JP6420283B2 - Game machine - Google Patents

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Publication number
JP6420283B2
JP6420283B2 JP2016135449A JP2016135449A JP6420283B2 JP 6420283 B2 JP6420283 B2 JP 6420283B2 JP 2016135449 A JP2016135449 A JP 2016135449A JP 2016135449 A JP2016135449 A JP 2016135449A JP 6420283 B2 JP6420283 B2 JP 6420283B2
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lottery
game
sub cpu
gaming state
mode
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JP2016172183A (en
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宏 入交
宏 入交
昌則 出澤
昌則 出澤
建太 隠田
建太 隠田
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株式会社ユニバーサルエンターテインメント
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Description

  The present invention relates to a gaming machine.

  Conventionally, a game called pachi-slot, comprising a plurality of reels each having a plurality of symbols provided on the surface, a start switch, a stop switch, a stepping motor provided for each reel, and a control unit. The machine is known. The start switch detects that the start lever has been operated by the player (hereinafter also referred to as “start operation”) after a game medium such as a medal or coin has been inserted into the gaming machine, and the rotation of all reels is detected. Outputs a signal requesting start. The stop switch detects that a stop button provided for each reel has been pressed by the player (hereinafter also referred to as “stop operation”), and outputs a signal requesting the rotation of the corresponding reel to stop. To do. The stepping motor transmits the driving force to the corresponding reel. Further, the control unit controls the operation of the stepping motor based on the signals output from the start switch and the stop switch, and performs the rotation operation and stop operation of each reel.

  In such a gaming machine, when a start operation is detected, lottery processing using random numbers (hereinafter referred to as “internal lottery processing”) is performed on the program, and the result of the lottery (hereinafter referred to as “internal winning combination”). And the rotation of the reel is stopped based on the timing of the stop operation. Then, when the rotation of all the reels is stopped and the symbol combination related to the winning is displayed, a privilege corresponding to the symbol combination is given to the player. As an example of a privilege granted to a player, a replay (hereinafter also referred to as “replay”) in which an internal lottery process is performed again without paying out game media (medals, etc.) or consuming the game media. An operation of a bonus game in which a game medium payout opportunity increases can be cited.

  In the gaming machine having the above-described configuration, conventionally, a technique for notifying the number of added games in a lock period in which a player's operation is invalidated or delayed until the end of the period has been proposed (for example, see Patent Document 1). According to such a gaming machine, since the number of added games is notified in a state where the progress of the game is stopped, the player can be surely enjoyed notification of the number of added games.

JP 2010-099330 A

  By the way, in the gaming machine configured as described above, from the viewpoint of preventing fraud, in the information communication between the main control circuit that performs the main control of the game and the sub control circuit that controls the effects, the sub control from the main control circuit. It is preferable to perform unidirectional communication to the circuit, and information transmission from the sub control circuit to the main control circuit is not performed. In this case, since information such as a command cannot be transmitted from the sub control circuit to the main control circuit that controls the lock period, operations such as the generation of the lock period cannot be controlled by the sub control control.

  In Patent Document 1, in order to solve the above problem, the number of RT gaming states is increased, and a lock period is generated when shifting from a predetermined RT gaming state to a specific RT gaming state. Then, the sub control circuit is involved in the generation of the lock period by notifying the stop order of the reels necessary to display the predetermined symbol combination that triggers the transition of the RT gaming state. However, in this method, it is necessary to increase the number of RT gaming states. Therefore, in order to increase the type of re-playing probability, the processing combination related to role lottery, the increase in data, and the combination of symbols for shifting the RT gaming state There were various problems, such as restrictions on arrangement and pattern combination. By the way, conventionally, in a game of a specific period such as a pseudo bonus, it is difficult for a player to get bored, and it has been demanded to further improve the interest of the game of a specific period.

  The present invention has been made in order to solve the above-described problems, and an object of the present invention is a game that is less likely to get bored by a player in a game of a specific period and can further enhance the interest of the game of a specific period. Is to provide a machine.

  In order to solve the above problems, the present invention provides a gaming machine having the following configuration.

A loading operation detecting means (for example, a medal sensor 35S described later) for detecting a gaming medium loading operation;
Start operation detecting means (for example, a start switch 16S described later) for detecting a start operation by the player based on detection of the input operation by the input operation detecting means;
Internal winning combination determining means (for example, internal lottery processing described later) for determining an internal winning combination with a predetermined probability based on detection of the start operation by the start operation detecting means;
Based on the detection of the start operation by the start operation detecting means, the variable display means (for example, three reels 3L, 3C, 3R and three reels to be described later) are displayed. Stepping motors 61L, 61C, 61R),
A stop operation detecting means (for example, a stop switch 17S described later) for detecting a stop operation by the player;
Stop control means (for example, reel stop control process described later) for stopping the change display of the symbol based on the determination result of the internal winning combination determining means and detection of the stop operation by the stop operation detecting means;
Notification means (for example, a liquid crystal display device 11 to be described later) for notifying information for displaying a combination of symbols that gives an advantageous state for the player on a determination line straddling the plurality of display rows;
When a predetermined symbol combination is displayed on the determination line, the replay time for performing control to shift to the replay time state in which the probability of determining the internal winning combination relating to replay is higher by the internal winning combination determining means State control means (for example, RT control processing described later);
In the game state in which the notification by the notification unit is performed and in a specific game state (for example, a pseudo bonus described later) in which the replay time state (for example, RT3 gaming state described later) can be generated at the same time, predetermined by the notification unit Notification number counting means (for example, NRB in-process and SRB in-process described later) for counting the number of times the predetermined information for displaying the combination of symbols corresponding to the internal winning combination is displayed on the determination line;
In the above specific game state, if the notice frequency of the predetermined information counted by the notice frequency counter means becomes a notification not permitted number, specific gaming state ending means for ending the specific gaming state (e.g., below NRB processing, SRB processing)
In the specific game state includes the predetermined information broadcast knowledge permitted number notice frequency increases lottery means for performing a lottery to increase (e.g., NRB processing will be described later), and
In the specific gaming state, when the number of notification possible increases lottery by the notification number increase lottery means is performed, and a predetermined number of unit games are consumed by the end of the specific gaming state, by the notification means A gaming machine that is provided with a special gaming state (for example, an ART state that will be described later) in which a game state in which notification is performed and the replay time state (for example, an RT4 gaming state to be described later) can occur simultaneously.

Further, in the gaming machine of the present invention, it is possible to shift from the special gaming state, a gaming state in which notification is performed by the notification means, and a prescribed gaming state in which the replay time state can be generated simultaneously (described later) SRB mode) is provided,
After the transition to the specific game state from the normal state, in the specific game state, when the unit game of the plant constant is digested, the application of a special game state (e.g., XR mode) Offers And the transition from the specific gaming state to the prescribed gaming state,
When transitioning from the special gaming state to the prescribed gaming state, the execution period of the prescribed gaming state is set as a predetermined period, and when transitioning from the specific gaming state to the prescribed gaming state, the prescribed gaming state The state execution period may be the remaining execution period of the specific gaming state before the transition .

  According to the gaming machine of the present invention configured as described above, in a game of a specific period, it is difficult for the player to get bored, and it is possible to further improve the interest of the game during the period until the specific game state ends.

