JP6177203B2 - Game machine - Google Patents

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Publication number
JP6177203B2
JP6177203B2 JP2014162514A JP2014162514A JP6177203B2 JP 6177203 B2 JP6177203 B2 JP 6177203B2 JP 2014162514 A JP2014162514 A JP 2014162514A JP 2014162514 A JP2014162514 A JP 2014162514A JP 6177203 B2 JP6177203 B2 JP 6177203B2
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effect
movable accessory
example
game
step
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JP2016036590A (en
Inventor
寿邦 杉山
寿邦 杉山
中村 亮二
亮二 中村
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株式会社藤商事
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Description

  The present invention relates to a gaming machine including a spinning cylinder on which a plurality of symbols are displayed along a rotation direction. Specifically, the present invention relates to various effects that tell a player whether or not a winning state that is advantageous to a lottery target player or a player is won.

JP 2010-115511 A

  In a spinning machine such as a slot machine, when a player inserts a medal into the medal slot and operates the start lever, a lottery for a lottery subject or a game state that is advantageous to the player is performed. Based on the result, various effects are executed. Among the effects, there are effects using various light sources and movable objects provided in the drum.

As an effect using a movable object, for example, an effect that enhances the interest of the game by performing an effect that covers the front of the symbol displayed on the rotating drum can be considered.
However, in order to avoid difficulty in playing the game, it is necessary to ensure the visibility of the symbols displayed on the rotating drum to some extent.
An object of the present invention is to provide an effect that demonstrates the interests of a game using a movable object while ensuring the necessary visibility in the rotating drum.

A gaming machine according to the present invention includes a plurality of spinning cylinders on which a plurality of symbols are displayed, a display window that allows a player to visually recognize a part of the plurality of symbols, and the display window from a standby position. A movable object capable of moving forward in a visually recognizable pattern, rotation control means for rotating the rotating drum when a predetermined start condition is satisfied, and when a predetermined stop condition is satisfied Stop control means for stopping the spinning cylinder, winning determination means for determining a winning combination according to a combination of the plurality of symbols that are stopped and displayed in the display window when the spinning cylinder stops, and the movable object Movable symbol control means for driving and controlling the symbol stop position used for the winning combination determination for the symbol stop position in the display window, the symbol stop position as the first symbol stop position, The symbol stop position other than is the second symbol stop position. Is, If the accepted animal, a rear visible transparent portion of the movable animal has an opaque portion rearward of the invisible of the movable animal, the friendly animal control means for moving the front Symbol friendly animals In addition, the transparent part is moved in front of the second symbol stop position.
Thereby, the visibility to the 1st symbol stop position in a normal game is ensured.

Second, the adjustable-animal control means Yu technique machine described above, when moving the friendly animals, be moved both of the opaque portion and the transparent portion in front of the second symbol stop position Good .
Thereby, the fall of the visibility of the 1st symbol stop position by the light irradiated from a movable object in a normal game is suppressed.

Third, the friendly animal control means Yu technique machine described above, the friendly in the case where the animals are to move, the transparent portion is moved in front of the first symbol stop position, wherein the opaque portion second You may move to the front of the symbol stop position .
This prevents light that directly irradiates the first symbol stop position from the movable object during a normal game.

Fourth, in the Yu technique machine described above, the game standby state and a game suspended state is provided with the normal gaming state, the friendly animal control means, the game first the friendly animals in suspended state it may make it possible to move the friendly animals to prevent the visibility of the symbols of the symbol stop position.
Thereby, in the game interruption state, an effect of reducing the visibility with respect to the first symbol stop position is possible.

Fifth, Yu technique machine described above, the accepted animal control means from a position interfering with the visibility of the symbols of the first symbol stop position prior to the transition from the gaming suspended state to the normal game state The movable object may be moved to a position where it is not obstructed.
As a result, the normal game state corresponds to the case where the movable object cannot be retracted from the front of the first symbol stop position before the transition from the game interrupted state where it is not necessary to ensure visibility to the normal game state. The visibility of the first symbol stop position at is secured.

  According to the present invention, it is possible to perform an effect that demonstrates the interests of the game while ensuring the necessary visibility with respect to the first symbol stop position (the symbol stop position that may be located on the effective line) of the spinning cylinder. it can.

It is a front view of a gaming machine. FIG. 2 is a plan view (FIG. 2A) and a right side view (FIG. 2B) of the gaming machine. It is a rear view of the front panel with which a gaming machine is provided. It is a front view of the main body case with which the gaming machine is provided. It is a schematic block diagram of a control configuration inside the gaming machine. It is the figure which showed the circuit structure of the main control board with which a game machine is provided. It is explanatory drawing about the structure which concerns on an origin detection. It is explanatory drawing about a part of reel sheet | seat and a backlight part. It is explanatory drawing about the pattern formed in the rotation reel (rotating drum). It is a flowchart of a main process. It is a flowchart of a timer interruption process. It is explanatory drawing about a spinning cylinder control flag. It is a flowchart of a rotation rotation start setting process. It is a flowchart of a spinning cylinder stop process. It is explanatory drawing which showed the example of the transition of each game state. It is the front view which showed each example of the movable accessory. It is explanatory drawing which showed the example of the effective line. It is a flowchart of a movable accessory effect process. It is a figure for demonstrating the production example 1 thru | or the production example 3 which used the transparent movable accessory in the visibility unsecured state. It is a figure for demonstrating the production example 4 thru | or the production example 6 which used the transparent movable accessory in the visibility unsecured state. It is a figure for demonstrating the production example 7 thru | or the production example 9 which used the opaque movable accessory in the visibility unsecured state. It is a figure for demonstrating the production example 10 thru | or the production example 12 which used the opaque movable accessory in the visibility unsecured state. It is a figure for demonstrating the production example 13 thru | or the production example 15 which used the transparent movable accessory in the visibility ensuring state. It is a figure for demonstrating the production examples 16 thru | or the production examples 18 which used the transparent movable accessory in the visibility ensuring state. It is a figure for demonstrating the production example 19 thru | or the production example 21 which used the opaque movable accessory in the visibility ensuring state. It is a figure for demonstrating the production examples 22 thru | or the production examples 24 which used the opaque movable accessory in the visibility ensuring state. FIG. 38 is a diagram for explaining the effect examples 25 to 27. FIG. FIG. 38 is a diagram for explaining the effect examples 28 to 29. FIG. 38 is a diagram for explaining an effect example 30. FIG. 38 is a diagram for explaining an effect example 31. FIG. 38 is a diagram for explaining an effect example 33. FIG. 38 is a diagram for explaining an effect example 35. FIG. 38 is a diagram for explaining an effect example 35. It is explanatory drawing which showed another example of transition of each game state.

Hereinafter, embodiments of the gaming machine according to the present invention will be described in the following order. In the embodiment, a slot machine is taken as an example.
<1. Structure of the spinning machine>
<2. Control configuration of spinning machine>
<3. Rotating reel and rotating cylinder motor>
<4. Main processing>
<5. Timer interrupt processing>
<6. Processing related to rotation and stop of rotating cylinder>
[6-1. Cylinder control flag]
[6-2. Processing from rotation start to steady rotation]
[6-3. Processing related to stop of rotating cylinder]
<7. About the game state>
<8. About production by movable accessories>
[8-1. Configuration of movable accessory]
[8-2. Symbol stop position]
[8-3. Production flow using movable objects]
[8-4. Example of production using movable accessories]
~ 8-4-1. Example of production when visibility is not secured
~ 8-4-2. Examples of production in a state of ensuring visibility
~ 8-4-3. Other production examples
<9. Modifications and Summary>

<1. Structure of the spinning machine>

First, the external configuration of the slot machine according to the embodiment will be described with reference to FIGS.
1 is a front view of the slot machine, FIG. 2A is a plan view, FIG. 2B is a right side view, FIG. 3 is a rear view of the front panel 2, and FIG.

  In the slot machine of the present embodiment, as can be seen from FIG. 2, a rectangular box-shaped main body case 1 and a front panel 2 equipped with various game members are connected via a hinge mechanism (not shown). 2 is configured to be openable and closable with respect to the main body case 1.

As shown in FIG. 4, a symbol rotating unit 3 including three rotating reels (rotating drums) 4 a, 4 b, 4 c is arranged in the approximate center of the main body case 1. In addition, a medal payout device 5 is disposed on the lower side.
On each rotating reel 4a, 4b, 4c, various symbols described later, for example, symbols for BB (big bonus) and RB (regular bonus), various fruit symbols, replay symbols, and the like are drawn.
The medal payout device 5 has a medal tank 5a for storing medals. Further, a payout motor 75, a payout connection board 73, a hopper board 74, a medal payout sensor 76 and the like which will be described later with reference to FIG. 5 are housed in the payout case 5b.
The medals stored in the medal tank 5a are led out from the payout opening 5c toward the front of the drawing based on the rotation of the payout motor 75. The medals stored exceeding the limit amount are configured to fall into the auxiliary tank 6 through the excess medal deriving unit 5d.

A power supply board 41 is disposed adjacent to the medal payout device 5. A main control board 40 is disposed above the symbol rotation unit 3, and a rotating drum setting board 71 is disposed adjacent to the main control board 40.
Further, a rotating LED (Light Emitting Diode) relay board 56 and a rotating relay board 53 shown in FIG. 5 are provided inside the symbol rotating unit 3, and an external concentration terminal board 70 is adjacent to the symbol rotating unit 3. Is arranged.

  Further, the main body case 1 is provided with a door opening sensor 35 for detecting the opening of the front panel 2 (opening of the door) on the side of the symbol rotating unit 3.

As shown in FIG. 1, an LCD (Liquid Crystal Display) unit 7 is disposed on the front panel 2. Various characters are displayed on the LCD unit 7 in order to excite game operations.
A display window 8 for exposing the rotary reels 4a, 4b, 4c is formed below the LCD unit 7. Through this display window 8, about three symbols can be seen in the rotational direction of each of the rotating reels 4a, 4b, 4c. In this case, there are nine symbol stop positions in the display window 8 as positions where the symbols stop when each of the rotating reels 4a, 4b, 4c is stopped. And, a total of five lines of three lines connecting three symbol stop positions arranged in the horizontal direction and two lines connecting three symbol stop positions arranged in the diagonal direction out of a total of nine symbol stop positions are virtual. It becomes a simple symbol stop line.
Of the symbol stop lines, the symbol stop line used for determining whether or not the winning symbol (winning combination) is complete is a valid line, and the other symbol stop lines are invalid. The valid line and the invalid line are appropriately changed according to various game states such as BB, RB, AT (assist time), and ART (assist replay time). That is, for example, one line in the middle stage is set as an active line during a normal game, but two lines in the upper stage and the middle stage are changed to an active line during a bonus game.

  In addition, inside the symbol rotating unit 3, a spinning LED is arranged at a position where each of the nine symbols visually recognized when the rotary reels 4a, 4b, and 4c are stopped can be irradiated from the inside (see FIG. 1 (not shown). Each of the spinning cylinder LEDs is turned on / off according to the rotation state, stop state, or various effects of the respective rotation reels 4a, 4b, 4c.

Below the display window 8, an LED group 9 indicating a gaming state, a payout display unit 10 for displaying the number of medals to be paid out as a game result, and a stored number display unit 11 are provided.
The LED group 9 includes, for example, an LED indicating the number of medals inserted into the game, an LED indicating the re-playing state, an LED indicating that the spinning cylinder is ready to rotate (a predetermined number of games required for the game) LED indicating completion of insertion of medals), LED indicating reception status of insertion of medals, and the like.
The payout display unit 10 is configured by connecting two 7-segment LEDs. The payout display unit 10 specifies the number of payout medals, and also functions as an error indicator that displays abnormal contents when an abnormal situation occurs.
The storage number display unit 11 displays the number of medals stored in the credit state.

LED effect units 15a, 15b, and 15c are provided above, left, and right of the display window 8, respectively. The LED effect units 15a, 15b, and 15c are configured such that a predetermined pattern and design are applied, and an effect by light is executed by the LEDs arranged on the inner side. The effects executed by the LED effect units 15a, 15b, and 15c are, for example, effects indicating that BB or RB has been won, effects indicating the status of AT or ART, assist effects during AT or ART, and the like. .
Although not described in detail, the front panel 2 is provided with various other LEDs as LEDs for presenting effects and operating states.

A medal insertion slot 12 for inserting medals is provided on the right side of the center of the front panel 2, and a return button 13 for returning medals filled in the medal insertion slot 12 is provided in the vicinity thereof. A key hole for inserting a dedicated key is provided on the right side of the return button 13. When the front panel 2 is closed with respect to the main body case 1, the front panel 2 is unlocked by turning the key inserted into the keyhole clockwise (hereinafter referred to as “unlocking operation”). The case 1 can be opened and closed. Further, by turning the key inserted into the keyhole counterclockwise, the game stop state due to the stop or error is canceled (hereinafter referred to as “cancel cancel operation”).
Further, on the left side of the center of the front panel 2, there are provided a credit checkout button 14 for paying out credit medals, and a max insertion button 16 for artificially inserting three credit medals.

The front panel 2 has a start lever 17 for starting rotation of the rotating reels 4a, 4b, 4c and stop buttons 18a, 18b, 18c for stopping the rotating reels 4a, 4b, 4c. Is provided.
When the player operates the start lever 17, normally, the three rotating reels 4a, 4b, 4c start to rotate in the forward direction. However, in order to produce a reel effect informing the internal winning state, all or part of the rotating reels 4a, 4b, 4c rotate irregularly (so-called “effect rotation”) and then start to rotate in the forward direction. There is also.
Various kinds of specific contents are considered for the reel production. For example,
・ Slow production that rotates extremely slowly in the forward direction (forward rotation) and stops still ・ After repeated forward and reverse rotation, reverse rotation that rotates backward for a predetermined time and stops still ・ For normal rotation for the first predetermined time The first swing effect that stops after repeating the reverse rotation ・ The second swing effect that stops still after repeating the normal rotation and reverse rotation for the second predetermined time ・ The normal rotation and reverse rotation for the second predetermined time Slow oscillating effect that stops still after repeating forward, and then stops still after very slowly rotating forward ・ Stops after repeating forward and reverse rotations for the second time, and then stops after rotating backwards for a predetermined time An oscillating reverse rotation effect, an effect in which the image rotates in a forward or reverse direction at a predetermined speed and then stands still in a predetermined pattern, and an effect that maintains the current rotation state (or stopped state) are prepared. At the time of such a reel effect, all or a part of the character effect on the LCD unit 7, the lamp effect for blinking the LED lamp, and the sound effect for driving the speaker are appropriately selected and executed.

Below the front panel 2, there are provided a horizontally long tray 19 for storing medals and a medal outlet 20 communicating with the payout port 5 c of the payout device 5.
Speakers 30a, 30b, 30c and 30d are arranged on the upper left and right sides and the lower left and right sides of the front panel 2.

As shown in FIG. 3, the back side of the front panel 2 has a medal sorting device 21 for sorting medals inserted into the medal slot 12 shown in FIG. And a return passage 22 that guides the token to the medal outlet 20.
A substrate case 23 is disposed on the upper back side of the front panel 2. The board case 23 accommodates an effect control board 42, an effect interface board 43, a liquid crystal control board 44, a liquid crystal interface board 45, and the like described in FIG.
A game relay board 60 (described later in FIG. 5) for relaying signals between the various game members shown in FIG. 1 and the main control board 40 is provided on the side of the medal sorting device 21.

<2. Control configuration of spinning machine>

Next, the configuration of the control system of the slot machine of the present embodiment will be described.
FIG. 5 is a schematic block diagram of the internal control configuration of the slot machine. The slot machine of the present embodiment has a control configuration centered on the main control board 40.
The main control board 40 is equipped with a microcomputer having a CPU (Central Processing Unit), a RAM (Random Access Memory), a ROM (Read Only Memory), etc., a circuit for an interface, etc. Perform such overall control. For example, the main control board 40 controls the operation of various game members including the rotating reels 4a, 4b, and 4c, and grasps the operation status. In addition, an effect is executed according to the game operation.
The main control board 40 has various signals (commands) between the power supply board 41, the production interface board 43, the rotary relay board 53, the game relay board 60, the external concentration terminal board 70, the rotary setting board 71, and the payout connection board 73. And detection signals).
The components of the main control board 40 including the microcomputer mounted on the main control board 40 correspond to “control means” in the claims.

