state) is determined. The first transition lottery table T5 is stored in the sub-control ROM 41b.

  As shown in FIG. 11 (a), in the first transition lottery table T5, “winning” or “non-winning” or “special zone effect (first) for the ART transition lottery is classified for each winning combination information. A random number value is assigned to each of “3 lottery states” from among the numerical values that the random number value can take. The “special zone effect” shown in the first transition lottery table T5 indicates the start of the special zone effect, that is, the occurrence of the third lottery state.

  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 special winning combination information = offset information = replay combination information <bell combination information <cherry combination. The winning probability for the ART transfer lottery increases in the order of information <watermelon combination information. According to the first transition lottery table T5, when the winning combination information stored in the specific storage area is the specific winning combination information, the outlier information or the replay combination information, the winning probability for the ART transition lottery is 0 ( 0), so that the ART transfer lottery is not won. In addition, according to the first transition lottery table T5, the winning combination information stored in the specific storage area is: outlier information = cherry combination information <bell combination information <watermelon combination information <replay combination information <specific winning combination information. In a certain order, the winning probability for the “special zone effect (third lottery state)” increases.

  Further, when the determination result of the first lottery state determination is negative (when the first lottery information is not stored), the sub control CPU 41a determines whether the second lottery information is stored in the sub control RAM 41c. The second lottery state determination is executed. In addition, when 2nd lottery information is memorize | stored, it can identify that the lottery state of ART transfer lottery is a 2nd lottery state. On the other hand, when the second lottery information is not stored, it can be specified that the lottery state of the ART transfer lottery is not the second lottery state but the first lottery state or the third lottery state. When the determination result of the second lottery state determination is affirmative (when the second lottery information is stored), the sub control CPU 41a specifies that the lottery state of the ART shift lottery is the second lottery state. In this case, the sub control CPU 41a executes the ART transition lottery with the second probability (second lottery state) and also executes the special 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, “winning” or “non-winning” for the ART shift lottery, or the start of special zone production (transition to the third lottery state) is determined. The second transition lottery table T6 is stored in the sub-control ROM 41b.

  As shown in FIG. 11 (b), in the second transition lottery table T6, “winning” or “non-winning” or “special zone effect (first) for the ART transition lottery is classified for each winning combination information. A random number value is assigned to each of “3 lottery states” from among the numerical values that the random number value can take. The “special zone effect” shown in the second transition lottery table T6 indicates the start of the special zone effect, that is, the occurrence of the third lottery state.

  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 specific winning combination information <outlier information = replay combination information <bell combination information = cherry combination. The winning probability for the ART transfer lottery increases in the order of information <watermelon combination information. According to the second transition lottery table T6, even if shift information or replay combination information is stored in the specific storage area, the ART transition lottery can be won. Further, according to the second transition lottery table T6, when the specific winning combination information is stored in the specific storage area, the ART transition lottery is not won.

  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.

  Further, according to the second transition lottery table T6, the winning combination information stored in the specific storage area is: outlier information = replay combination information <watermelon combination information <bell combination information = cherry combination information <specific winning combination information. In a certain order, the winning probability for the “special zone effect (third lottery state)” increases. In particular, in the second transition lottery table T6, when the special winning combination information is stored, the special lottery is won with a probability of 65535/65535 (1 / one). That is, in the pachislot 10, when a special replay role is won as a condition at the start of the special variation game, when the specific winning role information is generated, it is compared with the first and second lottery states. Thus, the third lottery state in which the ART transfer lottery can be received with the winning probability having a high probability is generated. As described above, the transition lottery process in the second lottery state includes the second specific variation game and the special variation when the first specific condition for winning the effect replay role is established along with the execution of the special variation game. This is a special determination control in which the ART transfer lottery is performed in the second lottery state for a predetermined number of times (one time in the present embodiment) that is performed after the game is over.

  In addition, when the determination result of the second lottery state determination is negative (when the second lottery information is not stored), the sub control CPU 41a specifies that the lottery state of the ART shift lottery is the third lottery state. . In this case, the sub-control CPU 41a executes the ART shift lottery with the third probability (third lottery state) and does not execute the special lottery.

  More specifically, the sub control CPU 41a acquires a random number value from the sub control RAM 41c, and performs a third transition based on the acquired random number value and the winning combination information stored in the specific storage area. With reference to the lottery table T7, “winning” or “non-winning” for the ART transfer lottery is determined. The third transition lottery table T7 is stored in the sub-control ROM 41b.

  As shown in FIG. 11 (c), the third transition lottery table T7 is divided into each winning combination information, and random values are assigned to “winning” or “non-winning” for the ART transition lottery. , A predetermined number of the random numbers can be assigned.

  According to the distribution mode of the random number values in the third transition lottery table T7, the winning combination information stored in the specific storage area is the outlier information = replay combination information <bell combination information <cherry combination information <specific winning combination The winning probability for the ART transfer lottery increases in the order of information <watermelon combination information. Note that according to the third transition lottery table T7, even when the specific winning combination information, the off-line information, or the replay combination information is stored in the specific storage area, the ART transition lottery can be won.

  Further, according to the third transition lottery table T7, even when the same winning combination information is stored in the specific storage area, the probability is higher than when the transition lottery tables T5 and T6 are referred to. To win the ART transfer lottery. That is, in the present embodiment, the ART transition lottery is won with higher probability than in the occurrence of the third lottery state, the first lottery state, and the second lottery state.