It is a figure for demonstrating the function flow of the game machine in one Embodiment of this invention. It is a perspective view which shows the external appearance structure of the game machine in one Embodiment of this invention. It is a schematic front block diagram of the vicinity of the liquid crystal display device of the gaming machine in one embodiment of the present invention. It is a figure which shows the internal structure of the game machine in one Embodiment of this invention. It is a block diagram which shows the whole circuit structure with which the game machine of one Embodiment of this invention is provided. It is a block diagram which shows the internal structure of the sub control circuit in one Embodiment of this invention. It is a figure which shows an example of the symbol arrangement | positioning table in one Embodiment of this invention. It is a figure which shows an example of the symbol combination table (the 1) in one Embodiment of this invention. It is a figure which shows an example of the symbol combination table (the 2) in one Embodiment of this invention. It is a figure which shows an example of the symbol combination table (the 3) in one Embodiment of this invention. It is a figure which shows an example of the symbol combination table (the 4) in one Embodiment of this invention. It is a figure which shows an example of the symbol combination table (the 5) in one Embodiment of this invention. It is a figure which shows an example of the symbol combination table (the 6) in one Embodiment of this invention. It is a figure which shows an example of the symbol combination table (the 7) in one Embodiment of this invention. It is a figure which shows an example of the symbol combination table (the 8) in one Embodiment of this invention. It is a figure which shows an example of the table at the time of the bonus action | operation in one Embodiment of this invention. It is a figure which shows an example of RT transition table in one Embodiment of this invention. It is a figure which shows an example of the internal lottery table determination table in one Embodiment of this invention. It is a figure which shows an example of the internal lottery table for general game states (RT0) in one Embodiment of this invention. It is a figure which shows an example of the internal lottery table for RT1 in one Embodiment of this invention. It is a figure which shows an example of the internal lottery table for RT2 in one Embodiment of this invention. It is a figure which shows an example of the internal lottery table for RT3 in one Embodiment of this invention. It is a figure which shows an example of the internal lottery table for RT4 in one Embodiment of this invention. It is a figure which shows an example of the internal lottery table for CB (RT0) in one Embodiment of this invention. It is a figure which shows an example of the internal winning combination determination table (the 1) in one Embodiment of this invention. It is a figure which shows an example of the internal winning combination determination table (the 2) in one Embodiment of this invention. It is a figure which shows an example of the number selection table for spinning cylinder stop in one Embodiment of this invention. It is a figure which shows an example of the reel stop initial setting table in one Embodiment of this invention. It is a figure which shows an example of the stop table for the 1st stop at the time of forward pressing in one Embodiment of this invention. It is a figure which shows an example of the control change table at the time of a forward press in one Embodiment of this invention. It is a figure which shows an example of the stop table for 2nd and 3rd stop at the time of forward pressing in one Embodiment of this invention. It is a figure which shows an example of the stop table at the time of an irregular pressing in one Embodiment of this invention. It is a figure which shows an example of the drawing priority order table selection table in one Embodiment of this invention. It is a figure which shows an example of the drawing priority order table in one Embodiment of this invention. It is a figure which shows an example of the search order table (except the time of MB action | operation) in one Embodiment of this invention. It is a figure which shows an example of the search order table (at the time of MB (CB) operation | movement) in one Embodiment of this invention. It is a figure which shows an example of the symbol corresponding winning action flag data table in one Embodiment of this invention. It is a figure which shows an example of the game lock lottery table (the 1) in one Embodiment of this invention. It is a figure which shows an example of the game lock lottery table (the 2) in one Embodiment of this invention. It is a figure which shows an example of the game lock lottery table (the 3) in one Embodiment of this invention. It is a figure which shows an example of the game lock lottery table (the 4) in one Embodiment of this invention. It is a figure which shows an example of the game lock lottery table (the 5) in one Embodiment of this invention. It is a figure which shows an example of the lottery table in the continuous lock state in one Embodiment of this invention. It is a figure which shows an example of the display combination storage area in one Embodiment of this invention. It is a figure which shows an example of the game state flag storage area in one Embodiment of this invention. It is a figure which shows an example of the operation stop button storage area | region in one Embodiment of this invention. It is a figure which shows an example of the pressing order storage area | region in one Embodiment of this invention. It is a figure which shows an example of the symbol code storage area in one Embodiment of this invention. It is a figure which shows an example of the drawing priority order data storage area in one Embodiment of this invention. It is a figure which shows the conversion table (in non-MB) of the winning combination and stop order in one Embodiment of this invention. It is a figure which shows the conversion table (in MB) with the winning combination and stop order in one Embodiment of this invention. It is a figure which shows the correspondence table of the winning combination, stop order, and RT transfer form in one Embodiment of this invention. It is a transition flow figure of RT game state of the gaming machine in one embodiment of the present invention. It is the table | surface which put together the starting condition and completion | finish condition of each RT gaming state of the gaming machine in one Embodiment of this invention. It is a figure which shows an example of the pseudo | simulation bonus lottery (normal) table (the 1) in one Embodiment of this invention. It is a figure which shows an example of the pseudo | simulation bonus lottery (normal) table (the 2) in one Embodiment of this invention. It is a figure which shows an example of the pseudo | simulation bonus lottery (normal) table (the 3) in one Embodiment of this invention. It is a figure which shows an example of the pseudo | simulation bonus lottery (normal) table (the 4) in one Embodiment of this invention. It is a figure which shows an example of the pseudo | simulation bonus lottery (normal) table (the 5) in one Embodiment of this invention. It is a figure which shows an example of the pseudo | simulation bonus lottery (normal) table (the 6) in one Embodiment of this invention. It is a figure which shows an example of the pseudo | simulation bonus lottery (During ART) table (the 1) in one Embodiment of this invention. It is a figure which shows an example of the pseudo | simulation bonus lottery (During ART) table (the 2) in one Embodiment of this invention. It is a figure which shows an example of the pseudo | simulation bonus lottery (During ART) table (the 3) in one Embodiment of this invention. It is a figure which shows an example of the pseudo | simulation bonus lottery (During ART) table (the 4) in one Embodiment of this invention. It is a figure which shows an example of the pseudo | simulation bonus lottery (During ART) table (the 5) in one Embodiment of this invention. It is a figure which shows an example of the pseudo | simulation bonus lottery (During ART) table (the 6) in one Embodiment of this invention. It is a figure which shows an example of the pseudo | simulation bonus lottery (in the confirmation screen) table in one Embodiment of this invention. It is a figure which shows an example of the pseudo | simulation bonus lottery (during pseudo | simulation bonus completion | finish waiting end) in one Embodiment of this invention. It is a figure which shows an example of the pseudo | simulation bonus lottery (in rocket) table in one Embodiment of this invention. It is a figure which shows an example of the XR lottery (normal) table in one Embodiment of this invention. It is a figure which shows an example of the XR lottery (ART) table (the 1) in one Embodiment of this invention. It is a figure which shows an example of the XR lottery (ART) table (the 2) in one Embodiment of this invention. It is a figure which shows an example of the XR lottery (ART preparation) table in one Embodiment of this invention. It is a figure which shows an example of the XR lottery (in the confirmation screen) table in one Embodiment of this invention. It is a figure which shows an example of the XR lottery (in BB) table (the 1) in one Embodiment of this invention. It is a figure which shows an example of the XR lottery (in BB) table (the 2) in one Embodiment of this invention. It is a figure which shows an example of the XR lottery (in BB) table (the 3) in one Embodiment of this invention. It is a figure which shows an example of the XR lottery (in BB) table (the 4) in one Embodiment of this invention. It is a figure which shows an example of the XR lottery (in BB) table (the 5) in one Embodiment of this invention. It is a figure which shows an example of the XR lottery (in BB) table (the 6) in one Embodiment of this invention. It is a figure which shows an example of the XR lottery (in BB) table (the 7) in one Embodiment of this invention. It is a figure which shows an example of the XR lottery (in BB) table (the 8) in one Embodiment of this invention. It is a figure which shows an example of the XR lottery (in BB) table (the 9) in one Embodiment of this invention. It is a figure which shows an example of the XR lottery (pseudo bonus completion waiting) table in one Embodiment of this invention. It is a figure which shows an example of the XR lottery (at the time of a pseudo | simulation bonus win) table (the 1) in one Embodiment of this invention. It is a figure which shows an example of the XR lottery (at the time of a pseudo | simulation bonus win) table (the 2) in one Embodiment of this invention. It is a figure which shows an example of the XR lottery (at the time of a pseudo | simulation bonus win) table (the 3) in one Embodiment of this invention. It is a figure which shows an example of the XR lottery (at the time of NRB regulation game achievement) table in one Embodiment of this invention. It is a figure which shows an example of the XR lottery (at the time of achievement of regulation game in SRB) table in one Embodiment of this invention. It is a figure which shows an example of the XR lottery (XBB continuation time) table in one Embodiment of this invention. It is a figure which shows an example of the XR lottery (when BG challenge is successful) table in one Embodiment of this invention. It is a figure which shows an example of the XR lottery game number table (the 1) in BB in one Embodiment of this invention. It is a figure which shows an example of the XR lottery game number table (the 2) in BB in one Embodiment of this invention. It is a figure which shows an example of the XR lottery game number table (the 3) in BB in one Embodiment of this invention. It is a figure which shows an example of the XR lottery game number table in NRB in one Embodiment of this invention. It is a figure which shows an example of the XR lottery game number table in SRB in one Embodiment of this invention. It is a figure which shows an example of the BB inside don alignment permission flag table (the 1) in one Embodiment of this invention. It is a figure which shows an example of the BB inside don alignment permission flag table (the 2) in one Embodiment of this invention. It is a figure which shows an example of the BB inside don alignment permission flag table (the 3) in one Embodiment of this invention. It is a figure which shows an example of the BB inside don alignment permission flag table (the 4) in one Embodiment of this invention. It is a figure which shows an example of the BB inside don alignment permission flag table (the 5) in one Embodiment of this invention. It is a figure which shows an example of the BB inside don alignment permission flag table (the 6) in one Embodiment of this invention. It is a figure which shows an example of the BB inside don alignment permission flag table (the 7) in one Embodiment of this invention. It is a figure which shows an example of the BB inside don alignment permission flag table (the 8) in one Embodiment of this invention. It is a figure which shows an example of the BB inside don alignment permission flag table (the 9) in one Embodiment of this invention. It is a figure which shows an example of the XBB continuous lottery table in one Embodiment of this invention. It is a figure which shows an example of the XBB stock table at the time of XBB continuation in one Embodiment of this invention. It is a figure which shows an example of the continuous stock lottery (normal) table during XBB in one Embodiment of this invention. It is a figure which shows an example of the NRB addition top lottery table in one Embodiment of this invention. It is a figure which shows an example of the NRB forced shortening lottery table in one Embodiment of this invention. It is a figure which shows an example of the game number addition lottery table (the 1) in SRB in one Embodiment of this invention. It is a figure which shows an example of the number of games during SRB addition lottery table (the 2) in one Embodiment of this invention. It is a figure which shows an example of the game number addition lottery table (the 3) in SRB in one Embodiment of this invention. It is a figure which shows an example of the game number addition lottery table (the 4) in SRB in one Embodiment of this invention. It is a figure which shows an example of the game number addition lottery table (the 5) in SRB in one Embodiment of this invention. It is a figure which shows an example of the number of games during SRB addition lottery table (the 6) in one Embodiment of this invention. It is a figure which shows an example of the game number addition lottery table (the 7) in SRB in one Embodiment of this invention. It is a figure which shows an example of the ART lottery game number table lottery table at the time of SRB start in one Embodiment of this invention. It is a figure which shows an example of the pseudo | simulation bonus lottery mode transfer table (the 1) in one Embodiment of this invention. It is a figure which shows an example of the pseudo | simulation bonus lottery mode transfer table (the 2) in one Embodiment of this invention. It is a figure which shows an example of the pseudo | simulation bonus lottery mode transfer table (the 3) in one Embodiment of this invention. It is a figure which shows an example of the pseudo | simulation bonus lottery mode transfer (at the time of pseudo | simulation bonus completion) table (the 1) in one Embodiment of this invention. It is a figure which shows an example of the pseudo | simulation bonus lottery mode transfer (at the time of pseudo | simulation bonus end) table (the 2) in one Embodiment of this invention. It is a figure which shows an example of the pseudo | simulation bonus lottery mode transfer (at the time of pseudo | simulation bonus completion) table (the 3) in one Embodiment of this invention. It is a figure which shows an example of the XR content lottery table in one Embodiment of this invention. It is a figure which shows an example of the XR basic G number lottery table (the 1) in one Embodiment of this invention. It is a figure which shows an example of the XR basic G number lottery table (the 2) in one Embodiment of this invention. It is a figure which shows an example of the XR addition addition table in one Embodiment of this invention. It is a figure which shows an example of the combo bonus lottery table in one Embodiment of this invention. It is a figure which shows an example of the XR continuation lottery table (the 1) in one Embodiment of this invention. It is a figure which shows an example of the XR continuation lottery table (the 2) in one Embodiment of this invention. It is a figure which shows an example of the XR continuation lottery table (the 3) in one Embodiment of this invention. It is a figure which shows an example of the XR continuation lottery table (the 4) in one Embodiment of this invention. It is a figure which shows an example of the XR continuation lottery table (the 5) in one Embodiment of this invention. It is a figure which shows an example of the XR continuation lottery table (the 6) in one Embodiment of this invention. It is a figure which shows an example of the XR continuation lottery table (the 7) in one Embodiment of this invention. It is a figure which shows an example of the XR ceiling mode transfer lottery table (the 1) in one Embodiment of this invention. It is a figure which shows an example of the XR ceiling mode transfer lottery table (the 2) in one Embodiment of this invention. It is a figure which shows an example of the XR ceiling game number lottery 1 table in one Embodiment of this invention. It is a figure which shows an example of the XR ceiling game number lottery 2 table in one Embodiment of this invention. It is a figure which shows an example of the XR carnival direct transfer lottery (during ART) table in one Embodiment of this invention. It is a figure which shows an example of the XR carnival direct transfer lottery (in XR) table in one Embodiment of this invention. It is a figure which shows an example of the XR carnival transfer lottery (in XR) table in one Embodiment of this invention. It is a figure which shows an example of the XR carnival addition addition 1 lottery table in one Embodiment of this invention. It is a figure which shows an example of the XR carnival addition addition 2 lottery table in one Embodiment of this invention. It is a figure which shows an example of the rocket mode transfer lottery table in one Embodiment of this invention. It is a figure which shows an example of the rocket mode continuation lottery table in one Embodiment of this invention. It is a figure which shows an example of the loop lottery table at the time of the ART end in one Embodiment of this invention. It is a figure which shows an example of the BGZ stock lottery (normal time) table in one Embodiment of this invention. It is a figure which shows an example of the BGZ stock lottery (During ART) table in one Embodiment of this invention. It is a figure which shows an example of the BGZ lottery game number table lottery table (the 1) in one Embodiment of this invention. It is a figure which shows an example of the BGZ lottery game number table lottery table (the 2) in one Embodiment of this invention. It is a figure which shows an example of the BGZ lottery game number table lottery table (the 3) in one Embodiment of this invention. It is a figure which shows an example of the BGZ lottery game number table lottery table (the 4) in one Embodiment of this invention. It is a figure which shows an example of the BGZ lottery game number table lottery table (the 5) in one Embodiment of this invention. It is a figure which shows an example of the BGZ lottery game number table lottery table (the 6) in one Embodiment of this invention. It is a figure which shows an example of the BGZ lottery game number table lottery table (the 7) in one Embodiment of this invention. It is a figure which shows an example of the BGZ lottery game number table lottery table (the 8) in one Embodiment of this invention. It is a figure which shows an example of the BGZ lottery game number table lottery table (the 9) in one Embodiment of this invention. It is a figure which shows an example of the BGZ lottery game number table lottery table (the 10) in one Embodiment of this invention. It is a figure which shows an example of the BGZ lottery game number table lottery table (the 11) in one Embodiment of this invention. It is a figure which shows an example of the BGZ lottery game number table lottery table (the 12) in one Embodiment of this invention. It is a figure which shows an example of the BGZ lottery game number table lottery table (the 13) in one Embodiment of this invention. It is a figure which shows an example of the BGZ lottery game number table lottery table (the 14) in one Embodiment of this invention. It is a figure which shows an example of the BGZ lottery game number table lottery table (the 15) in one Embodiment of this invention. It is a figure which shows an example of the BG challenge content lottery table (the 1) in one Embodiment of this invention. It is a figure which shows an example of the BG challenge content lottery table (the 2) in one Embodiment of this invention. It is a figure which shows an example of the BG challenge mode transfer table (the 1) in one Embodiment of this invention. It is a figure which shows an example of the BG challenge mode transfer table (the 2) in one Embodiment of this invention. It is a figure which shows an example of BG challenge mode transfer table (the 3) in one Embodiment of this invention. It is a figure which shows an example of BG challenge mode transfer table (the 4) in one Embodiment of this invention. It is a figure which shows an example of BG challenge mode transfer table (the 5) in one Embodiment of this invention. It is a figure which shows an example of BG challenge mode transfer table (the 6) in one Embodiment of this invention. It is a figure which shows an example of BG challenge mode transfer table (the 7) in one Embodiment of this invention. It is a figure which shows an example of BG challenge mode transfer table (the 8) in one Embodiment of this invention. It is a figure which shows an example of the push order navigation lottery (normal) table (the 1) in one Embodiment of this invention. It is a figure which shows an example of the pushing order navigation lottery (normal) table (the 2) in one Embodiment of this invention. It is a figure which shows an example of the push order navigation lottery (normal) table (the 3) in one Embodiment of this invention. It is a figure which shows an example of the pushing order navigation lottery (normal) table (the 4) in one Embodiment of this invention. It is a figure which shows an example of the push order navigation lottery (ART) table (the 1) in one Embodiment of this invention. It is a figure which shows an example of the pushing order navigation lottery (ART) table (the 2) in one Embodiment of this invention. It is a figure which shows an example of the push order navigation lottery (ART) table (the 3) in one Embodiment of this invention. It is a figure which shows an example of the pushing order navigation lottery (ART) table (the 4) in one Embodiment of this invention. It is a figure which shows an example of the push order navigation lottery (XR carnival transfer) table (the 1) in one Embodiment of this invention. It is a figure which shows an example of the push order navigation lottery (XR carnival transfer) table (the 2) in one Embodiment of this invention. It is a figure which shows an example of the push order navigation lottery (XR carnival transfer) table (the 3) in one Embodiment of this invention. It is a figure which shows an example of the push order navigation lottery (XR carnival transfer) table (the 4) in one Embodiment of this invention. It is a figure which shows an example of the push order navigation lottery (RB transfer) table (the 1) in one Embodiment of this invention. It is a figure which shows an example of the push order navigation lottery (RB transfer) table (the 2) in one Embodiment of this invention. It is a figure which shows an example of the push order navigation lottery (RB transfer) table (the 3) in one Embodiment of this invention. It is a figure which shows an example of the push order navigation lottery (RB transfer) table (the 4) in one Embodiment of this invention. It is a figure which shows an example of the push order navigation lottery (red 7 and don BB transfer) table (the 1) in one Embodiment of this invention. It is a figure which shows an example of the push order navigation lottery (red 7 and don BB transfer) table (the 2) in one Embodiment of this invention. It is a figure which shows an example of the push order navigation lottery (red 7 and don BB transfer) table (the 3) in one Embodiment of this invention. It is a figure which shows an example of the push order navigation lottery (red 7 and don BB transfer) table (the 4) in one Embodiment of this invention. It is a figure which shows an example of the push order navigation lottery (XBB transfer) table (the 1) in one Embodiment of this invention. It is a figure which shows an example of the push order navigation lottery (XBB transfer) table (the 2) in one Embodiment of this invention. It is a figure which shows an example of the push order navigation lottery (XBB transfer) table (the 3) in one Embodiment of this invention. It is a figure which shows an example of the push order navigation lottery (XBB transfer) table (the 4) in one Embodiment of this invention. It is a figure which shows an example of the push order navigation lottery (during pseudo | simulation bonus) table (the 1) in one Embodiment of this invention. It is a figure which shows an example of the push order navigation lottery (during pseudo | simulation bonus) table (the 2) in one Embodiment of this invention. It is a figure which shows an example of the push order navigation lottery (in pseudo | simulation bonus) table (the 3) in one Embodiment of this invention. It is a figure which shows an example of the push order navigation lottery (during pseudo | simulation bonus) table (the 4) in one Embodiment of this invention. It is a figure which shows an example of the push order navigation lottery (effect state 0) table (the 1) in one Embodiment of this invention. It is a figure which shows an example of the push order navigation lottery (effect state 0) table (the 2) in one Embodiment of this invention. It is a figure which shows an example of the push order navigation lottery (effect state 0) table (the 3) in one Embodiment of this invention. It is a figure which shows an example of the push order navigation lottery (effect state 0) table (the 4) in one Embodiment of this invention. It is a figure which shows an example of the push order navigation lottery (effect state 1) table (the 1) in one Embodiment of this invention. It is a figure which shows an example of the push order navigation lottery (effect state 1) table (the 2) in one Embodiment of this invention. It is a figure which shows an example of the push order navigation lottery (effect state 1) table (the 3) in one Embodiment of this invention. It is a figure which shows an example of the push order navigation lottery (effect state 1) table (the 4) in one Embodiment of this invention. It is a figure which shows an example of the push order navigation lottery (effect state 2) table (the 1) in one Embodiment of this invention. It is a figure which shows an example of the push order navigation lottery (effect state 2) table (the 2) in one Embodiment of this invention. It is a figure which shows an example of the push order navigation lottery (effect state 2) table (the 3) in one Embodiment of this invention. It is a figure which shows an example of the push order navigation lottery (effect state 2) table (the 4) in one Embodiment of this invention. It is a figure which shows an example of the push order navigation lottery (BGZ mode 2) table (the 1) in one Embodiment of this invention. It is a figure which shows an example of the push order navigation lottery (BGZ mode 2) table (the 2) in one Embodiment of this invention. It is a figure which shows an example of the push order navigation lottery (BGZ mode 2) table (the 3) in one Embodiment of this invention. It is a figure which shows an example of the push order navigation lottery (BGZ mode 2) table (the 4) in one Embodiment of this invention. It is a figure which shows an example of the push order navigation lottery (ART preparation) table (the 1) in one Embodiment of this invention. It is a figure which shows an example of the push order navigation lottery (ART preparation) table (the 2) in one Embodiment of this invention. It is a figure which shows an example of the push order navigation lottery (ART preparation) table (the 3) in one Embodiment of this invention. It is a figure which shows an example of the push order navigation lottery (ART preparation) table (the 4) in one Embodiment of this invention. It is a figure which shows an example of the precursor game number lottery (normal) table in one Embodiment of this invention. It is a figure which shows an example of the precursor game number lottery (ART transfer) table (the 1) in one Embodiment of this invention. It is a figure which shows an example of the precursor game number lottery (ART transfer) table (the 2) in one Embodiment of this invention. It is a figure which shows an example of the precursor game number lottery (ART transfer) table (the 3) in one Embodiment of this invention. It is a figure which shows an example of the precursor game number lottery (pseudo bonus end) table (the 1) in one Embodiment of this invention. It is a figure which shows an example of the precursor game number lottery (pseudo-bonus end) table (the 2) in one Embodiment of this invention. It is a figure which shows an example of the precursor game number lottery (pseudo-bonus end) table (the 3) in one Embodiment of this invention. It is a figure which shows an example of the precursor game number lottery (pseudo bonus end) table (the 4) in one Embodiment of this invention. It is a figure which shows an example of the precursor game number lottery (during ART) table (the 1) in one Embodiment of this invention. It is a figure which shows an example of the precursor game number lottery (During ART) table (the 2) in one Embodiment of this invention. It is a figure which shows an example of the precursor game number lottery (during ART) table (the 3) in one Embodiment of this invention. It is a figure which shows an example of the precursor game number lottery (XR end) table (the 1) in one Embodiment of this invention. It is a figure which shows an example of the precursor game number lottery (XR end) table (the 2) in one Embodiment of this invention. It is a figure which shows an example of the precursor game number lottery (XR end) table (the 3) in one Embodiment of this invention. It is a figure which shows an example of the precursor game number lottery (ART end time) table in one Embodiment of this invention. It is a main flowchart which shows the process example of the main control circuit of the game machine in one Embodiment of this invention. It is a flowchart which shows an example of a medal reception and start check process in one Embodiment of this invention. It is a flowchart which shows an example of the internal lottery process in one Embodiment of this invention. It is a flowchart which shows an example of the lottery value change process in one Embodiment of this invention. It is a flowchart which shows an example of the winning number correction process in one Embodiment of this invention. It is a flowchart which shows an example of the game lock lottery process in one Embodiment of this invention. It is a flowchart which shows an example of the reel stop initial setting process in one Embodiment of this invention. It is a flowchart which shows an example of the drawing priority order storage process in one Embodiment of this invention. It is a flowchart which shows an example of the drawing priority order table selection process in one Embodiment of this invention. It is a flowchart which shows an example of the symbol code storage process in one Embodiment of this invention. It is a flowchart which shows an example of the reel stop control process in one Embodiment of this invention. It is a flowchart which shows an example of the stop button detection process in one Embodiment of this invention. It is a flowchart which shows an example of the sliding piece number determination process in one Embodiment of this invention. It is a flowchart which shows an example of the 2nd and 3rd stop process in one Embodiment of this invention. It is a flowchart which shows an example of the line change bit check process in one Embodiment of this invention. It is a flowchart which shows an example of the line mask data change process in one Embodiment of this invention. It is a flowchart which shows an example of the priority attraction | suction control process in one Embodiment of this invention. It is a flowchart which shows an example of the control change process in one Embodiment of this invention. It is a flowchart which shows an example of the control change process after the 2nd stop in one Embodiment of this invention. It is a flowchart which shows an example of RT control processing in one Embodiment of this invention. It is a flowchart which shows an example of the bonus end check process in one Embodiment of this invention. It is a flowchart which shows an example of the game end effect control process in one Embodiment of this invention. It is a flowchart which shows an example of the bonus operation | movement check process in one Embodiment of this invention. It is a flowchart which shows an example of the interruption process by control of main CPU in one Embodiment of this invention. It is a flowchart which shows an example of the process at the time of start command reception in one Embodiment of this invention. It is a flowchart which shows an example of the process at the time of the display command reception in one Embodiment of this invention. It is a flowchart which shows an example of a normal process in one Embodiment of this invention. It is a flowchart which shows an example of the normal middle state transition process in one Embodiment of this invention. It is a flowchart which shows an example of a normal process (winning) in one Embodiment of this invention. It is a flowchart which shows an example of the process in ART preparation in one Embodiment of this invention. It is a flowchart which shows an example of the process in ART preparation (winning) in one Embodiment of this invention. It is a flowchart which shows an example of the process (the 1) in ART in one Embodiment of this invention. It is a flowchart which shows an example of the process (the 2) in ART in one Embodiment of this invention. It is a flowchart which shows an example of the process (the 3) in ART in one Embodiment of this invention. It is a flowchart which shows an example of the process at the time of XR discharge | release in one Embodiment of this invention. It is a flowchart which shows an example of the state transition process in ART in one Embodiment of this invention. It is a flowchart which shows an example of the process in ART (winning) in one Embodiment of this invention. It is a flowchart which shows an example of the process (the 1) in XR in one Embodiment of this invention. It is a flowchart which shows an example of the process (the 2) in XR in one Embodiment of this invention. It is a flowchart which shows an example of the process (the 3) in XR in one Embodiment of this invention. It is a flowchart which shows an example of the process during XR (winning) in one Embodiment of this invention. It is a flowchart which shows an example of the process in XRC in one Embodiment of this invention. It is a flowchart which shows an example of the process in the rocket (the 1) in one Embodiment of this invention. It is a flowchart which shows an example of the process in the rocket (the 2) in one Embodiment of this invention. It is a flowchart which shows an example of the process in BGZ in one Embodiment of this invention. It is a flowchart which shows an example of a process during BGZ (at the time of winning a prize) in one Embodiment of this invention. It is a flowchart which shows an example of the process in a confirmation screen in one Embodiment of this invention. It is a flowchart which shows an example of the process (winning) in finalization screen in one Embodiment of this invention. It is a flowchart which shows an example of the process in BB in one Embodiment of this invention. It is a flowchart which shows an example of the process during NRB in one Embodiment of this invention. It is a flowchart which shows an example of the process during SRB in one Embodiment of this invention. It is a flowchart which shows an example of the process during XBB in one Embodiment of this invention. It is a flowchart which shows an example of the process during a pseudo | simulation bonus completion | finish waiting in one Embodiment of this invention. It is a flowchart which shows an example of the process at the time of the end of a pseudo bonus (at the time of winning a prize) in one embodiment of the present invention.

  Hereinafter, a pachislot machine will be exemplified as a gaming machine showing an embodiment of the present invention, and the configuration and operation thereof will be described with reference to the drawings. In the present embodiment, the winning probability of replay is displayed when an assist time (hereinafter referred to as “AT”) that is a function of navigating the establishment of a specific small role with a lamp or the like and a specific symbol combination is displayed. A pachislot machine having a function for operating a game state higher than normal, that is, a function for assist replay time (hereinafter referred to as “ART”) simultaneously operating with a function for replay time (hereinafter referred to as “RT”) will be described. .

<Function flow>
First, the functional flow of the pachislot will be described with reference to FIG. In the pachislot machine of this embodiment, medals are used as game media for playing games. In addition to medals, for example, coins, game balls, game point data, tokens, or the like can be applied as game media.

  When a player inserts a medal into the pachislot and operates the start lever, one value (hereinafter referred to as a random value) is extracted from random numbers in a predetermined numerical range (for example, 0 to 65535).

  The internal lottery means performs lottery based on the extracted random number value and determines an internal winning combination. This internal lottery means is one of various processing means (processing functions) provided in a main control circuit described later. By determining the internal winning combination, a combination of symbols that permits display along an after-mentioned effective line (winning determination line) is determined. The types of symbol combinations include those related to “winning” in which benefits such as payout of medals, replay (replay) operation, bonus operation, etc. are given to the player, and so-called “out of” other than that. Such a thing is provided.

  Further, when the start lever is operated, a plurality of reels are rotated. Thereafter, when the player presses the stop button corresponding to the predetermined reel, the reel stop control means performs control to stop the rotation of the corresponding reel based on the internal winning combination and the timing when the stop button is pressed. Do. This reel stop control means is one of various processing means (processing functions) provided in a main control circuit described later.

  In the pachislot, basically, a control for stopping the rotation of the corresponding reel is performed within a specified time (190 msec or 75 msec) from when the stop button is pressed. In the present embodiment, the number of symbols that move with the rotation of the reel within the specified time is referred to as “the number of sliding symbols”. In this embodiment, when the specified period is 190 msec, the maximum number of sliding pieces (maximum number of sliding pieces) is set to 4 symbols, and when the specified period is 75 msec, the maximum sliding piece Set the number to one symbol.

  The reel stop control means, when the internal winning combination permitting the symbol combination display related to the winning is determined, normally, the symbol combination is placed on the active line within a specified time of 190 msec (four symbols). The rotation of the reel is stopped so as to display as much as possible. Further, the reel stop control means is, for example, 1 at the time of operation of “MB” (middle bonus) that continuously activates the challenge bonus (hereinafter referred to as “CB”) and “CB”, which are the second type special feature. For one or more reels, the rotation of the reels is stopped so that the combination of symbols is displayed as much as possible along the winning determination line within a specified time of 75 msec (for one symbol). Furthermore, the reel stop control means uses various specified times corresponding to the gaming state to stop the rotation of the reels so that combinations of symbols that are not permitted to be displayed by the internal winning combination are not displayed along the active line. Let

  Thus, when the rotation of the plurality of reels is all stopped, the winning determination means determines whether or not the combination of symbols displayed along the active line relates to winning. This winning determination means is also one of various processing means (processing functions) provided in the main control circuit described later. Then, when it is determined by the winning determination means that the displayed symbol combination is related to winning a prize, a reward such as a medal payout is given to the player. In the pachislot, a series of flows as described above is performed as one game (unit game).

  Also, in the pachislot, in the above-described series of gaming operations, video display performed by a display device such as a liquid crystal display device, light output performed by various lamps, sound output performed by a speaker, or a combination thereof is performed. Various effects are performed using it.

  Specifically, when the start lever is operated, an effect random number value (hereinafter referred to as an effect random number value) is extracted in addition to the random number value used to determine the internal winning combination described above. When the effect random number is extracted, the effect content determination means determines the effect to be executed this time from lots of effects related to the internal winning combination. This effect content determination means is one of various processing means (processing functions) provided in a sub-control circuit described later.

  Next, when the content of the effect is determined by the effect content determination means, the effect execution means responds in conjunction with each opportunity such as when the rotation of the reel starts, when the rotation of each reel stops, or when the presence or absence of a prize is determined. Execute. In this way, in the pachislot machine, the player has the opportunity to know or predict the determined internal winning combination (in other words, the combination of symbols to be aimed at) by executing the production contents associated with the internal winning combination. It is possible to improve the player's interest.

<Pachislot structure>
Next, the structure of the pachislot machine according to the present embodiment will be described with reference to FIGS.

[Appearance structure]
First, the external structure of the pachislot machine 1 will be described with reference to FIGS. FIG. 2 is a perspective view showing the external structure of the pachislot machine 1 according to the present embodiment, and FIG. 3 is a schematic front view of the pachislot machine 1 near the liquid crystal screen.

  As shown in FIG. 2, the pachi-slot 1 includes an exterior body 2. The exterior body 2 includes a cabinet 2a that houses a reel, a circuit board, and the like, and a front door 2b that is attached to the cabinet 2a so as to be opened and closed.

  Handles 7 are provided on both side surfaces of the cabinet 2a (only the handle 7 on one side surface is shown in FIG. 2). The handle 7 is formed of a concave member, and an operator's hand is put on the handle 7 when carrying the pachislot 1.

  As shown in FIG. 3 and FIG. 4 to be described later, three reels 3L, 3C, 3R (variation display means) are provided in the cabinet 2a, and the three reels 3L, 3C, 3R are arranged in the horizontal direction (reel). In a direction perpendicular to the rotation direction). Hereinafter, the reels 3L, 3C, and 3R are referred to as a left reel 3L, a middle reel 3C, and a right reel 3R, respectively. Each reel (display row) has a reel body formed in a cylindrical shape, and a translucent sheet material mounted on the peripheral surface of the reel body. On the surface of the sheet material, a plurality of (for example, 21) symbols are drawn along the circumferential direction (reel rotation direction), and the symbols adjacent to each other along the symbol arrangement direction are arranged at predetermined intervals. The

  The front door 2b includes a door body 9, a front panel 10, a liquid crystal display device 11 (see FIG. 3), and a waist panel 12. The door body 9 is attached to the cabinet 2a so as to be openable and closable using a hinge (not shown). The hinge is provided at the left side end of the door body 9 when the door body 9 is viewed from the front side (player side) of the pachi-slot 1.