The power supply board 41 receives AC24V and rectifies and smoothes it to obtain a DC voltage. The power supply board 41 includes a converter circuit and generates a power supply voltage necessary for each part. In the figure, a main control power supply voltage V1 given to each part via the main control board 40 and an effect control power supply voltage V2 given to each part via the effect interface board 43 are shown.
The power supply board 41 is also provided with a power supply monitoring circuit for detecting a power cut-off state, a backup power supply circuit for supplying a backup power supply voltage to the main control board 40, and the like.

The effect control board 42 is equipped with a microcomputer equipped with a CPU, ROM, RAM, etc., an interface circuit, and the like, and performs control related to the effect operation of the slot machine.
The effect control board 42 receives a command from the main control board 40 via the effect interface board 43. For example, the main control board 40 has a sound effect by the speaker 30 (30a to 30d), a lamp effect by the LED lamp or the cold cathode ray tube discharge tube, a pattern effect by the LCD unit 7, and an accessory by an accessory with respect to the effect control board 42. A control command for realizing an effect is output, and the effect control board 42 performs an effect control process corresponding to the control command.
In addition, when the production control board 42 receives a control command (game start command) for specifying the internal lottery result from the main control board 40, it executes AT lottery to determine whether or not to enter the assist time winning state corresponding to the internal lottery result. .
In addition, in a predetermined number of games (during AT) after winning the AT lottery on the effect control board 42, the three rotating reels 4a and 4b are arranged so that the symbols can be aligned with a predetermined symbol stop line in the small role winning state. 4c is informed to the player.
In addition, when the effect control board 42 receives a control command indicating execution of the reel effect from the main control board 40, the effect control board 42 starts an effect operation corresponding to the reel effect executed on the main control board 40.
Due to such an effect control operation, the effect control board 42 performs necessary communication with each unit through the effect interface board 43.

The effect control board 42 is connected to the liquid crystal control board 44 via the effect interface board 43 and the liquid crystal interface board 45.
The liquid crystal control board 44 controls effects by displaying images on the LCD unit 7. On the liquid crystal control board 44, a VDP (Video Display Processor), an image ROM, a VRAM (Video RAM), a liquid crystal control CPU, a liquid crystal control ROM, a liquid crystal control RAM, and the like are mounted.
The VDP performs overall control of video output processing such as image development processing and image drawing.
The image ROM stores image data (effect image data) on which the VDP performs image expansion processing.
The VRAM is an image memory area that temporarily stores image data developed by the VDP.
The liquid crystal control CPU outputs control data necessary for the VDP to perform display control.
The liquid crystal control ROM stores a program describing the display control operation procedure of the liquid crystal control CPU and various data necessary for the display control.
The liquid crystal control RAM functions as a work area and a buffer memory.
Such a liquid crystal control board 44 receives a command related to a display effect from the effect control board 42 and generates a display drive signal accordingly. Then, a display drive signal is supplied to the LCD unit 7 via the liquid crystal interface board 45 to execute image display.

In addition, the effect control board 42 controls the speaker relay board 47 via the effect interface board 43 to execute sound effects using the speakers 30a to 30d.
The effect control board 42 realizes lamp effects by various LEDs via the effect interface board 43 and the LED board 48 and the spinning LED relay board 56.
On the LED board 48, for example, LEDs as the LED effect units 15a, 15b, and 15c shown in FIG. 1 are arranged.
The spinning LED relay board 56 relays the LED drive signal from the effect control board 42 for the first spinning LED board 50a, the second spinning LED board 50b, and the third spinning LED board 50c.
On the first spinning LED substrate 50a, the spinning LED for irradiating the design of the rotating reel 4a from the inside is arranged. On the second spinning LED substrate 50b, the spinning LED for irradiating the design of the rotating reel 4b from the inside is arranged. Further, on the third spinning LED substrate 50c, a spinning LED for irradiating the design of the rotating reel 4c from the inside is arranged.
Further, the effect control board 42 controls the accessory driving unit 102 via the effect interface board 43, and executes an accessory effect using a movable accessory 98 as an accessory described later. The accessory driving unit 102 is, for example, an actuator such as a motor or a solenoid.

The main control board 40 is connected to various game members of the slot machine through the game relay board 60 as shown in FIG.
The game display board 61 is equipped with an LED group 9 indicating a gaming state, a payout display unit 10 having a 7-segment LED, and a storage number display unit 11 having a 7-segment LED. The main control board 40 controls the game display board 61 to transmit a control command via the game relay board 60 to execute display according to the game state.

A start switch by the start lever 17 is mounted on the start switch board 62.
On the stop switch board 63, stop switches based on stop buttons 18a, 18b, 18c are mounted.
The storage medal insertion switch board 64 is equipped with an insertion switch for the maximum insertion button 16.
A settlement switch for the settlement button 14 is mounted on the settlement switch board 65.
The main control board 40 receives, via the game relay board 60, detection signals of player operations by the switches of these boards (61, 62, 63, 64, 65).

The door sensor 66 is a sensor provided for the aforementioned key hole of the front panel 2. The door sensor 66 is capable of recognizing the above-described game cancellation cancellation operation.
The medal passage sensor 67 and the lever detection sensor 68 are provided in the medal sorting device 21. The medal passage sensor 67 is constituted by, for example, a photo interrupter, and is a sensor that detects passage of a selected regular medal. The lever detection sensor 68 is composed of, for example, a photomicrosensor, and is a sensor that detects passage of a medal inserted from the medal insertion slot 12. In other words, medals inserted from the medal insertion slot 12 pass through the lever detection sensor 68, and then only regular medals are selected, and then the medal passage sensor 67 detects the passage thereof.
The main control board 40 receives the detection signals of these sensors (66, 67, 68) via the game relay board 60. Further, the main control board 40 detects the insertion time and passing direction of the medal inserted by the detection signal of the received sensor, and accepts it as an inserted medal only when it meets a predetermined rule, otherwise it is inserted Treat as a medal error.
The blocker solenoid 69 drives a blocker that prevents passage of illegal medals to ON / OFF. The main control board 40 controls the blocker solenoid via the game relay board 60.

In addition, the main control board 40 has three stepping motors 54 (a first cylinder stepping motor 54a, a second cylinder stepping motor 54b, a second cylinder stepping motor 54b, and the like) that rotate the rotary reels 4a, 4b, and 4c via the cylinder relay board 53. The third cylinder stepping motor 54c) is connected.
Further, the main control board 40 is connected to the three index sensors 55 (first cylinder index) for detecting the origin position (origin position 101 to be described later) of the rotary reels 4a, 4b, and 4c via the revolution relay board 53. Sensor 55a, second cylinder index sensor 55b, and third cylinder index sensor 55c).
The main control board 40 drives or stops the stepping motors 54a, 54b, 54c, thereby realizing the rotating operation of the rotating reels 4a, 4b, 4c and the stopping operation at the target position. The main control board 40 can detect the origin positions of the rotating reels 4a, 4b, and 4c based on the detection signals of the index sensors 55a, 55b, and 55c.

The main control board 40 is also connected to a device unit for paying out medals via a payout connection board 73. A hopper board 74 for performing medal payout control, a payout motor 75, and a medal payout sensor 76 are provided as an apparatus unit for paying out medals.
The hopper board 74 rotates a payout motor 75 based on a control command from the main control board 40 and pays out a predetermined amount of medals.
The medal payout sensor 76 detects the passage of the payout medal. The detection signal from the medal payout sensor 76 is used to detect an abnormal payout state such as a shortage of payout medals or no payout operation.

  The main control board 40 is connected to the external concentration terminal board 70. The external concentration terminal board 70 is connected to, for example, a hall computer, and the main control board 40 outputs the number of inserted medals and the number of paid out medals to the hall computer through the external concentration terminal board 70.

  The main control board 40 is also connected to the rotating drum setting board 71. The rotary setting board 71 outputs a signal indicating a setting value set by the staff using the setting key switch 72. The set value defines the winning probability of the lottery process executed in the slot machine in six stages from setting 1 to setting 6, and is set as appropriate based on the business strategy of the game hall.

Next, the circuit configuration of the main control board 40 will be described with reference to FIG.
As shown in the figure, the main control board 40 includes a controller 80 using a one-chip microcomputer, an I / O port circuit 83 for inputting / outputting 8-bit parallel data, a counter circuit 81, and an interface unit for each unit. ing.

In addition to the CPU 80a, ROM 80b, and RAM 80c, the controller 80 includes an interrupt controller 80d, a CTC (Counter / Timer Circuit) 80e, and the like.
The CTC 80e is a circuit in which an 8-bit counter and a timer are integrated, and adds a periodic interrupt in the processing of the CPU 80a, a pulse output generation function (bit rate generator) having a constant period, and a time measurement function. In this example, a timer interrupt (FIG. 11 described later) is applied to the CPU 80a at a time interval of 1.49 ms using the CTC 80e.

  The counter circuit 81 is a circuit that generates a random value in hardware. The controller 80 (CPU 80a) performs a lottery process using the random value generated by the counter circuit 81.

The main control board 40 is provided with an interface between the controller 80 and each board shown in FIG.
The power interface 82 is an interface with the power circuit of the power board 41.
The game interface 84 is an interface with the game relay board 60. The controller 80 inputs various switches and sensor detection signals, and transmits commands for LED control and blocker solenoid control via the game interface 84.
The rotating motor driving unit 85 is an interface with the rotating relay substrate 53. The controller 80 outputs motor drive signals to the stepping motors 54a, 54b, and 54c by the rotary motor driving unit 85, and from the index sensors 55a, 55b, and 55c input via the rotary motor driving unit 85. Obtain the detection signal.
The effect control interface 86 is an interface for the controller 80 to transmit a command to the effect control board 42 via the effect interface board 43. Specifically, for example, an 8-bit parallel port.
The payout connection interface 87 is an interface with the payout connection board 73.

The external interface 88 is an interface with the hall computer via the external concentration terminal board 70.
The rotating drum setting interface 89 is an interface with the rotating drum setting board 71.

<3. Rotating reel and rotating cylinder motor>

Subsequently, the rotating reels 4a, 4b, and 4c will be described.
FIG. 7 is an explanatory diagram of a configuration relating to origin detection for the rotating reels 4a, 4b, and 4c. The origin detection is detection of a specific position provided on each of the rotating reels 4a, 4b, 4c, that is, an origin.
Since the configuration relating to the origin detection is the same for each of the rotating reels 4 a to 4 c, one rotating reel is representatively illustrated as the rotating reel 4 here. 7A is a perspective view showing a configuration relating to origin detection, and FIG. 7B is a schematic cross-sectional view showing the relationship between the detected portion 93d formed on the rotating reel 4 and the origin position 101.

  In FIG. 7A, the rotation axis Ra, which is the central axis of the rotor 54r included in the stepping motor 54, is indicated by a one-dot chain line. The rotary reel 4 includes a reel drum 90 that is driven to rotate about the rotation axis Ra, a backlight unit 91 disposed inside the reel drum 90, and a base body that directly or indirectly supports the reel drum 90. 92.

The base body 92 is made of, for example, a synthetic resin, and includes a base plate 92b formed in a substantially plate shape, and a protrusion 92t that protrudes from the base plate 92b in a direction along the rotation axis Ra. The base plate 92b is disposed along one side of the reel drum 90 in the left-right direction (here, the right side). The stepping motor 54 is fixed to one surface side (here, the left surface side) of the base body 92 with the rotor 54r (rotation axis Ra) directed to one side (here, the left side) in the left-right direction.
In this case, the protrusion 92t protrudes from the base plate 92b in the left direction.

The reel drum 90 includes two reel frames 93 and 94 and a belt-like reel sheet 95 that is mounted on the outer periphery of the reel frames 930 and 94 in a cylindrical shape. The reel frames 93 and 94 are made of, for example, black synthetic resin that does not have light transmittance or has extremely low light transmittance, and the outer peripheral portions thereof are formed as rim portions 93r and 94r, respectively. The rim portion 93r of the reel frame 93 and the rim portion 94r of the reel frame 94 are formed in an annular shape along the left and right edges of the reel sheet 95, respectively.
The reel frame 93 includes a hub portion 93h that is detachably fixed to the rotor 54r of the stepping motor 54, and a plurality of spoke portions 93s that connect the rim portion 93r and the hub portion 93h in the radial direction. .

  In this example, the reel frame 94 is not directly connected to the reel frame 94, and the rim portion 94 r of the reel frame 94 is connected to the rim portion 93 r of the reel frame 93 via the reel sheet 95. (Of course, the rim portion 94r and the rim portion 93r can be integrally connected, for example, at one or a plurality of locations in the circumferential direction).

The reel sheet 95 is formed in a belt shape having a constant width by using, for example, a colorless and transparent synthetic resin sheet, is wound around the rim portions 93r and 94r of the reel frames 93 and 94, and is adhered by, for example, an adhesive. Although not shown in the drawing, a plurality of symbols are formed on the reel sheet 95 by printing.
The symbol forming area in the reel sheet 95 has a relatively high light transmittance, and when the LED in the backlight unit 91 is turned on, the light emitting area emits light brightly. Details will be described later with reference to FIG.

  The index sensor 55 is composed of, for example, a transmissive photosensor, and is attached to the tip end portion of a projecting portion 92t that projects from the base plate 92b to the reel drum 90 as shown in the figure. The index sensor 55 includes a light emitting portion 551 and a light receiving portion 552 that are arranged such that the light emitting surface and the light receiving surface face each other in the radial direction of the reel frame 93.

  In the case of this example, a predetermined spoke portion 93 s of the reel drum 93 is formed with a detected portion 93 d that protrudes in a direction facing the index sensor 55. The detected portion 93 d is formed at a position that passes through the space between the light emitting portion 551 and the light receiving portion 552 of the index sensor 55 as the reel drum 90 rotates.

  With such a configuration, depending on the index sensor 55 serving as a transmission type photosensor, the detected portion 93d is interposed between the light emitting portion 551 and the light receiving portion 552 once per rotation of the reel drum 90 (the rotating reel 4). As a result, a detection signal in which an ON pulse appears as the signal passes is obtained.

  Here, as shown in FIG. 7B, the detected part 93 d has one edge of both edges (ends) in a direction parallel to the rotation direction R (forward rotation direction) positioned at the same rotation angle as the origin position 101. Positioned to do so. Specifically, the detected portion 93 d of this example is positioned so that the edge on the rotation traveling direction side in the positive rotation direction (R) is positioned at the same rotation angle as the origin position 101.

Note that the configuration for detecting the origin should not be limited to that described above. For example, instead of the protrusion-like detected portion 93d, a configuration in which a detected portion by a notch as disclosed in JP 2014-33743 A may be provided. In this case, if the light emitting part 551 and the light receiving part 552 of the index sensor 55 are arranged so that the light emitted from the light emitting part 551 is received by the light receiving part 552 when the cutout part arrives as the rotating reel 4 rotates. Good.
The index sensor 55 is not limited to a transmissive photosensor, and a reflective photosensor can also be used.

FIG. 8 is a diagram schematically showing the backlight unit 91 and the reel sheet 95.
The backlight portion 91 includes side wall portions 91a and 91a, a top plate portion 91b, a bottom plate portion 91c, partition plates 91d and 91d, and an LED arrangement portion 91e.
The side wall portions 91a, 91a, the top plate portion 91b, and the bottom plate portion 91c are each formed in a substantially flat plate shape and assembled to form a substantially square shape.
The partition plates 91d and 91d are formed in a substantially flat plate shape, and are arranged in substantially the same distance between the top plate portion 91b and the bottom plate portion 91c so as to face substantially the same direction as the top plate portion 91b and the bottom plate portion 91c. Is done. As a result, the backlight unit 91 includes an upper irradiation chamber 96a and a middle irradiation chamber that are approximately the same size by the side walls 91a and 91a, the top plate 91b, the bottom plate 91c, and the partition plates 91d and 91d. 96b and lower irradiation chamber 96c are formed side by side.
The upper irradiation chamber 96a, the middle irradiation chamber 96b, and the lower irradiation chamber 96c are opened forward and rearward, respectively, and an LED arrangement portion 91e is attached so as to close all the rear openings.
A plurality of upper LEDs 97a, 97a,... Are spaced apart from each other on the front surface of a portion of the LED placement portion 91e that closes the upper irradiation chamber 96a.
Middle stage LED97b, 97b, ... is arrange | positioned on the front surface of the part which obstruct | occludes the middle stage irradiation chamber 96b in the LED arrangement | positioning part 91e spaced apart right and left.
Similarly, lower LEDs 97c, 97c,... Are arranged on the front surface of the portion that closes the lower irradiation chamber 96c in the LED arrangement portion 91e so as to be separated left and right.
In FIG. 8, the upper LED 97a, the middle LED 97b, and the lower LED 97c are arranged three by three apart from each other.