  When the sub control CPU 41a finishes the ART transition lottery referring to the third transition lottery table T7, the sub control CPU 41a refers to the number information that can specify the remaining number of games for performing the ART transition lottery in the third lottery state. Get the number of times. Next, the sub control CPU 41a stores information indicating the number of remaining games obtained by subtracting 1 from the acquired number of remaining games as new number of times information. Here, when the number of remaining games after subtraction of 1 is 0 (zero), the sub control CPU 41a ends the third lottery state by storing the first lottery information in the sub control RAM 41c.

  In addition, when the determination result of the second penalty determination is affirmative (when the penalty period is being set), the sub-control CPU 41a is unambiguous regardless of ART transfer lottery or winning combination information stored in the specific storage area. Therefore, the right to shift to the ART mode is not generated. In this case, the sub-control CPU 41a does not have to execute the ART shift lottery. Even if it is executed, the winning probability for the ART shift lottery is set to 0 (zero), or each of the shift lottery tables T5 to T7. Even if “winning” is selected in the ART transfer lottery that refers to the above, the result may be rewritten as “non-winning”. As described above, the sub-control CPU 41a gives the player a penalty that does not generate the right to shift to the ART mode during the setting of the penalty period.

  Then, as a result of performing the ART transfer lottery with reference to each of the transition lottery tables T5 to T7, the sub-control CPU 41a wins the ART shift lottery (when generating the right to shift to the ART mode), the ART flag Is set to information indicating the occurrence of the right to enter the ART mode. On the other hand, as a result of performing the ART transition lottery with reference to each of the transition lottery tables T5 to T7, the sub control CPU 41a does not win the ART transition lottery (when the right to transition to the ART mode is not generated). Information indicating the occurrence of the right to enter the ART mode is not set in the ART flag. Further, as a result of setting the penalty period, the sub control CPU 41a does not set information indicating the generation of the right to shift to the ART mode in the ART flag when the right to shift to the ART mode is not generated.

  In addition, as a result of performing the special lottery with reference to each of the transition lottery tables T5 and T6, the sub control CPU 41a wins the special lottery (when determining the start of the special zone effect), the third lottery information Is stored in the sub-control RAM 41c. Further, the sub control CPU 41a stores the number-of-times information indicating “4 times” as the remaining number of games in the sub-control RAM 41c. Then, when there is a moving body effect being executed, the sub control CPU 41a stores the effect end information in the sub control RAM 41c as information that can specify the end of the movable body effect. Thereafter, the sub control CPU 41a ends the transfer lottery process.

  As described above, when the winning combination in the special variation game is an effect replay combination, the sub-control CPU 41a displays the winning combination information stored in the specific storage area except during the occurrence of the third lottery state. Based on the second transition lottery table T6, the ART transition lottery in the second specific variation game is performed. On the other hand, when the winning combination in the special variation game is a winning combination different from the effect replay combination, the sub control CPU 41a is stored in the specific storage area except during the occurrence of the third lottery state. Based on the winning combination information, the ART transition lottery in the second specific variation game is performed with reference to the first transition lottery table T5.

  Therefore, in this embodiment, the effect replay role is a specific winning combination, and a winning combination different from the effect replay role is a non-specific winning combination. Then, the sub-control CPU 41a of the present embodiment uses the ART in the second specific variation game with the probability according to the winning combination determined at the start of the special variation game executed between the first and second variation games. The result of “Winning” is derived in the transfer lottery. Further, the sub-control CPU 41a determines the second specific variation based on the probability according to the winning combination (winning combination information) determined at the start of the first specific variable game and the winning combination determined at the start of the special variable game. The result of “winning” is derived in the ART transfer lottery in the game.

  In the pachi-slot 10 of the present embodiment, the ART transfer lottery based on the winning combination (winning combination information) in the first specific variation game is a predetermined number of times (fourth in the present embodiment) counted from the first specific variation game. The execution is suspended until the start of the variable game. 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.
In the first effect execution process, 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 production start information is stored in the sub control RAM 41c. When the production start information is stored in the sub control RAM 41c, the sub control CPU 41a controls the operation of the production movable body EK so as to execute the movable body production. 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 production start information is information stored in the sub-control RAM 41c on the condition that the production replay combination is determined at the start of the variable game. Then, when the sub-control CPU 41a starts the movable body effect on condition that the effect start information is stored, the sub-control CPU 41a clears (deletes) the effect start information and also stores the second lottery information in the sub-control RAM 41c. Remember me. Thereafter, the sub control CPU 41a ends the first effect execution process.

  On the other hand, when the production start information is not stored, the sub control CPU 41a determines whether or not the second lottery information is stored in the sub control RAM 41c. When the determination result is negative (when the second lottery information is not stored), the sub control CPU 41a ends the first effect execution process without causing the effect movable body EK to execute the moveable effect. In this case, the sub control CPU 41a, when the effect end information is stored in the sub control RAM 41c, that is, when the movable body effect is being executed, the effect movable so as to end the movable body effect. Control the operation of the body EK. Then, the sub control CPU 41a deletes (clears) the effect end information stored in the sub control RAM 41c.