  The liquid crystal display device 11 (notification means) is attached to the upper part of the door body 9 and executes an effect by displaying an image. As shown in FIG. 3, the liquid crystal display device 11 includes a display unit including three display windows 4L, 4C, and 4R for displaying symbols drawn on the left reel 3L, the middle reel 3C, and the right reel 3R. Display screen) 11a. In the present embodiment, video is displayed using the entire display unit 11a including the three display windows 4L, 4C, and 4R, and an effect is executed.

  The three display windows 4L, 4C, 4R are formed of a transparent member such as an acrylic plate, for example. The three display windows 4L, 4C, and 4R are provided at positions that overlap with the three reel arrangement regions when viewed from the front (player side), and are positioned in front of the three reels (player side). To be provided. Therefore, the player can visually recognize the three reels provided behind the three display windows 4L, 4C, and 4R.

  In the present embodiment, each display window is arranged in succession among a plurality of symbols (arranged) drawn (arranged) on each reel when rotation of a corresponding reel provided behind the display window stops. It is set to a size that can display two symbols. Therefore, in the frame of each display window, as shown in FIG. 3, there are provided upper, middle and lower symbol display areas for each reel (hereinafter referred to as upper area, middle area and lower area, respectively), One symbol is displayed in each symbol display area. That is, the symbols are displayed in the 3 × 3 array form on the three display windows 4L, 4C, and 4R. In this embodiment, a line (center line) connecting the middle stage area of the left reel 3L, the middle stage area of the middle reel 3C, and the middle stage area of the right reel 3R is defined as an effective line for determining whether or not a prize is won. To do.

The front panel 10 is attached so as to cover the peripheral portion of the display screen (display unit 11a) of the liquid crystal display device 11 at the upper part of the door main body 9, and is disposed so as to overlap the front side surface of the display unit 11a. The The front panel 10 includes a decorative frame 101 in which three panel openings 101 a that expose a necessary display screen area in the display unit 11 a of the liquid crystal display device 11 are formed, and a transparent that covers the three panel openings 101 a of the decorative frame 101. Protective cover 102 (see FIG. 2).

  The decorative frame 101 is provided with a lamp group 21 and effect switches 22L and 22R (hereinafter referred to as a left effect switch 22L and a right effect switch 22R).

  The lamp group 21 includes, for example, a lamp 21a provided on the left side of the decorative frame 101 and a lamp 21b provided on the right side of the decorative frame 101 when viewed from the player side (see FIG. 3). Each lamp constituting the lamp group 21 is configured by an LED (Light Emitting Diode) or the like, and turns on and off the light in a pattern corresponding to the effect content.

  As shown in FIGS. 2 and 3, the left effect switch 22L is provided on the left side of the decorative frame 101 when viewed from the player side, and at the lower left corner of the protective cover 102 when viewed from the player side. Be placed. On the other hand, the right effect switch 22R is provided on the right side of the decorative frame 101 when viewed from the player side, and is disposed at the lower right corner of the protective cover 102 when viewed from the player side. Note that the left effect switch 22L and the right effect switch 22R are switches that are selected and pressed by the player during an alternative effect referred to as a “billy get challenge” described later.

  Further, a central movable unit 105, a left movable unit 106, and a right movable unit 107 are attached to the decorative frame 101.

  The central movable unit 105 is disposed in the central portion near the upper end in the decorative frame 101 and has a movable component 309. For example, when a specific effect is performed, the central movable unit 105 rotates and lowers the movable component 309 at the initial position (see FIG. 3) about an axis extending in the left-right direction. Thereby, the movable component 309 moves to a position that covers a part of the display unit 11 a of the liquid crystal display device 11.

  The left movable unit 106 is disposed near the left end in the decorative frame 101 and has a left door 188. The right movable unit 107 is disposed near the right end in the decorative frame 101 and has a right door 189. For example, when a predetermined effect is performed, the left movable unit 106 rotates the left door 188 at the initial position (see FIG. 3) about an axis extending in the vertical direction. Further, the right movable unit 107 rotates the right door 189 at the initial position around an axis extending in the vertical direction when, for example, a predetermined effect is performed. In the pachi-slot 1, when a predetermined effect is performed, one of the left door 188 and the right door 189 may be rotated, or both the left door 188 and the right door 189 may be rotated.

  As shown in FIG. 2, the lumbar panel 12 is provided substantially at the center of the door body 9, and a pedestal portion 13 is formed on the lumbar panel 12. The pedestal 13 includes various devices (medal slot 14, MAX bet button 15A, 1BET button 15B, start lever 16, three stop buttons 17L, 17C, 17R, checkout button 18, etc.) ) Is provided.

  The medal slot 14 is provided to accept a medal dropped on the pachislot 1 from the outside by the player. The medals accepted from the medal slot 14 are used for one game up to a predetermined number (for example, three) set in advance, and the number of medals exceeding the predetermined number are deposited inside the pachislot 1. (So-called credit function).

  The MAX bet button 15A and the 1BET button 15B are provided for determining the number of cards used for one game from medals deposited inside the pachislot 1. Further, the checkout button 18 is provided to draw out (discharge) the medals deposited inside the pachislot 1 to the outside.

  The start lever 16 is provided to start rotation of all reels (3L, 3C, 3R). The stop buttons 17L, 17C, and 17R are provided in association with the left reel 3L, the middle reel 3C, and the right reel 3R, respectively, and each stop button is provided to stop the rotation of the corresponding reel. Hereinafter, the stop buttons 17L, 17C, and 17R are referred to as a left stop button 17L, a middle stop button 17C, and a right stop button 17R, respectively.

  Although not shown in FIG. 2, the pedestal portion 13 is provided with a 7-segment display 6 (see FIG. 5) composed of a 7-segment LED (Light Emitting Diode). The 7-segment display 6 has information such as the number of medals to be paid out to the player as a privilege (hereinafter referred to as the number of payouts), the number of medals deposited inside the pachislot 1 (hereinafter referred to as the number of credits), and the like. Is digitally displayed.

  At the lower part of the door body 9, a medal payout outlet 24, a medal tray 25, two speakers 20L, 20R and the like are provided. The medal payout port 24 guides medals discharged by driving a medal payout device 33 described later to the outside. The medal tray 25 stores medals discharged from the medal payout opening 24. The two speakers 20L and 20R output sound such as sound effects and music corresponding to the contents of the performance.

[Internal structure]
Next, the internal structure of the pachislo 1 will be described with reference to FIG. FIG. 4 is a view for explaining the internal structure of the pachi-slot 1, and is a view showing a state when the front door 2b is opened with respect to the cabinet 2a.

  The cabinet 2a is configured by a substantially rectangular parallelepiped box-shaped member having one surface on the front side (front door 2b side) opened.

  Near the upper end in the cabinet 2a, a main board 31 on which a main control circuit 41 (see FIG. 5) to be described later is mounted is provided. The main control circuit 41 is a circuit that controls the main operation of the game in the pachislot machine 1 and the flow between the operations, such as determination of an internal winning combination, rotation and stop of each reel, determination of the presence / absence of a prize, and the like. The specific configuration of the main control circuit 41 will be described in detail later.

  A reel unit including a left reel 3L, a middle reel 3C, and a right reel 3R is provided near the center of the cabinet 2a. Although not shown in FIG. 4, each reel is connected to a corresponding stepping motor described later (any of stepping motors 61L, 61C, 61R in FIG. 5) via a gear having a predetermined reduction ratio. .

  Near the lower end in the cabinet 2a, a medal payout device 33 (hereinafter referred to as a hopper 33) having a structure capable of storing a large amount of medals and discharging them one by one is provided. In addition, near the lower end in the cabinet 2a, on one side of the hopper 33 (on the left side in the example shown in FIG. 4) is provided a power supply device 34 that supplies necessary power to each device of the pachislot machine 1. It is done.

  A sub-board 32 on which a sub-control circuit 42 (see FIG. 5 and FIG. 6) to be described later is mounted is provided in the vicinity of the upper end on the back side (the side opposite to the display screen) of the front door 2b. The sub-control circuit 42 is a circuit that controls the execution of effects by displaying images. The specific configuration of the sub control circuit 42 will be described in detail later.

  Further, a selector 35 is provided in the vicinity of the substantially central portion on the back surface side of the front door 2b. The selector 35 is a device for selecting whether or not the material, shape, and the like of medals inserted from the outside through the medal insertion slot 14 (see FIG. 2) are appropriate. To guide. Although not shown in FIG. 4, a medal sensor 35 </ b> S (see FIG. 5) that detects that a proper medal has passed is provided on the path through which the medal passes in the selector 35.

<Configuration of circuits provided in pachislot>
Next, a configuration of a circuit included in the pachislo 1 will be described with reference to FIGS. 5 and 6. FIG. 5 is a block configuration diagram of the entire circuit provided in the pachi-slot 1. FIG. 6 is a block diagram showing the internal configuration of the sub control circuit.

  As shown in FIG. 5, the pachi-slot 1 includes a main control circuit 41, a sub-control circuit 42, and peripheral devices (actuators) electrically connected to these circuits.

[Main control circuit]
The main control circuit 41 is mainly composed of a microcomputer 50 mounted on a circuit board (main board 31). As other components, the main control circuit 41 includes a clock pulse generation circuit 54, a frequency divider 55, a random number generator 56, a sampling circuit 57, a display unit drive circuit 64, a hopper drive circuit 65, and a payout completion signal circuit. 66.

  The microcomputer 50 includes a main CPU (Central Processing Unit) 51, a main ROM (Read Only Memory) 52, and a main RAM (Random Access Memory) 53.

  The main ROM 52 stores a control program for various processes executed by the main CPU 51, a data table such as an internal lottery table, data for transmitting various control commands (commands) to the sub control circuit 42, and the like. The main RAM 53 is provided with a storage area for temporarily storing various data such as an internal winning combination determined by execution of the control program.

  Connected to the main CPU 51 are a clock pulse generation circuit 54, a frequency divider 55, a random number generator 56 and a sampling circuit 57. The clock pulse generation circuit 54 and the frequency divider 55 generate (generate) a clock pulse. The main CPU 51 executes various control programs based on the generated clock pulse. The random number generator 56 generates a random number in a predetermined range (for example, 0 to 65535). Then, the sampling circuit 57 extracts one value from the generated random numbers.

  Various switches and various sensors are connected to the input port of the microcomputer 50. The main CPU 51 receives input signals from various switches and controls the operation of peripheral devices such as stepping motors 61L, 61C, 61R.

  The stop switch 17S (stop operation detecting means) detects that each of the left stop button 17L, the middle stop button 17C, and the right stop button 17R is pressed (stop operation) by the player. The start switch 16S (start operation detecting means) detects that the start lever 16 has been operated by the player (start operation). The settlement switch 18S detects that the settlement button has been pressed by the player. Further, the bet switch 15S detects that the bet button (the MAX bet button 15A or the 1BET button 15B) has been pressed by the player.

  The medal sensor 35S (insertion operation detecting means) detects that a medal inserted into the medal insertion slot 14 has passed through the selector 35.

  Peripheral devices whose operations are controlled by the microcomputer 50 include three stepping motors 61L, 61C, 61R (variation display means), a 7-segment display 6, and a hopper 33. A drive circuit for controlling the operation of each peripheral device is connected to the output port of the microcomputer 50. Specifically, the motor drive circuit 62, the display unit drive circuit 64 and the hopper drive circuit 65 are connected to the output port of the microcomputer 50.

  The motor drive circuit 62 controls the drive of the three stepping motors 61L, 61C, 61R provided corresponding to the left reel 3L, the middle reel 3C, and the right reel 3R, respectively. The reel position detection circuit 63 detects, for each reel, a reel index indicating that the reel has made one rotation by an optical sensor having a light emitting unit and a light receiving unit. The reel position detection circuit 63 is connected to an input port of the microcomputer 50 and outputs a detection result to the microcomputer 50.

  Each of the three stepping motors 61L, 61C, 61R has a configuration in which the momentum is proportional to the number of output pulses, and the rotation axis can be stopped at a specified angle. The driving force of each stepping motor is transmitted to the corresponding reel via a gear having a predetermined reduction ratio. Each time one pulse is output to each stepping motor, the corresponding reel rotates at a constant angle.

  The main CPU 51 detects the reel index of each reel and then counts the number of times a pulse is output to the corresponding stepping motor, thereby determining the rotation angle of each reel (specifically, how many reels the number of symbols is). Only managed).

  Here, a method for managing the rotation angle of each reel will be specifically described. The number of pulses output to each stepping motor is counted by a pulse counter (not shown) provided in the main RAM 53. Each time the output of a predetermined number of pulses (for example, 16 times) necessary for the rotation of one symbol is counted by the pulse counter, the value of the symbol counter (not shown) provided in the main RAM 53 is set to “1”. "Is added. A symbol counter is provided for each reel. The value of the symbol counter is cleared when the reel index is detected by the reel position detection circuit 63.

  In other words, in the present embodiment, by managing the value of the symbol counter, it is managed how many symbols have been rotated since the reel index was detected. Therefore, the position of each symbol on each reel is detected with reference to the position where the reel index is detected.

  The display unit drive circuit 64 controls the operation of the 7-segment display 6. The hopper drive circuit 65 controls the operation of the hopper 33. The payout completion signal circuit 66 manages the detection of medals performed by the medal detection unit 33S provided in the hopper 33, and checks whether or not medals discharged from the hopper 33 have reached a predetermined payout number. To do. The payout completion signal circuit 66 is connected to the input port of the microcomputer 50 and outputs the check result to the microcomputer 50.

[Sub control circuit]
As shown in FIGS. 5 and 6, the sub control circuit 42 is electrically connected to the main control circuit 41, and performs processing such as determination and execution of effect contents based on a command transmitted from the main control circuit 41. . The sub control circuit 42 basically includes a sub CPU 81, a sub ROM 82, a sub RAM 83, a rendering processor 84, a drawing RAM 85, and a driver 86, as shown in FIG. Further, the sub-control circuit 42 includes a DSP (Digital Signal Processor) 90, an audio RAM 91, an A / D (Analog to Digital) converter 92, an amplifier 93, a central movable unit drive circuit 96, a left movable unit drive circuit 97, and a right movable. A unit driving circuit 98 and a rotating lamp driving circuit 99 are included.

  The sub CPU 81 performs video, sound, and light output control according to the control program stored in the sub ROM 82 based on the command transmitted from the main control circuit 41. The sub ROM 82 basically has a program storage area and a data storage area.

  Various control programs executed by the sub CPU 81 are stored in the program storage area. The control program stored in the program storage area includes, for example, a main board communication task for controlling communication with the main control circuit 41, a production random number value, and determination of production contents (production data). An effect registration task for performing registration, a drawing control task for controlling display of an image by the liquid crystal display device 11 based on the determined content of the effect, a lamp control task for controlling light output by the lamp group 21, and a speaker A program such as a voice control task for controlling sound output by 20L and 20R is included.

The data storage area includes, for example, a storage area for storing various data tables, a storage area for storing effect data constituting various effects, a storage area for storing animation data related to video creation, and BGM (Back-Ground Music) And various storage areas such as a storage area for storing sound data relating to sound effects and a storage area for storing lamp data relating to light on / off patterns.

  The sub RAM 83 has a storage area for registering the determined contents of the effect, the effect data, and the like, a storage area for storing various data such as an internal winning combination transmitted from the main control circuit 41, and the like.

  Further, as shown in FIG. 6, the sub-control circuit 42 includes the liquid crystal display device 11, speakers 20L and 20R, a lamp group 21, a left effect switch 22L, a right effect switch 22R, a central movable unit 105, and a left movable unit. 106, a right movable unit 107, and peripheral devices such as a rotating lamp 124 are connected. That is, the operations of these peripheral devices are controlled by the sub control circuit 42.

  In the present embodiment, the sub CPU 81, the rendering processor 84, the drawing RAM 85 (including the frame buffer), and the driver 86 create a video according to the animation data designated by the contents of the presentation, and the created video is generated by the liquid crystal display device 11. Is displayed.

  The sub CPU 81, the DSP 90, the audio RAM 91, the A / D converter 92, and the amplifier 93 output sounds such as BGM from the speakers 20L and 20R according to the sound data specified by the production contents. Further, the sub CPU 81 turns on and off the lamp group 21 according to the lamp data designated by the contents of the effect.

  The sub CPU 81 and the central movable unit drive circuit 96 drive the central movable unit 105 in accordance with the central movable unit drive data specified by the contents of effects. That is, the central movable unit 105 is driven when a specific effect is performed, and moves the movable component 309 to a position that covers a part of the display unit 11 a of the liquid crystal display device 11.

  Further, the sub CPU 81 and the left movable unit drive circuit 97 drive the left movable unit 106 in accordance with the left movable unit drive data designated by the effect contents. The sub CPU 81 and the right movable unit drive circuit 98 drive the right movable unit 107 according to the right movable unit drive data specified by the contents of the effect. Further, the sub CPU 81 and the rotating lamp driving circuit 99 drive the rotating lamp 124 in accordance with the rotating lamp driving data designated by the contents of the effect.

  Further, the left effect switch 22L and the right effect switch 22R each detect that the player has pressed the switch, and transmit the detection result to a sub-control circuit 42 described later.

<Configuration of data table stored in main ROM>
Next, the configuration of various data tables stored in the main ROM 52 will be described with reference to FIGS.

[Design arrangement table]
First, the symbol arrangement table will be described with reference to FIG. The symbol arrangement table is data (hereinafter referred to as symbol code (in FIG. 7) that specifies the position of each symbol in the rotation direction of each of the left reel 3L, the middle reel 3C, and the right reel 3R and the type of symbol arranged at each position. )))).

  In the symbol arrangement table, when the reel index is detected, the position of the symbol positioned in the middle area of each reel within the frame of the display window is defined as “0”. Then, in each reel, the symbol counter value “0” corresponds to the value of the symbol counter in the order of advance in the reel rotation direction (the direction from symbol position “20” in FIG. 7 toward symbol position “0”). “0” to “20” are assigned to the symbols as symbol positions.

  That is, the symbols displayed in the upper, middle, and lower regions of each reel within the frame of the display window by referring to the symbol counter values (“0” to “20”) and the symbol arrangement table. Can be specified. For example, when the value of the symbol counter corresponding to the left reel 3L is “7”, the symbol position “8” is set in each of the upper region, the middle region, and the lower region of the left reel 3L within the frame of the left display window 4L. The symbol “REP1”, the symbol “BEL1” at the symbol position “7”, and the symbol “WML1” at the symbol position “6” are displayed.

[Design combination table]
Next, the symbol combination table (Nos. 1 to 8) will be described with reference to FIGS. The symbol combination table defines a correspondence relationship between a symbol combination predetermined according to the type of privilege, a display combination (storage area), and a payout number. In the present embodiment, for convenience of explanation, the symbol combination table includes not only a symbol combination related to a bonus (bonus, medal payout, replay) but also a symbol that triggers when the RT gaming state shifts to the RT1 gaming state. The combination (see the symbol combination related to the code name “KB01” (the transition to G_RT1) in FIG. 8) is also described as a display combination.

  In the present embodiment, when the symbol combination displayed by the left reel 3L, the middle reel 3C and the right reel 3R along the effective line (center line) matches the symbol combination specified in the symbol combination table. It is determined that the prize is won. Then, when it is determined that the prize is won, the player is given benefits such as paying out medals and replaying (replaying). In addition, when the combination of symbols displayed along the active line does not coincide with any of the symbol combinations defined in the symbol combination table, it is a so-called “displacement”. In other words, in the present embodiment, the symbol combination corresponding to “missing” is not defined in the symbol combination table, thereby defining the symbol combination of “missing”. Note that the present invention is not limited to this, and an item “displacement” may be provided in the symbol combination table to directly define “disappearance”.

  Various data described in the display combination column in the symbol combination table is data for identifying a symbol combination displayed along the active line. “Data” in the display combination column is represented by 1-byte data, and a unique symbol combination (content of display combination) is assigned to each bit in the data.

  The “storage area” data in the display combination column is data for designating a display combination storage area (to be described later) (see FIG. 44 described later) in which the corresponding display combination is stored. In the present embodiment, 62 display combination storage areas are provided. In the present embodiment, display combinations having the same bit pattern (1-byte data pattern) and having different contents are managed as different display combinations depending on the “storage area”.

  The numerical value described in the payout number column in the symbol combination table represents the number of medals to be paid out to the player. In the combination of symbols to which a numerical value of 1 or more is given as the “paid-out number” data, the same number of medals are paid out.

  For example, in the present embodiment, when the display combination (G_15 bell_3) associated with any of the code names “BL01” to “BL03” is determined as the display combination for the number of inserted three medals. , 15 medals are paid out (see FIGS. 13 and 14). Also, for example, when the display combination (G_14 bells) related to the code name “BM01” is determined as the display combination for the number of inserted 3 medals, 14 medals are paid out ( (See FIG. 14).