  The top plate portion 91b, the partition plates 91d and 91d, and the bottom plate portion 91c are arranged apart from each other by an interval of one symbol arranged on the reel sheet 95. Therefore, when the reel drum 90 stops after the game, the top plate portion 91b, the partition plates 91d and 91d, and the bottom plate portion 91c are positioned between the symbols arranged on the reel sheet 95. Therefore, in a state where the reel drum 90 is stopped, the light emitted from the upper LED 97a irradiates only the symbols stopped in front of the upper irradiation chamber 96a among the symbols arranged on the reel sheet 95. Similarly, the light irradiated from the middle LED 97b irradiates the pattern stopped in front of the middle irradiation chamber 96b, and the light irradiated from the lower LED 97c irradiates the pattern stopped in front of the lower irradiation chamber 96c.

  Since the light emitted from the LEDs arranged in the respective irradiation chambers is blocked by the side wall portion 91a and the partition plate 91d so as not to irradiate the symbols other than the symbols located in the front, each symbol can be arbitrarily selected for production. When it is desired to irradiate (for example, when irradiating only the upper symbol stop line), only the irradiated portion can be clearly irradiated. Thereby, the spinning machine suitable for various lighting effects using the spinning LED can be provided.

  Note that the side wall portions 91a, 91a, the top plate portion 91b, the bottom plate portion 91c, and the partition plates 91d, 91d may be integrally formed of the same member. Furthermore, at least a part of the LED arrangement portion 91e may be integrally formed in the same manner.

Next, an example of the relationship between the driving method of each of the stepping motors 54a, 54b, 54c for rotating the rotating reels 4a, 4b, 4c and the symbols formed on the rotating reels 4a, 4b, 4c will be described.
In the present embodiment, the stepping motors 54a, 54b, 54c are unipolar driving stepping motors, each having two drive windings that are center-tapped. In the case of the present embodiment, the stepping motors 54a, 54b, 54c are driven by, for example, 1-2 phase excitation in which one-phase excitation and two-phase excitation are alternately repeated. The driving method using 1-2 phase excitation can realize smooth driving with a step angle halved compared with the driving method of one phase excitation or two phase excitation. The update period of the excitation pattern (excitation data) for 1-2 phase excitation is set to 1.49 ms, which is the timer interrupt processing period.

FIG. 9 is an explanatory diagram of symbols formed on the rotating reels 4a, 4b, and 4c.
In this example, 21 frames of symbols are arranged on the surface of the rotating reels 4a, 4b, 4c along the rotating direction. In each of the rotating reels 4a, 4b and 4c, there are 10 types of symbols (red 7, white 7, bar, character, cherry, watermelon, bell, replay, outage 1 and outage 2), and they are in a predetermined order. Are arranged in In the figure, the symbols of 21 frames formed on the rotating reel 4a are represented as symbols 4a1, 4a2,..., 4a21, respectively. Similarly, the symbols of 21 frames formed on the rotating reel 4b are represented as symbols 4b1, 4b2,..., 4b21, and the symbols of 21 frames formed on the rotating reel 4c are denoted as symbols 4c1, 4c2,. ing. The number given to the end of the symbol of each symbol represents the symbol number.

  In the rotating reels 4a, 4b, and 4c, the symbols are arranged at equal intervals, and in the drawings, the positions of the symbols are indicated by broken lines. In the rotating reels 4a, 4b, and 4c, a predetermined symbol break position is set as the origin position 101. The origin position 101 in this example is set to the symbol break position between the symbols 4a1, 4b1, 4c1, which are the first symbols, and the symbols 4a21, 4b21, 4c21, which are the 21st symbols, respectively.

  An arrow R in the figure represents the rotation direction of the rotating reels 4a, 4b, and 4c during steady rotation (during forward rotation). As understood from this, the numbers given to the symbols represent the order in which the symbols transition during the steady rotation starting from the origin position 101.

Here, in this example, the stepping motors 54a, 54b, 54c and the rotating reels 4a, 4b, 4c are respectively rotated so that the rotating reels 4a, 4b, 4c rotate 1/63 each time the stepping motors 54a, 54b, 54c rotate once. The rotation ratio between is set. In other words, it is necessary to rotate the stepping motors 54a, 54b, 54c 63 times in order to rotate the rotating reels 4a, 4b, 4c once.
In this example, since the number of drive steps necessary to rotate the stepping motors 54a, 54b, 54c is eight, the stepping motors 54a, 54b required to rotate the rotating reels 4a, 4b, 4c once. , 54c is set to 8 × 63 = 504.

Since the symbols of 21 frames are formed at equal intervals on the rotating reels 4a, 4b, and 4c in this example, the number of steps per symbol is 504 ÷ 21 = 24 steps.
Accordingly, a total of 24 positions can be detected as step positions for each symbol. Here, the step position in the symbol, the symbol number steps for each timer interrupt process described in Figure 11 after it is detectable by gradually decremented (-1). That is,
There are 24 step positions that can be detected in each symbol, from 24 (first step position) to 1 (last step position). When the number of symbol steps is further decremented from the state of reaching the final step position (No. 1) of the symbol, the symbol step number returns to No. 24 (= 0).

In addition, for each symbol, a predetermined step position among the 24 (0) to 1st step positions is defined as a position (stop permission step position) where the symbol should be permitted to stop. Specifically, the 8th step position is determined as the symbol stop permission step position. When the rotating reel 4 is stopped, a stop symbol is determined, and the rotating reel 4 is stopped at the stop symbol. At this time, the position at which the rotating reel 4 is stopped is not limited to any step position in the stop symbol. The stop is permitted in response to reaching the step position.

<4. Main processing>

Next, various processes executed by the CPU 80a of the main control board 40 will be described. The CPU 80a executes an infinite loop-shaped main process that is started mainly when the power is turned on, and a maskable timer interrupt process that is started at regular intervals by a periodic interrupt from the CTC 80e.

First, the main process executed by the CPU 80a will be described with reference to the flowchart of FIG.
When the power of the slot machine is turned on, the CPU 80a executes an initial setting process in step S101. Here, the state after the power is turned on is either a hot start by restarting the process executed before the power interruption, or a cold start by shifting to the process of step S102.
For example, if the clerk operates the setting key switch 72 described above and sets the winning probability of the lottery process before the start of business, a cold start process is performed, but there is no such clerk operation and there is an abnormality. If not detected, the game operation is hot-started.

Here, in the case of a hot start, the CPU 80a executes a predetermined power interruption recovery process in the initial setting process of step S101. As the power interruption recovery processing, a) When power interruption is a) Reel production b) When it is activated c) When activation is finished and it is in steady rotation d) Stop buttons 18a, 18b, 18c The processing corresponding to each of the cases after the operation is performed is executed. Specifically, in the case of a), various setting processes for redoing the reel effect from the beginning, in the case of b) or c), various setting processes for redoing the rotation reels 4a, 4b, 4c, d) In the case, various setting processes for restarting the stop control that has been executed in response to the stop operation before the power interruption are executed. In addition, since the specific content of the electric power interruption reset process performed corresponding to such a hot start is described also in Unexamined-Japanese-Patent No. 2013-212264 etc., please refer there for details.

  In response to the power interruption, the CPU 80a executes a non-maskable NMI (Non Maskable Interrupt) interrupt process in response to a signal for notifying the power supply supplied from the power supply board 41. In this NMI interrupt process, a checksum operation for a predetermined area of the RAM 80c, holding of the calculated checksum value, setting of a backup flag, saving of a register value, and the like are executed. See JP 2013-212264 A and the like.

  On the other hand, in the case of a cold start, the CPU 80a repeats a series of main loop processes represented by steps S102 to S117. The main loop process of steps S102 to S117 is repeatedly executed for each game. In addition, the period of 1 game points out the period after rotating the rotation reel 4 and making it stop in the stop mode according to the lottery result.

  First, in step S102, the CPU 80a executes a RAM initialization process. That is, the predetermined area in the work area of the RAM 80c is cleared to zero.

  In subsequent step S103, the CPU 80a generates a game state flag in the current game. The game state flag is a flag that specifies a game state such as whether the current game is “in bonus game”, “in bonus bonus” or “in normal game”.

Further, the CPU 80a executes a game medal insertion process in the next step S104. In other words, the inserted medal management process is executed for a medal actually inserted from the medal insertion slot 12 and a medal inserted in a pseudo manner by pressing the max insertion button 16. In this inserted medal management process, the number of medals inserted or pseudo-inserted is determined. After that, when the start lever 17 is turned on, the subroutine process is terminated.
At this time, according to the insertion of the medal, a control command (insertion command) indicating that is set in the transmission buffer in the effect control interface 86, and in the command output process (S205) of the timer interrupt process (FIG. 11) described later. Is transmitted to the production control board 42. At this timing, a clearing command indicating a clearing operation by the player may be transmitted.

  When the start lever 17 is turned on in step S104 and the inserted medal management process ends, the CPU 80a executes an internal lottery random number extraction process in step S105. Specifically, the counter value held in the counter circuit 81 is acquired. The acquired counter value is held as a random value at a predetermined address in the RAM 80c.

  In subsequent step S106, the CPU 80a executes an internal lottery process (design lottery process) based on the stored random number value. In the symbol lottery process, whether or not the bonus symbol is won, whether or not the small role symbol is won, and whether or not the replay symbol indicating replay is won is determined, and a control command ( A game start command) is set in the transmission buffer of the effect control interface 86, and is transmitted to the effect control board 42 by the command output process (S205) of the timer interrupt process. That is, the effect control board 42 is notified whether each symbol is won or not. Examples of the small role symbols include “cherry symbols” (4a10, 4b3, 4c9), “bell symbols” (4a4, 4b5, 4c3, etc.), “watermelon symbols” (4a9, 4b12, 4c1, etc.), etc. can do.

  In response to the execution of the internal lottery process in step S106, the CPU 80a executes a reel effect lottery process for determining whether or not to execute a reel effect in the next step S107. The effects that can be selected in the reel effect lottery process are determined in accordance with the result of the internal lottery process. For example, if a predetermined symbol such as “watermelon symbol” is in an internal winning state, a predetermined reel effect such as “a slow effect that rotates in a positive direction and stops still” can be selected based on a predetermined winning probability. Become.

In response to execution of the reel effect lottery process in step S107, the CPU 80a initializes various data used in a symbol stop control process (step S409 in FIG. 14) described later as a stop symbol determination initialization process in the next step S108. After the execution, in the next step S109, a rotation rotation start setting process is executed to start the rotation of the rotary reels 4a to 4c.
The contents of the spinning rotation start setting process in step S109 differ depending on whether or not the reel effect lottery is won.
Here, the reel effect is executed at various timings, for example, according to the operation of the start lever 17. When the reel effect executed at the timing of operation of the start lever 17 is won, the reel effect is executed in accordance with the operation of the start lever 17 and the rotating reels 4a, 4b, 4c are temporarily stopped. After that, the rotating reels 4a, 4b, and 4c are activated (accelerated rotation) again to make a transition to a steady rotation state at a constant speed.
When the reel effect lottery is won, in the rotation rotation start setting process in step S109, various setting processes for starting the rotating reels 4a, 4b, and 4c for the normal rotation state after effect rotation is performed. Is executed.
On the other hand, when the reel effect lottery is not won, various setting processes for starting the rotating reels 4a, 4b, and 4c toward the steady rotation state are executed in the rotating rotation start setting process in step S109.
The details of the specific processing executed in step S109 will be described later with reference to FIG.

  By the way, when a certain reel effect is executed according to the operation of the start lever 17, it can be inferred that the player has won a predetermined symbol corresponding to the type of the reel effect. The player performs a stop operation so that the symbols targeted from such inference are aligned on the symbol stop line. Only when the inference is made and the stop timing is appropriate, the internal winning state is made effective and a predetermined medal is paid out.

In response to the execution of the rotation rotation start setting process in step S109, the CPU 80a executes the rotation rotation stop process in the next step S110.
In the rotation stop processing, processing for determining the stop symbol of the rotating reels 4a, 4b, 4c according to the operation of the stop buttons 18a, 18b, 18c, and stopping the rotating reels 4a, 4b, 4c with the stop symbol. Various data setting processing is performed. Further, in the spinning stop process, a process of collating the symbols stopped on the symbol stop line is also performed.
The details of the specific process executed as the spinning cylinder stop process in step S110 will be described later with reference to FIG.

  In the above-described spinning cylinder stop process, the corresponding rotary reel 4 among the rotary reels 4a, 4b, and 4c is controlled to stop according to the result of the internal lottery process (S106). That is, as a result of the internal lottery process, the symbols of the rotating reels 4a, 4b, and 4c are aligned so as to match the winning result on condition that the player is appropriately stopped. However, if the timing at which the player presses the stop button 18 or the order of the stop operations is inappropriate, the player is stopped in a lost state pattern. As a result, the small winning combination at the corner is wasted, but the bonus winning is carried over after the next game. However, when a reel effect is executed, if a correct stop operation is executed in accordance with the suggestion, it is possible to avoid missing a medal.

The CPU 80a executes a winning determination process in the next step S111 in response to the execution of the spinning cylinder stop process in step S110. That is, based on the result of the above collation processing in the turning stop processing in step S110, it is determined whether or not the winning symbol (winning combination) is aligned on the symbol stop line, and the number of medals to be paid out according to the determination result Is calculated.
In the winning determination process, a winning information command is sent to the effect control interface 86 in order to transmit a control command (winning information command) indicating whether or not the winning symbols are aligned on the symbol stop line to the effect control board 42. Processing to set in the transmission buffer is also performed.
In the winning determination process, in order to cause the medal payout device 5 to execute the medal payout for the calculated payout number, a process of setting a control command instructing the medal payout based on the payout number to the transmission buffer in the payout connection interface 87 is also performed. Is called.

In the subsequent step S112, as the medal payout number monitoring process, the CPU 80a performs a process of counting the number of payout medals based on the detection signal of the medal payout sensor 76 and updating the credit value according to the medal payout.
In the medal payout number monitoring process, a process of setting a payout command in the transmission buffer in the effect control interface 86 is also performed in order to transmit a control command (payout command) indicating medal payout to the effect control board 42.

  Further, in the next step S113, the CPU 80a executes a re-game setting process. In the replay setting process, it is determined whether or not the replay winning state is set. If the replay winning state is set, the replaying operation start process is executed, and the process proceeds to step S114. If it is not in the replay winning state, the process proceeds to step S114 without executing the replay operation start process.

  In step S114, the CPU 80a determines whether or not the bonus game is currently being played. If the bonus game is in progress, the CPU 80a executes a predetermined process corresponding to the case in which the bonus is being operated as the bonus operating process in step S116, and then returns to the previous step S102.

On the other hand, if the bonus game is not currently being played, the CPU 80a determines in step S115 whether or not a bonus symbol has been prepared. After performing various corresponding setting processes, the process returns to step S102.
When the bonus symbols are not prepared, the CPU 80a passes the bonus operation start process of step S117 and returns to step S102.

<5. Timer interrupt processing>

Next, timer interrupt processing started every 1.49 ms will be described with reference to FIG.
First, the CPU 80a saves the register value in step S201 (register saving process), acquires the data of the input port that receives various switch signals and sensor signals in step S202, and stores it in a predetermined area of the RAM 80c, for example (see FIG. Port input processing). The sensor signals include the medal passing sensor 67, the medal payout sensor 76, the first cylinder index sensor 55a, the index sensors 55b of the second cylinder index sensor 55b and the third cylinder index sensor 55c, the door sensor 66, and the like. The detection signal from is included. In the port input process, a random number value is also fetched from the counter circuit 81.

  Next, the CPU 80a executes a rotating cylinder rotation control process in step S203. The spinning rotation control process is based on the setting data in the spinning rotation start setting process (S109) and the spinning cylinder stop process (S110) in the main process of FIG. In order to realize this, the excitation data output to the stepping motors 54a, 54b, 54c is set in an output buffer prepared in the RAM 80c.