  On the other hand, if the determination result of whether or not the second lottery information is stored is affirmative (when the second lottery information is stored), the sub-control CPU 41a ends the movable body effect being executed. Thus, the operation of the effect movable body EK is controlled. In this case, the sub control CPU 41a stores the first lottery information in the sub control RAM 41c. Thereafter, the sub control CPU 41a ends the first effect execution process.

  By such first effect execution control, in the pachislot 10, the effect movable body from the timing of the third stop operation in the variable game won for the effect replay role to the timing of the third stop operation in the next variable game. A movable body effect by EK is executed. Therefore, the movable body effect of the present embodiment is an effect of notifying that the effect replay role (specific winning combination) has been determined.

Next, in the effect execution process, a second effect execution process as information display control performed by the sub-control CPU 41a to execute a display effect such as an 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.

  Here, as shown in FIG. 9, 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. That is, the outlier information is a white information image Ga that allows the player to recognize “out of”, the replay combination information is a blue information image Ga that allows the player to recognize “replay combination”, and the bell combination information is “bell combination”. It is possible to specify that the yellow information image Ga that allows the player to recognize is displayed. Further, it is possible to specify that the watermelon combination information is to display the green information image Ga that allows the player to recognize the “watermelon combination”, and the cherry combination information is to display the red information image Ga that allows the player to recognize the “cherry combination”. Further, the specific winning combination information is, for example, an information image imitating a specific character or family crest, and can specify that a specific information image Ga that does not recognize each winning combination is displayed.

  Then, the sub control CPU 41a hides the information image Ga displayed in the information display area H1 as the information image corresponding to the winning combination information stored in the first storage area. Controls the display content of. 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 Ga corresponding to the winning combination information stored in the second storage area. Controls the effect display device 14 so that the information image Ga corresponding to the winning combination information stored in the third storage area is displayed in the information display area H2. 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.

  Next, the sub control CPU 41a determines whether or not the second lottery information is stored in the sub control RAM 41c. When this determination result is negative (when the second lottery information is not stored), the sub control CPU 41a ends the second effect execution process.

  On the other hand, if the determination result of whether or not the second lottery information is stored is affirmative (when the second lottery information is stored), the sub control CPU 41a newly wins the winning newly stored in the specific storage area. The display content of the effect display device 14 is controlled so that the information image Ga corresponding to the combination information is projected from above between the movable members K1 and K2 in 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. Here, when the second lottery information is stored, the movable body effect by the effect movable body EK is being executed. For this reason, in the pachi-slot 10, the special information display effect is executed together with the movable body effect. When the third lottery information is stored in the sub control RAM 41c, the sub control CPU 41a controls the display content of the effect display device 14 so that an image (moving image) imitating a predetermined character is displayed. A special zone effect is executed.

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.

  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. In the pachi-slot 10, the information image Ga becomes holding information indicating that the execution condition is satisfied and the execution of the ART shift lottery based on the execution condition is held.

  Next, the sub-control CPU 41a refers to the first to fourth storage areas and determines whether or not the winning combination information stored in each storage area is replay combination information. That is, the sub control CPU 41a determines whether or not the blue information image Ga corresponding to the replay combination information is displayed in the information display areas H1 to H4. If this determination result is negative, the sub-control CPU 41a ends the third effect execution process.

  On the other hand, if the determination result of whether or not the replay combination information is stored in the first to fourth storage areas is affirmative (when the replay combination information is stored in the first to fourth storage areas), the sub The control CPU 41a rewrites the replay combination information stored in the fourth storage area with the specific winning combination information. Then, the sub-control CPU 41a controls the display content of the effect display device 14 so that a state in which the blue information image Ga displayed in the information display area H4 changes to the specific information image Ga is displayed. Thereafter, the sub control CPU 41a ends the third effect execution process.

  Therefore, in the pachislot 10, when the blue information image Ga is displayed in the information display areas H1 to H4, the blue information image Ga once displayed in the information display area H4 is changed to the specific information image Ga. That is, in the pachislot 10, when the sub-control CPU 41a continuously generates the replay combination information of the winning combination information a predetermined number of times (four times in the present embodiment), the winning combination information generated at the predetermined number of times is generated. Special information generation control for specific winning combination information can be executed. The sub-control CPU 41a functions as a display control means capable of controlling the effect display device 14 as the effect display means so as to display the information image Ga corresponding to the generated winning combination information over a predetermined number of variable games.

  Next, the first penalty setting process executed by the sub control CPU 41a to set the penalty period will be described. The first penalty setting process is a process executed when the effect state is the normal mode. The sub-control CPU 41a that executes the first and second penalty setting processes described below functions as a penalty period setting means for setting a penalty period for giving various penalties to the player.

  In the first penalty setting process, the sub control CPU 41a determines whether or not an operation signal instructing the third stop operation is input. The CPU 41a for sub control ends the penalty setting process when the operation signal for instructing the third stop operation is not input. On the other hand, when the sub control CPU 41a has input an operation signal instructing the third stop operation, the operation signal instructing the first stop operation input during the current variable game is the operation signal of the stop button 23L. Whether or not the first stop operation is determined is determined. That is, the sub-control CPU 41a determines whether or not the [first left] (recommended operation mode) stop operation has been performed in the current variation game. When the determination result of the first stop operation determination is affirmative (in the case of the [first left] stop operation), the sub control CPU 41a ends the penalty setting process.