  In this embodiment, for example, when a display combination related to replay is determined as a display combination (for example, a symbol combination of the code name “Z001” in FIG. 8 (G_control lip_1), etc.), the replay is performed. Operates. Furthermore, in this embodiment, for example, when the display combination related to “MB (middle bonus)” (the symbol combination of the display combination (G_MB) related to the code name “MB01” in FIG. 8) is determined as the display combination, MB (CB) is activated.

[Bonus operating table]
Next, the bonus operation time table will be described with reference to FIG. The bonus operation time table is stored in a game state flag storage area (see FIG. 45 described later) provided in the main RAM 53, a bonus end number counter, a game possible number counter, and a winning number counter when a bonus operation is performed. Specify the data to be processed.

  The game state flag is data for identifying the type of bonus game that is in operation. In this embodiment, a middle bonus (hereinafter referred to as “MB”) and a challenge bonus (hereinafter referred to as “CB”) are provided as bonus game types. “CB” is a so-called second type special object. “MB” is called an accessory continuous operation device related to the second type special accessory, and “CB” is operated continuously. Therefore, when “MB” is activated, “CB” is also activated.

  The bonus end number counter is a counter (data) for managing whether or not the number of medals paid out exceeds a specified number that triggers the end of the bonus game. In the present embodiment, “MB” is activated when the symbol combination corresponding to the display combination associated with the code name “MB01” in the symbol combination table shown in FIG. If a medal exceeding “14” is paid out, “MB” ends.

  In the operation of “MB” described above, first, at the time of starting the bonus, a numerical value (specified number) defined in the bonus operation time table is stored in the bonus end number counter. Next, every time a medal is paid out during the bonus operation, the value of the bonus end number counter is subtracted. When the value of the bonus end number counter is updated to a value less than “0”, the active bonus is ended.

  The game possible number counter is a counter (data) for managing the number of remaining games that can be played at the time of “CB” operation, so-called possible number of games. The winable number counter is a counter (data) for managing the number of remaining games that can display a combination of symbols related to winning at the time of operating “MB (CB)”, so-called winable number. However, it is not defined in this embodiment.

[RT transition table]
Next, the RT transition table will be described with reference to FIG. The RT transition table defines the correspondence relationship between the RT gaming state transition conditions and the transition source and destination RT gaming states.

  In the present embodiment, five types of RT0 gaming states to RT4 gaming states are provided as RT gaming states, which are different in internal winning combination of replay and their winning probabilities. In this embodiment, as shown in FIG. 17, the transition condition between the RT gaming states is that the symbol combination related to the predetermined internal winning combination is stopped and displayed on the active line.

  Specifically, regardless of the RT gaming state of the transfer source, the code names “BP01” (G_push order failure 1 player combination 1), “BP02” (G_press order failure 1 player role 2) and “R001” (G_RT0 When the symbol combination of the display combination relating to any of (transition lip) is stopped and displayed on the active line, the RT gaming state shifts to the RT0 gaming state. In addition, regardless of the RT game state of the transfer source, the symbol combination of the display combination related to either the code name “KB01” (G_RT1 transfer) or “R101” (G_RT1 transfer lip) is stopped and displayed on the active line. In this case, the RT gaming state transitions to the RT1 gaming state.

  When the symbol combination of the display combination related to the code name “R201” (G_RT2 transition lip) is stopped and displayed on the active line regardless of the RT game state of the transition source, the RT gaming state is the RT2 gaming state. Migrate to Regardless of the RT game state of the transfer source, the symbol combination of the display combination relating to any of the code names “R301” (G_RT3 transfer lip_1) to “R311” (G_RT3 transfer lip_11) is stopped and displayed on the active line. If it is, the RT gaming state transitions to the RT3 gaming state. Furthermore, when the symbol combination of the display combination related to the code name “R401” (G_RT4 transition lip) is stopped and displayed on the active line regardless of the RT gaming state of the transition source, the RT gaming state is the RT4 gaming state. Migrate to

  The characteristics of each RT gaming state and the transition flow between RT gaming states will be described in detail later with reference to the drawings.

[Internal lottery table determination table]
Next, the internal lottery table determination table will be described with reference to FIG. The internal lottery table determination table defines a correspondence relationship between each game state and the number of inserted medals, the internal lottery table, and the number of lotteries set in each game state.

  Specifically, in the general gaming state (the number of inserted medals is “3”), the general gaming state internal lottery table is used, and “50” is set as the number of lotteries. In the CB gaming state (the number of inserted medals is “3”), the CB internal lottery table is used, and “35” is set as the number of lotteries.

[Internal lottery table]
Next, an internal lottery table will be described with reference to FIGS. The internal lottery table defines the correspondence between the winning number and the lottery value when each winning number is determined in each of the general gaming state (RT0 gaming state to RT4 gaming state) and the CB gaming state.

  In addition, the lottery value is defined for each setting (settings 1 to 6) for adjusting the expected value of internal winnings such as bonuses and small roles set in advance. This setting is changed using, for example, a reset switch (not shown) and a setting key switch (not shown).

  In the internal lottery process according to the present embodiment, first, a random number value (external random value) extracted from a predetermined numerical range (for example, 0 to 65535) is determined according to each winning number. Subtract sequentially. Next, it is determined (internal lottery) whether the result of the subtraction has become negative (whether a so-called “digit” has occurred). If the result of the subtraction becomes negative (a “digit” occurs) at a predetermined winning number, the winning number is won.

  Therefore, in the internal lottery process of the present embodiment, the larger the number specified as the lottery value, the higher the probability that assigned data (a data pointer described later) is determined. The winning probability of each winning number can be expressed by “the lottery value specified for each winning number / the number of all random numbers that may be extracted (random denominator: 65536)”.

(1) General gaming state internal lottery table (RT0)
FIG. 19 is a diagram illustrating a configuration of the internal lottery table for general gaming state (RT0). This internal gaming state internal lottery table is referred to when the RT gaming state is the RT0 gaming state (non-bonus gaming state). The general gaming state internal lottery table (RT0) defines the relationship between the winning numbers "1" to "50" and the lottery value.

  For example, in RT0 gaming state (general gaming state), referring to setting 6 in the internal lottery table for general gaming state, the probability that the winning number “2” (abbreviation “F_RT0 lip”) is won is “8978/65536 It is. When the winning number “2” is won, “2” is acquired as a data pointer to be described later.

  In the general gaming state internal lottery table (RT0), as shown in FIG. 19, a predetermined lottery value (5467) is defined for each of the winning numbers “38” to “40”. When any of the winning numbers “38” to “40” wins, an internal winning combination relating to any of the abbreviations “F_middle bell 1” to “F_right middle left bell 1” is determined as an internal winning combination. .

  These internal winning combinations include a transition combination (code name “KB01” (G_RT1 transition)) that shifts the RT gaming state to the RT1 gaming state, as shown in an internal winning combination determination table of FIG. 25 described later. . Therefore, when the RT gaming state is the RT0 gaming state and any of the winning numbers “38” to “40” is determined by the internal lottery, the RT gaming state shifts from the RT0 gaming state to the RT1 gaming state. Sometimes.

(2) RT1 internal lottery table FIG. 20 is a diagram showing the configuration of the RT1 internal lottery table. The RT1 internal lottery table is a table that is referred to when the RT gaming state is the RT1 gaming state (non-bonus gaming state). In the RT1 internal lottery table, the relationship between the winning numbers “1” to “35” and the lottery value is defined.

  When the RT gaming state is the RT1 gaming state, the lottery values defined in the fields of the winning numbers “1” to “35” in the general gaming state internal lottery table (RT0) shown in FIG. The lottery value is changed to a lottery value defined in the column of winning numbers “1” to “35” in the lottery table. At this time, the lottery values of the winning numbers other than the winning numbers “1” to “35” in the internal lottery table for the general gaming state (RT0) are not changed and the same lottery value is used.

  In the RT1 internal lottery table, as shown in FIG. 20, predetermined lottery values are defined for the winning numbers “3” to “9”. When any of the winning numbers “3” to “9” wins, an internal winning combination relating to any one of the abbreviations “F_RT2 shift-213” to “F_3 continuous donlip” is determined as an internal winning combination.

  As shown in an internal winning combination determination table of FIG. 25 described later, these internal winning combinations include various transition combinations (code name “R001” (G_RT0 transition Lip) and code name “R201” ( G_RT2 transition lip) and code names “R301” to “R311” (G_RT3 transition lip)). Therefore, when the RT gaming state is the RT1 gaming state and any of the winning numbers “3” to “9” is determined by internal lottery, the RT gaming state is the RT1 gaming state according to the winning type. May transition to any of the RT0 gaming state, the RT2 gaming state, and the RT3 gaming state.

(3) RT2 internal lottery table FIG. 21 is a diagram showing a configuration of the RT2 internal lottery table. The RT2 internal lottery table is a table that is referred to when the RT gaming state is the RT2 gaming state (non-bonus gaming state). In the RT2 internal lottery table, the relationship between the winning numbers “1” to “35” and the lottery value is defined.

  When the RT gaming state is the RT2 gaming state, the lottery values defined in the fields of the winning numbers “1” to “35” in the general gaming state internal lottery table (RT0) shown in FIG. The lottery value is changed to a lottery value defined in the column of winning numbers “1” to “35” in the lottery table. At this time, the lottery values of the winning numbers other than the winning numbers “1” to “35” in the internal lottery table for the general gaming state (RT0) are not changed and the same lottery value is used.

  In the RT2 internal lottery table, as shown in FIG. 21, predetermined lottery values are defined for the winning numbers “10” to “16”. When any of the winning numbers “10” to “16” wins, an internal winning combination relating to any of the abbreviations “F_middle don 0 transition 2nd” to “F_RB fake” is determined as an internal winning combination.

  For these internal winning combinations, as shown in an internal winning combination determination table of FIG. 25 described later, various transition combinations of the RT gaming state (code name “R001” (G_RT0 transition lip), code name “R101” (G_RT1 transition) ), Code names “R301” to “R311” (G_RT3 transition lip), and code names “R401” (G_RT4 transition lip)). Therefore, when the RT gaming state is the RT2 gaming state and any of the winning numbers “10” to “16” is determined by the internal lottery, the RT gaming state is the RT2 gaming state according to the winning type. May transition to any of the RT0 gaming state, the RT1 gaming state, the RT3 gaming state, and the RT4 gaming state.

(4) RT3 internal lottery table FIG. 22 is a diagram showing a configuration of the RT3 internal lottery table. The RT3 internal lottery table is a table that is referred to when the RT gaming state is the RT3 gaming state (non-bonus gaming state). In the RT3 internal lottery table, the relationship between the winning numbers “1” to “35” and the lottery value is defined.

  When the RT gaming state is the RT3 gaming state, the lottery values defined in the fields of the winning numbers “1” to “35” of the general gaming state internal lottery table (RT0) shown in FIG. The lottery value is changed to the lottery value defined in the fields of the winning numbers “1” to “35” in the lottery table. At this time, the lottery values of the winning numbers other than the winning numbers “1” to “35” in the internal lottery table for the general gaming state (RT0) are not changed and the same lottery value is used.

  In the RT3 internal lottery table, as shown in FIG. 22, predetermined lottery values are defined for the winning numbers “1”, “17” to “23”, “30”, and “31”. When any of the winning numbers “1”, “17” to “23”, “30” and “31” is won, the abbreviations “F_Normal Lip”, “F_Don Lower Fake” to “F_” are given as internal winning combinations. The internal winning combination relating to any of “Don middle stage alignment”, “F_RT4 transition 2nd” and “F_RT4 transition 3rd” is determined.

  For these internal winning combinations, as shown in the internal winning combination determination table of FIG. 25 described later, various transition combinations of the RT gaming state (code name “R101” (G_RT1 transition lip), code name “R401” (G_RT4 transition) Lip)). Therefore, when the RT gaming state is the RT3 gaming state and any of the winning numbers “1”, “17” to “23”, “30” and “31” is determined by the internal lottery, the winning Depending on the type, the RT gaming state may transition from the RT3 gaming state to either the RT1 gaming state or the RT4 gaming state.

(5) RT4 internal lottery table FIG. 23 is a diagram showing a configuration of the RT4 internal lottery table. The RT4 internal lottery table is a table that is referred to when the RT gaming state is the RT4 gaming state (non-bonus gaming state). In the RT4 internal lottery table, the relationship between the winning numbers “1” to “35” and the lottery value is defined.

  When the RT gaming state is the RT4 gaming state, the lottery values defined in the fields of the winning numbers “1” to “35” in the general gaming state internal lottery table (RT0) shown in FIG. The lottery value is changed to a lottery value defined in the column of winning numbers “1” to “35” in the lottery table. At this time, the lottery values of the winning numbers other than the winning numbers “1” to “35” in the internal lottery table for the general gaming state (RT0) are not changed and the same lottery value is used.

  In the RT4 internal lottery table, as shown in FIG. 23, a predetermined lottery is assigned to each of the winning numbers “1”, “8”, “9”, “24” to “29”, and “32” to “35”. Value is specified. When any of the winning numbers “8”, “9”, “24” to “29” and “32” to “35” wins, the abbreviations “F_normal lip”, “F_3 consecutive don lip” , “F_3 consecutive middle lip”, “F_reach eye lip 1” to “F_reach eye lip 6” and “F_RT4-2 transition 213” to “F_RT4-2 transition 321” It is determined.

  These internal winning combinations, as shown in the internal winning combination determination table of FIG. 25 described later, are various RT game state transition combinations (code name “R101” (G_RT1 transition reply), code name “R201” (G_RT2 transition reply). ) And code names “R301” to “R311” (G_RT3 transition reply)). Therefore, when the RT gaming state is the RT4 gaming state and any of the winning numbers “8”, “9”, “24” to “29” and “32” to “35” is determined by internal lottery. Depending on the winning type, the RT gaming state may change from the RT4 gaming state to the RT1 gaming state, the RT2 gaming state, or the RT3 gaming state.

  As described above, in the internal lottery table for RT1 to the internal lottery table for RT4, the lottery values of the winning numbers other than the winning numbers “1” to “35” are the internal lottery tables for the general gaming state shown in FIG. The same lottery value as the winning numbers other than the winning numbers “1” to “35” of RT0) is used. That is, also in the RT1 internal lottery table to the RT4 internal lottery table, predetermined lottery values are defined for the winning numbers “38” to “40”, respectively. When any of the winning numbers “38” to “40” wins, an internal winning combination relating to any of the abbreviations “F_middle bell 1” to “F_right middle left bell 1” is determined as an internal winning combination. .

  These internal winning combinations include transitional combinations (code names “BP01” and “BP02” (1 push order failure)) that shift the RT gaming state to the RT0 gaming state. Therefore, when the RT gaming state is one of the RT1 gaming state to the RT4 gaming state and any of the winning numbers “38” to “40” is determined by the internal lottery, the RT gaming state is the RT0 gaming state. May be transferred to.

(6) CB internal lottery table FIG. 24 is a diagram showing the configuration of the CB internal lottery table. The CB internal lottery table is a table that is referred to when the gaming state is the CB gaming state (MB gaming state). In the internal lottery table for the CB gaming state, the relationship between the winning numbers “1” to “35” and the lottery value is defined.

  For example, in the CB gaming state (MB gaming state), referring to the CB internal lottery table, the probability that the winning number “2” (abbreviation “F_RT0 lip”) is won is “8978/65536”. In the present embodiment, in the CB (MB) gaming state, in addition to the combination (replay combination) defined in the CB internal lottery table, all small combinations (CB combination) are won (see FIG. 26 described later). (Refer to Part 2).

  FIG. 24 shows an internal lottery table that is referred to when the RT gaming state is the RT0 state (initial state or the like) and the CB (MB) has won a prize (the MB has been activated). . However, although not shown here, the internal lottery table for CB that is referred to when the RT gaming state is a state other than the RT0 state and the CB (MB) has won a prize (the MB has been activated). Is also prepared separately.

  Further, as is apparent from the various internal lottery tables shown in FIGS. 19 to 24, in this embodiment, “out of” occurs in the internal lottery process. Although not shown in FIG. 19 to FIG. 24, a winning number “0” is assigned to “out”.

[Internal winning combination determination table]
Next, the internal winning combination determination table will be described with reference to FIGS. The internal winning combination determination table defines the correspondence between the data pointer and the internal winning combination. That is, when the data pointer is determined, the internal winning combination is uniquely acquired.

  The data pointer is data acquired based on the winning number acquired as a result of the lottery performed with reference to the internal lottery table, and is used for designating the internal winning combination specified by the internal winning combination determination table. It is data.

  Specifically, when the gaming state is a non-bonus state (non-MB gaming state), an internal lottery table (general gaming state internal lottery table (RT0), RT1 internal lottery table to RT4) in the general gaming state. The winning number defined in the internal lottery table) is the value of the data pointer. Therefore, it corresponds to the winning numbers “1” to “35” defined in the internal lottery table in the general gaming state (general gaming state internal lottery table (RT0), RT1 internal lottery table to RT4 internal lottery table). The values of the data pointers to be set are “1” to “35”, respectively. The value of the data pointer corresponding to “out” is also the same value as the winning number “0”.

  On the other hand, when the gaming state is a bonus state (MB gaming state), a value obtained by adding “51” to the value of the winning number defined in the CB internal lottery table becomes the value of the data pointer. Therefore, the values of the data pointers corresponding to the winning numbers “1” to “35” defined in the CB internal lottery table are “52” to “86”, respectively. Also, the value of the data pointer corresponding to “out” is also set to “51” by adding “51” to the winning number “0”.

  Although not shown in FIGS. 25 and 26, not only the code name and abbreviation indicating the internal winning combination but also the display along the effective line is permitted in the “internal winning combination” column in the internal winning combination determination table. Data for identifying a combination of symbols on the left reel 3L, the middle reel 3C, and the right reel 3R is defined. Specifically, the identification data of “internal winning combination” is represented by a combination of 1-byte data and a storage area, similarly to “display combination” in the symbol combination table shown in FIGS. A unique symbol combination is assigned to each bit in the 1-byte data.

  In the internal winning combination determination table, “◯” indicates an internal winning combination to be won in the acquired data pointer. When the data pointer is “0”, the content of “internal winning combination” is “out of”, but this is a combination of all symbols defined by the symbol combination tables shown in FIGS. Indicates that the display of is not allowed.

  In the internal winning combination determination table (part 1) shown in FIG. 25, the correspondence between the data pointers “1” to “50” and the internal winning combination is defined. That is, when determining the internal winning combination based on the acquired data pointer in the non-bonus state (non-MB gaming state), the internal winning combination determining table (part 1) shown in FIG. 25 is referred to.

  In the present embodiment, for example, when the data pointer “2” (corresponding to the winning number “2” in the internal lottery table of FIG. 19) is acquired in the RT0 gaming state, as shown in FIG. As the winning combination, the internal winning combination (replay combination) relating to the code names “R001” (G_RT0 transition lip), “RT01” (G_upper lip), “RB01” (G_lower lip) and “RC01” (G_middle lip) Will win.

  In the internal winning combination determination table (No. 2) shown in FIG. 26, the correspondence between the data pointers “51” to “86” and the internal winning combination is defined. That is, when determining the internal winning combination based on the acquired data pointer in the bonus state (MB gaming state), the internal winning combination determining table (No. 2) shown in FIG. 26 is referred to.

  In the present embodiment, in the bonus state (MB game state), for example, when the data pointer “53” (corresponding to the winning number “2” in the CB internal lottery table in FIG. 24) is acquired, As shown in FIG. 26, code names “R001” (G_RT0 transition lip), “RT01” (G_upper lip), “RB01” (G_lower lip) and “RC01” (G_middle lip) are used as internal winning combinations. The internal winning combination (replaying combination) and all the small combinations (code name “BP01” (G_press order failure 1 sheet 1) to “KC07” (G_horn cherry 7)) are won in duplicate. .

[Cylinder stop number selection table]
Next, with reference to FIG. 27, the rotating cylinder stop number selection table will be described. The rotation stop number selection table defines the correspondence between the data pointer and the rotation stop number. The rotation stop number is data used when acquiring various data required in a reel stop initial setting process (described later, see FIG. 28).

  The spinning cylinder stop number selection table of this embodiment defines a different spinning cylinder stop number for each data pointer. Specifically, the rotation stop numbers “0” to “86” are associated with the data pointers “0” to “86”, respectively. Therefore, for example, when the data pointer is “3”, the rotation stop number “3” is selected.

  Note that the spinning stop number selection table of this embodiment defines a different spinning stop number for each data pointer, but the present invention is not limited to this. As the turn-stop number selection table according to the present invention, the same turn-stop number may be defined for different data pointers to reduce data.

[Reel stop initial setting table]
Next, the reel stop initial setting table will be described with reference to FIG. The reel stop initial setting table defines a correspondence relationship between the rotation stop number and various data used in a pull-in priority table selection process described later and a number of sliding pieces determination process of each reel described later. Specifically, the reel stop initial setting table includes the rotation stop number, the pull-in priority table selection table number, the pull-in priority table number, the push-push table selection data, the push-push table change data, and the push-push The correspondence relationship between the table change initial data and the table selection data at the time of irregular pressing is defined.