  In step S204, the CPU 80a executes update processing for various target timers as regular update processing, and then executes command output processing in step S205. That is, the control command set in the transmission buffer in the effect control interface 86 is output to the effect control board 42 for each byte.

In the next step S206, the CPU 80a updates the display operation of various lamps as display / motor output processing, and outputs the excitation data set in step S203 to the stepping motors 54a, 54b, 54c via the rotary motor driving unit 85. . When excitation data is output to the stepping motor 54, each stepping motor enters a predetermined excitation state corresponding to the excitation data, and the rotation reel 4 is rotated or stopped by updating the excitation data.
The lamps updated in step S206 are lamps provided as the LED group 9 (for example, LEDs indicating that preparations for rotating the spinning cylinder are complete, LEDs indicating a medal insertion acceptance state, and the like) LED indicating the number of medals).

  Further, the CPU 80a executes an abnormality monitoring process in the next step S207, and executes an external information signal output process in step S208. In the abnormality monitoring process in step S207, determination of the presence / absence of abnormality based on the detection signals of the lever detection sensor 68, the medal payout sensor 76, and the door opening sensor 35 described above and processing according to the determination result are executed. The external information signal output process in step S208 is a process related to information output via the external concentration terminal board 70 described above, and specifically, a process of outputting information such as paid-out medals to the hall computer is executed. To do.

In the subsequent step S209, the CPU 80a confirms the max input button valid flag. If the max input button valid flag is “1” (on), the CPU 80a determines whether the max input button 16 is operated in step S210. Note that the max insertion button valid flag is a flag that is turned on when the number of coins necessary for one game has been inserted, and is turned off (“0”) in other cases.
In step S210, if the max input button 16 has been operated, the CPU 80a sets a maximum input operation command in step S211 and proceeds to step S212.

  On the other hand, if the maximum input button valid flag is “0” in step S209, or if the maximum input button 16 has not been operated in step S210, the CPU 80a proceeds directly to step S212.

In step S212, the CPU 80a restores the register value saved in the previous step S201. In response to the execution of the register restoration process in step S212, the CPU 80a finishes the timer interrupt process.

<6. Processing related to rotation and stop of rotating cylinder>
[6-1. Cylinder control flag]

Next, processing related to rotation and stop of the rotating reels 4a to 4c will be described.
First, the spinning cylinder control flags FGa to FGc used in the processing relating to the rotation and stop of the rotary reels 4a to 4c will be described.
In the present embodiment, corresponding to the three reels 4a to 4c, 1-byte length (8-bit length) spinning cylinder control flags FGa to FGc are prepared, and each of the spinning cylinder control flags FGa to FGc is prepared. Based on the value of the bite, the rotation of the production rotation and the rotation operation from the start rotation (acceleration rotation) to the complete stop is performed.

FIG. 12A illustrates the data structure of the spinning cylinder control flags FGa to FGc.
Each of the spinning control flags FGa to FGc is a 1-bit control flag F0, a reel production flag F1, a spinning sensor ON flag F2, a stop command flag F3, a stop signal detection flag F4, and a spinning start flag. It consists of 8 bits, F5, a rotation start flag F6, and a rotation stop flag F7. The bit position of each flag F matches the bit position indicated by the number assigned to the flag F.

FIG. 12B is an explanatory diagram regarding the significance of the flags F7 to F0.
The in-control flag F0 indicates whether or not the rotation reel 4 is under rotation control, and F0 = from the start of rotation by the ON operation of the start lever 17 to the complete stop state according to the ON operation of the stop button 18 1 The reel effect in-progress flag F1 indicates that the reel effect is in effect rotating the rotating reel 4 irregularly by F1 = 1. The rotating cylinder activation flag F6 indicates that the activation operation for accelerating the rotating reel 4 to a rotating state at a constant speed as steady rotation is F6 = 1. The spinning cylinder activated flag F5 indicates that the rotating reel 4 that has been activated is normally rotated by F5 = 1.

The stop signal detection flag F4 is set to F4 = 1 when it is detected that the player has operated the stop button 18, and the stop command flag F3 is subjected to the rotation of the main process through the subsequent slip control. F3 = 1 in response to the arrival of the stop symbol detected in the stop process (S110).
The spinning cylinder stop flag F7 becomes F7 = 1 in response to arrival at a predetermined stop execution step position (step position where brake control (all-phase excitation) is started to stop the rotating reel 4) in the stop symbol. . Note that the spinning stop flag F7 is set to F7 = 0 by setting the spinning control flag FG = 01h before starting the rotating reel 4 in step S307 described later with reference to FIG.

Further, the rotation sensor ON flag F2 is set to F2 = 1 in response to the index sensor 55 being turned ON every time the origin reel position 101 is reached after each rotating reel 4 starts rotating. The rotation sensor ON flag F2 defines whether or not to accept a stop operation by the player, and the stop operation after F2 = 1 is accepted as an effective stop operation.

[6-2. Processing from rotation start to steady rotation]

The rotating operation and the stopping operation of the rotating reels 4a to 4c are performed in the spinning rotation start setting process (S109) and the spinning cylinder stop process (S110) in the main process shown in FIG. 10, and in the timer interrupt process shown in FIG. This is realized by cooperating with the cylinder rotation control process (S203).
Hereinafter, the rotation rotation start setting process, the rotation rotation stop process, and the rotation rotation control process will be described separately from the viewpoint of rotation start to steady rotation and rotation stop.

First, the rotation rotation start setting process will be described with reference to the flowchart of FIG.
In FIG. 13, the CPU 80a acquires a reel effect flag in step S301, and determines whether or not a reel effect lottery is won in step S302. The reel effect flag is a flag that represents the lottery result of the reel effect lottery process (S107) in the main process of FIG.

  If the reel effect lottery is won, the CPU 80a executes a reel effect start setting / standby process in step S303. That is, a necessary setting process for starting the effect rotation is executed, such as setting an effect table corresponding to the type of reel effect selected from the effect tables prepared in advance for each of the stepping motors 54a, 54b, 54c. At the same time, it waits until the effect rotation is completed. In the reel effect start setting / standby process, 03h is set in the spinning control flag FG of the rotating reel 4 on which the reel effect is executed. That is, it shows that the corresponding rotating reel 4 is under rotation control and is in the reel effect.

  Note that the process for rotation control based on the selected effect table is executed in the rotating cylinder rotation control process (S203) in the timer interruption process shown in FIG.

When the reel effect start setting / standby process at step S303 is completed (that is, when the reel effect is completed), or when a negative result that the reel effect lottery is not won is obtained at the previous step S302, the CPU 80a. After executing the wait timer acquisition process in step S304 and the specified number of interrupts waiting process in step S305, the wait timer is set to 4.1 s in the next step S306. By setting this wait timer, a time count of 4.1 s is started.
Here, 4.1 s is a time length that should be at least as a time interval between games. Thus, by setting the minimum interval as the time interval between games, it is possible to prevent the player from excessively consuming medals.
In the wait timer acquisition process of step S304, the value of the wait timer that has been started by the timer set process of step S306 executed one game before is acquired. In the waiting process of step S305, the waiting for the number of timer interruptions (acquired wait timer value ÷ 1.49ms) corresponding to the value of the acquired wait timer is performed.
As a result, the interval between games is at least 4.1 seconds or longer.
Note that 4.1 s is an example, and can be changed as appropriate.

  In response to the execution of the timer setting process in step S306, the CPU 80a sets the spinning cylinder control flags FGa to FGc to 01h in step S307. Here, the spinning cylinder control flag FG = 01h means that the in-control flag F0 = 1 and the other flags F1 to F7 are all 0. Since only the in-control flag F0 is set to “1” in this way, the three reels 4a to 4c are activated toward the steady rotation by the rotation rotation control process (S203) of the timer interrupt process thereafter. Control is started.

  In next step S308, the CPU 80a sets a motor operation table for activation. The motor operation table is provided to realize motor operation for accelerating rotation of the stepping motors 54a to 54c toward steady rotation. The excitation data output to the motor and the length of time for outputting the excitation data are provided. A table having associated information.

  Subsequently, in step S309, the CPU 80a clears the re-game operation state bit and turns off the re-game LED. Note that the re-game operation state bit is set to a predetermined value (for example, 1) when the re-game is selected in the re-game setting process in step S113 executed corresponding to the previous game.

In subsequent step S310, the CPU 80a sets a rotation start command in the transmission buffer in the effect control interface 86, and ends the rotation rotation start setting process shown in this drawing.

[6-3. Processing related to stop of rotating cylinder]

Next, a process related to stopping the rotating reel 4 will be described.
Since the acceptance of the stop operation of the rotating reel 4 is performed by the turning stop processing (S110) in the main processing shown in FIG. 10, the turning stop processing in step S110 will be described first.

FIG. 14 is a flowchart of the spinning cylinder stop process in step S110.
In FIG. 14, the CPU 80a first waits until one interrupt process is completed in step S401.
Here, in step S109 immediately before the spinning cylinder stop process in step S110, the spinning cylinder rotation start setting process is executed. As understood from the above description, the rotation of the rotating reels 4a to 4c is performed in the rotation rotation control process in the first timer interruption process after the necessary setting is performed in the rotation rotation start setting process in step S109. This is started by executing (S203). Therefore, the standby process in step S401 functions as a process of waiting until the rotating reels 4a to 4c start rotating.
Note that the standby process in step S401 is executed a plurality of times in the course of the process shown in FIG. The standby process of step S401 executed after the second time functions as a process of waiting for the rotation control process (S203) to be performed once, that is, for the rotation control to proceed for one timer interrupt.

  In response to performing the standby process in step S401, the CPU 80a determines the rotation sensor ON flag F2 corresponding to the rotating cylinder (rotary reel 4) in step S402, and in the subsequent step S403, the rotation sensor ON flag F2 is determined. Are all ON (= 1), that is, whether or not the origin position 101 has been detected for all the rotating reels 4.

  If the condition that the rotation sensor ON flag F2 is all ON is not satisfied, the CPU 80a turns on the stop buttons 18a to 18c in red in step S417, and returns to step S401. Note that red lighting indicates that acceptance of a stop operation is prohibited.

On the other hand, when the condition that all the rotation sensor ON flags F2 are ON is satisfied, the CPU 80a determines whether or not an invalid operation is performed in step S404. That is, it is determined whether or not an invalid operation other than an effective stop operation of pressing one of the stop buttons 18a to 18c is being performed.
When an invalid operation is performed, the CPU 80a turns on the stop buttons 18a to 18c in red in step S417, and returns to step S401.

If an invalid operation has not been performed, the CPU 80a determines whether or not a valid stop operation has been performed in step S405, and if a valid stop operation has not been performed, the rotating reel 4 being rotated in step S418. The stop button 18 corresponding to is turned on in blue, and the process returns to step S401.
On the other hand, when a valid stop operation is performed, the CPU 80a turns on all the stop buttons 18a to 18c in red in step S406.

Here, paying attention only to the lighting control of the stop button 18, after all the stop buttons 18a to 18c are lit red in the step S406, it is determined whether or not all the rotating reels 4 are stopped in the step S412. If all the rotating reels 4 are not stopped, the process returns to step S401, and the above-described processing relating to the blue lighting / red lighting is executed.
With this processing flow, after the rotation of the rotary reels 4a to 4c is started, the lighting control of the stop buttons 18a to 18c is performed as follows.

-Until the stop operation can be accepted from the start of rotation (reel production start or start start), all the stop buttons 18a to 18c are kept lit red.
When the stop operation can be accepted, all the stop buttons 18a to 18c are lit in blue. However, when an invalid operation is performed, all the stop buttons 18a to 18c are lit red.
When the stop operation of the rotating reel 4 is performed, all the stop buttons 18a to 18c are once lit red, and then only the stop button 18 of the rotating reel 4 on which the stop operation has been performed is maintained red. The stop button 18 corresponding to the other rotating reel 4 is returned to blue. At this time, if there is no rotating reel 4 that is rotating, all the stop buttons 18a to 18c remain in a red-lit state.

Continue to explain the process.
As described above, in step S405, it is determined that a valid stop operation has been performed. In step S406, when the stop buttons 18a to 18c are lit red, the CPU 80a sets the stop signal detection flag F4 = 1 in step S407. set.

  Subsequently, in step S408, the CPU 80a executes various variable update processing. Specifically, the stop interval timer is set to 211 ms. 211 ms corresponds to the time for four frames, which is the maximum number of sliding frames.

  In response to the execution of the variable update process in step S408, the CPU 80a executes a symbol stop control process in step S409. This symbol stop control process determines (calculates) a stop position including the stop symbol for the rotating reel 4 on which the stop operation has been performed, and sets a stop command flag F3 = 1 in response to reaching the stop symbol. The main processing content is to collate symbols on an effective symbol stop line. Further, the CPU 80a outputs a stop operation reception information command for notifying the effect control board 42 that the stop operation has been received in step S409.

  In response to the execution of the symbol stop control process of step S409, the CPU 80a advances the process to step S410, and as the stop result information command set process, the effect control is performed to send a stop result information command representing the stop result to the effect control board 42. Set to the transmission buffer in the interface 86.

  In subsequent step S411, the CPU 80a waits until the stop interval timer = 0. By the standby process in step S411, the standby until the time of 211 ms elapses after the stop interval timer is set in the previous step S408 is realized. Due to such standby, a time corresponding to the maximum number of sliding frames is always ensured after the stop operation is performed until the stop operation for the next rotating reel 4 can be accepted.

  In response to the execution of the standby process in step S411, the CPU 80a determines in step S412 whether or not all of the rotating reels 4 have been stopped, and all of the rotating reels 4 have not been stopped (that is, stopped. As described above, the process returns to step S401. If all the rotary reels 4 have been stopped, the process proceeds to step S413.

In step S413, the CPU 80a acquires input information about the stop buttons 18a to 18c, the start lever 17, the max insertion button 16, the credit settlement button 14, and the door opening sensor 35 as input port information acquisition processing. Next step In S414, it is determined whether any of the operations corresponding to the input information is performed.
When any operation is performed, the CPU 80a executes the information acquisition process in step S413 and the determination process in step S414 again. That is, as long as any operation is performed, the process loops in steps S413 → S414 → S413.

  If no operation has been performed, the CPU 80a proceeds to step S415, sets a predetermined value (101 ms in this example) to the wait timer as a wait timer setting process after all stop, and waits for a specified number of interrupts in the subsequent step S416. Execute. As the designated number interrupt waiting process, a process of waiting until the timer interrupt process corresponding to the number of times corresponding to the value of the wait timer set in step S415 is executed.

In response to the execution of the standby process in step S416, the CPU 80a finishes the rotating cylinder stop process shown in FIG.
Note that the actual rotation of the reel 4 is stopped in the spinning rotation control process (S203) of the timer interruption process in response to the setting of the stop command flag F3 in the symbol stop control process (S409) of the main process. Is performed by outputting an excitation pattern for the stepping motor 54 corresponding to the rotating reel 4. In addition to the fact that the stop pattern has been reached (= 1 is set in the stop command flag F3), the excitation pattern output for this stop has reached the predetermined number of symbol steps (monitored in step S203). It is made according to.

<7. About the game state>

The rotation state of the rotating reel, the game state depending on the presence / absence of effects, etc. are defined using FIG.
First, as shown in FIGS. 15A and 15B, the gaming state when the player is playing the slot machine is divided into a “normal gaming state”, a “game standby state”, and a “game interruption state”.
The normal gaming state refers to a state from when the player operates the start lever 17 until the three rotating reels 4a, 4b, and 4c are stopped.
The game standby state is a state from when the three rotating reels 4a, 4b, 4c are stopped (that is, from the time when the normal game state is finished) until the start lever 17 is operated to start the next game. Point to. In other words, except for the game interruption state, the game progresses by alternately repeating the normal game state and the game standby state.
The game interruption state is a state in which a transition is made during the normal game state or the game standby state or at the timing of switching. In other words, a transition to the game suspension state at a predetermined timing in the normal game state and a return to the normal game state when the game suspension state ends, a case to transition to the game suspension state at a timing to switch from the normal game state to the game standby state, etc. There is.