  On the other hand, if the determination result of the first stop operation determination is negative (a stop operation other than [first left], that is, a non-recommended operation mode), the sub control CPU 41a already stores penalty count information in the sub control RAM 41c. Whether or not is stored is determined. When the penalty count information is not stored (when the penalty period is not set), the sub control CPU 41a stores the penalty count information indicating “5 times” as the penalty game count in the sub control RAM 41c. In this embodiment, the penalty period is from when the penalty count information is stored (set) until the end of the variation game of the penalty game count indicated in the penalty count information. The sub-control CPU 41a functions as an operation mode determination unit that executes a first stop operation determination as an operation mode determination as to whether or not the mode of the stop operation received by the main control CPU 40a is a non-recommended operation mode. . The sub-control CPU 41a also functions as an operation mode setting unit that sets a stop operation mode that is not recommended according to the gaming state as a non-recommended mode.

  On the other hand, when the penalty count information is stored (when the penalty period is being set), the sub control CPU 41a again displays the penalty count information indicating “10 times” as the penalty game count in the sub control RAM 41c. Remember (set). Thereafter, the sub control CPU 41a ends the penalty setting process.

  In this way, the sub-control CPU 41a is a case where penalty count information has already been stored, and when the determination result of the first stop operation determination is newly negative, the sub-control CPU 41a is more than the first “5 times”. Penalty count information indicating a certain “10 times” is stored (set) again. Therefore, for example, even when the penalty game number indicated in the penalty number information is three, when the stop operation is performed again by the non-recommended operation mode, the penalty game number is reset to ten times, The period will be extended. Further, “5 times” and “10 times” set as the number of penalty games is a period during which the winning combination information generated in the first specific variation game is stored in the sub-control RAM 41c, that is, the ART transfer lottery. This is the number of variable games that is greater than the number of variable games that are suspended (four times in the present embodiment).

  Next, the second penalty setting process executed by the sub control CPU 41a to set the penalty period will be described. This second penalty setting process is a process executed when the effect state is the normal mode.

  In the second penalty setting 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 variable game start command is not input, the sub control CPU 41a ends the first penalty setting process.

  On the other hand, when the variable game start command is input, the sub control CPU 41a executes a third penalty determination as to whether or not penalty count information is stored in the sub control RAM 41c. When the determination result of the third penalty determination is negative (when the penalty period is not set), the sub control CPU 41a ends the second penalty setting process.

  In addition, when the determination result of the third penalty determination is affirmative (when the penalty period is being set), the sub control CPU 41a includes information indicating the number of penalty games obtained by subtracting 1 from the number of penalty games indicated in the penalty number information. The information is stored in the sub control RAM 41c as new penalty count information. Thereafter, the sub control CPU 41a ends the second penalty setting process.

  Next, a description will be given of a release process executed by the sub control CPU 41a to release the penalty period setting when a player who has played a game with the pachislot machine 10 is changed. The sub-control CPU 41a that executes the cancellation process functions as a replacement determination unit and a penalty cancellation unit. This second penalty setting process is a process executed when the effect state is the normal mode.

  When the sub-control CPU 41a stops inputting the pressure signal from the pressure sensor SE5 disposed in the tray 25 during the period in which the penalty count information is stored in the sub-control RAM 41c (during setting of the penalty period), Measure the duration of the state in which no pressure signal is input. The sub-control CPU 41a ends the measurement of the duration when the penalty period ends during the measurement of the duration or when a pressure signal is input from the pressure sensor SE5.

  Then, the sub-control CPU 41a performs a game continuation determination as to whether or not the measured duration has reached a predetermined stipulated duration (for example, 60 seconds). The specified duration is the time that is assumed (predicted) as the time required to shift to a state in which the demonstration effect is executed at the pachislot 10 and the time required for the player playing the game at the pachislot 10 to use the property. Is set. Therefore, in the game continuation determination, it is determined whether or not the player who has been playing the game with the pachislot 10 until recently and the player who is going to play a game are in a replacement state in which the player has been replaced. .

  Then, when the determination result of the game continuation determination is affirmative (when a replacement state is entered), the sub control CPU 41a clears (erases) the penalty count information stored in the sub control RAM 41c. In this case, the penalty number information is cleared (erased) during the control cycle in which the determination result of the game continuation determination is affirmative. Therefore, in the pachislot machine 10, when the replacement state of the player is detected during the setting of the penalty period, the setting of the penalty period is canceled. On the other hand, when the determination result of the game continuation determination is negative (when not in the replacement state), the sub control CPU 41a maintains the penalty number information stored in the sub control RAM 41c without clearing it. .

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 shown in FIG. 12, the white information image Gw (offset information), which is the white information image Ga, is displayed in each of the information display areas H1 to H4 with the end of the changing game performed immediately before. Show. Also, at the start of the first floating game, specific winning combination information is generated based on the winning of the watermelon combination. Further, it is assumed that a deviation is determined at the start of the second and third variation games, and deviation information is generated.

First, the case where the penalty mode is not set during the normal mode will be described.
As shown in FIG. 12A, in the effect display device 14, the white information image Gw displayed in the information display area H1 is not displayed at the start timing of the first variation game (first specific variation game). In addition, the white information image Gw displayed in each information display area H2 to H4 is slid to each information display area H1 to H3. In the effect display device 14, no information image is displayed in the information display area H4 during the first variation game.