  The pull-in priority table selection table number and the pull-in priority table number are data used for the pull-in priority table selection process. For example, in the reel stop initial setting table, if a pull-in priority table number corresponding to the number for turning stop is defined, a pull-in priority table defined in a pull-in priority table described later (see FIG. 34 described later). Data relating to the priority order of the display combination corresponding to the number can be acquired.

  In addition, in the reel stop initial setting table, if the drawing priority table number corresponding to the turn stop number is not defined, the drawing priority table selection table (see FIG. 33 described later) is referred to The pull-in priority table number corresponding to the priority table selection table number is determined.

  The forward selection table selection data, the forward push table change data, and the forward push table change initial data designate a stop table (see FIGS. 29 to 31 described later) to be referred to when the forward push is performed. It is data for. In this specification, the “forward push” is a stop operation when the first stop operation (first stop operation) is performed on the left reel 3L. Corresponds to the pressing order of “middle left” and “middle left”.

  The irregular pressing table selection data is data for designating a stop table (see FIG. 32 described later) to be referred to when irregular pressing is performed. In this specification, “anomalous push” is a stop operation when the first stop operation is performed on the middle reel 3C or the right reel 3R, and “middle left / right”, “middle right / left”, “ It corresponds to the order of pressing “middle right” and “middle right”.

  In the present embodiment, for example, in the general gaming state (non-bonus gaming state), after the stop operation is detected by the stop switch 17S, the rotation of the corresponding reel is stopped at a predetermined position within 190 msec. In this reel stop operation, one of the number of sliding symbols “0” to “4” is added to the value of the symbol counter of the reel when the stop operation is detected. Then, the symbol position corresponding to the value obtained by the addition is determined as the symbol position at which the rotation of the reel is stopped (this is referred to as “scheduled stop position”). The symbol position corresponding to the value of the symbol counter of the reel when the stop operation is detected is the symbol position at which the rotation of the reel starts to be stopped, and this is referred to as “stop start position”.

  That is, the number of sliding pieces is the rotation amount of the predetermined reel from when the stop operation for the predetermined reel is detected by the stop switch 17S until the rotation of the predetermined reel is stopped. In other words, the number of symbols that pass through the middle region of the predetermined reel of the display window in the period from when the stop operation to the predetermined reel is detected by the stop switch 17S until the rotation of the predetermined reel stops. . This is grasped by the value of the symbol counter updated after the stop operation by the stop switch 17S is detected.

  Referring to a stop table described later, the number of sliding pieces is acquired according to the stop start position of each reel. In the present embodiment, the number of sliding pieces is acquired based on the stop table, but this is temporary, and the planned stop position of the reel is not immediately determined by the acquired number of sliding pieces.

  Further, in the present embodiment, when there is an appropriate number of sliding pieces from the number of sliding pieces (hereinafter referred to as “sliding piece number determination data”) acquired based on a stop table described later (see FIG. 29 described later). Then, the number of sliding frames is changed with reference to a drawing priority order table (see FIG. 34 described later). The sliding piece number determination data is used to determine the search order when the priorities are compared for each symbol from the stop start position to the symbol position that is four or one symbol ahead of the maximum number of sliding symbols. Used.

  In the present embodiment, different stop tables are used according to the pressing order of stop buttons for forward pressing and irregular pressing. Specifically, in the case of a forward press, a first stop stop table (described later with reference to FIG. 29) and a second / third stop stop table (described later with reference to FIG. 31). Reference). On the other hand, in the case of irregular pressing, a later-described irregular pressing stop table (see FIG. 32 described later) is referred to.

[Stop table for first stop when pushing forward]
Next, with reference to FIG. 29, the first stop table for forward pressing will be described. The first stop table for forward pressing shown in FIG. 29 is a stop table that is referred to when the table selection data for forward pressing is “01”. The first stop table at the time of forward pressing defines the correspondence relationship between the stop start positions “0” to “20” of the left reel 3L, the number of sliding pieces determination data, and the change status.

  For example, if the stop start position of the left reel 3L is “15”, the number-of-sliding piece determination data is “0”, and the change status is “1”. The change status is used when referring to a forward push control change table (see FIG. 30 described later).

[Control change table when pressing forward]
Next, with reference to FIG. 30, the forward change control change table will be described. The forward pressing control change table shown in FIG. 30 is a change table that is referred to when the forward pressing table change data is “00”. The forward pressing control change table defines the correspondence between the change target position (scheduled stop position of the left reel 3L), the change status, the change status, and the second and third stop table numbers for forward pressing.

  For example, when the change status acquired based on the first stop table (see FIG. 29) at the time of the forward press is “1” and the planned stop position of the left reel 3L is “15”, the change status is “ The stop table number for the second and third stops is “12” at the time of forward pressing. In the forward push control change table, if the change status and the second and third stop stop table numbers for forward push are not registered in the target position, the stop table number is not changed.

[Stop table for 2nd and 3rd stop when pushing forward and stop table when pushing irregularly]
Next, with reference to FIGS. 31 and 32, the second and third stop tables for forward pressing and the stop table for irregular pressing will be described. The stop table for the second and third stops and the stop table for irregularity when pushing forward define 1-byte stop data according to each of the symbol positions “0” to “20”.

  31 is referred to when the second / third stop table for stoppage is “08”. The irregular pressing stop table shown in FIG. 32 is referred to when the irregular pressing table selection data is “07”.

  In the stop data specified by the stop tables of the second and third stop tables at the time of forward pressing and the stop table at the time of irregularity, is the symbol position associated with the stop data appropriate as the position at which the rotation of the reel is stopped? Has information on whether or not. The stop data includes information indicating whether or not the corresponding symbol position is appropriate as a position to stop the rotation of the reel, the bit corresponding to the “A line” column and the “B line” column in each stop table. Assign to the bit corresponding to. The stop data is defined by assigning information about which of these two types of information should be adopted to the bit corresponding to the “line change” column in each stop table.

  In other words, the second and third stop tables for stoppages and the stop table for anomalies at the time of forward pressing define a plurality of methods for determining the position at which the rotation of the reel is stopped. Therefore, even if the stop start position is the same symbol position, the position where the reel rotation is stopped can be varied based on the stop position at the time of the first stop. By adopting such a configuration, it is possible to compress information.

  The determination of the number of sliding piece determination data is performed as follows. First, it is specified which of the eight bit strings (the data in the leftmost column in the figure corresponds to bit 1) constituting the stop data is referred to according to the type of the stop button in which the stop operation is detected. For example, when the middle stop button 17C is pressed, a column of “middle reel A line data” of bit 4 is designated.

  Then, referring to the designated bit string, a search is sequentially performed as to whether or not “1” is defined as the corresponding data for each symbol position from the stop start position to the range of the maximum number of sliding symbols. As a result of this search, the difference from the stop start position to the symbol position where “1” is defined as the corresponding data is calculated, and this difference is used as the number of sliding piece determination data.

  Whether or not the bit string to be referred to is changed from the “A line” column to the “B line” column refers to the “line change” column and “1” is defined in the data corresponding to the stop start position. It is determined by whether or not. When it is determined that the line is to be changed, the column “B line” is designated thereafter, and the above search is performed.

[Pull-in priority table selection table]
Next, the pull-in priority table selection table will be described with reference to FIG. The pull-in priority table selection table defines the correspondence between the pull-in priority table selection table number and stop button pressing order, and the pull-in priority table number in each combination. The pull-in priority table number is data for acquiring information related to the priority order of display combinations defined in a pull-in priority table (see FIG. 34 described later).

  When the left reel 3L is stopped for the first time, the data in the column of “first stop for left turn” in the pull-in priority table selection table is referred to. For example, when the left reel 3L is stopped for the first time and the drawing priority table selection table number is “01”, the drawing priority table number “01” is acquired first. In this case, as shown in FIG. 33, the pull-in priority table number “01” is maintained thereafter regardless of the reel types to be stopped second and third.

  Also, in the pull-in priority table selection table, when the pull-in priority table number is not registered in the target position column in the table, the number shown in the right column of the right reel first stop column is Acquired as the pull-in priority table number. For example, when the middle reel 3C is first stopped and the drawing priority table selection table number is “00”, the drawing priority table number is not registered in the column of the target position corresponding to the pressing order. Therefore, in this case, the right-hand column of the right reel first stop column corresponding to the pull-in priority table selection table number “00” is referred to, and “02” is acquired as the pull-in priority table number.

[Pull-in priority table]
Next, the drawing priority table will be described with reference to FIG. The pull-in priority table defines the correspondence between the pull-in data for each storage area type and the predetermined priority in each of the pull-in priority table numbers “00” to “09”.

  The pull-in priority order table is used for searching whether there is a more appropriate number of sliding pieces in addition to the number of sliding pieces obtained based on the stop table. The priority order is data that defines the order of priority stop display (drawn) between the types of symbol combinations related to winning. Each pull-in data is represented by 1-byte data, like the “display combination” in the symbol combination table shown in FIGS. 8 to 15, and a unique symbol for each bit in the 1-byte data. Are assigned.

  In the present embodiment, first, the number of sliding pieces is acquired based on the above-described first stop table for first stop (see FIG. 29). However, when there is a more appropriate number of sliding pieces in addition to the number of sliding pieces, the number is changed to the appropriate number of sliding pieces. In other words, in the present embodiment, a more appropriate number of sliding symbols is determined based on the priority of the combination of symbols that allow the stop display by the internal winning combination regardless of the number of sliding symbols acquired from the stop table.

  In the present embodiment, in the drawing priority table, the stop display (pulling in) of the symbol combination corresponding to the internal winning combination having the higher priority is displayed in the combination display of the symbol combination corresponding to the internal winning combination having the lower priority. Prioritized over stop display.

  Further, in the present embodiment, as shown in FIG. 34, not only the priority order of the internal winning combination differs depending on the pull-in priority order table number, but also the number of priority divisions differs. For example, when the pull-in priority table number is “00”, the priority section number is 3, and when the pull-in priority table number is “09”, the priority section number is 2. .

  Here, in order to simplify the description, the priority when the pull-in priority table number is “00” will be described, and description of priorities in other pull-in priority table numbers will be omitted. When the pull-in priority table number is “00”, the priority order “1” includes code names “Z001” to “Z036”, “R301” to “R311”, “R401”, “R201”, and “R101”. , “R001”, “RT01”, “RB01” and “RC01” are defined.

  When the pull-in priority table number is “00”, the priority order “2” includes code names “KB01”, “BP01”, “BP02”, “BF01” to “BF03”, “BL01” to “BL03”. , “BM01”, “BC01”, “SG01”, “WT01”, “WB01”, “WU01”, “WD01”, “WC01”, “CC01”, and “KC01” to “KC07”. It is prescribed. In the priority order “3” when the pull-in priority table number is “00”, the pull-in data corresponding to the code name “MB01” is defined.

[Search order table]
Next, the search order table will be described with reference to FIGS. The search order table preferentially applies from a range of numerical values predetermined as the number of sliding frames (“0” to “4” when the maximum number of sliding frames is 4) (hereinafter referred to as “search order”). )). The search order table shown in FIG. 35 is a table that is referred to when stop control is performed with the maximum number of sliding frames being four. The search order table shown in FIG. 36 is a table that is referred to when stop control is performed with the maximum number of sliding symbols as one (when the number of sliding symbols is determined for at least one reel during MB operation).

  The search order table defines the number of sliding piece determination data obtained based on the stop table and the search order. That is, in this embodiment, the order of numerical values to be preferentially applied is determined based on the sliding piece number determination data. In addition, the search order table is provided assuming that there are a plurality of sliding frames having the same priority, and the search order table is applied in a higher order. Further, in the present embodiment, during the MB (CB) operation, stop control is performed with a maximum number of four sliding pieces for reels other than the reel having the maximum number of sliding pieces of one.

  In this embodiment, as described in the priority attraction-in control process in FIG. 255 described later, each numerical value is searched sequentially from the lowest search order “5” (or “2”) in the search order table. The number corresponding to the search order “1” is preferentially applied as the number of sliding frames.

[Pattern winning action flag data table]
Next, the symbol corresponding winning action flag data table will be described with reference to FIG. The symbol corresponding winning action flag data table defines the correspondence between the reel type and the internal winning combination data that can be displayed according to the symbol of each reel displayed on the active line. That is, by referring to the symbol corresponding winning action flag data table, the internal winning combination that can be displayed at that time can be determined. The symbol corresponding winning action flag data table is provided corresponding to the symbol combination table (see FIGS. 8 to 15).

  For example, when the symbol “DON” is stopped and displayed on the effective line of the left reel 3L, it can be displayed in the storage areas 1 to 62 corresponding to the symbol code “00000001” (DON) in the reel type “left”. “1” is stored in the bit corresponding to the internal winning combination. Data defined in the symbol corresponding winning action flag data table is logically AND stored with data stored in a symbol code storage area (described later, see FIG. 48).

[Game lock lottery table]
In the pachi-slot 1 of the present embodiment, when a specific internal winning combination is won in the RT0 to RT4 game states, a lottery of game locks is performed. When the lottery is won, a predetermined reel effect (game lock) is performed during the reel acceleration process. Note that while the game lock is occurring, even if a closing operation or a stopping operation is performed, the detection is treated as invalid or delayed. The various game lock lottery tables described herein are mainly used when determining various game lock patterns to be performed during the reel acceleration process.

  Next, the game lock lottery table will be described with reference to FIGS. In the present embodiment, a game lock lottery table is provided for each RT gaming state. The game lock lottery table defines lottery values of game lock types (lock numbers) to be won according to a winning number (data pointer) determined by internal lottery in a predetermined RT gaming state (RT0 to RT4 gaming state). .

  FIG. 38 is a diagram showing a configuration of a game lock lottery table (part 1) referred to in the RT0 gaming state. The game lock lottery table (part 1) includes winning numbers “43” (abbreviated as “F_strong ice”), “44” (abbreviated as “F_strongest ice”) and “46” (abbreviated as “F_strong ice”) to “49”. ”(Abbreviation“ F_chance role ”), the lottery value of various game locks (lock numbers 0 to 5) is defined.

  In the RT0 gaming state, the winning numbers are “43” (abbreviation “F_strong ice”), “44” (abbreviation “F_strongest ice”), “47” (abbreviation “F_middle stage cho”) and “48” (abbreviation “ In the case of any one of “F_confirmation check”), one of the game locks of lock number 0 (normal pattern) to lock number 2 (rotating effect pattern 2) is selected. Further, in the RT0 gaming state, when the winning number is one of “46” (abbreviation “F_strong check”) and “49” (abbreviation “F_chance feature”), the lock number 0 (normal pattern) and One game lock of the lock number 1 (rotation effect pattern 1) is selected.

  Note that the lock number 0 (normal pattern) corresponds to a pattern in which the reel is not locked (normal reel acceleration processing). Further, lock number 1 (rotation effect pattern 1) and lock number 2 (rotation effect pattern 2) correspond to a lock effect pattern called “short lock”.

  FIG. 39 is a diagram showing a configuration of a game lock lottery table (part 2) referred to in the RT1 gaming state. The game lock lottery table (No. 2) has a winning number “9” (abbreviation “F_3 consecutive middle lip”), “24” (abbreviation “F_reach eye lip 1”), “25” (abbreviation “F_reach eye”). Lip 2 ”),“ 43 ”(abbreviation“ F_strong ice ”),“ 44 ”(abbreviation“ F_strongest ice ”) and“ 46 ”(abbreviation“ F_strong Choi ”) to“ 49 ”(abbreviation“ F_chance eye ”) In each of the “combination”), a lottery value of various game locks (lock numbers 0 to 5) is defined.

  In the RT1 gaming state, the winning numbers are “43” (abbreviation “F_strong ice”), “44” (abbreviation “F_strongest ice”), “47” (abbreviation “F_middle stage cho”) and “48” (abbreviation “ In the case of any one of F_confirmation check)), a game lock of any one of lock number 0 (normal pattern) to lock number 2 (rotational effect pattern 2) is selected as in the RT0 game state. . In the RT1 gaming state, the winning number is “24” (abbreviation “F_reach eye lip 1”), “25” (abbreviation “F_reach eye lip 2”), “46” (abbreviation “F_strong check”). ) And “49” (abbreviated name “F_chance role”), one of the game locks of lock number 0 (normal pattern) and lock number 1 (rotational effect pattern 1) is selected. . Further, in the RT1 gaming state, when the winning number is “9” (abbreviated “F_3 consecutive use donlip”), one of the lock number 0 (normal pattern) and the lock number 3 (rotor effect pattern 3) is selected. Is done.

  FIG. 40 is a diagram illustrating a configuration of a game lock lottery table (part 3) referred to in the RT2 gaming state. The game lock lottery table (part 3) includes winning numbers “43” (abbreviation “F_strong ice”), “44” (abbreviation “F_strongest ice”), and “46” (abbreviation “F_strong ice”) to “49”. ”(Abbreviation“ F_chance role ”), the lottery value of various game locks (lock numbers 0 to 5) is defined.

  In the RT2 gaming state, the winning numbers are “43” (abbreviation “F_strong ice”), “44” (abbreviation “F_strongest ice”), “47” (abbreviation “F_middle stage cho”), and “48” (abbreviation “ In the case of any one of F_confirmation check)), a game lock of any one of lock number 0 (normal pattern) to lock number 2 (rotational effect pattern 2) is selected as in the RT0 game state. . Further, in the RT2 gaming state, when the winning number is either “46” (abbreviation “F_strong Choi”) or “49” (abbreviation “F_chance hero”), it is the same as in the RT0 gaming state. One of the game locks of lock number 0 (normal pattern) and lock number 1 (rotation effect pattern 1) is selected.

  FIG. 41 is a diagram illustrating a configuration of a game lock lottery table (part 4) referred to in the RT3 gaming state. The game lock lottery table (part 4) includes winning numbers “43” (abbreviation “F_strong ice”), “44” (abbreviation “F_strongest ice”) and “46” (abbreviation “F_strong ice”) to “49”. ”(Abbreviation“ F_chance role ”), the lottery value of various game locks (lock numbers 0 to 5) is defined.

  In the RT3 gaming state, the winning numbers are “43” (abbreviation “F_strong ice”), “44” (abbreviation “F_strongest ice”), “47” (abbreviation “F_middle stage cho”) and “48” (abbreviation “ In the case of any one of F_confirmation check)), a game lock of any one of lock number 0 (normal pattern) to lock number 2 (rotational effect pattern 2) is selected as in the RT0 game state. . Further, in the RT3 gaming state, when the winning number is either “46” (abbreviation “F_Strong Cho”) or “49” (abbreviation “F_Chance Opportunity”), as in the RT0 gaming state. One of the game locks of lock number 0 (normal pattern) and lock number 1 (rotation effect pattern 1) is selected.

  FIG. 42 is a diagram showing a configuration of a game lock lottery table (part 5) referred to in the RT4 gaming state. The game lock lottery table (No. 5) includes winning numbers “1” (abbreviation “F_normal lip”), “24” (abbreviation “F_reach eye lip 1”), “25” (abbreviation “F_reach eye lip”). 2)), “43” (abbreviation “F_strong ice”), “44” (abbreviation “F_strongest ice”) and “46” (abbreviation “F_strong Choi”) to “49” (abbreviation “F_chance”) )), The lottery values of various game locks (lock numbers 0 to 5) are defined.

  In the RT4 gaming state, the winning numbers are “43” (abbreviation “F_strong ice”), “44” (abbreviation “F_strongest ice”), “47” (abbreviation “F_middle stage cho”) and “48” (abbreviation “ In the case of any one of F_confirmation check)), a game lock of any one of lock number 0 (normal pattern) to lock number 2 (rotational effect pattern 2) is selected as in the RT0 game state. . Further, in the RT4 gaming state, when the winning number is either “46” (abbreviation “F_Strong Cho”) or “49” (abbreviation “F_Chance Opportunity”), the lock number 0 (normal pattern) One of the game locks having the lock number 1 (rotating drum effect pattern 1) is selected.

  In the RT4 gaming state, if the winning number is either “24” (abbreviation “F_reach eye lip 1”) or “25” (abbreviation “F_reach eye lip 2”), the lock A game lock of number 0 (normal pattern) is selected. Further, in the RT4 game state, when the winning number is “1” (abbreviation “F_normal lip”), the lock number 0 (normal pattern), the lock number 4 (transition to the next game carnival at the first stop in the middle) and One of the lock numbers 5 (the next game carnival shift at the first stop on the right) is selected.

  The game lock lottery table (No. 5) is not limited to the game lock lottery table in the ART state (RT4 gaming state) described later, and the sub gaming state is directly described later without going through the XR (extreme rush) mode game described later. It also serves as a lottery table for determining whether or not to shift to the XRC (XR Carnival) mode game. Then, in the RT4 gaming state, when the game lock lottery table (No. 5) is used to win the lock number 4, the sub-gaming state will be described later in the next game by performing the first stop of the middle reel 3C. Transition to XRC mode is confirmed. Further, in the RT4 gaming state, when the game lock lottery table (No. 5) is used and the lock number 5 is won, the sub gaming state will be described later in the next game by performing the first stop of the right reel 3R. Transition to XRC mode is confirmed.