Specifically, when a transition to the game interruption state is made at the timing when the start lever 17 is operated (FIG. 15A), or the first rotating reel 4a (or 4b or 4c) of the three rotating reels 4a, 4b and 4c. ) May stop when the stop button 18 is pressed (FIG. 15B). In addition, when all three reels 4a, 4b, and 4c are stopped, a transition is made to a game suspension state, a transition is made to a game suspension state immediately before a medal is paid out, or a medal is inserted after a medal is paid out. In some cases, the game transitions to a game interruption state. In the case of transition to the game interruption state when the stop button 18 is pressed as shown in FIG. 15B, for example, the current rotation state (only one rotation reel is stopped and two rotation reels are rotating) While maintaining the above, an effect in which the operations of the remaining two stop buttons 18, 18 are invalidated is performed. In response to this, during the game interruption state, a character effect on the LCD unit 7 or a lamp effect by LED is executed. Thereby, the player cannot stop the remaining two rotating reels, and the game interruption state continues until the end of various effects, so that the various effects can be shown to the player until the effect ends.
Note that, during a normal game, a BB game, an ART game, and the like, there may exist a normal game state, a game standby state, and a game interruption state, respectively.

Next, the definition of the state in which the rotating reel 4 is rotating is defined as “rotating effect” when the rotating reel 4 is rotating in the game interruption state, and the rotating reel 4 is rotated in the normal gaming state. Is in the “normal rotation” state. In addition, during the effect rotation, a case where an effect of maintaining the state where the rotary reel 4 is stopped is included. Specifically, for example, when a reverse rotation as an effect rotation is performed and the rotation is once stopped, and then a reverse rotation as an effect rotation is performed again, the “effect rotation” is included even when the rotation is stopped between the reverse rotations. "Medium". Further, the normal rotation means that the start reel 17 is operated and the rotation reel 4 starts to rotate until the all rotation reel 4 stops.
Further, during normal rotation, in particular, a state from when the pressing of the stop button 18 becomes effective until the rotating reel 4 stops is defined as “corresponding to stop control”.

Each of the above-described game states (normal game state, game standby state, game interruption state) is switched by the main control board 40 and appropriately notified to the effect control board 42 as necessary. For example, the switching from the normal game state to the game standby state can be notified by the stop result information command set process in step S410 described above.

<8. About production by movable accessories>

Hereinafter, examples of effects in which a movable accessory is applied as a movable object will be described.
The movable accessory is controlled by the effect control board 42 via the effect interface board 43 and the accessory drive unit 102 shown in FIG.
Here, an effect of moving the movable accessory in front of each symbol visible from the display window 8 will be described.

[8-1. Configuration of movable accessory]

As a configuration of the movable accessory, first, four examples will be described with reference to FIG.
The movable accessory 98 can be driven between the rotary reel 4 and the display window 8 by a drive mechanism (not shown). Specifically, it is possible to move between a standby position located outside the area visible from the display window 8 and an effect position visible from the display window 8 and located in front of the symbol stop position of the rotary reel 4. It is said that.
The movable combination 98A shown in FIG. 16A is made up of a transparent member that is entirely exposed in the display window 8. A part of the movable accessory 98A indicated by a broken line in FIG. 16A is a part located behind the front panel 2, and is a part that cannot be visually recognized by the player.
The slot machine includes a mechanism (not shown) that emits light from the movable accessory 98A. As a mechanism for irradiating light from the movable accessory 98A, for example, a transparent portion of the movable accessory 98A constitutes a light guide plate, and an unillustrated LED or the like is formed on a portion that is invisible from the display window 8 of the movable accessory 98A. It is conceivable that a transparent part of the movable accessory 98A is caused to emit light by providing a light source and allowing light emitted from the light source to enter a part that becomes a light guide plate.

  16B includes a base part 98Ba formed of an opaque member, a light emitting part 98Bb formed of a translucent member having a space inside, and a tip end part 98Bc formed of an opaque member. Have. A light source 98Bd such as an LED is provided in the internal space of the light emitting portion 98Bb of the movable accessory 98B. When the light source 98Bd emits light, light is emitted from the light emitting unit 98Bb toward the outside of the movable accessory 98B.

  A movable accessory 98C shown in FIG. 16C includes an opaque portion 98Ca formed of an opaque member, and a transparent portion 98Cb formed of a transparent member provided along the outer periphery of the opaque portion 98Ca.

  A movable accessory 98D shown in FIG. 16D includes a light guide plate 98Da and an LED 98Db that receives light from the side of the light guide plate 98Da. The light guide plate 98Da is formed with a predetermined concavo-convex pattern. When light emitted from the LED 98Db is incident from the side, the predetermined pattern emerges and a part of the transparent portion changes to an opaque portion. The light guide plate 98Da of the movable accessory 98D corresponds to a member that can be made opaque by electronic control of the effect control board 42.

In the case where the light emitting effect is not performed in the movable combination items 98A, 98B, 98C, and 98D, the mechanism for irradiating the above-described light to the movable combination items 98A, 98B, 98C, and 98D may not be provided.
In the following description, the movable combination 98A, 98B, 98C, 98D (further described later 98E, 98F, 98G, 98H) is referred to as any movable combination. It is described as 98.
Regarding the above-mentioned transparency / opacity, for example, when the symbol is visible through the movable accessory 98, the portion of the movable accessory 98 is transparent, and when the symbol is not visible, the movable accessory is displayed. That portion of 98 may be opaque. Moreover, regarding semi-transparency, for example, a symbol is invisible, but refers to what allows light to pass to some extent. Note that “unrecognizable” as used herein may indicate that the symbol is present but the shape of the symbol is unrecognizable, or that the symbol itself is unrecognizable. You may point.
Further, the case where the transmittance is equal to or higher than a predetermined numerical value may be transparent, and the case where the transmittance is lower than the predetermined numerical value may be opaque.

[8-2. Symbol stop position]

As shown in FIG. 17, a total of nine symbol stop positions visible from the display window 8 are provided on each of the reels 4a, 4b, and 4c. Of the symbol stop positions, the symbol stop position used for winning determination such as a small role or BB is the first symbol stop position (the effective line in FIG. 17), and the other symbol stop positions are the second symbol stop position ( The invalid line in FIG. 17). Specifically, in FIG. 17A, the middle symbol stop position on each of the rotary reels 4a, 4b, and 4c is defined as the first symbol stop position, and the upper and lower symbol stop positions on each of the rotary reels 4a, 4b, and 4c. The second symbol stop position is set. Further, in FIG. 17B, in addition to the middle symbol stop position on each of the rotating reels 4a, 4b, 4c, the upper symbol used for winning determination for determining whether or not the winning symbol (winning combination) is complete during the BB game. The stop position is also the first symbol stop position, and only the lower symbol stop position of each rotary reel 4a, 4b, 4c is the second symbol stop position.
As described above, the effective line is a symbol stop line used for winning determination in the game, and is a symbol stop line constituted by a plurality of first symbol stop positions. That is, in the example of FIG. 17A, one of the middle symbol stop lines is an effective line. In the example of FIG. 17B, the middle symbol stop line becomes an effective line during the normal game, and the two symbol stop lines of the upper symbol stop line and the middle symbol stop line become the effective lines during the BB game.

[8-3. Production flow using movable objects]

The flow of the production process using the movable accessory will be described with reference to FIG.
When the start lever 17 is operated by the player, a series of processes shown in FIG. This series of processes may be executed in the main process for effects executed by the effect control board 42, or may be executed in the interrupt process for effects executed by the effect control board 42. Further, it may be realized by both the main process and the interrupt process executed by the effect control board 42.
First, in step S501, the effect control board 42 receives a control command indicating the lottery result of the internal lottery process (S106) from the main control board 40. This control command is set and transmitted to the transmission buffer by the CPU 80a of the main control board 40 in step S106 described above.

In the subsequent step S502, an effect selection process for selecting an effect to be executed according to the lottery result, that is, according to the winning combination, is executed by the effect control board 42. In this effect selection process, not only an appropriate effect is directly selected based on the lottery result received from the main control board 40, but also the effect lottery is performed based on the lottery result received from the main control board 40. In some cases, the production is selected.
In the ROM of the effect control board 42, there are various effects such as a lamp effect by various LEDs, a sound effect by a speaker, a character effect by the LCD unit 7, and a movable accessory effect using the movable accessory 98. A table that defines whether or not to perform the rendering operation (a table that defines the operation timing, the operation mode, and the like: an operation table) is stored. The result of the effect selection process in step S502 is used as information for selecting a table corresponding to the effect to be executed from the plurality of stored tables.
Various effects may be performed in accordance with the effect rotation using the rotary reel 4 by the main control board 40. In that case, since the rotation mode (forward / reverse rotation) and its time zone of the rotation reel 4 in the production rotation are known from the lottery result, as in the above table, which production target object is in those known time zones A table defining how to operate (LED, speaker, movable accessory, etc.) is stored, and various effects may be executed by referring to those tables based on the effects to be executed.
In the effect selection process in step S502, a selection may be made without performing any effects.

Next, in step S503, the effect control board 42 as a selection result of the effect selection process in step S502, before the rotating reel 4 normally rotates in accordance with the operation of the start lever 17 (that is, before starting rotation as normal rotation). In the effect rotation performed immediately after the start lever 17 is operated), a process for determining whether or not an effect using the movable accessory 98 is performed is executed. When performing an effect using the movable accessory 98 in the effect rotation before the normal rotation, the effect control board 42 executes the movable accessory effect using the movable accessory 98 in step S504. The pattern of the movable accessory effect will be described later.
When it is determined in step S503 that the effect rotation without the movable accessory effect is performed before the rotation reel 4 is normally rotated, or when it is determined that the effect rotation itself is not performed, the effect control board 42 performs step S504. The process of step S505 is executed without executing it. In addition, when step S504 is executed, the process of step S505 is executed next.

In step S505, the effect control board 42 determines whether or not to perform an effect using the movable accessory 98 during the normal rotation of the rotary reel 4. If it is determined in step S505 that an effect using the movable accessory 98 is performed during normal rotation, step S506 is executed next.
In step S506, the effect control board 42 performs a movable accessory effect corresponding to the effect to be executed selected in step S502. As the movable accessory effect here, for example, an effect of moving the movable accessory 98 when one of the rotating reels 4 is stopped is executed. In addition, since the movable accessory effect is performed during the normal rotation, the effect that the visibility of the first symbol stop position is lowered due to the movable accessory 98 being positioned in front of the first symbol stop position is refrained. In this step S506, the effect rotation may be executed after the normal gaming state transitions to the gaming interruption state. In this case, it is not always necessary to refrain from the effect of reducing the visibility of the first symbol stop position.
If it is determined in step S505 that an effect using the movable accessory 98 is not performed during normal rotation, step S507 is executed next without executing step S506. Further, when step S506 is executed, step S507 is executed next.

  In step S507, the effect control board 42 executes a process for determining whether or not all the rotating reels 4 are stopped. The effect control board 42 continues to execute step S507 until all the rotating reels 4 are stopped. When the command indicating that all the rotating reels 4 are stopped is received from the main control board 40, the effect control board 42 determines whether or not to perform the movable accessory effect after the rotating reels 4 are stopped in the subsequent step S508. Execute the process. The determination as to whether or not to perform the movable accessory effect after the rotation of the rotating reel 4 may be made in advance in step S502, or depending on the relationship between the winning symbol and the stopped state of the rotating reel 4 (that is, the winning symbol is displayed). (Depending on whether or not it is on the active line). The movable accessory effect after the rotation of the rotary reel 4 is performed, for example, before a medal is paid out or before an operation for inserting a medal for the next game.

  If it is determined in step S508 that the movable accessory effect is to be performed after all of the rotating reels 4a, 4b, and 4c are stopped, the effect control board 42 is determined in step S509 and should be executed here. A predetermined movable accessory effect is executed at a predetermined timing, and the series of processes shown in FIG. 18 ends. If it is determined in step S508 that the movable accessory effect after the rotation of the rotating reel 4 is not performed, the process illustrated in FIG. 18 is terminated without performing the process of step S509.

  In the case where the effect rotation is performed in a state where the rotating reels 4 being rotated and the rotating reels 4 being stopped are mixed (for example, FIG. 15B), a movable accessory effect may be performed in accordance with the effect rotation. For example, in the movable accessory effect that is performed after the transition from the normal gaming state to the game interruption state during the stop control, the movable symbol is not displayed in the first symbol stop position and the movable symbol is forwarded to the front of the first symbol stop position. An effect such that the object 98 is located may be performed.

In the following description, the movable accessory effect in step S504 in FIG. 18 is given as an example of the effect that is performed with the effect rotation of the rotary reel 4 (including a stop effect in which the rotation stops) as an effect example in the game interruption state. . In addition, an example is given in which the movable accessory effect in step S506 is performed during the stop control of the rotating reel 4 in the normal gaming state. Further, as the movable accessory effect in step S509, an example is given in which the movable accessory effect is executed in a game standby state in which all the rotating reels 4 are stopped.

[8-4. Example of production using movable accessories]

A specific example of the effect using the movable accessory will be described.
In the example shown below, in order to make it easier for the player to perform a stop operation for stopping the rotating reel 4 at an arbitrary position, the state of ensuring the visibility of the effective line of the rotating reel 4 (for example, , The normal gaming state) is set to the visibility ensured state, and the player does not have to stop the rotating reel 4 at an arbitrary position. The suspended state and the game standby state) will be described as the state where the visibility is not ensured.

~ 8-4-1. Example of production when visibility is not secured

Here, an example of performing an effect using the movable accessory 98 in a state where visibility is not ensured will be described. Specifically, whether or not the movable accessory 98 uses an opaque member, whether or not the movable accessory 98 is positioned in front of the effective line at the time of production, and the movable accessory 98 has a portion that irradiates light. An example of an effect that takes into account whether or not it is present will be described.

~~ 8-4-1-1. Examples of production using transparent movable objects
As a transparent movable combination, an example of production using a movable combination 98A in which the part that appears in the display window 8 is made of a transparent member as shown in FIG. 16A will be described.
In the example described below, unless otherwise specified, the effective line in each of the rotating reels 4a, 4b, and 4c is always one of the middle symbol stop lines (see FIG. 17A). In this case, the symbol stop position on the middle symbol stop line becomes the first symbol stop position, and the symbol stop positions on the upper symbol stop line and on the lower symbol stop line become the second symbol stop position.

~~ 8-4-1-1-1. Production examples 1 ~
In the production example 1, the production (step S504, step S509) of driving the movable accessory 98A (see FIG. 16A) forward of the invalid line in the game interruption state or the game standby state is performed (see FIG. 19A).
Specifically, for example, the effect control board 42 waits the movable accessory 98A at a standby position that is difficult for the player to visually recognize above the display window 8 before the effect, and according to the timing of the movable accessory effect. The movable accessory 98A is moved from the standby position to the downward effect position. At this time, the movable accessory 98A is positioned in front of the upper invalid line as a production position, and a part of the symbols on the upper invalid line can be visually recognized through the transparent member of the movable accessory 98A. In the following description of each production example, the illustration of the standby position is omitted.

The operation of the movable accessory 98A as the production example 1 is executed by selecting the corresponding operation table from the operation table stored in the ROM of the production control board 42 in the production selection process of the previous step S502. The In the slot machine of this embodiment, the operation table for the ROM is stored so that the operation table in which the operation related to the above-mentioned effects is included as the operation table selected in the game interruption state or the game standby state. ing.
This is the same for each effect example described below, and the slot machine has an operation table so that the effect operation described in each effect example is appropriately realized in the ROM of the effect control board 42. Is being remembered.

In addition, even when the player looks down on the rotary reel 4 from slightly above the upper invalid line, the symbols other than the upper invalid line can be visually recognized without going through the transparent member of the movable accessory 98A. The position may be a position where the transparent member covers only a part, for example, only the upper half of the design of the invalid line in the upper stage.
In Production Example 1, the mechanism (for example, an LED) that irradiates the movable member 98A with the above-described light may not be provided.

~~ 8-4-1-1-2. Examples 2 ~~
In the production example 2, as in the production example 1, the production (step S504, step S509) of driving the movable accessory 98A (see FIG. 16A) ahead of the invalid line in the game interruption state or the game standby state is performed (FIG. 19B).
As a difference from the production example 1, the production control board 42 executes a light emission production that causes the light source provided in the movable accessory 98A to shine at the production position. At this time, the light emitted from the movable accessory 98A directly irradiates only the symbols on the upper invalid line as shown by a one-dot chain line in FIG. 19B. For this reason, the effect position may be a position where the transparent member covers only a part, for example, only the upper half of the symbol of the upper invalid line. Thereby, in a game interruption state or a game standby state, a light emission effect can be performed without irradiating the symbols on the middle effective line.