  As shown in FIG. 12B, in the effect display device 14, as the specific information image Ga corresponding to the specific combination information in the information display area H4 at the timing of the end of the first variation game (third stop operation). The specific information image Gs is displayed. Thus, if the player wins the replay role and the second lottery state occurs in the special variation game one time before (just before) the second specific variation game corresponding to the specific information image Gs, It can be recognized that the second specific variation game is executed during the execution of the movable body effect accompanying the rushing into the special zone effect (third lottery state).

  As shown in FIGS. 12C and 12D, in the effect display device 14, the white information image Gw in the information display area H1 is not displayed at the start timing of the second and third variable games. At the same time, the state in which the information images Gw and Gs in the information display areas H2 to H4 are slid and moved is displayed. As a result, the specific information image Gs 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, it can be expected that the third lottery state in which the player can receive the ART shift lottery with an advantageous winning probability is generated. In the effect display device 14, the white information image Gw is displayed in the information display area H4 at the end timings of the second and third variable games.

  As shown in FIG. 12E, in the effect display device 14, the white information image Gw in the information display area H1 is not displayed at the start timing of the fourth variation game (special variation game), and each information A state in which the information images Gw and Gs in the display areas H2 to H4 are slid and moved is displayed.

  As described above, when winning the effect replay role at the start of the variable game, the movable object effect by the effect movable body EK is executed, and the ART transfer lottery in the next (fifth time) variable game is performed. A second lottery state is received that is received with an advantageous winning probability. Furthermore, when the variable game corresponding to the specific winning combination information (specific information image Gs) is performed during the occurrence of the second lottery state, that is, during the execution of the movable body effect, the special zone has a probability of 1 in 1 Enter the stage (third lottery state).

  For this reason, as shown in FIG. 12D, when the specific information image Gs is displayed in the information display area H2, that is, when the winning combination information corresponding to the next variable game is the specific winning combination information. In addition, it is possible to have a sense of expectation for winning the effect replay role when performing the start operation of the variable game, and stopping and displaying the effect replay stop eye when performing the stop operation.

  As shown in FIG. 12F, 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 timing of the end of the change game (third stop operation). Production is performed. Thereby, the player can recognize that the ART transfer lottery in the next variable game can be received in the second lottery state with a high probability. Furthermore, since the winning combination information corresponding to the next variable game is the specific winning combination information, the player definitely recognizes that the next variable game will enter the special zone effect (third lottery state). obtain.

As shown in FIG. 12G, in the effect display device 14, the blue information image Gb is displayed in the information display area H4 at the end timing of the fourth variable game.
Then, as shown in FIG. 12 (h), in the effect display device 14, the specific information image Gs in the information display area H1 is not displayed at the start timing of the fifth variable game (second specific variable game). At the same time, the state in which the information images Gw and Gb in the information display areas H2 to H4 are slid and moved is displayed. In addition, in the effect display device 14, a state in which the specific information image Gs displayed in the information display area H1 falls between the movable members K1, K2 in the effect movable body EK from above is displayed, and the special information display effect is produced. Is done.

  Therefore, the player can recognize that the ART transfer lottery in the current variation game is performed in the third lottery state based on the specific winning combination information corresponding to the specific information image Gs. Thereafter, in the effect display device 14, an image (moving image) imitating a predetermined character is displayed across four variable games, and a special zone effect is executed. In the variation game where the special zone effect is started, the movable object effect ends at the timing of the third stop operation. Then, from the situation in which the special zone effect is executed, the player can recognize that the player wins with a high probability in the ART transition lottery in the variable game performed during the execution of the special zone effect.

  Moreover, in the pachislot 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.

  Note that when the effect replay combination is not determined at the start of the fourth variable game (special variable game), the movable object effect is not executed in the effecting movable body EK. In this case, the special information display effect is not performed in the fifth variation game. Therefore, from this situation, the player does not enter the special zone effect, or the ART transfer lottery in the current variable game is performed in the first lottery state where the winning probability is unfavorable based on the specific winning combination information. Can be recognized.

  Next, the example shown in FIG. 13 shows a situation in which white information images Gw (out-of-line information) are displayed in the information display areas H1 to H4, respectively, with the end of the changing game performed immediately before. In addition, at the start of the first to fourth variation games, replay combination information is generated based on the winning of the normal replay combination.

  As shown in FIGS. 13A to 13C, in the first, second, and third variation games, the effect display device 14 displays blue information in the information display area H4 at the end timing of each variation game. The blue information image Gb which is the image Ga is displayed.

  Subsequently, as shown in FIG. 13D, in the fourth variation game, the effect display device 14 displays the blue information image Gb in the information display area H4 at the end timing of the variation game.

  And as shown in FIG.13 (e), in the effect display apparatus 14, since the blue information image Gb was displayed 4 times continuously, the 4th blue information image Gb currently displayed on the information display area H4 is shown. Is reflected in the specific information image Gs.