[Lottery table during continuous lock]
In the present embodiment, in the RT4 gaming state (art state described later), when a game described later in XRC mode is being performed, a plurality of game locks (continuous lock) are executed during one reel acceleration period. Is done. The lottery table in the continuous lock state described here is used when determining the pattern of the continuous lock (the number of locks, the lock timer, etc.) performed during the reel acceleration process.

  With reference to FIG. 43, the lottery table in the continuous lock state will be described. This lottery table is referred to in a continuous game lock lottery process during a game lock lottery process described later (see FIG. 244 described later).

  The lottery table in the continuous lock state defines the correspondence between the remaining lottery count (continuous lock number) and the lottery value. In addition, when the value of the effect state mentioned later is less than 5, the lottery value in the lottery table in the continuous lock state is doubled.

The remaining lottery count (continuous lock number) is data related to the time set in the lock timer. Although not shown here, when the remaining lottery count (continuous lock number) increases, the time set in the lock timer Is set to be longer. Furthermore, in the present embodiment, when the remaining number of lotteries (continuous lock number) is increased (when the time set in the lock timer is increased), the number of additional games in the XRC mode is set to be increased (described later). 144 (see XR carnival additional addition table 1 in FIG. 144).

  The “number of locks” in the XR carnival addition table 1 in FIG. 144 described later is a value obtained by dividing the remaining number of lotteries (continuous lock number) by 2 and rounding off the decimal part of the result of the division. Therefore, for example, the remaining lottery count (continuous lock number) “19” corresponds to the lock count “9”.

  In the continuous game lock lottery process using the lottery table in the continuous lock state of the present embodiment, first, a random number for performance extracted from a predetermined numerical range (for example, 0 to 65536) is used for each remaining lottery count. The lottery value specified corresponding to (continuous lock number) is sequentially subtracted. Next, it is determined whether or not the result of subtraction has become negative (whether or not a so-called “digit” has occurred). If the result of subtraction becomes negative ("digit" occurs) at a predetermined remaining number of lotteries (continuous lock number), it means that the remaining lottery number (continuous lock number) is won.

<Configuration of storage area provided in main RAM>
Next, the configuration of various storage areas provided in the main RAM 53 will be described with reference to FIGS. Although not described here (not shown), the main RAM 53 is also provided with storage areas for various control data, various flags, various counters and the like used for the various reel effects (various game locks) described above.

[Display combination storage area, internal winning combination storage area, carryover combination storage area]
First, the structure of the display combination storing area will be described with reference to FIG. In the present embodiment, the display combination storage area includes display combination storage areas 1 to 62 each represented by 1-byte data.

  In each of the display combination storage areas 1 to 62, when a predetermined bit is set to “1” (stored), a combination of symbols corresponding to the predetermined bit is displayed on the active line. Indicates. On the other hand, when all the bits are “0”, it indicates that the symbol combination related to winning and the symbol combination that triggers the transition to the RT gaming state are not displayed on the active line.

  The main RAM 53 is provided with an internal winning combination storing area (not shown). The internal winning combination storing area is configured similarly to the display winning combination storing area shown in FIG. In the internal winning combination storing areas 1 to 62, when “1” stands for a plurality of bits, display of a combination of symbols corresponding to each bit is permitted. When all the bits are “0”, the content of the internal winning combination is “out of place”.

  The main RAM 53 is provided with a carryover combination storage area (not shown). The carryover combination storage area is configured in the same manner as the storage area 2 of the display combination storage area shown in FIG. As a result of the internal lottery, when any of “C_MB1” to “C_MB4” is determined as the internal winning combination, the internal winning combination is stored as a carryover combination in the carryover combination storage area. The carryover combination stored in the carryover combination storage area is not cleared until the corresponding symbol combination (for example, “REP1”-“REP1”-“BEL1” of “C_MB1”) is displayed on the active line. Is done. Further, while the carryover combination is stored in the carryover combination storage area, the carryover combination is stored in the internal winning combination storage area in addition to the internal winning combination determined by the internal lottery.

[Game state flag storage area]
Next, the configuration of the game state flag storage area will be described with reference to FIG. The gaming state flag storage area is composed of gaming state flag storage areas 1 and 2 each represented by 1-byte data. In the present embodiment, in the gaming state flag, a unique bonus type or RT type is assigned to each bit of the gaming state flag storage areas 1 and 2.

  In each of the game state flag storage areas 1 and 2, when “1” is stored (standing) in a predetermined bit, the bonus game or RT corresponding to the predetermined bit is being operated. Indicates. For example, when “1” is stored in bit 0 of the gaming state flag storage area 1, it indicates that the MB is operating and the gaming state is the MB gaming state.

[Operation stop button storage area]
Next, the configuration of the operation stop button storage area will be described with reference to FIG. The operation stop button storage area stores an operation stop button flag consisting of 1 byte. In the operation stop button flag, the operation state of the stop button is assigned to each bit.

  For example, if the left stop button 17L is a stop button that has been pressed this time, that is, an operation stop button, “1” is stored in bit 0 of the operation stop button storage area. Also, for example, if the left stop button 17L is a stop button that has not yet been pressed, that is, an effective stop button, “1” is stored in bit 4. Based on the data stored in the operation stop button storage area, the main CPU 51 identifies the stop button that has been pressed this time and the stop button that has not yet been pressed.

[Push order storage area]
Next, the configuration of the pressing order storage area will be described with reference to FIG. The pressing order storage area stores a pressing order flag consisting of 1 byte. In the pressing order flag, the type of stop button pressing order is assigned to each bit. For example, when the pressing order of the stop button is “left middle right”, “1” is stored in bit 0 of the pressing order storage area.

[Design code storage area]
Next, the configuration of the symbol code storage area will be described with reference to FIG. The symbol code storage area stores, for each active line, the symbol code (symbol code storage region 1) of the symbol of the reel that was most recently stopped, and the displayable symbols (symbol code storage regions 2 to 63). The After all the reels are stopped, the symbol codes corresponding to the display combination are stored in the symbol code storage areas 2 to 63.

  In this embodiment, when the stop control position is determined, the winning operation flag data corresponding to the symbol (code) of the stop control position is read from the symbol corresponding winning operation flag data table (see FIG. 37), and the winning operation flag is read. The data is ANDed with the data already stored in the symbol code storage area. Then, the ANDed data is stored in the symbol code storage area shown in FIG. When a plurality of effective lines are provided, the same number of symbol code storage areas as the number of effective lines are provided. In this case, the active line may be changed according to the number of BETs or the game state.

[Retrieve priority data storage area]
Next, the configuration of the pull-in priority data storage area will be described with reference to FIG. The pull-in priority data storage area includes a left reel pull-in priority data storage area, a middle reel pull-in priority data storage area, and a right reel pull-in priority data storage area. That is, in the pull-in priority data storage area, a priority data storage area is provided for each reel type.

  Each drawing priority data storage area stores drawing priority data determined in accordance with each symbol position “0” to “20” of the corresponding reel. In the present embodiment, by referring to the pull-in priority data storage area, it is searched whether there is a more appropriate number of sliding symbols in addition to the number of sliding symbols determined based on the stop table described above.

  The contents of the priority order pull-in data stored in the pull-in priority order data storage area differ depending on the type of the pull-in priority table number in the pull-in priority table (see FIG. 34) referred to when determining the pull-in priority order data. . The pull-in priority data indicates that the higher the value, the higher the priority.

  By referring to the drawing priority data, it is possible to relatively evaluate the priority among the symbols arranged on the peripheral surface of the reel. That is, the symbol for which the largest value is determined as the pull-in priority data becomes the symbol with the highest priority. Therefore, it can be said that the pull-in priority data indicates the rank between the symbols arranged on the peripheral surface of the reel. When there are a plurality of symbols having the same value of the pull-in priority data, one symbol is determined according to the search order defined by the above-described search order table (see FIG. 35 or FIG. 36).

<Correspondence table between internal winning combination and stop order>
Next, with reference to FIGS. 50 and 51, the correspondence between the internal winning combination and the reel stop order will be described.

  FIG. 50 is a table showing the correspondence between the internal winning combination (data pointer) during non-bonus (non-MB) and the stop order, and corresponds to the combination of the internal winning combination (data pointer) and the stop order of the reels. Indicates the type of display combination to be performed. In FIG. 50, for the sake of simplicity, only the internal winning combination in which the role of the internal winning combination for the game is different depending on the pressing order is shown.

  For example, when the data pointer is “2”, the code names “R001” (G_RT0 transition lip), “RT01” (G_upper lip), “RB01” (G_lower lip) and “RC01” are used as internal winning combinations. ”(G_middle stage lip), the internal winning combination is won (see FIG. 25). In this case, when the reels are stopped in the order of “left middle right” (stop order “123” in FIG. 50) or “left and right middle” (stop order “132” in FIG. 50), the code name “RT01” (G_ The symbol combination of the internal winning combination relating to “upper lip”, “RB01” (G_lower lip) and “RC01” (G_middle lip) is stopped and displayed on the active line. On the other hand, the reels are “middle left and right” (stop order “213” in FIG. 50), “middle right and left” (stop order “231” in FIG. 50), “right left and middle” (stop order “312” in FIG. 50). ) Or “right middle left” (stop order “321” in FIG. 50), the symbol combination of the internal winning combination relating to the code name “R001” (G_RT0 transition lip) is stopped and displayed on the active line. The

  In the present embodiment, in the correspondence table shown in FIG. 50, when the data pointer is any one of “17” to “22” and “24” to “29” and the pressing order of the stop buttons is forward pressing, When the stop button is pressed at a timing when the internal winning combination (replay combination) described in the column of the corresponding correspondence table (the column where (*) in FIG. 50 is described) cannot be stopped, another replay combination is Is configured to stop.

  FIG. 51 is a table showing the correspondence between the internal winning combination (data pointer) in the MB and the stop order of the reels. The display corresponds to the combination of the internal winning combination (data pointer) and the reel stop order. Indicates the type (code name) of the combination.

  For example, when the data pointer is “51”, all the small combinations are won as internal winning combinations (see FIG. 26). In this case, when the reels are stopped in the order of “middle left and right” (stop order “213”), the symbol combination of the internal winning combination relating to the code name “BM01” (G_14 bells) is stopped and displayed on the active line. A medal is paid out. On the other hand, if the reels are stopped in an order other than “middle left and right”, the symbol combination of the internal winning combination relating to the code name “BL02” (G_15 bells_2) or “BL03” (G_15 bells_3) stops on the active line. Displayed and 15 medals are paid out.

  In the present embodiment, as described above, the MB ends when the number of medals paid out exceeds 14 (see FIG. 16). Therefore, for example, when the data pointer “51” is acquired in the MB, the reels are stopped in the order of “middle left and right” in the first game, and the symbol combination of the internal winning combination relating to the code name “BM01” is determined. By stopping and displaying on the active line, two unit games can be consumed in the MB, and a maximum of 29 medals can be paid out (the net increase in medals is 23). That is, for example, when the data pointer “51” is acquired in the MB, such a large medal payout can be obtained by stopping the reels in the order of “middle left and right” (stop order “213”). it can.

  In addition, as shown in FIG. 51, in the MB, the condition that the symbol combination of the internal winning combination relating to the code name “BL01” (G_15 bell_1) can be stopped and displayed on the active line is that the data pointer is “58”. Only when the reel stop order is “left middle right” (stop order “123”). In other words, the internal winning combination relating to the code name “BL01” (G_15 bells_1) is provided as a so-called “rare combination”, thereby suppressing the game in the MB from becoming monotonous.

  Note that the “rare role” in the present embodiment refers to a winning number “8”, “9”, “24”, “25”, “36”, “37”, “42” to “42” in non-MB games. “49” and the internal winning combination of the winning number “0 (out)” in the RT2 to RT4 gaming state. In the game in the MB, the internal winning combination of the winning numbers “7”, “26” and “27” is referred to as “rare combination”.

<Correspondence table of internal winning combination, stop order and RT transition>
Next, with reference to FIG. 52, the correspondence relationship between the internal winning combination, the reel stop order, and the RT transition will be described. FIG. 52 is a correspondence table between the internal winning combination (data pointer), the reel stop order, and the RT transition, and the RT gaming state transition destination corresponding to the combination of the internal winning combination (data pointer) and the reel stop order. Indicates.

  For example, when the data pointer is “2” (abbreviation “F_RT0 lip”), as described in FIG. 50, when the reels are stopped in the order of “left middle right” or “right and left middle”, the code name The symbol combination of the internal winning combination relating to “RT01” (G_upper lip), “RB01” (G_lower lip) and “RC01” (G_middle lip) is stopped and displayed on the active line. Since these display combinations are not transition combinations for the RT gaming state, the RT gaming state does not transition in this case.

  On the other hand, when the reels are stopped in the order other than “left middle right” and “left and right middle”, the symbol combination of the internal winning combination relating to the code name “R001” (G_RT0 transition lip) is stopped and displayed on the active line. Since this display combination is a transition combination for transitioning the RT gaming state to the RT0 gaming state (see FIG. 17), in this case, the RT gaming state transitions to the RT0 gaming state.

  For example, when the data pointer is “12” (abbreviation “F_Don-4 transition 2nd”) or “13” (abbreviation “F_Don-4 transition 3rd”), the reel is set to “left middle right” or When stopped in the order of “middle left and right”, the symbol combination “R304” (G_RT3 transition lip_4) associated with the internal winning combination is stopped and displayed on the active line, and the RT gaming state transitions to the RT3 gaming state. To do. At this time, the sub gaming state shifts to a BB (don / red 7) mode of a pseudo bonus described later.

  On the other hand, when the data pointer is “14” (abbreviation “F_RB-4 transition 2nd”) or “15” (abbreviation “F_RB-4 transition 3rd”), the reel is set to “left middle right” or “left and right”. When stopped in the order of “medium”, the symbol combination of the internal winning combination relating to the code name “R302” (G_RT3 transition lip_2) is stopped and displayed on the active line with priority, and the RT gaming state is the RT3 gaming state (individual operation). (Pseudo bonus). At this time, the sub gaming state shifts to a pseudo bonus RB mode described later.

  In other words, in the present embodiment, when the RT gaming state shifts to the RT3 gaming state, the symbol combination of the transition combination differs depending on the mode type in the transition destination pseudo bonus. Therefore, the player can recognize that the game shifts to a game with a different pseudo bonus due to the difference in the symbol combination displayed at the time of transition to the RT3 gaming state.

  Note that “reset”, “maintain”, and “one-step UP” in parentheses after “no transition” described in the columns of the data pointers “32” to “35” in the correspondence table of FIG. 52 will be described later. The transition of the lock state is shown.

  52, “stop to RT3” is described in the stop order “312” and “321” columns of the data pointers “17” to “19” and “23” in the correspondence table of FIG. Since the data pointer is a data pointer acquired only in the RT3 gaming state, it is substantially “no transition”. In other data pointers, depending on the timing of pressing the stop button, a transition combination (replay combination) that triggers the transition to the RT game state that is currently staying may be displayed. In this case, In the correspondence table of FIG. 52, “no transition” is described.

<Game flow>
Next, in the pachislot machine 1 of this embodiment, the lottery operation in various RT gaming states and the transition operation between RT gaming states controlled by the main CPU 51 will be described with reference to FIGS. 53 and 54. FIG. 53 is a diagram showing a transition flow of the RT gaming state controlled by the main CPU 51, and FIG. 54 is a table summarizing the activation conditions and termination conditions of each RT gaming state.

  Also, various code names indicating the transition combination that triggers the transition of the RT gaming state described in FIGS. 53 and 54 correspond to the code names defined in the symbol combination tables of FIGS. Further, FIG. 53 also shows various game states (hereinafter referred to as sub game states) related to effects controlled by the sub control circuit 42 (sub CPU 81).

[Various RT game states]
In the present embodiment, as described above, as the RT gaming state, five types of states, RT0 gaming state to RT4 gaming state, in which the type of internal winning combination of replay and the winning probability are different from each other are provided.

(1) RT0 gaming state The RT0 gaming state is an RT gaming state set in the initial state, and is a gaming state with a low replay winning probability.

  In the RT0 gaming state, the replay role that triggers the transition to the RT0 gaming state, specifically, the replay role (hereinafter referred to as the RT0 transition replay) related to the code name “R001” (RT0 transition lip) shown in FIG. 53 and FIG. Lottery). In the RT0 gaming state, when the stop button is pressed by irregular pressing while the RT0 replay is internally won, the symbol combination related to the RT0 replay is stopped and displayed on the active line (winning).

  In the RT0 gaming state, an internal winning combination related to the code name “KB01” (RT1 transition) shown in FIGS. 53 and 54 may win. In addition, the symbol combination of the internal winning combination relating to the code name “KB01” (the transition to RT1) is when the small combination relating to “Bell” whose number of medals is paid out cannot be stopped and displayed on the active line. It is a symbol combination that is stopped and displayed, and becomes a trigger for transition to the RT1 gaming state (transition role).

(2) RT1 gaming state The RT1 gaming state is an RT gaming state that is set when the sub gaming state is a normal state, which will be described later, and is a gaming state that has a low replay winning probability.

  In the RT1 gaming state, the replay role that triggers the transition to the RT1 gaming state, specifically, the replay role corresponding to the code name “R101” (RT1 transition lip) shown in FIGS. 53 and 54 (hereinafter referred to as RT1 transition) Lottery). At this time, the RT1 transition replay with 4 selections in the push order is lottery.

  Further, in the RT1 gaming state, when the RT1 transition replay in the pressing order of 4 choices is internally won, the RT0 transition replay and the replay role that triggers the transition to the RT2 gaming state, specifically, FIG. 53 and FIG. Are set so that the replay combination (hereinafter referred to as RT2 transition replay) corresponding to the code name “R201” (RT2 transition replay) described in FIG. Then, when an irregular pressing is performed in a state where the RT1 transition replay, the RT0 transition replay, and the RT2 transition replay with four selections are overlapped, there is a possibility that the RT0 transition replay or the RT2 transition replay wins.

  In the RT1 gaming state, the replay role that triggers the transition to the RT3 gaming state, specifically, the replays corresponding to the code names “R301” to “R311” (RT3 transition lip) shown in FIG. 53 and FIG. In some cases, a winning combination (hereinafter referred to as RT3 transition replay) is won alone (separately from RT1 transition replay). In the RT1 gaming state, the probability of winning the RT3 transition replay is very low, and the RT3 transition replay is a so-called rare role.

  Furthermore, in the RT1 gaming state, an internal winning combination relating to the code names “BP01” and “BP02” (one push order failure) shown in FIGS. 53 and 54 may win. These combinations are small combinations in which one medal is paid out when the pressing order is missed due to irregular pressing, and winning of this small combination becomes an opportunity (transition combination) to enter the RT0 gaming state.

(3) RT2 gaming state The RT2 gaming state is an RT gaming state set when the sub gaming state is a state referred to as “between flags”, and is a gaming state with a high replay winning probability.

  The RT2 gaming state is the RT3 transition replay and the replay role that triggers the transition to the RT4 gaming state. Specifically, the replay role corresponding to the code name “R401” (RT4 transition lip) described in FIGS. 53 and 54 (Hereinafter referred to as RT4 transition replay) is an RT gaming state in which a winning (establishment) is made with a high probability. In the present embodiment, in the RT2 gaming state, the RT0 transition replay is set to overlap when the RT3 transition replay and the RT4 transition replay are internally won. In this case, when the stop button pressing order is other than the predetermined pressing order (when the pressing order is incorrect), the RT0 transition replay is won.

  Also, in the RT2 gaming state, the internal winning combination relating to the code names “BP01” and “BP02” (one push order failure), which is a small role that triggers the transition to the RT0 gaming state, or the RT1 gaming state There is a case where an internal winning combination relating to the code name “KB01” (RT1 transition) serving as a transition opportunity (transitional combination) wins.

(4) RT3 gaming state The RT3 gaming state (first replay time state) is an RT gaming state set when the sub gaming state is a pseudo bonus described later, and is a gaming state with a high replay winning probability. .

  The RT3 gaming state is an RT gaming state in which the RT4 transition replay wins (establishes) with a high probability when the stop button is pressed in a predetermined pressing order (when the pressing order is correct). In the present embodiment, in the RT4 gaming state, the RT1 transition replay overlaps when the RT4 transition replay is internally won. In this case, if the stop button is pressed incorrectly, RT1 transition replay wins.

  Also, in the RT3 gaming state, the internal winning combination (small role) related to the code names “BP01” and “BP02” (one push order failure) that triggers the transition to the RT0 gaming state, or the transition to the RT1 gaming state An internal winning combination related to the code name “KB01” (RT1 transition) as a trigger may be awarded.

(5) RT4 gaming state The RT4 gaming state (second replay time state) is an RT gaming state that is set when the sub gaming state is an ART state described later, and is a gaming state that has a high replay winning probability. .

  The RT4 gaming state includes the RT1 transition replay (particularly, the replay role of the winning number “1” (abbreviated as “F_normal lip”)) and the RT2 transition replay (particularly, the winning number “32” (abbreviated as “F_RT4-2 transition 213”). ) To “33” (any replay combination of “F_RT4-2 transition 321”) is an RT gaming state that is established (wins) with a high probability.