~~ 8-4-1-1-3. Production examples 3 ~
In the production example 3, as in the production examples 1 and 2, the production (step S504, step S509) of driving the movable accessory 98A (see FIG. 16A) ahead of the invalid line in the game interruption state or the game standby state is performed. (See FIG. 19C). Then, similarly to the production example 2, the production control board 42 causes the light emission production to shine the light source provided on the movable accessory 98A at the production position.
As shown in FIG. 19C, the effect control board 42 is different from the effect example 2 in that the light irradiated from the movable accessory 98A includes not only the symbols on the upper invalid line but also the symbols on the middle effective line. Control is performed so that a light emission effect is performed. For this purpose, as the movable accessory 98A of the present example, for example, one that is configured so that the irradiation angle of the light source can be adjusted is used. For such a movable accessory 98A, the effect control board 42 controls the irradiation angle of the light source so that the direct irradiation range by the light source is expanded as compared with the case of FIG. 19B.
Note that it is not essential to directly expand the irradiation range as shown in FIG. 19C, and the irradiation angle may be controlled so that the light irradiated from the light source is directed downward from the effect example 2. Also, the control of the irradiation angle of the light source is not essential, and the effect position may be set lower than the effect example 2 to such an extent that the direct irradiation range includes a part of the symbols on the middle effective line. In other words, at least the lower end of the direct irradiation range may be positioned below the example shown in FIG. 19B. Thereby, in the game interruption state or the game standby state, it is possible to perform a light emission effect that also irradiates the symbols on the middle effective line.

~~ 8-4-1-1-4. Example 4 ~
In the production example 4, as shown in FIG. 20A, the production of driving the movable accessory 98A (see FIG. 16A) at least in front of the active line in the game interruption state or the game standby state is performed (step S504, step S509).
Specifically, for example, the effect control board 42 waits the movable accessory 98A at a standby position that is difficult for the player to visually recognize above the display window 8 before the effect, and according to the timing of the movable accessory effect. The movable accessory 98A is moved from the standby position to the downward effect position. At this time, the movable accessory 98A is positioned in front of, for example, an intermediate position between the upper ineffective line and the middle ineffective line as a production position, and a part of the symbol on the upper ineffective line and the symbol on the middle ineffective line. Is visible through the transparent member of the movable accessory 98A.
Further, in the production example 4, since the light emission production is not performed, the mechanism (for example, an LED or the like) for irradiating the above-described light to the movable accessory 98A may not be provided as in the production example 1.

~~ 8-4-1-1-5. Examples of production 5 ~
In effect example 5, as in effect example 4, the effect (step S504, step S509) of driving the movable accessory 98A (see FIG. 16A) at least ahead of the active line in the game interruption state or the game standby state is performed (step S504, step S509). (See FIG. 20B).
As a difference from the production example 4, the production control board 42 executes a light emission production for illuminating the light source provided on the movable accessory 98A at the production position. At this time, as shown in FIG. 20B, the light emitted from the movable accessory 98A irradiates only the symbols on the upper invalid line and the symbols on the middle effective line. In other words, the pattern on the lower invalid line is not irradiated.

~~ 8-4-1-1-6. Example 6 ~
In the production example 6, as in the production examples 4 and 5, the production (step S504, step S509) of driving the movable accessory 98A (see FIG. 16A) at least in front of the active line in the game interruption state or the game standby state. (See FIG. 20C). Then, similarly to the effect example 5, the effect control board 42 causes the light emission effect to light the light source provided in the movable accessory 98A to be executed at the effect position.
As shown in FIG. 20C, the production control board 42 is different from the production example 5 in that the light irradiated from the movable accessory 98A is only the design on the upper invalid line and the design on the middle effective line. In addition, a light-emitting effect is performed such that the symbols on the lower invalid line are also emitted.

~~ 8-4-1-2. Example of production using opaque movable character ~~
As the opaque movable combination, a movable combination 98B or movable combination 98C in which at least a part of the portion exposed in the display window 8 is formed of an opaque member as shown in FIGS. 16B and 16C is used. An example of the effect used will be described.
In the example described below, it is assumed that the effective line in each of the rotary reels 4a, 4b, and 4c is always one of the middle symbol stop lines unless otherwise specified.

~~ 8-4-1-2-1. Production example 7 ~
In the production example 7, the effect (step S504, step S509) of driving the movable accessory 98B (see FIG. 16B) or the movable accessory 98C (see FIG. 16C) ahead of the invalid line in the game interruption state or the game standby state. (See FIG. 21A).
Specifically, for example, the effect control board 42 waits for the movable accessory 98B (or 98C) at a standby position that is difficult for the player to visually recognize above the display window 8 before the effect. The movable accessory 98B (or 98C) is moved from the standby position to the downward effect position according to the timing. At this time, the movable accessory 98B (or 98C) is positioned in front of the upper ineffective line as a production position, and a part of the symbols on the upper ineffective line becomes an opaque member of the movable accessory 98B (or 98C). Concealed.
In the production example 7, the movable member 98B (or 98C) may not be provided with the above-described mechanism (for example, LED) that irradiates the light.

~~ 8-4-1-2-2. Production example 8 ~
In the production example 8, as in the production example 7, the production of driving the movable combination 98B (see FIG. 16B) or the movable combination 98C (see FIG. 16C) forward of the invalid line in the game interruption state or the game standby state ( Steps S504 and S509) are performed (see FIG. 21B).
As a difference from the production example 7, the production control board 42 causes a light emission production to illuminate the light source provided in the movable accessory 98B (or 98C) to be executed at the production position. At this time, the light emitted from the movable accessory 98 (or 98C) irradiates only the symbols on the upper invalid line as shown in FIG. 21B.

~~ 8-4-1-2-3. Production example 9 ~
In the production example 9, as in the production examples 7 and 8, the movable accessory 98B (see FIG. 16B) or the movable accessory 98C (see FIG. 16C) is driven ahead of the invalid line in the game interruption state or the game standby state. An effect (step S504, step S509) is performed (see FIG. 21C). And the effect control board 42 performs the light emission effect which makes the light source provided in the movable accessory 98B (or 98C) light in the effect position similarly to the example 8 of effects.
As shown in FIG. 21C, the production control board 42 differs from the production example 8 in that the light emitted from the movable accessory 98 </ b> B (or 98 </ b> C) is not only the symbol on the upper invalid line, but also the middle effective line. A light-emitting effect is performed so that the upper pattern is also irradiated.

~~ 8-4-1-2-4. Production examples 10 ~
In the production example 10, as shown in FIG. 22A, the movable accessory 98B (see FIG. 16B) or the movable accessory 98C (see FIG. 16C) is driven at least ahead of the active line in the game interruption state or the game standby state. (Steps S504 and S509) are performed.
Specifically, for example, the effect control board 42 waits for the movable accessory 98B (or 98C) at a standby position that is difficult for the player to visually recognize above the display window 8 before the effect. The movable accessory 98B (or 98C) is moved from the standby position to the downward effect position according to the timing. At this time, the movable accessory 98A is positioned as a production position, for example, in front of the middle invalid line and the middle valid line, and on a part of the symbols on the upper invalid line and the middle valid line. A part of the symbol is hidden by the opaque member of the movable accessory 98B (or 98C).

~~ 8-4-1-2-5. Production examples 11-
In the production example 11, as in the production example 10, the movable combination 98B (see FIG. 16B) or the movable combination 98C (see FIG. 16C) is driven at least ahead of the active line in the game interruption state or the game standby state. (Step S504, Step S509) are performed (see FIG. 22B).
As a difference from the production example 10, the production control board 42 causes a light emission production to illuminate the light source provided in the movable accessory 98B (or 98C) to be executed at the production position. At this time, the light emitted from the movable accessory 98 (or 98C) irradiates only the symbols on the upper invalid line and the symbols on the middle effective line as shown in FIG. 22B. In other words, the pattern on the lower invalid line is not irradiated.

~~ 8-4-1-2-6. Example 12 ~
In the production example 12, as in the production examples 10 and 11, the movable accessory 98B (see FIG. 16B) or the movable accessory 98C (see FIG. 16C) is driven at least ahead of the active line in the game interruption state or the game standby state. The effect (step S504, step S509) to perform is performed (refer FIG. 22C). Then, as in the case of the effect example 11, the effect control board 42 causes the light emission effect to illuminate the light source provided on the movable accessory 98B (or 98C) to be executed at the effect position.
As a difference from the production example 11, the production control board 42 produces a light emission production such that the light emitted from the movable accessory 98B (or 98C) also irradiates the symbols on the lower invalid line as shown in FIG. 22C. Let it run.

~ 8-4-2. Examples of production in a state of ensuring visibility
Here, an example of performing an effect using the movable accessory 98 in the visibility ensuring state will be described. Specifically, whether or not the movable accessory 98 uses an opaque member, whether or not the movable accessory 98 is positioned in front of the effective line at the time of production, and the movable accessory 98 has a portion that irradiates light. An example of an effect that takes into account whether or not it is present will be described.
Further, as shown in FIG. 23A and the like, in each effect example described later in the visibility ensured state, only the left rotating reel 4a is stopped, and the effects are performed while the middle and right rotating reels 4b and 4c are rotating. An example is shown.

~~ 8-4-2-1. Examples of production using transparent movable objects
In the example described below, it is assumed that the effective line in each of the rotary reels 4a, 4b, and 4c is always one of the middle symbol stop lines unless otherwise specified.

~~ 8-4-2-1-1. Production example 13 ~
In the production example 13, the production (step S506) of driving the movable accessory 98A (see FIG. 16A) forward of the invalid line in the normal gaming state is performed.
Specifically, for example, the effect control board 42 waits the movable accessory 98A at a standby position that is difficult for the player to visually recognize above the display window 8 before the effect, and according to the timing of the movable accessory effect. The movable accessory 98A is moved from the standby position to the downward effect position. At this time, the movable accessory 98A is positioned in front of the upper invalid line as a production position, and a part of the symbols on the upper invalid line can be visually recognized through the transparent member of the movable accessory 98A.
In addition, even when the rotary reel 4 is looked down from slightly above the upper invalid line, the stage other than the upper invalid line can be visually recognized without passing through the transparent member of the movable accessory 98A. It is good also as a position which a transparent member covers only one part, such as only the upper half, for example of an invalid line.
In Production Example 13, the above-described mechanism for irradiating light (for example, an LED) may not be provided to the movable accessory 98A.

~~ 8-4-2-1-2. Production example 14 ~
In the production example 14, as in the production example 13, the production (step S506) of driving the movable accessory 98A (see FIG. 16A) ahead of the invalid line in the normal gaming state is performed (see FIG. 23B).
As a different point from the production example 13, the production control board 42 executes a light emission production for illuminating the light source provided on the movable accessory 98A at the production position. At this time, the light emitted from the movable accessory 98A irradiates only the symbols on the upper invalid line, as shown in FIG. 23B. Therefore, the effect position may be a position where the transparent member covers only a part of the symbol on the invalid line in the upper stage, for example, only the upper half. Thereby, in the normal gaming state, it is possible to perform the light emission effect without irradiating the symbols on the middle effective line.

~~ 8-4-2-1-3. Production example 15 ~
In the production example 15, as in the production examples 13 and 14, the production (step S506) of driving the movable accessory 98A (see FIG. 16A) ahead of the invalid line in the normal gaming state is performed (see FIG. 23C). Then, similarly to the effect example 14, the effect control board 42 causes the light emission effect to light the light source provided on the movable accessory 98A to be executed at the effect position.
As shown in FIG. 23C, the effect control board 42 is different from the effect example 14 in that the light irradiated from the movable accessory 98A includes not only the symbols on the upper invalid line but also the symbols on the middle effective line. A light emission effect such as irradiation is executed.

~~ 8-4-2-1-4. Production example 16 ~
In the effect example 16, as shown in FIG. 24A, an effect (step S506) of driving the movable accessory 98A (see FIG. 16A) at least in front of the active line in the normal gaming state is performed.
Specifically, for example, the effect control board 42 waits the movable accessory 98A at a standby position that is difficult for the player to visually recognize above the display window 8 before the effect, and according to the timing of the movable accessory effect. The movable accessory 98A is moved from the standby position to the downward effect position. At this time, the movable accessory 98A is positioned in front of, for example, an intermediate position between the upper ineffective line and the middle ineffective line as a production position, and a part of the symbol on the upper ineffective line and the symbol on the middle ineffective line. Is visible through the transparent member of the movable accessory 98A.
Further, in the effect example 16, since the light emission effect is not performed, the mechanism (for example, LED) for irradiating the above-described light to the movable accessory 98A may not be provided as in the effect example 13.

~~ 8-4-2-1-5. Production example 17 ~
In the effect example 17, as in the effect example 16, the effect (step S506) of driving the movable accessory 98A (see FIG. 16A) at least in front of the active line in the normal gaming state is performed (see FIG. 24B).
As a difference from the production example 16, the production control board 42 causes a light emission production to illuminate the light source provided on the movable accessory 98A at the production position. At this time, as shown in FIG. 24B, the light emitted from the movable accessory 98A irradiates only the symbols on the upper invalid line and the symbols on the middle effective line. In other words, the pattern on the lower invalid line is not irradiated.

~~ 8-4-2-1-6. Production example 18 ~
In the production example 18, as in the production examples 16 and 17, the production (step S506) of driving the movable accessory 98A (see FIG. 16A) at least ahead of the active line in the normal gaming state is performed (see FIG. 24C). Then, as in the case of the effect example 17, the effect control board 42 causes the light emission effect that causes the light source provided in the movable accessory 98A to shine at the effect position.
As a difference from the production example 17, the production control board 42 executes a light emission production such that the light emitted from the movable accessory 98A also irradiates the symbols on the lower invalid line as shown in FIG. 24C.

~~ 8-4-2-2. Example of production using opaque movable character ~~
In the example described below, it is assumed that the effective line in each of the rotary reels 4a, 4b, and 4c is always one of the middle symbol stop lines unless otherwise specified.

~~ 8-4-2-2-1. Production example 19 ~
In the production example 19, the production (step S506) of driving the movable combination 98B (see FIG. 16B) or the movable combination 98C (see FIG. 16C) forward of the invalid line in the normal gaming state is performed (see FIG. 25A).
Specifically, for example, the effect control board 42 waits for the movable accessory 98B (or 98C) at a standby position that is difficult for the player to visually recognize above the display window 8 before the effect. The movable accessory 98B (or 98C) is moved from the standby position to the downward effect position according to the timing. At this time, the movable accessory 98B (or 98C) is positioned in front of the upper ineffective line as a production position, and a part of the symbols on the upper ineffective line becomes an opaque member of the movable accessory 98B (or 98C). Concealed.
In the effect example 19, the mechanism (for example, LED etc.) which irradiates the light mentioned above to the movable accessory 98B (or 98C) does not need to be provided.

~~ 8-4-2-2-2. Example 20 ~
In the effect example 20, as in the effect example 19, the effect (step S506) of driving the movable accessory 98B (see FIG. 16B) or the movable accessory 98C (see FIG. 16C) in front of the invalid line in the normal gaming state. (See FIG. 25B).
As a difference from the effect example 19, the effect control board 42 causes a light emission effect to shine a light source provided on the movable accessory 98B (or 98C) at the effect position. At this time, the light emitted from the movable accessory 98 (or 98C) irradiates only the symbols on the upper invalid line as shown in FIG. 25B.

~~ 8-4-2-2-3. Examples 21-
In the effect example 21, as in the effect examples 19 and 20, the effect of driving the movable accessory 98B (see FIG. 16B) or the movable accessory 98C (see FIG. 16C) in front of the invalid line in the normal gaming state (step S506). (See FIG. 25C). Then, similarly to the effect example 20, the effect control board 42 causes the light emission effect that causes the light source provided in the movable accessory 98B (or 98C) to shine at the effect position.
As shown in FIG. 25C, the effect control board 42 differs from the effect example 20 in that the light emitted from the movable accessory 98B (or 98C) is not only the symbol on the upper invalid line, but also the middle effective line. A light-emitting effect is performed so that the upper pattern is also irradiated.