  As described above, the player can recognize that the fourth blue information image Gb is changed to the specific information image Gs by continuously displaying the blue information image Gb in the four variation games. Therefore, the player displays the blue information image Gb in addition to the situation in which the specific information image Gs is directly displayed in the information display area H4 in the fourth variation game at the end of the third variation game. Thus, it is possible to expect both situations in which the specific information image Gs is changed.

  Next, a description will be given of the normal mode in which a penalty period is being set. During the setting of the penalty period, out-of-game information is always generated as winning combination information regardless of the winning combination won at the start of each variable game.

  For this reason, as shown in FIG. 12A, in the effect display device 14, the white information image Gw displayed in the information display area H1 is not displayed at the start timing of the five times of the variable game, A state in which the white information image Gw displayed in each information display area H2 to H4 is slid to each information display area H1 to H3 is displayed. In the effect display device 14, the white information image Gw is always displayed in the information display area H4 at the timing of the end of each of the five variable games (third stop operation).

  As described above, in the pachi-slot 10 of the present embodiment, the ART transfer lottery is not won during the setting of the penalty period. In addition to this, the pachislot 10 can recognize from the display contents of the information display areas H1 to H4 that the winning combination information generated during the setting of the penalty period is all out of date information. Even after the cancellation, it can be recognized that the ART transfer lottery is performed on the basis of the loss information in which the lowest winning probability is set in the winning combination information.

  In addition, as shown in FIG. 13 (f), during the setting of the penalty period, the replay combination information is not generated regardless of the winning combination, but the replay combination information is not generated. An information image Gw is displayed. For this reason, in the pachislot 10, during the setting of the penalty period, the situation where the replay combination information is generated four times in succession cannot occur, and accordingly, the specific winning combination information advantageous to the player cannot be generated. Can be recognized by the player.

  As described above, in the pachislot 10, not only the ART transfer lottery cannot be won during the penalty period setting, but also only winning information is generated as the winning combination information, so that the winning combination information that defines an advantageous winning probability The player is given a penalty for losing the opportunity to enter the ART transition lottery based on the above and the special zone effect (third lottery state).

Therefore, according to the present embodiment, the following effects can be obtained.
(1) When a stop operation is performed in a non-recommended operation mode, a penalty period is set, and the probability of winning the ART transition lottery during the setting of the penalty period compared to when the penalty period is not set Non-specific winning combination information with a low is generated with high probability. For this reason, it is possible to discourage a stop operation in a non-recommended operation mode for a player who expects to receive an ART transfer lottery under advantageous conditions. Therefore, it is possible to prevent the player from performing a stop operation in a non-recommended operation mode while interlocking with a game effect executed in association with the game.

  (2) During the setting of the penalty period, “offset information” that has the lowest winning probability for the ART transfer lottery is generated with a high probability (in this embodiment, 1/1). For this reason, the stop operation | movement in a non-recommended operation mode can be reminded more with respect to the player who expects to receive ART transfer lottery on favorable conditions.

  (3) During the penalty period setting, the ART transfer lottery is not performed. For this reason, the stop operation | movement in a non-recommended operation mode can be reminded more with respect to the player who expects to receive ART transfer lottery on favorable conditions.

  (4) If a stop operation is again performed in the non-recommended operation mode during the setting of the penalty period, the penalty period is reset. For this reason, it is possible to discourage a stop operation in a non-recommended operation mode for a player who wishes to cancel the penalty period setting.

  (5) In particular, in the present embodiment, when resetting the penalty period, a penalty period (10 times) that is longer than the penalty period (5 times) set first is set. Therefore, it can suppress that a player performs stop operation by a non-recommended operation mode.

  (6) When a penalty period is set, it is not replay combination information that triggers generation of specific winning combination information by being continuously generated a predetermined number of times (four times in the present embodiment). Dissimilar information is generated. That is, the establishment of conditions for generating specific winning combination information advantageous to the player is restricted. For this reason, the stop operation | movement in a non-recommended operation mode can be reminded more with respect to the player who expects to receive ART transfer lottery on favorable conditions.

  (7) Even if another player who has been playing a game immediately before deliberately incurs a penalty and then stops the game, if the player who has played is replaced, the penalty period The setting is canceled. For this reason, it can suppress that a new player suffers a disadvantage by having originated in the deliberate penalty which the player before changing.

  (8) When the information image Ga corresponding to the specific winning combination information is displayed, winning an art replay role in the special variation game will receive an ART transfer lottery under advantageous conditions (third lottery state) It is possible to make the player recognize that there is a possibility of being played. For this reason, it is possible to focus on the winning combination in the specific variation game and improve the interest of the player who expects the ART mode.

(9) Since the effect movable body EK notifies that the effect replay role has been won, it is possible to further improve the interest of the player who has won the effect replay role.
(10) The ART transfer lottery in the second specific variation game is performed with a winning probability corresponding to the winning combination (whether or not it is an effect replay combination) determined at the start of the special varying 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.

  (11) Special fluctuations can be won with a probability of 1 in the special lottery on condition that the special winning combination information has been generated and the production replay combination has been determined at the start of the special variation game. Attracting attention to the winning role in the game, it is possible to improve the interest of the player who expects the ART mode. Further, since the generation of such specific winning combination information is restricted during the setting of the penalty period, the player's stop operation due to the non-recommended operation mode can be effectively suppressed.