  In the present embodiment, in the RT4 gaming state, the RT1 transition replay overlaps when the RT2 transition replay is internally won. In this case, if the stop button is pressed incorrectly, RT1 transition replay wins.

  In the RT4 gaming state, RT3 transition replay, specifically, a replay combination corresponding to the code names “R301” to “R311” (RT3 transition lip) described in FIGS. 53 and 54 may be won alone. is there. In the RT4 gaming state, the probability of winning the RT3 transition replay is very low, and the RT3 transition replay is a so-called rare role.

  Also, in the RT4 gaming state, the internal winning combination relating to the code names “BP01” and “BP02” (one push order failure) that is a trigger for the transition to the RT0 gaming state, or the transition to the RT1 gaming state The internal winning combination related to the code name “KB01” (abbreviation “G_RT1 transition”) as a trigger may win.

[RT game state transition flow]
Next, the transition flow between the various RT gaming states described above will be described. In this embodiment, as shown in FIG. 53 and FIG. 54, the fact that the symbol combination related to the predetermined internal winning combination is stopped and displayed on the active line indicates that the transition condition between RT gaming states (the activation of each RT gaming state) Condition and end condition). The transition operation between RT gaming states is controlled by the main control circuit 41 (main CPU 51) referring to an RT transition table (see FIG. 17) described later.

  First, when the pachislot 1 is in an initial state (for example, at the time of shipment), or in any of the RT1 gaming state to the RT4 gaming state, the code name “R001” (RT0 transition lip), “BP01” or “BP02” (push order) When the internal winning combination related to (one failure) is stopped and displayed on the active line (when winning), the RT gaming state becomes the RT0 gaming state. As shown in FIG. 54, the RT0 gaming state end condition is a stop display of the internal winning combination relating to the code name “KB01” (RT1 transition). Therefore, in the RT0 gaming state, when the internal winning combination relating to the code name “KB01” (the transition to RT1) is stopped and displayed on the active line, the RT gaming state is changed from the RT0 gaming state as shown in FIG. Transition to the RT1 gaming state.

  As shown in FIG. 54, the end condition of the RT1 gaming state is as follows: code name “R001” (RT0 transition lip), “R201” (RT2 transition lip), “R301” to “R311” (RT3 transition lip), “BP01” ”And“ BP02 ”(one push order failure), the internal winning combination stop display.

  Therefore, in the RT1 gaming state, when the internal winning combination related to the code name “R001” (RT0 transition lip), “BP01” or “BP02” (one push order failure) is stopped on the active line (winning) ), The RT gaming state shifts from the RT1 gaming state to the RT0 gaming state as shown in FIG. In the RT1 gaming state, when the internal winning combination relating to the code name “R201” (RT2 transition lip) is stopped and displayed on the active line (when winning), the RT gaming state is changed from the RT1 gaming state to RT2. Transition to gaming state. Furthermore, in the RT1 gaming state, when the internal winning combination relating to any of the code names “R301” to “R311” (RT3 transition lip) is stopped and displayed on the active line (when winning), the RT gaming state Shifts from the RT1 gaming state to the RT3 gaming state.

  As shown in FIG. 54, the end condition of the RT2 gaming state includes code names “R001” (RT0 transition lip), “R301” to “R311” (RT3 transition lip), “R401” (RT4 transition lip), “KB01”. ”(RT1 transition),“ BP01 ”, and“ BP02 ”(pressing order failure 1 sheet), the internal winning combination is stopped.

  Therefore, in the RT2 gaming state, when the internal winning combination relating to the code name “R001” (RT0 transition lip), “BP01” or “BP02” (one push order failure) is stopped on the active line (winning) ), The RT gaming state shifts from the RT2 gaming state to the RT0 gaming state as shown in FIG. Also, in the RT2 gaming state, when the internal winning combination relating to any of the code names “R301” to “R311” (RT3 transition lip) is stopped and displayed on the active line (when winning), the RT gaming state Shifts from the RT2 gaming state to the RT3 gaming state.

  Further, in the RT2 gaming state, when the internal winning combination relating to the code name “R401” (RT4 transition lip) is stopped and displayed on the active line (when winning), as shown in FIG. 53, the RT gaming state Shifts from the RT2 gaming state to the RT4 gaming state. Furthermore, in the RT2 gaming state, when the internal winning combination relating to the code name “KB01” (RT1 transition) is stopped and displayed on the active line, the RT gaming state transitions from the RT2 gaming state to the RT1 gaming state.

  As shown in FIG. 54, the end condition of the RT3 gaming state is as follows: code name “R101” (RT1 transfer lip), “R401” (RT4 transfer lip), “KB01” (RT1 transfer lip), “BP01” and “BP02” ”(Stop pressing one piece) is a stop display of the internal winning combination.

  Therefore, in the RT3 gaming state, when the internal winning combination relating to the code name “R101” (RT1 transition lip) or “KB01” (RT1 transition point) is stopped and displayed on the active line (when winning) As shown in FIG. 53, the RT gaming state shifts from the RT3 gaming state to the RT1 gaming state. Further, in the RT3 gaming state, when the internal winning combination relating to the code name “R401” (RT4 transition lip) is stopped and displayed on the active line (when winning), the RT gaming state is changed from the RT3 gaming state to the RT4. Transition to gaming state. Furthermore, in the RT3 gaming state, when the internal winning combination relating to the code name “BP01” or “BP02” (one push order failure) is stopped and displayed on the active line, the RT gaming state is changed from the RT3 gaming state to the RT0 gaming state. Transition to the state.

  As shown in FIG. 54, the end condition of the RT4 gaming state is as follows: code name “R001” (RT0 transition lip), “R101” (RT1 transition lip), “R201” (RT2 transition lip), “R301” to “R311” ”(RT3 transition lip),“ KB01 ”(RT1 transition),“ BP01 ”and“ BP02 ”(one push order failure), a stop display of the internal winning combination.

  Therefore, in the RT4 gaming state, when the internal winning combination relating to the code name “R001” (RT0 transition lip), “BP01” or “BP02” (one push order failure) is stopped on the active line (winning) ), The RT gaming state shifts from the RT4 gaming state to the RT0 gaming state as shown in FIG. Also, in the RT4 gaming state, when the internal winning combination relating to the code name “R101” (RT1 transition lip) or “KB01” (RT1 transition) is stopped and displayed on the active line (when winning), As shown at 53, the RT gaming state transitions from the RT4 gaming state to the RT1 gaming state.

  Further, in the RT4 gaming state, when the internal winning combination relating to the code name “R201” (RT2 transition lip) is stopped and displayed on the active line (when winning), the RT gaming state is changed from the RT4 gaming state to the RT2 Transition to gaming state. In the RT4 gaming state, when the internal winning combination relating to any of the code names “R301” to “R311” (RT3 transition lip) is stopped and displayed on the active line (when winning), the RT gaming state Shifts from the RT4 gaming state to the RT3 gaming state.

<Various sub game states>
Next, various sub game states related to effects controlled by the sub control circuit 42 (sub CPU 81) will be described. In the present embodiment, as the sub game state, various sub game states called “normal state”, “pseudo bonus”, “ART state”, and “BGZ (billy get zone)” are mainly provided. Although not described here, as will be described in the flow of various control processes performed by the sub CPU 81 described later, the sub game state includes “ART ready state”, “confirmed screen state”, “pseudo bonus end standby state” Is also provided.

[Normal state]
The normal state is a sub gaming state that is executed when the RT gaming state is the RT0 gaming state or the RT1 gaming state and is a non-ART gaming state.

  In the normal state, a lottery is performed for each game and a pseudo bonus, and when a rare combination wins, the sub gaming state shifts to the pseudo bonus. In the normal state, when the number of digested games after the end of the pseudo bonus reaches a predetermined number of ceiling games (for example, 1280 games), the winning of the pseudo bonus (“XBB mode” in the present embodiment) is determined. .

  Further, in the present embodiment, as shown in the transition flow of the RT gaming state in FIG. 53, the transition from the RT0 or RT1 gaming state to the RT4 gaming state is not made directly due to the transition trigger of the display combination or the like. That is, in the present embodiment, the sub gaming state does not directly shift from the normal state to the ART state based on the result of the internal lottery. However, the present invention is not limited to this, and the sub gaming state may directly shift from the normal state to the ART state based on the result of the internal lottery (according to a transition trigger such as a display combination).

  In this embodiment, when the number of digested games in the normal state reaches a specific number of ceiling games (the number of XR ceiling games described later), the winning of the XR mode (ART state) is determined. The sub gaming state directly shifts from the normal state to the ART state.

  Further, in the normal state, a lottery for shifting to each game and BGZ is performed, and if the lottery is won, the sub gaming state is shifted to BGZ. In the present embodiment, the expected transition to BGZ changes according to the number of digested games in the normal state after the end of the pseudo bonus.

  For example, when the number of digested games is 1 to 100, “medium expectation”, when the number of digested games is 181 to 210 or 281 to 310, “expectation is low”, and the number of digested games is 481 to 510. In some cases, the expected degree of transition to BGZ changes with a pattern such as “low expectation” and “100% winning” when the number of digested games is 900. The relationship between the number of digested games and the expected level of transition to BGZ is based on various BGZ lottery tables determined by lottery using a BGZ lottery game number table lottery table (see FIGS. 151 to 165 to be described later). It is prescribed.

  This BGZ lottery table is set after the end of the previous pseudo bonus, and is maintained until the end of the next pseudo bonus. Therefore, during that time, regardless of whether the sub gaming state is the normal state or the ART state, the BGZ lottery table set after the end of the previous pseudo bonus is maintained.

[ART state]
The ART state (special gaming state) is a sub gaming state that is executed during the RT4 gaming state. In this embodiment, an ART game of 50 games is performed.

  In the ART state, as in the normal state, lottery for each game and pseudo bonus is performed, and if the lottery is won, the sub gaming state shifts to the pseudo bonus. Even in the ART state, when the number of digested games after the end of the pseudo bonus reaches a predetermined number of ceiling games, the winning of the pseudo bonus is determined.

  Further, in the ART state, as in the normal state, a lottery for shifting to each game and BGZ is performed, and if the lottery is won, the sub gaming state is shifted to BGZ. Note that the expected degree of transition to BGZ at this time changes according to the number of digested games after the end of the pseudo bonus, as in the normal state.

  Furthermore, in the ART state, a plurality of types of game modes that provide a more advantageous game state for the player are provided. Specifically, game modes called “XR (extreme rush) mode”, “XRC (XR carnival) mode” and “rocket mode” are provided.

  In this embodiment, in a game in an ART state other than the above-described various game modes, when the correct answer (an alternative effect) called “BG (Billy Get) Challenge” is correct (when the BG challenge is successful) ), The sub gaming state shifts to the XR mode. In addition, in the BG challenge, a player can perform an alternative selection operation effect, and the success or failure of the BG challenge may be determined based on the selection result, or the player may perform a selection operation. Even if not (when not selected), success or failure of the BG challenge may be determined.

  Also, when the number of digested games in the ART state reaches a specific number of ceiling games (the number of XR ceiling games described later), the winning of the XR mode is determined.

  Further, in a game in an ART state other than the above-described various game modes, the sub game state shifts to the rocket mode when a lottery for shifting to the rocket mode is won.

  In the ART state, normally, when the game for XR mode is won for the transition to the XRC mode, the sub gaming state shifts to the XRC mode. However, although the probability is very low, the sub gaming state is the XR mode. In some cases, the XRC mode may be entered directly without going through.

  Below, each game content of XR mode, XRC mode, and rocket mode is demonstrated.

(1) XR mode In the game of XR mode (predetermined mode), a continuous lottery of XR mode is performed for each game, and it is determined as the first game of the XR mode until it is leaked (non-winning). The predetermined number of basic ART games is added to the number of currently remaining ART games (hereinafter referred to as the number of remaining ART games). In the present embodiment, any one of 5, 10, 20, and 30 games is selected as the number of basic ART games.

  In the XR mode, a plurality of types of continuation modes (XR continuation modes) having different XR continuation rates (50% to 95%) are provided. In addition, when a rare role is won internally in XR mode, it will be a 100% chance of winning regardless of the XR continuation mode. However, if a role other than a rare role is won internally, it depends on the XR continuation mode. XR continuity rates are different.

  In addition, in the XR mode game, when the rare role is won, an additional number of ART games is added separately from the above-mentioned basic ART game number.

  Furthermore, in the XR mode game, a predetermined addition parameter called “number of combos” is provided, and when the number of combos reaches a specified number (specific number of combos), the number of basic ART games and the number of ART games associated with rare roles are determined. In addition to the additional addition, an additional addition of the number of ART games is further performed (hereinafter, this privilege is referred to as a combo bonus). In the present embodiment, the number of combos is not only incremented by 1 for each unit game in the XR mode, but is also incremented by 1 when a rare combination is won (combination number addition). That is, when a rare combination is won internally in a unit game in the XR mode, the total number of combos is increased by two.

  Further, in the XR mode game, when the number of XR continuing games becomes 2 or more, a lottery for shifting to each game and XRC mode is performed, and when the lottery is won, the shift to the XRC mode is confirmed. At this time, when the rare combination is won internally, the lottery value of the XRC mode transition lottery is appropriately set so that the XRC mode transition lottery is easily won.

  As described above, when a rare role is won in an XR mode game, the unit game is given a privilege of winning an XR continuous lottery (deciding to continue) and an additional number of ART games, and a combo bonus The number of combos that define the occurrence condition is additionally added (combo addition). Therefore, in the pachi-slot 1 of the present embodiment, the number of unit games (the number of digested games) until the number of combos reaches the specified number and the combo bonus is generated decreases, and the combo bonus is easily generated. In other words, in this embodiment, when a rare role is won in a game in XR mode, it is possible to affect the form of the additional operation (generation of combo bonus) of the number of ART games in the subsequent games, and the relationship between games It can be improved and the interest of the game can be improved.

(2) XRC mode In the XRC mode (specific mode) game, as in the XR mode, a continuous lottery of each game and the XRC mode is performed, and until the number of ART games is leaked (becomes non-winning), , Is added. However, the number of ART games added in the XRC mode is different from that in the XR mode.

  Specifically, in the game in the XRC mode, an ART game number is added every time the game and the reels are stopped, and an ART game number is added after the third stop. In the XRC mode, a predetermined effect including a reel action (continuous game lock) is performed in conjunction with the addition operation of these ART games.

  Specifically, the number of ART games to be added each time the reel is stopped is determined according to the content (number of times of locking) of the reel action (continuous game lock) determined at the start of the game (at the time of lever operation). The Next, by executing the determined reel action during the reel acceleration period, the number of ART games to be added each time the reel is stopped is notified. At this time, in this embodiment, the number of added games determined in accordance with the content of the reel action is notified to the liquid crystal display device 11.

  Thereafter, each time the reels are stopped, the number of added games determined according to the content of the reel action is added to the number of remaining ART games. At this time, every time the reel is stopped, the liquid crystal display device 11 performs a predetermined effect (for example, an effect in which a specific character appears and performs a predetermined action) and is determined according to the content of the reel action. The number of added games is displayed on the liquid crystal display device 11.

  After the third stop, an effect (combination effect) that combines the contents of the effect performed for each reel is performed, and the number of ART games corresponding to the combination effect is added to the number of remaining ART games. At this time, the number of ART games to be added according to the combination effect is also notified to the liquid crystal display device 11. In the present embodiment, the additional number of ART games corresponding to this combination effect is determined by lottery at the time of lever operation.

  Then, after the third stop, if the XRC mode is continued by operating the lever of the next game, the above-mentioned notification of the number of ART games added at each reel stop by the reel action, the effect at each reel stop, and the number of ART games The addition process, the combination effect after the third stop and the addition process of the number of ART games are repeated. In the present embodiment, the continuation of the XRC mode is guaranteed at least two games from the start of the XRC mode game.

  In this embodiment, in the XRC mode game, a reel action (continuous game lock) is always performed at the start of the game. Therefore, the continuous lottery in the XRC mode is also used for the continuous game lock lottery performed by the main CPU 51 at the start of the game, and when the continuous game lock lottery is won, the continuation of the XRC mode is won.

  In the present embodiment, as a transition form from the ART state to the XRC mode, a form transitioning from the ART state to the XRC mode via the XR mode, and a form transitioning directly from the ART state to the XRC mode without going through the XR mode, Is provided.

  In the former transition mode, there are two transition modes from the XR mode to the XRC mode. The transition mode is a method of managing the transition mode to the XRC mode and the operation status of the XRC mode described below. Will be described in detail.

  Further, as described in the game lock lottery table (No. 5) in FIG. 42, the latter transition mode wins the lock number 4 (wins the winning number “1”) in the ART state (RT4 gaming state) and Corresponds to the transition mode to the XRC mode when the middle reel 3C is stopped for the first time, or when the lock number 5 is won (winning the winning number “1”) and the right reel 3R is stopped for the first time. .

(3) XRC mode transition mode and XRC mode operation status management method As described above, the XRC mode always involves a reel action, so the main CPU 51 also shifts to the XRC mode and operates in the XRC mode. Manage the situation. Therefore, in this embodiment, a parameter called “effect state (0 to 6)” is set to manage these situations. The value of the effect state is stored in the main RAM 53.

  The production state 0 to the production state 2 correspond to a state in which the occurrence probability of the reel action provided in the XR mode is different (hereinafter also referred to as a lock state), and the production state 2 corresponds to the XRC mode winning state. And in this production state 2, if the value of the production game counter for managing the number of precursor games in the XRC mode becomes 0, the game in the XRC mode is started.

  In the present embodiment, for example, as described in the correspondence table of FIG. 52, the transition between the lock states is determined by the combination of the internal winning combination and the pressing order of the stop button. For example, in the state where the internal winning combination of the winning numbers (data pointers) 32 to 35 is won, the transition state of the lock state (“reset”, “maintain” or “one stage UP”) differs depending on the reel stop order. . In the XR mode, when the lock state is reset, the effect state shifts to the effect state 0, and when the lock state is maintained, the effect state is also maintained. Further, when the lock state is raised by one stage in the production state 0, the production state shifts to the production state 1, and when the lock state is raised by one stage in the production state 1, the production state is the production state 2 Migrate to That is, if the locked state can be improved by two stages from the production state 0, the winning state of the XRC mode is set.

  The production state 3 corresponds to the state of the first game in the XRC mode, and the production state 4 corresponds to the state of the second game in the XRC mode. In the production states 3 and 4, since the continuation of the XRC mode is guaranteed, each lottery value defined in the lottery table during the continuous lock state (see FIG. 43) is set in each state in order to set the continuation rate to 100%. Is doubled.

  The production state 5 corresponds to a state after the third game in the XRC mode, and the production state 6 corresponds to an end waiting state of the XRC mode. Therefore, the production state 6 is set when the lever is operated, and is cleared when the game ends.

  In addition, as a transition form from the XR mode to the XRC mode, a form (hereinafter referred to as a first transition form) in which a production state 2 (XRC mode winning state) is generated by raising the lock state from the production state 0 or 1 is achieved. In the production state 0 or 1, there is provided a mode (hereinafter referred to as a second transition mode) for directly shifting to the XRC mode without raising the level of the locked state.

  In the first transition mode, it is necessary to level up the lock state (the production state) one level at a time, so as described in the correspondence table of FIG. 52, not only a predetermined internal winning combination but also a stop button The sub gaming state shifts to the XRC mode only when is pressed in a predetermined pressing order (when the pressing order is correct).

  In the first transition mode, “2” is set to the value of the effect game counter for managing the number of precursor games in the XRC mode, and the game in the XRC mode is started from the game one after another. In the first transition mode, when the XR mode ends during the sign game, the push order for “resetting” the lock state is notified, so the effect state is changed to the effect state 0 during the sign game. Therefore, the XRC mode game may not be started.

  On the other hand, the second transition mode corresponds to the case where the XRC direct transition lottery performed in the XR mode is won, so that the rendering state is changed from the rendering state 0 or 1 to the rendering state 2 without raising the lock state. Transition. In this case, in this embodiment, “1” is set to the value of the effect game counter, and the XRC mode game is started from the next game.

  In the ART state, the lock number 4 is won and the middle reel 3C is stopped for the first time, or the lock number 5 is won and the right reel 3R is stopped for the first time, and the sub game state is changed directly from the ART state to the XRC mode. When “2” is entered, “2” is set in the effect state, and “2” is set in the value of the effect game counter. Therefore, in this case, the XRC mode game is started from the game one after another.

  As described above, in the present embodiment, a predetermined internal winning combination is achieved in both the form of shifting directly from the ART state to the XRC mode, and the form of shifting from the XR mode to the XRC mode and shifting to the XRC mode. In addition to winning, it is necessary to press the stop buttons in a predetermined pressing order (correct answer). Therefore, in the present embodiment, the occurrence of the reel action (game lock) can be controlled by the sub-control circuit 42 that performs the push order navigation process.