~~ 8-4-2-2-4. Example 22 ~~
In the effect example 22, as shown in FIG. 26A, the movable accessory 98B (see FIG. 16B) or the movable accessory 98C (see FIG. 16C) is driven at least in front of the active line in the normal gaming state (step S506). I do.
Specifically, for example, the effect control board 42 waits for the movable accessory 98B (or 98C) at a standby position that is difficult for the player to visually recognize above the display window 8 before the effect. The movable accessory 98B (or 98C) is moved from the standby position to the downward effect position according to the timing. At this time, the movable accessory 98A is positioned as a production position, for example, in front of the middle invalid line and the middle valid line, and on a part of the symbols on the upper invalid line and the middle valid line. A part of the symbol is hidden by the opaque member of the movable accessory 98B (or 98C).

~~ 8-4-2-2-5. Production example 23 ~
In the production example 23, similar to the production example 22, the movable combination 98B (see FIG. 16B) or the movable combination 98C (see FIG. 16C) is driven at least in front of the active line in the normal gaming state (step S506). (See FIG. 26B).
As a difference from the production example 22, the production control board 42 causes a light emission production to illuminate the light source provided on the movable accessory 98B (or 98C) to be executed at the production position. At this time, as shown in FIG. 26B, the light emitted from the movable accessory 98 (or 98C) irradiates only the symbols on the upper invalid line and the symbols on the middle effective line. In other words, the pattern on the lower invalid line is not irradiated.

~~ 8-4-2-2-6. Production example 24 ~
In the production example 24, similar to the production examples 22 and 23, the movable combination 98B (see FIG. 16B) or the movable combination 98C (see FIG. 16C) is driven at least in front of the active line in the normal gaming state (step) S506) is performed (see FIG. 26C). Then, similarly to the production example 23, the production control board 42 causes a light emission production to shine the light source provided on the movable accessory 98B (or 98C) at the production position.
As a difference from the production example 23, as shown in FIG. 26C, the production control board 42 produces a light production such that the light emitted from the movable accessory 98B (or 98C) also irradiates the symbols on the lower invalid line. Let it run.

~ 8-4-3. Other production examples
In the example described below, it is assumed that the effective line in each of the rotary reels 4a, 4b, and 4c is always one of the middle symbol stop lines unless otherwise specified.

~~ 8-4-3-1. Examples of production 25-
In the effect example 25, the effect control board 42 performs an effect (step S506) of driving the movable accessory 98A (see FIG. 16A) as the transparent movable accessory at least in front of the active line in the normal gaming state. FIG. 27A shows an example in which an effect is performed in a state where only the left rotating reel 4a is stopped and the middle and right rotating reels 4b and 4c are rotating. And the production | presentation control board 42 performs the light emission production | presentation which makes the light source provided in the movable accessory 98A shine in an production | presentation position. Note that the light irradiation means is adjusted so that the movable accessory 98A shown in FIG. 27A irradiates upward as compared to the movable accessory 98A shown in FIG. 16A. Therefore, as shown in FIG. 27A, the light irradiated from the light source of the movable accessory 98A irradiates only the symbols on the upper invalid line. Therefore, for example, the movable accessory 98A may be configured to be able to adjust the irradiation angle of the light source in the vertical direction.
Thereby, although the visibility of a part of the symbols on the upper invalid line is lowered, the symbols on the middle effective line are visible through the transparent member of the movable accessory 98A.

~~ 8-4-3-2. Production example 26 ~
In the effect example 26, the effect (step S506) of moving the movable accessory 98C (see FIG. 16C) to the front of the upper invalid line and the middle active line in the normal gaming state is performed (FIG. 27B). FIG. 27B shows an example in which an effect is performed in a state where only the left rotating reel 4a is stopped and the middle and right rotating reels 4b and 4c are rotating. Specifically, for example, the effect control board 42 moves the movable accessory 98C to the effect position while the two rotary reels 4b and 4c are rotating. In the effect position, the opaque portion 98Ca of the movable accessory 98C is positioned in front of the upper invalid line, and the transparent portion 98Cb is positioned in front of the middle effective line. That is, the symbols on the middle effective line are visible through the transparent portion 98Cb.

~~ 8-4-3-3. Production example 27 ~
In the effect example 27, the effect control board 42 performs an effect using two movable actors 98D and 98D (see FIG. 16D) provided in the slot machine (FIG. 27C). The two movable combination items 98D and 98D are configured such that different symbols emerge when light enters. Therefore, for example, the effect control board 42 drives any movable accessory 98D ahead of the invalid line or the effective line in the game standby state in which all the three reels 4a, 4b, and 4c are stopped (step S509). I do. Specifically, it is movable according to the stop mode of the rotating reel 4 (determined in step S508) or according to whether or not each symbol is won by the internal lottery process in step S106 (selected in step S502). The movable combination 98D to be performed is determined, and the movable combination effect in the game standby state is executed. In FIG. 27C, the effect position is a position where the movable accessory 98D covers a part of the symbol of the upper symbol stop line and a part of the symbol of the middle symbol stop line, and the effect control board 42 moves the right movable accessory 98D. Is moved from the standby position to the effect position, and the left movable accessory 98D remains in the standby position. Further, the light irradiated from the LED 98Db of the movable accessory 98D moved to the effect position is incident on the light guide plate 98Da, and a predetermined pattern (not shown) is brought up. At this time, the visibility of the symbol that can be visually recognized through the light guide plate 98Da of the movable accessory 98D that has been moved to the effect position is reduced (the portion where the visibility is reduced is illustrated by a broken line).
Here, an example is shown in which any movable accessory 98D is driven in the game standby state in which all the rotating reels 4a, 4b, 4c are stopped, but any rotating reel 4a, 4b, 4c is rotating. Any movable accessory 98D may be driven in a certain normal gaming state (step S506). At this time, the effect control board 42 moves the movable accessory 98D so that the effect position is in front of the upper symbol stop line as the invalid line, so that in the normal gaming state, on the middle symbol stop line as the active line. It is possible to produce an effect without reducing the visibility of the symbols.

~~ 8-4-3-4. Production example 28 ~
In the production example 28, an example in which two types of production positions are provided will be described. For example, as the effect position of the movable accessory 98, a first effect position positioned in front of the upper invalid line shown in FIG. 28A, and a second effect position positioned in front of the middle effective line shown in FIG. Is provided.
In such a slot machine, an example in which an effect is executed by transitioning from a normal gaming state to a gaming interruption state when the first rotating reel 4 is stopped.
Specifically, for example, the effect control board 42 performs an effect of moving the movable accessory 98 from the standby position to the first effect position in the normal gaming state from the medal insertion to the stop of the first rotating reel 4. . Next, after the transition from the normal game state to the game interruption state when the first rotating reel 4 is stopped, the effect control board 42 moves the movable accessory 98 from the first effect position to the second effect position. Produce. Subsequently, the effect control board 42 performs an effect of moving the movable accessory 98 from the second effect position to the first effect position before (or simultaneously with) the transition from the game interruption state to the normal game state. .
Thereby, after ensuring the visibility of the effective line in the middle stage in the normal gaming state, it is possible to perform a movable accessory effect that moves the front of the effective line.

~~ 8-4-3-5. Production example 29 ~
In the effect example 29, as shown in FIGS. 28B and 28C, an effect of moving the movable accessory 98 in accordance with the effect rotation after the start lever 17 is operated is performed. Specifically, in the effect control board 42, first, after all the three rotary reels 4a, 4b, and 4c are stopped according to the operation of the stop buttons 18a, 18b, and 18c, the movable accessory 98 is visible in the viewing range of the display window 8. An effect of moving to an effect position (for example, the same position as effect position A in FIG. 28C) is performed (see FIG. 28B). Subsequently, the medal insertion operation and the start lever 17 can be operated while the movable accessory 98 is located at the production position. When the medal is inserted and the start lever 17 is operated, for example, a normal rotation as an effect rotation. A swing effect that repeats reverse rotation is performed by the main control board 40, and at the same time, the effect position A and the effect position B (see FIG. 28C) provided as the effect position of the movable accessory 98 are alternately moved by the effect control board 42. The production to be performed is performed. At this time, as described in the previous step S502, the moving speed of the movable accessory 98 and the timing of moving to the effect positions A and B according to the switching speed of the rotation speed and rotation direction of the rotating reel 4 by the swing effect. A movable accessory effect corresponding to the action table is executed. As a result, it is possible to execute an effect that enhances the interest of the game by moving the movable accessory 98 in accordance with the operation of the rotating reel 4.
Next, as soon as the movable combination 98 returns to the standby position, the effect rotation ends, and the state transitions from the game interruption state to the normal game state. Thereby, the production over two games of the previous game and the current game is performed.

~~ 8-4-3-6. Production example 30 ~
In the production example 30, a production example in the slot machine provided with the movable accessory 98E will be described. As shown in FIG. 29A, the movable accessory 98E includes a main body 98Ea, a light source 98Eb such as an LED attached at a lower position in the rear surface of the main body 98Ea, and a rear end from the lower end of the main body 98Ea. It has a light shielding part 98Ec provided so as to protrude. The light shielding part 98Ec is formed of a light shielding member. The effect position is a position where the light shielding portion 98Ec is positioned between the light source 98Eb and the symbol on the middle effective line so that the direct light emitted from the light source 98Eb irradiates only the upper invalid line. The light shielding part 98Ec may be formed of a member that reflects light emitted from the light source 98Eb. Further, a reflection member may be formed on the upper surface side of the light shielding portion 98Ec.
Using such a movable accessory 98E, in the normal game state, the game standby state, and the game interruption state (step S506, step S509, step S504), the effect control board 42 described above the movable accessory 98E from the standby position. Moving to the effect position, the movable accessory effect of causing the light source 98Eb to emit light at the effect position is performed (see FIG. 29B). At this time, the light directly emitted from the light source 98Eb to the middle effective line is shielded by the light shielding portion 98Ec of the movable accessory 98E. Therefore, the range in which light is directly irradiated from the movable accessory 98E is the range surrounded by the alternate long and short dash line shown in FIG. 29B.
In order to more reliably prevent the light emitted from the light source 98Eb from directly irradiating the pattern on the middle effective line, the effect position is a position where the symbol on the upper invalid line can be seen, for example, about half. That is, the upper half of the symbol on the invalid line may be a position that blocks the upper half).

~~ 8-4-3-7. Production examples 31-
In the production example 31, an production example in the slot machine provided with the movable accessory 98F shown in FIG. 30A will be described.
The movable accessory 98F is formed of an opaque portion 98Fa, a light source 98Fb such as an LED attached at a position below the rear surface of the opaque portion 98Fa, and a light-shielding member provided to protrude rearward from the lower end portion of the opaque portion 98Fa. The light-shielding part 98Fc and the transparent part 98Fd provided continuously downward from the opaque part 98Fa are provided.
When performing the effect of emitting light from the light source 98Fb of the movable accessory 98F, the effect control board 42, first, as shown in FIG. 30B, first, the movable combination is positioned at a position between the symbols of the upper invalid line and the middle effective line. The movable accessory 98F is moved to the effect position where the light shielding portion 98Fc of the object 98F is located. Next, an effect of emitting light from the light source 98Fb of the movable accessory 98F at the effect position is executed. At this time, the light emitted from the light source 98Fb irradiates the pattern on the ineffective line, and the light directly irradiating the pattern on the effective line is blocked or reflected by the light shielding unit 98Fc. The reflected light irradiates, for example, a pattern on the upper invalid line. That is, a part of the symbols on the middle effective line can be visually recognized through the transparent portion 98Fd without being directly irradiated with light from the light source 98Fb.

~~ 8-4-3-8. Production example 32 ~
In the production example 32, as shown in FIG. 17B, only the middle symbol stop line becomes the effective line during the normal game, and during the BB game, the two symbol stop lines of the upper symbol stop line and the middle symbol stop line become the effective lines. This is an effect for the rotating reel 4.
Specifically, the effect control board 42 performs, for example, an effect (step S506) of moving the movable accessory 98A forward of the upper symbol stop line (invalid line) in the game interruption state or the game standby state during the normal game. (See FIG. 19A etc.) This covers a part of the upper symbol stop line (first symbol stop position) that becomes an active line in another game (in the BB game) but becomes an invalid line in this game in the game interruption state or the game standby state. Thus, the effect of moving the movable accessory 98A in front of the rotary reel 4 is performed.
As another example, an example using a movable accessory 98D will be described. The effect control board 42 moves the movable accessory 98D to the upper symbol stop line (invalid line but the first symbol stop position) in a state where the three rotating reels 4a, 4b, 4c are all rotating in the normal game state during the normal game. Next, in a game standby state in which all the rotating reels 4a, 4b, 4c are stopped, light is incident on the light guide plate 98Da of the movable accessory 98D from the LED 98Db, and a predetermined pattern is raised. Decrease the visibility to the symbol stop line. In this case, the symbols on the upper symbol stop line in the normal gaming state can be visually recognized through the transparent portion of the movable accessory 98D without lowering the visibility, and on the upper symbol stop line in the gaming standby state. The design of can produce an effect in which the visibility is lowered.

~~ 8-4-3-9. Production example 33 ~
In the production example 33, a production example in the slot machine provided with the movable accessory 98G shown in FIG. 31A will be described. The movable accessory 98G has a main body portion 98Ga and a light source portion 98Gb. The main body 98Ga and the light source 98Gb can be moved individually. For example, the effect control board 42 executes control to move the light source unit 98Gb in a synchronized state in a state where the light source unit 98Gb is overlapped behind the main body unit 98Ga in the movable accessory effect accompanied by the light emission of the light source unit 98Gb (see FIG. 31B). . Further, the effect control board 42 executes control for moving only the main body 98Ga to the effect position while the light source unit 98Gb remains in the standby position in the movable accessory effect without the light emission of the light source unit 98Gb (see FIG. 31C). ).
Thereby, by changing the relative position of the light source unit 98Gb with respect to the main body 98Ga, the positional relationship between the main body 98Ga and the direct irradiation range of light becomes variable, and the direct irradiation range on the rotating reel 4 can be adjusted. .
It is also possible to provide a plurality of types of main body portions 98Ga, 98Ga,... Having different shapes and transmittances, and perform an effect of moving any one of the main body portions 98Ga and the light source portion 98Gb in synchronization.
Thereby, various effects can be performed by selecting the main body 98Ga to be moved.

~~ 8-4-3-10. Production example 34 ~
In the production example 34, an example will be described in which the production using the movable accessory 98 is performed simultaneously with the processing related to the medal payout performed in steps S111 and S112 described above or after the processing.
An effect using the movable accessory 98 may be executed at the same time as the process for paying out medals or when the game shifts to the game interruption state after the process. Then, with respect to the effect at this time, the effect control board 42 may move the movable accessory 98 to the front of the middle effective line to execute the movable accessory effect that reduces the visibility of the symbol on the effective line. is there. When the player inserts medals and operates the start lever 17 during the execution of such a movable accessory effect, the gaming state changes from the gaming interruption state to the normal gaming state. In the normal gaming state, when the movable accessory effect that hinders the visibility of the active line is not performed, the movable accessory 98 is moved to the standby position before the gaming state transition to the normal gaming state. It is necessary to move from the blocking position. However, depending on the operation timing of the start lever 17, the movable accessory 98 may not be able to move in time. In the production example 34, assuming such a case, the main control board 40 executes a process of maintaining the game interruption state without changing the game state to the normal game state simultaneously with the operation of the start lever 17.

~~ 8-4-3-11. Examples 35-
In the production example 29, an example in which a plurality of production positions are provided and moved to different production positions in the normal game state and the game interruption state has been described. Here, a plurality of movable accessories 98H, 98H,. An example of performing different effects in the normal game state and the game interruption state using the effect positions set one by one for each movable accessory 98H will be described (see FIGS. 32A and 32B).
Specifically, six movable actors 98H, 98H,... Are provided in the slot machine. The six movable accessories 98H, 98H,... Are movable movable elements (upper) 98H, 98H that block the symbols on the upper invalid line in front, and the movable elements that block the symbols on the middle effective line in front. The accessory (middle stage) 98H and 98H, and the movable accessory (lower stage) 98H and 98H that shields the symbols on the lower effective line in the front. For each movable accessory 98H, the left front or the right front of the symbol rotating unit 3 is set as a standby position (FIG. 32A), and each predetermined position in front of the symbol rotating unit 3 is set as an effect position (see FIG. 32). 32B). That is, when all the movable accessories 98H, 98H,... Are in the standby position, all the symbols on the upper, middle, and lower symbol stop lines are visible (FIG. 32A). Are located at the production position, all the symbols on the upper, middle and lower symbol stop lines are not visible (FIG. 32B).
In the case of performing a movable combination effect in the normal gaming state, for example, the effect control board 42 uses the movable combination (upper stage) 98H, 98H and the movable combination (lower stage) 98H, 98H, the upper and lower invalid lines. When an effect that lowers the visibility of the upper symbol is executed (FIG. 33A) and a movable accessory effect is performed in a game interruption state, for example, the movable accessory (upper stage) 98H, 98H and the movable accessory (middle stage) All of 98H, 98H and movable accessories (lower stage) 98H, 98H are used to produce an effect of reducing the visibility of symbols on the upper, lower invalid line, and middle active line (FIG. 33B).