The embodiment is not limited to the above, and may be embodied as follows, for example.
The sub-control CPU 41a executes a special determination as to whether or not to cause the second lottery state when the change game start command is input, and the second specific condition that the determination result of the special determination becomes affirmative is established If the first specific condition is not satisfied, the ART transfer lottery may be executed in the second lottery state. In this case, the sub-control CPU 41a causes the movable body effect and the special information display effect to be executed with the start of the variable game in which the determination result of the special determination is affirmative. Then, the sub-control CPU 41a sets the probability of making an affirmative determination in the special determination to be lower during the setting of the penalty period than when the penalty period is not set, and performs the ART shift lottery in the second lottery state. It may be executed with a low probability.

  According to this configuration, in addition to the case where the first specific condition in which the winning combination in the special variation game is the effect replay combination is satisfied, the affirmative determination is made in the special determination executed with the start of the second specific variation game. Even when the two specific conditions are satisfied, the second lottery state is generated, and the ART transition lottery in the second specific variable game can be won with high probability. For this reason, even if it is a case where the effect replay role is not won in the special variation game, an affirmative determination is made in the special determination in the second specific variation game, and the ART transition lottery of the second specific variation game can be received with an advantageous probability. It can be expected. However, during the setting of the penalty period, it is difficult to perform the ART transfer lottery in the second lottery state as described above, so for players who expect to receive the ART transfer lottery under favorable conditions , The stop operation in the non-recommended operation mode can be more discouraged.

・ The number of penalty games set as a penalty period may be changed. Also, the penalty period can be managed by time instead of the number of games.
The sub-control CPU 41a may determine whether or not the replacement state has been entered based on different conditions. For example, when the non-operation period of the start lever 22 has reached a specified time, a non-input period in which a pressure signal is not input from the pressure sensor while a pressure sensor is provided on a chair that is seated when a player plays a game It may be determined that the state is the replacement state on the condition that the value is reached.

  The sub-control CPU 41a may generate the specific winning combination information with a lower probability than when the penalty period is set and when the penalty period is not set. Further, the sub-control CPU 41a may generate winning combination information that is different from the non-specific winning combination information during the setting of the penalty period.

  -The sub-control CPU 41a may execute an ART shift lottery while setting a penalty period. In this case, during the setting of the penalty period, the winning probability of the ART transfer lottery may be lowered as compared to when the penalty period is not set.

  When the penalty period is being set and the stop operation is performed in a non-recommended operation mode, the sub-control CPU 41a takes a penalty period with respect to the remaining period of the penalty period that has already been set (the number of remaining penalty games). (Penalty game count) may be added.

The sub-control CPU 41a may not execute the penalty period cancellation process. In this case, the pressure sensor SE5 can be omitted.
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.

  When the specific winning combination information is stored in the second storage area, the sub-control CPU 41a may control the effect display device 14, for example, to execute a predetermined game effect when triggered by the start operation. According to this, when a predetermined game effect is executed at the timing of the start operation, the player can recognize that the third lottery state will occur if the effect replay role is won in the present variable game, and the player's expectation A feeling can be heightened.

  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 sub-control CPU 41a notifies the degree of expectation indicating the possibility of winning the ART transition lottery in the present variable game depending on the action and type of the character displayed on the effect display device 14 during the special zone effect. May be.

  The sub-control CPU 41a displays the predetermined image in the area covered by the movable members K1 and K2 in the initial state in the display area of the effect display device 14 during the execution of the movable body effect. You may alert | report the expectation degree which shows the level of the possibility of having won the ART transfer lottery in this change game. In other words, the degree of expectation may be notified by interlocking the effect display device 14 and the effect movable body EK.

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 normal replay combination may be the winning combination determined with the highest probability among all winning combinations in the game in the inside.
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 uniquely generate one winning combination information associated with the corresponding winning combination.
When the sub-control CPU 41a wins the stage replay role, the sub-control CPU 41a determines the number of times of the variable game causing the second lottery state, and executes the ART transition lottery in the determined number of times of the variable game with the second probability. Also good.

  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.

  The sub-control CPU 41a may generate specific winning combination information when generating replay combination information twice, three times, or four times or more continuously. The sub-control CPU 41a may generate specific winning combination information when non-specific winning combination information other than replay combination information such as loss information and bell information is continuously generated. Further, the sub-control CPU 41a generates specific winning combination information when non-specific winning combination information is generated in a specific order such as “replay combination information, bell combination information, replay combination information, and bell combination information”. May be. In this case, the sub-control CPU 41a may not generate non-specific winning combination information that triggers generation of specific winning combination information during the setting of the penalty period.

  When the sub control CPU 41a wins the special lottery for determining whether or not to cause the third lottery state, the sub-control CPU 41a may determine a number of less than four times as the number of variable games that cause the third lottery state. You may determine the frequency | count more than times.

  Whether or not the sub-control CPU 41a continues to generate the third lottery state when the number of times of the variable game indicated by the number-of-times information becomes 0 (zero) and the termination condition for the third lottery state is satisfied. The continuous lottery may be executed. If the sub-control CPU 41a wins the continuous lottery, the sub-control RAM 41c stores information indicating "4 times" as new number of times information. If the sub-control CPU 41a does not win the continuous lottery, the third lottery End the state. In addition, the sub-control CPU 41a wins in accordance with the number of times that the continuous lottery is won (the number of times of continuation), such as a higher probability in the case of the first continuous lottery than in the case of the second or subsequent continuous lottery. A continuous lottery may be executed so as to be a probability.