  Further, in the present embodiment, when a reel action (game lock) is generated, the order in which the correct answer is pushed differs according to the winning type (winning content). In the present embodiment, when the XRC mode is won, an effect suggesting whether or not to generate a reel action (an effect suggesting a transition to the XRC mode) is performed, and navigation in the order of pressing the stop button ( Hereinafter, the push order navigation is performed). At this time, the push order of the correct answer to be notified changes according to the winning type. That is, in the present embodiment, there are a plurality of correct pushing orders for generating the XRC mode, which are notified by pushing order navigation. Therefore, it is possible to make it difficult for the player to predict whether or not a reel action has occurred (XRC mode has occurred).

  Furthermore, in this embodiment, since the transition mode to the XRC mode and the operation status of the XRC mode are managed by one identifier called the production state, the reel control (game) is performed by the sub control circuit 42 without increasing the number of RT states. Occurrence of locking) can be controlled.

  In the present embodiment, the transition mode to the XRC mode and the operation state of the XRC mode are managed by one identifier called the production state, but the state corresponding to each value of the above-described production state is indicated by a flag, a counter, or the like, respectively. May be provided and managed individually.

(4) Rocket mode In the rocket mode (special mode), a game is played for a predetermined number of games (50 games in this embodiment), and a pseudo bonus is won with a very high probability during this period. Specifically, in the rocket mode, the winning combination (the internal winning combination of the winning numbers 24-29) related to the “reach eye lip” is won with high probability. Then, in the pseudo bonus lottery process in the rocket mode, if the internal winning combination is “reach eye lip”, a pseudo bonus (“BB (Don BB)” mode described later) is won with a very high probability (described below). (See the pseudo bonus shown in 69).

  When the symbol combination related to “reach eye lip” won in the rocket mode is stopped and displayed on the judgment line, and the stock of the pseudo bonus (“BB” mode described later) is confirmed, the pseudo bonus is stocked as a 1G continuous stock. The The stock pseudo bonuses are released together after the rocket mode is finished.

  In the present embodiment, the combination related to “reach eye lip” is stopped and displayed when the stop button is pressed in order. Therefore, in this embodiment, during the game period in the ART state other than the rocket mode, push order navigation (notification of irregular pressing) that avoids the display of the role related to “reach eye lip” is performed, and the rocket mode game period Does not perform push order navigation, or reports the push order in which the combination related to “reach eye lip” is displayed (does not notify information that avoids displaying the combination related to “reach lip”). That is, in this embodiment, the sub-control circuit 42 can control the symbol combination stop mode in the rocket mode game and the symbol combination stop mode in the ART game other than the rocket mode.

  Further, in this embodiment, in the final game during the rocket mode period, rocket mode continuous lottery is performed, and when the lottery is won, a predetermined number of games in the rocket mode are played again. If the pseudo bonus is not won during the rocket mode period of the predetermined number of games (when the pseudo bonus is not stocked), continuation of the rocket mode is determined with a probability of 100%.

  As described above, in this embodiment, a rocket mode capable of stocking a pseudo bonus with an extremely high probability is provided during the ART operation period. That is, in the game during the ART period, a state in which the player is very advantageous is provided. Therefore, in this embodiment, the interest of the game during the ART period can be further improved.

[BGZ]
BGZ (predetermined gaming state) is a chance zone in which the above-described BG challenge occurs with high probability.

  BGZ games occur in both normal and ART states. Therefore, the game of BGZ (hereinafter referred to as normal BGZ) after the sub gaming state has shifted from the normal state to BGZ is executed in the RT0 or RT1 gaming state. On the other hand, the game of BGZ (hereinafter referred to as ART BGZ) after the sub game state has shifted from the ART state to BGZ is executed in the RT4 game state.

  Then, in the ART BGZ, push order navigation is performed. Note that even in the normal BGZ, push order navigation may be performed (when BGZ mode 2 described later is won).

  In addition, since the number of ART games is not subtracted during the BGZ game during ART, when the sub game state returns to the ART state after the BGZ during ART is finished, the number of ART games remaining at the time of BGZ transition is the same. ART game is resumed.

  In the BGZ, when an internal winning combination (winning numbers 38 to 41) related to “Bell” wins or a rare combination is won, a BG challenge occurs in the next game. In the BG challenge in this BGZ, success / failure may be determined in the BG challenge based on an alternative selection operation by the player, or even if the selection operation by the player is not performed ( When not selected), the success or failure of the BG challenge may be determined. In addition, in the case where a player performs an alternative selection operation in the BG challenge, one of the left effect switch 22L and the right effect switch 22R (see FIGS. 2 and 3) of the pachislot 1 is set to the player. An effect that allows you to select and touch.

  When the BG challenge is successful in the normal BGZ, the privilege of confirming the XR mode and ART is given. In BGZ, a unit game (game) of a predetermined number of games (7 games in the present embodiment) is normally performed, but in a normal BGZ game, BGZ ends with a game that has succeeded in the BG challenge. Then, when the BG challenge is successful in the normal BGZ, the sub gaming state shifts to the ART state, and an XR mode game is performed.

  On the other hand, when the BG challenge is successful in the BGZ during ART (super BGZ), a privilege of confirming the XR mode is given. Further, in the BGZ during ART, even if the BG challenge is successful, the BGZ is not terminated, and the BGZ game is played until the predetermined number of games is consumed. In the BGZ during ART, a privilege (confirmation of the XR mode) is given for each successful BG challenge for a predetermined number of games, and XR modes corresponding to the number of successful times are stocked.

  In the above-described BGZ during ART, even if the BG challenge is successful at an early stage of the predetermined number of games, the BGZ will not be completed. You can continue to enjoy it. Therefore, in the present embodiment, it is possible to further enhance the interest of the game in the BGZ during ART.

  Further, in the BGZ during ART, push order navigation for winning the internal winning combination related to “Bell” is performed, so that the probability of occurrence of the BG challenge is significantly increased compared to the normal BGZ. Further, since the player can directly recognize that the probability of occurrence of the BG challenge is increased by the presence / absence of push order navigation, there is no fear of causing distrust in the game.

  In addition, in the seventh game of BGZ, even when the internal winning combination related to “Bell” wins or when the rare winning combination wins, a BG challenge occurs in the next game (eighth game), and BGZ It will be in an extended state.

[Pseudo Bonus]
The pseudo bonus (specific game state) is a sub game state executed during the RT3 game state.

  In the present embodiment, three game modes are provided in the pseudo bonus. Specifically, three types of “BB mode”, “RB mode”, and “XBB (extreme BB) mode” are provided. The RB mode is divided into two types, “NRB mode” and “SRB mode”.

  The pseudo bonus is performed when the pseudo bonus lottery process is won in the normal state or the ART state. Further, the pseudo bonus winning type (any one of the BB mode, the RB mode, and the XBB mode) is also determined by the pseudo bonus lottery process. In the present embodiment, when the RB mode is won in the ART state, the SRB mode is entered.

  Also, if the game after the sub game state has shifted from the normal state to the pseudo bonus is won, the game of the subsequent pseudo bonus is the game after the sub game state has shifted from the ART state to the pseudo bonus. A similar game is played.

  The contents of each game mode of the pseudo bonus will be described below.

(1) BB mode In this embodiment, 60 games are played in the BB mode. In the game of the BB mode, the symbol combination of the internal winning combination (the internal winning combination of the winning numbers 20 to 22) related to “don alignment (lower alignment, upper alignment, diagonal alignment)” is stopped and displayed on the determination line, When a notification to that effect occurs, the winning of ART and XR mode is confirmed.

  It should be noted that the symbol combination stop display of the internal winning combination related to the “don matching” and a notification to that effect are performed when a don matching permission flag, which will be described later, is on. Further, in the BB mode, a plurality of forms of donation notification generation are prepared, and the player can select a predetermined notification generation form from among them.

  In addition, in the game of the BB mode, when the symbol combination of the internal winning combination (the internal winning combination of the winning number 23) related to “middle don complete (middle don complete)” is stopped and displayed on the determination line, the XBB mode is 1G. Stocked as a continuous stock. Then, after the BB mode game ends, the XBB mode stock is released in 1G ream.

(2) RB (NRB and SRB) mode In the game of RB (NRB and SRB) mode, the end condition is not the number of digest games, but the push order navigation performed when the role related to "Bell" is won internally. It is defined by the number of times (hereinafter referred to as the number of bell navigation). That is, in the RB mode game, the end condition is managed by the number of bell navigations, and when the number of bell navigations reaches a predetermined number, the game in the RB mode ends.

  In the NRB mode, when the stay period in the NRB mode reaches a predetermined number of games, the provision of the XR mode (ART) (privilege provision) is confirmed and the transition to the SRB mode is also confirmed. In the NRB mode, an extra lottery is performed for each game and the number of bell navigations. If a rare combination is won internally, the extra number of bell navigations is won with a high probability. Then, when winning the lottery for the number of bell navigations, the number of bell navigations corresponding to the winning type is added to the number of remaining bell navigations.

  In the SRB mode, an extra lottery is performed for each game and the number of ART games, and when the lottery is won, the extra game number corresponding to the winning type is added to the remaining number of ART games. In addition, when the number of games digested in the SRB mode (the number of staying games) reaches the specific game number (when the value of the XR lottery mode in RB described later becomes “2” to “6”), a predetermined number The number of ART games will be added (except when winning a role related to “don't match permission” and “medium don permission”). For example, if the number of stay games in the SRB mode reaches a specific number of games in which the value of the XR lottery mode in RB described later is “3”, a predetermined number of ART games of 10 or more games is added. (See FIG. 113 described later).

  Further, in the RB (NRB and SRB) mode, when a specified number of games have been consumed (when a specified game described later is achieved), an XR lottery is performed. In this embodiment, an XR lottery is performed with a probability of 100%. Win the ART and win the ART. The corresponding XR mode is stocked.

  As described above, in the present embodiment, the pseudo-bonus end condition is the number of times of the bell navigation, and therefore the end condition is a condition that cannot be directly defined by the number of unit game digests (in the process of digesting multiple unit games). (Conditions that change in stages). On the other hand, a privilege granting condition during the pseudo bonus period is defined by the number of times a unit game is consumed. Thus, the following effects can be obtained by making the management method of the pseudo-bonus end condition different from the management method of the privilege granting condition.

  For example, if a game is won after a transition from the normal state to the pseudo bonus (a game in the NRB mode) (when a privilege is given), a specific game in the subsequent game (a game in the SRB mode) When a number of games are consumed, a predetermined number of ART games is given as a further benefit. Therefore, for example, in the NRB mode, when an operation related to the termination condition of the RB mode, that is, when a privilege is granted without generating a bell navigation (when ART (XR) is won), In the game (the game in the SRB mode), the probability that a further privilege (addition of the ART game number) is given is increased.

  That is, in the RB mode game, the background to the ART (XR) winning (privilege grant) is important. Therefore, in the pachislot machine 1 of the present embodiment, it is difficult to get bored with the game during the game period of the RB mode, and the interest of the game in the RB mode can be further improved.

<Configuration of data table stored in sub-ROM>
Next, the configuration of various data tables stored in the sub ROM 82 will be described with reference to FIGS. 55 to 238.

[Pseudo bonus lottery table]
First, various pseudo bonus lottery tables will be described. The pseudo bonus lottery table is used when performing pseudo bonus lottery in various sub game states.

  The pseudo bonus lottery table defines the correspondence between the pseudo bonus winning type set for each internal winning combination type and the lottery value.

  In the pseudo bonus lottery process using the pseudo bonus lottery table, first, a random value extracted from a predetermined numerical range (0 to 32767, random number denominator = 32768 in this embodiment) is stored in the pseudo bonus lottery table. The lottery value of the specified pseudo bonus winning type is sequentially subtracted. Next, it is determined whether or not the result of subtraction has become negative (whether or not a so-called “digit” has occurred). When the subtraction result is negative (“digit” occurs), the winning type of the pseudo bonus at that time is won.

(1) Pseudo bonus lottery (normal) table Referring to FIGS. 55 to 60, various pseudo bonus lottery (normal) tables used in a pseudo bonus lottery process in a normal middle process (see FIG. 265 described later) described later. explain.

  FIG. 55 is a diagram showing the configuration of the pseudo bonus lottery (normal) table (No. 1). The pseudo bonus lottery (normal) table (part 1) is referred to when the pseudo bonus lottery mode is “0” and the pseudo bonus is “non-stock”. FIG. 56 is a diagram showing the configuration of the pseudo bonus lottery (normal) table (No. 2). The pseudo bonus lottery (normal) table (part 2) is referred to when the pseudo bonus lottery mode is “1” and the pseudo bonus is “non-stock”. FIG. 57 is a diagram showing the configuration of the pseudo bonus lottery (normal) table (No. 3). The pseudo bonus lottery (normal) table (part 3) is referred to when the pseudo bonus lottery mode is “2” and the pseudo bonus is “non-stock”.

  FIG. 58 is a diagram showing a configuration of the pseudo bonus lottery (normal) table (part 4). The pseudo bonus lottery (normal) table (part 4) is referred to when the pseudo bonus lottery mode is “0” and the pseudo bonus is “stock”. FIG. 59 is a diagram showing a configuration of the pseudo bonus lottery (normal) table (No. 5). The pseudo bonus lottery (normal) table (No. 5) is referred to when the pseudo bonus lottery mode is “1” and the pseudo bonus is “stock”. FIG. 60 is a diagram showing the configuration of the pseudo bonus lottery (normal) table (No. 6). The pseudo bonus lottery (normal) table (No. 6) is referred to when the pseudo bonus lottery mode is “2” and the pseudo bonus is “stock”.

  In this embodiment, four types of pseudo bonus lottery modes (“0” to “3”) having different types of winning bonuses, winning probabilities (lottery values) and the like are provided, but pseudo bonus lottery (normal) The table is referred to when the pseudo bonus lottery mode is any one of “0” to “2”. Further, “between non-flags” in which, for example, the pseudo bonus lottery (ordinary) table shown in FIG. 55 is referred to means that the pseudo bonus is not stocked in the current unit game. On the other hand, “between flags” in which, for example, the pseudo bonus lottery (ordinary) table in FIG. 58 is referred to means that the pseudo bonus is stocked in the current unit game.

  Here, the stock types of various game modes will be described. In the present embodiment, “normal stock”, “priority stock”, and “1G continuous stock” are provided as stock types for various game modes. In the “normal stock”, various modes (BB, RB, XBB) in the pseudo bonus, XR mode in the ART state, BGZ, and the like are stocked. In the “priority stock”, only the XR mode is stocked. Therefore, in the following, “priority stock” will be referred to as “XR priority stock”. Furthermore, for example, a pseudo bonus won in the rocket mode is stocked in the “1G ream stock”.

  Next, the winning types of the pseudo bonus defined in the pseudo bonus lottery (normal) table will be described. In the pseudo bonus lottery (ordinary) table, RB winning (early release), RB winning (rear release), red 7BB winning (early release), red 7BB winning (rear release), and don BB winning are listed as pseudo bonus winning types. (First release), don BB win (after release), don BB win (immediate release), XBB1 win (early release), XBB1 win (post release), XBB1 win (immediate release), XBB2 win (immediate release) and non- The winner will be defined.

  “Red 7BB” and “Don BB” correspond to the pseudo-bonus BB mode, and “XBB1” and “XBB2” correspond to the pseudo-bonus XBB mode. “First release” means that the corresponding pseudo bonus is stored at the head of the normal stock. In this case, the “first release” pseudo bonus is the first among the various game stocks stored in the normal stock. To be executed. “Post-release” means storing the corresponding pseudo bonus at the end of the normal stock. In this case, after the games of various game stocks already stored in the normal stock are digested, The “release” pseudo bonus is executed. “Immediate release” means that a pseudo bonus won from the next game is started.

  The contents of the various internal winning combinations defined in the pseudo bonus lottery (normal) table are as follows. “Outgoing 1” corresponds to a case where “out” is won during the RT0 gaming state or the RT1 gaming state. The “missing 2” corresponds to a case where “losing” is won in the RT gaming state other than the RT0 gaming state and the RT1 gaming state.

  The “normal lip” is a replay combination that is internally won at the data pointer “1”. “High RT Lip” is a replay role other than “Normal Lip”.

  The “push order bell” is a small part related to “bell” that is won internally in the data pointers “39” to “41”. The “middle stage bell” is a small part related to the “bell” that is won internally in the data pointer “38”. “15 bells” is a small part related to “bell” which is won internally in the data pointer “36”.

  “Weak ice” is a small role related to “ice” which is won internally in the data pointer “42”. “Strong ice” is a small role related to “ice” which is won internally in the data pointer “43”. “MB medium role 3” is a role that is internally won by data pointers “53” to “57”. “R2 ice” corresponds to the case where the lock number “2” is won and the small combination related to “ice” of the data pointer “43” or “44” is internally won.

  “Weak cherry” is a small part related to “cherry” which is won internally in the data pointer “45”. “Strong cherry” is a small part related to “Cherry” that is won internally in the data pointer “46”. The “middle cherry” is a small part related to “cherry” that is won internally by the data pointer “47”. “Determined cherry” is a small part related to “cherry” that is won internally in the data pointer “48”.

  The “chance” is a small role that is internally won by the data pointer “49”. “MB” is a bonus that is won internally by the data pointer “50”. “MB medium role 1” is a role that is internally won by data pointers “51”, “52”, and “59” to “86”. “MB medium combination 2” is a combination that is internally won by the data pointer “58”.

  The “reach eye lips 1 and 2” are replay roles that are internally won by the data pointers “24” and “25”. The “reach eye lips 3, 4, 5” are replay roles that are internally won by the data pointers “26” to “28”.

  “Simple donation” is a replay role that is internally won by the data pointer “8”. The “just middle stage donation” is a replay combination that is internally won by the data pointer “9”. The “middle middle don-match R3” corresponds to the case where the lock number “3” is won and the replay combination related to the data pointer “9” is internally won.

(2) Pseudo Bonus Lottery (During ART) Table With reference to FIGS. 61 to 66, various pseudo bonus lottery (During ART) tables will be described. In addition, the pseudo bonus lottery (ART) table includes an ART preparation process (described later with reference to FIG. 268), an ART process described later (refer to FIGS. 270 to 272 described later), and an XR process (described later). 276 to 278) and an XR carnival mid-process (to be described later) (see FIG. 280 to be described later).

  FIG. 61 is a diagram showing a configuration of a pseudo bonus lottery (during ART) table (part 1). The pseudo bonus lottery (during ART) table (part 1) is referred to when the pseudo bonus lottery mode is “0” and the pseudo bonus is “non-stock”. FIG. 62 is a diagram showing a configuration of the pseudo bonus lottery (during ART) table (part 2). The pseudo bonus lottery (during ART) table (part 2) is referred to when the pseudo bonus lottery mode is “1” and the pseudo bonus is “non-stock”. FIG. 63 is a diagram showing a configuration of a pseudo bonus lottery (during ART) table (part 3). The pseudo bonus lottery (during ART) table (part 3) is referred to when the pseudo bonus lottery mode is “2” and the pseudo bonus is “non-stock”.

  FIG. 64 is a diagram showing a configuration of the pseudo bonus lottery (during ART) table (part 4). The pseudo bonus lottery (during ART) table (part 4) is referred to when the pseudo bonus lottery mode is “0” and the pseudo bonus is “stock”. FIG. 65 is a diagram showing a configuration of the pseudo bonus lottery (during ART) table (No. 5). The pseudo bonus lottery (during ART) table (No. 5) is referred to when the pseudo bonus lottery mode is “1” and the pseudo bonus is “in stock”. FIG. 66 is a view showing the structure of a pseudo bonus lottery (during ART) table (No. 6). The pseudo bonus lottery (during ART) table (No. 6) is referred to when the pseudo bonus lottery mode is “2” and the pseudo bonus is “stock”.

  Each of the pseudo bonus lottery (in ART) tables shown in FIGS. 61 to 66 (internal winning combination type and pseudo bonus winning type) is the pseudo bonus lottery shown in FIG. 55, etc., except for the lottery value setting mode. Since the configuration is the same as that of (normal) tables, description of these table configurations is omitted.

(3) Pseudo bonus lottery (in the confirmation screen) table FIG. 67 is a diagram showing a configuration of the pseudo bonus lottery (in the confirmation screen) table. The pseudo bonus lottery (in the confirmation screen) table is used in the pseudo bonus lottery process in the later-described confirmation screen in-process (see FIG. 285 described later).

  The various types of pseudo bonus winning types defined in the pseudo bonus lottery (in the confirmation screen) table are the same as those of the pseudo bonus lottery (normal) table shown in FIG. To do. Also, among the various internal winning combinations defined in the pseudo bonus lottery (in the confirmation screen) table, except for the “RB facile”, it is the same as that described in the pseudo bonus lottery (normal) table shown in FIG. . Note that “RB Faye rip” is a replay role that is internally won in the data pointer “16”.

(4) Pseudo bonus lottery (pseudo bonus end waiting) table FIG. 68 is a diagram showing a configuration of a pseudo bonus lottery (pseudo bonus end waiting) table. The pseudo bonus lottery (pseudo bonus end waiting) table is used in a pseudo bonus lottery process in a pseudo bonus end stand-by process described later (see FIG. 291 described later).