<9. Modifications and Summary>

In the description of the various game states described above, as described with reference to FIGS. 15A and 15B, the “normal game state” refers to the period from the operation of the start lever 17 until the rotating reels 4 a, 4 b, 4 c are all stopped, The “game standby state” is from the stop of the rotating reels 4 a, 4 b, 4 c to the operation of the start lever 17. However, the game state transition between the “normal game state” and the “game standby state” may be performed at other timings.
For example, as shown in FIG. 34A, the “normal game state” is defined as a period from when a player inserts a medal into the medal slot 12, until all three reels 4a, 4b, 4c stop. The “state” may be from when the rotating reels 4 a, 4 b, 4 c are stopped until the medal is inserted into the medal slot 12.

  Further, the “normal game state” and the “game standby state” may be defined based on the player's operation. For example, as shown in FIG. 34B, in the “normal gaming state”, the stop button 18 of the third rotating reel 4 among the rotating reels 4a, 4b, 4c after the player inserts a medal into the medal insertion slot 12 is displayed. The “game standby state” may be from the operation of the third stop button 18 until the medal is inserted into the medal slot 12.

  In the production example described above, an example was given in which production was performed so that the light emitted from the light irradiating means did not directly reach the first symbol stop position. However, it is also possible to perform control in consideration of reflected light and leakage light. Specifically, control by the light irradiation means or control by the movable object control means may be performed so that a predetermined amount or more of light amount is not irradiated to the first symbol stop position including reflected light and leakage light. The amount of light in this case is replaced with, for example, luminous flux (unit: lumen), luminous intensity (unit: candela), illuminance (unit: lux), luminance (unit: candela per square meter), power consumption (unit: watts), etc. Is possible.

  Each production may have a different sense of expectation depending on the production. For example, the production examples 1, 2, and 3 will be described as an example. For example, when the production is selected in a state where the game state advantageous to the player is not won, the production examples 1, 2, and 3 are easily selected. Then, when selecting an effect in the winning state, it is easy to select the effects in the order of the effect examples 3, 2, and 1. Thereby, the player will have a higher expectation when execution example 3 is executed than when execution example 1 is executed.

In the flowchart of FIG. 18, in order to make the flow of processing performed by the effect control board 42 easier to understand, in steps S503, S505, and 508, for convenience, each timing of executing effects (timing before normal rotation, normal rotation) The example in which the process of determining whether or not to perform the movable accessory effect at the timing in the middle and the timing after the rotation of the rotating reel 4 is executed has been described. However, these determination processes do not necessarily have to be executed.
Specifically, for example, the operation table related to the effect stored in the ROM of the effect control board 42 is provided for each effect object (LED lamp, speaker 30, LCD unit 7, movable accessory 98, etc.) and effect. It is provided for each pattern. These action tables include actions (in the example of the movable accessory 98, “moving the movable accessory to the production position”, “flashing the light source of the movable accessory at 0.5 second intervals”, “movable accessory , Etc.) and production timing ("Start when a game start command is received from the main control board 40", "Start after 2 seconds from the previous action", etc.) (Ie, in the order to be executed). The production control board 42 periodically checks whether or not the production timing associated with the operation to be executed next stored in the operation table has arrived, and determines that the production timing has arrived. Controls the production target in order to execute the corresponding operation.
In this case, the effect control board 42 executes the process of step S503 (or step S505 or step S508) for determining whether or not the effect scheduled to be executed is to be executed at a timing before normal rotation. Instead, it merely checks whether or not the production timing has arrived. However, even in such a configuration, the operation described as the example of the previous effect can be realized.

As described above, the slot machine according to the present embodiment includes, for example, a plurality of spinning cylinders (rotary reels 4a, 4b, 4c) on which a plurality of symbols are displayed, as described in Production Examples 13, 14, 15 and the like. , A display window (display window 8) that allows a player to visually recognize a part of a plurality of symbols, and a movable object (movable) that can move forward from a standby position to a symbol that is visible in the display window A rotation control means (main control board 40) for rotating the rotating cylinder when a predetermined starting condition is satisfied, and a stop control for stopping the rotating cylinder when the predetermined stopping condition is satisfied. Means (main control board 40), winning determination means (main control board 40) for determining a winning combination according to a combination of a plurality of symbols stopped and displayed in the display window when the rotating drum stops. Movable object control means (production control board 42) for driving and controlling the animal The symbol stop position used for the winning combination determination is the first symbol stop position, and the symbol stop position other than the first symbol stop position is the second symbol stop position. The movable object control means moves the movable object so that the visibility of the symbol at the first symbol stop position is not hindered when the movable object is moved at least in the normal gaming state.
Thereby, since the visibility to the 1st symbol stop position in a normal game is ensured, the production which showed the interest of the game can be performed.
In the example effects 16, 17, 18, and the effect example 25, the example in which the effect of driving the movable accessory 98 forward of the first symbol stop position in the normal gaming state is given. When the portion located in front of the first symbol stop position is made of a transparent member, the effect can be regarded as a movable accessory effect that does not hinder the visibility of the symbol at the first symbol stop position. .

Further, in the slot machine of the present embodiment, for example, as described in the production examples 14, 20, 30, 31, etc., the light irradiation means (LED, etc.) for irradiating light from the movable object (movable accessory 98). The movable object control means (production control board 42) prevents the light emitted from the movable object from directly reaching the first symbol stop position when the light irradiation means performs light irradiation in a normal gaming state. Move the movable object to.
As a result, a decrease in the visibility of the first symbol stop position due to light emitted from the movable object during a normal game is suppressed, so that the first symbol corresponding to the case where light irradiation by the light irradiation means is executed. While maintaining the visibility with respect to the stop position, it is possible to perform various effects that demonstrate the fun of the game.

Furthermore, in the slot machine of the present embodiment, for example, as described in the production examples 30, 31, etc., light irradiation means (LED, etc.) for irradiating light from a movable object (movable accessory 98E (98F)) The movable object is irradiated with light from the movable object when the light irradiation means performs light irradiation in front of the symbol visible in the display window (display window 8) in a normal gaming state. A light-shielding part (light-shielding part 98Ec (98Fc)) that blocks light directly reaching the stop position is provided.
As a result, the light that directly irradiates the first symbol stop position from the movable object is more hindered during a normal game. While maintaining the nature of the game, it is possible to perform various effects that demonstrate the fun of the game.

In addition, in the slot machine of the present embodiment, for example, as described in production examples 10, 11, 12, 28, etc., a normal game state and a game standby state and a game interruption state are provided, and movable object control is performed. The means (production control board 42) can move the movable object (movable accessory 98) so as to hinder the visibility of the symbol at the first symbol stop position in the game interruption state.
As a result, in a state where it is not necessary to ensure visibility (such as a game interruption state), it is possible to produce an effect that reduces the visibility with respect to the first symbol stop position, and it is possible to perform various productions that make the game more interesting. it can.

Furthermore, in the slot machine of the present embodiment, for example, as described in the production example 28, the movable object control means (production control board 42) is changed before the transition from the game interruption state to the normal game state. The movable object is moved from a position that hinders the visibility of the symbol at the first symbol stop position to a position that does not hinder.
As a result, the normal game state corresponds to the case where the movable object cannot be retracted from the front of the first symbol stop position before the transition from the game interrupted state where it is not necessary to ensure visibility to the normal game state. While ensuring the visibility of the first symbol stop position in the game, it is possible to produce an effect that demonstrates the fun of the game.

Further, the slot machine of the present embodiment has a plurality of spinning cylinders (rotary reels 4a, 4b, 4c) on which a plurality of symbols are displayed and a player as described in, for example, production examples 4, 5, 6 and the like. And a movable object (movable accessory 98) that can be moved from the standby position, and a predetermined starting condition is satisfied. Rotation control means (main control board 40) for rotating the rotating cylinder when satisfied, stop control means (main control board 40) for stopping the rotating cylinder when predetermined stop conditions are satisfied, and stopping the rotating cylinder A winning determination means (main control board 40) for determining a winning combination according to a combination of symbols stopped and displayed in the display window, and a movable object control means (effect control board 42) for driving and controlling the movable object. ) And a symbol stop position in the display window. The symbol stop position used for the winning combination determination of the combination is set as the first symbol stop position, the symbol stop position other than the first symbol stop position is set as the second symbol stop position, and the movable object is moved forward of the first symbol stop position. Can be moved.
Thereby, the effect which exhibited the interest of the game by moving a movable object ahead of the 1st symbol stop position can be performed.

Further, in the slot machine of the present embodiment, for example, as described in production examples 13, 14, 15, 19, 20, 21, etc., the movable object control means (production control board 42) is in the process of playing a game. When the movable object (movable accessory 98) is moved during the normal game, the movable object is moved so as not to disturb the visibility of the symbol at the first symbol stop position.
This makes it possible to perform various effects that demonstrate the fun of the game while maintaining the visibility to the first symbol stop position during the normal game in which the game is in progress.
In the example effects 16, 17, 18, and the effect example 25, the example of performing the effect of driving the movable accessory 98 in front of the first symbol stop position in the normal gaming state is given. Since the portion located in front of the first symbol stop position is made of a transparent member, it can be understood that the effect is a movable accessory effect that does not hinder the visibility of the symbol at the first symbol stop position.

Further, in the slot machine according to the present embodiment, for example, as described in the production examples 19, 20, 21 and the production example 26, the movable object (movable accessory 98) is an entirely or partially opaque member. When the movable object control means (production control board 42) is formed and moves the movable object during a normal game in which the game is in progress, the opaque part of the movable object is visually recognizing the symbol at the first symbol stop position. Move the moving object so as not to disturb the sex.
As a result, it is possible to move the movable object so that the opaque part of the movable object hinders the visibility of the symbol at the second symbol stop position during normal games. While maintaining the characteristics, it is possible to perform various productions that make the game more interesting.

Furthermore, in the slot machine of the present embodiment, for example, as described in the production examples 14, 16, 20, etc., the light irradiation means (LED, etc.) for emitting light from the movable object (movable accessory 98) is provided. The movable object control means (production control board 42) is configured such that when the movable object is moved during a normal game in which the game is in progress, the movable object is the first in the execution state of light irradiation by the light irradiation means. The movable object is moved so as not to block the front of the symbol at the symbol stop position.
Thereby, corresponding to the slot machine provided with the light irradiation means, at least the movable object blocks the front of the first symbol stop position, and the visibility of the first symbol stop position decreases, and the light irradiation means visually recognizes the light. Since it is possible to avoid the loss of performance at the same time, corresponding to the slot machine equipped with the light irradiation means, while avoiding a state where the visibility to the first symbol stop position during normal game is too low, Various performances that show the fun of gaming can be performed.

Further, in the slot machine of the present embodiment, for example, as described in the production examples 19, 20, 21, 22, 26, etc., the light irradiation means (LED) that emits light from the movable object (movable accessory 98). Etc.), and all or a part of the movable object is formed of an opaque member or a member (light guide plate or the like) that can be made opaque by electronic control, and the movable object control means (production control board 42) progresses the game. When moving a movable object during a normal game, the opaque part of the movable object does not block the front of the symbol at the first symbol stop position in the execution state of light irradiation by the light irradiation means. Next, move the movable object.
Thereby, corresponding to the slot machine provided with the light irradiation means, at least the opaque part of the movable object blocks the front of the first symbol stop position, and the visibility of the first symbol stop position is reduced. Since it is possible to avoid a decrease in visibility due to light irradiation at the same time, the necessary visibility for the first symbol stop position during a normal game is too low in correspondence with a slot machine equipped with light irradiation means. While avoiding the state more, it is possible to perform various effects that make the game more interesting.

Furthermore, in the slot machine of the present embodiment, for example, as described in the production examples 30, 31, etc., the light irradiation means (LED, etc.) for irradiating light from the movable object (movable accessory 98E (98F)) is provided. The movable object includes a light-shielding portion (light-shielding part) that blocks light that is irradiated from the movable object and directly reaches the first symbol stop position when light is irradiated by the light irradiation means during a normal game in which a game is in progress. Part 98Ec (98Fc)).
As a result, in correspondence with the slot machine equipped with the light irradiation means, it is possible to set a wider range of performance positions where light is not directly irradiated to the first symbol stop position, so that the visibility relative to the first symbol stop position is further improved. While maintaining it, it is possible to perform various productions that demonstrate the interests of the game.

Furthermore, in the slot machine of the present embodiment, for example, as described in the production examples 26 and 31, the movable object (movable accessory 98C (98F)) is a transparent portion formed of a transparent member ( A transparent game 98Cb (98Fd)) and an opaque part (opaque part 98Ca (98Fa)) formed of an opaque member, and the movable object control means (production control board 42) is a normal game in which the game is in progress When moving the movable object inside, the movable object is moved so that only the transparent portion blocks the front surface of the first symbol stop position.
Thereby, while maintaining the required visibility with respect to the first symbol stop position during a normal game, it is possible to perform more various effects that demonstrate the interest of the game.

Note that the present invention is not limited to the examples given in the embodiment, and various modifications and application examples are conceivable.
For example, in the above, an example in which the present invention is applied to a slot machine has been described, but the present invention can be widely and suitably applied to gaming machines including a spinning cylinder in which a plurality of symbols are formed along the rotation direction.

DESCRIPTION OF SYMBOLS 1 ... Main body case 2 ... Front panel 3 ... Symbol rotation unit 4a-4c ... Rotary reel (rotating cylinder)
16 ... Max loading button 17 ... Start lever 18a-18c ... Stop button 40 ... Main control board 54a ... First cylinder stepping motor 54b ... Second cylinder stepping motor 54c ... Third cylinder stepping motor 54r ... Rotor 55a ... First 1st cylinder index sensor 55b ... 2nd cylinder index sensor 55c ... 3rd cylinder index sensor 80 ... Controller 80a ... CPU
80b ... ROM
80c ... RAM
DESCRIPTION OF SYMBOLS 90 ... Reel drum 91 ... Backlight part 92 ... Base body 92b ... Base board 92t ... Protrusion part 93 ... Reel frame 93d ... Detected part 94 ... Reel frame 95 ... Reel sheet 98A, 98B, 98C, 98D, 98E, 98F, 98G, 98H: Movable accessory 98Ec, 98Fc: Light-shielding portion 101 ... Origin position 102 ... Actuator drive portion

Claims (1)

  1. A plurality of drums with a plurality of symbols displayed;
    A display window that allows a player to visually recognize a part of the plurality of symbols;
    A movable object capable of moving from a standby position to the front of the symbol visible in the display window,
    Rotation control means for rotating the rotating cylinder when a predetermined start condition is satisfied;
    Stop control means for stopping the rotating drum when a predetermined stop condition is satisfied;
    Winning determination means for performing a winning determination of a combination according to the combination of the plurality of symbols displayed in a stop in the display window with the stop of the drum,
    Movable object control means for driving and controlling the movable object,
    Regarding the symbol stop position in the display window, the symbol stop position used for the winning combination determination of the combination is the first symbol stop position, and the symbol stop position other than the first symbol stop position is the second symbol stop position,
    The movable object has a transparent part that is visible behind the movable object and an opaque part that is not visible behind the movable object,
    The movable object control means, when operating the movable object,
    A first movement pattern for moving the transparent portion forward of the second symbol stop position;
    A gaming machine characterized in that the transparent portion can be controlled in front of the first symbol stop position and the second operation pattern for moving the opaque portion in front of the second symbol stop position .
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JP4238017B2 (en) * 2002-11-26 2009-03-11 株式会社ウエスト・シー Slot machine
JP4276110B2 (en) * 2004-03-01 2009-06-10 山佐株式会社 Game machine
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