The sub-control CPU 41a may perform a predetermined lottery each time the variable game is executed, and end the third lottery state on the condition that the lottery is won.
The sub-control CPU 41a is in the third lottery state with the start of the second specific variable game corresponding to the specific winning combination information, regardless of whether or not the replay role (specific winning combination) is won in the special variable game. May be caused.

-The sub-control CPU 41a may change the probability of winning the special lottery.
The notification effect for notifying that the effect replay role (specific winning combination) has been determined may be executed as the light emission effect of the lamp R or the sound effect of the speaker SP. Moreover, it is good also as a structure which does not perform alerting | presentation effect.

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 an internal game or a non-internal 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, the winning probability of the combined replay combination can be made almost the same (same) between the internal game and the non-internal game.

-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.
-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.

The technical idea described below can be understood from the above embodiment and other examples.
(A) If the first specific condition for determining the specific winning combination as the winning combination is satisfied at the start of the special game, the specific determination means determines the specific determination in the second specific game as the first A special determination is made as to whether or not to execute the special determination control with the start of the second specific game, while being configured to be able to execute an affirmative determination with a second probability that is higher than the probability. When the second specific condition for which the determination result of the special determination is affirmative is satisfied, the special determination control can be executed even when the first specific condition is not satisfied. It is preferable that the special determination control is executed with a low probability during the setting of the penalty period as compared with when the penalty period is not set.

  (B) Replacement determination means for executing replacement determination as to whether or not a player who has played a game has been switched, and canceling the setting of the penalty period when the determination result of the replacement determination is affirmative It is preferable to further include a penalty releasing means.

  DESCRIPTION OF SYMBOLS 10 ... Pachinko slot machine (game machine), 13 ... Drum unit (symbol display means), 40 ... Main control board, 40a ... Main control CPU (winning role determination means, stop operation reception means, derivation control means), 41 ... Sub-control board, 41a ... sub-control CPU (specific determination means, state control means, operation mode setting means, operation mode determination means, penalty period setting means, information generation means, replacement determination means, penalty release means).

Claims (3)

  1. Together to start the change of the symbol of the plurality of rows on the basis of the start operation, the possible game machine executes a game performed by stopping the change of the symbol of the column corresponding to the stop operation based on the stop operation at the symbol display means ,
    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;
    Derivation 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, and deriving 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;
    An operation mode setting means for setting a mode of a stop operation that is not recommended according to the gaming state as a non-recommended mode;
    An operation mode determination unit that performs an operation mode determination as to whether or not the mode of the stop operation received by the stop operation reception unit is the non-recommended mode;
    A penalty period setting means for setting a penalty period for giving a penalty to the player when the determination result of the operation mode 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
    Start of a special game executed between the first specific game and the second specific game, which is the current game, and the winning combination information generated with the execution of the first specific game performed before the current game so that the probability corresponding to the winning combination determined upon, while an affirmative decision in particular determination prior Symbol second particular game,
    When the winning combination information generated in connection with the execution of the first specific game is specific winning combination information, the first winning combination information is different from the specific winning combination information that is different from the specific winning combination information. 2 The specific determination in the specific game is affirmatively determined with high probability,
    When the penalty period is being set, the information generation means can execute special information generation control for generating the non-specific winning combination information with a high probability as compared to when the penalty period is not set. A gaming machine characterized by being configured.
  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;
    Derivation 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, and deriving 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;
    An operation mode setting means for setting a mode of a stop operation that is not recommended according to the gaming state as a non-recommended mode;
    An operation mode determination unit that performs an operation mode determination as to whether or not the mode of the stop operation received by the stop operation reception unit is the non-recommended mode;
    A penalty period setting means for setting a penalty period for giving a penalty to the player when the determination result of the operation mode 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
    Start of a special game executed between the first specific game and the second specific game, which is the current game, and the winning combination information generated with the execution of the first specific game performed before the current game A positive determination of the specific determination in the second specific game so as to have a probability according to the winning combination determined at the time,
    When the winning combination information generated in connection with the execution of the first specific game is specific winning combination information, the first winning combination information is different from the specific winning combination information that is different from the specific winning combination information. 2 The specific determination in the specific game is affirmatively determined with high probability,
    When the penalty period is being set, the information generation means can execute special information generation control for generating the non-specific winning combination information with a high probability as compared to when the penalty period is not set. A gaming machine characterized by being configured .
  3. The gaming machine according to claim 1, 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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JP6341867B2 (en) * 2015-02-03 2018-06-13 株式会社ユニバーサルエンターテインメント Game machine
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JP2003093599A (en) * 2001-09-26 2003-04-02 Olympia:Kk Game machine, program and recoding medium
JP4089869B2 (en) * 2001-12-12 2008-05-28 ダイコク電機株式会社 Slot machine
JP2008194327A (en) * 2007-02-15 2008-08-28 Daito Giken:Kk Game machine
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JP5256471B2 (en) * 2009-10-15 2013-08-07 株式会社大都技研 Amusement stand
JP5612522B2 (en) * 2011-03-28 2014-10-22 株式会社ユニバーサルエンターテインメント Game machine
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