WO2007026399A1 - Game machine, game control method, and game system - Google Patents

Game machine, game control method, and game system Download PDF

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Publication number
WO2007026399A1
WO2007026399A1 PCT/JP2005/015797 JP2005015797W WO2007026399A1 WO 2007026399 A1 WO2007026399 A1 WO 2007026399A1 JP 2005015797 W JP2005015797 W JP 2005015797W WO 2007026399 A1 WO2007026399 A1 WO 2007026399A1
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WO
WIPO (PCT)
Prior art keywords
game
player
special
gaming machine
condition
Prior art date
Application number
PCT/JP2005/015797
Other languages
French (fr)
Japanese (ja)
Inventor
Kazuo Okada
Jun Fujimoto
Original Assignee
Aruze Corporation
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Aruze Corporation filed Critical Aruze Corporation
Priority to PCT/JP2005/015797 priority Critical patent/WO2007026399A1/en
Priority to JP2007533072A priority patent/JPWO2007026399A1/en
Priority to US11/262,804 priority patent/US20070060282A1/en
Priority to AU2006201320A priority patent/AU2006201320A1/en
Priority to EP06290502A priority patent/EP1760675A1/en
Priority to EA200601037A priority patent/EA200601037A1/en
Publication of WO2007026399A1 publication Critical patent/WO2007026399A1/en

Links

Classifications

    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/326Game play aspects of gaming systems
    • G07F17/3267Game outcomes which determine the course of the subsequent game, e.g. double or quits, free games, higher payouts, different new games
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3244Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes

Definitions

  • Game machine Game machine, game control method, and game system
  • the present invention includes a gaming machine such as a slot machine for playing a game using a gaming medium (game value) such as a coin, a gaming control method for the gaming machine, and the gaming machine and a control device.
  • a gaming machine such as a slot machine for playing a game using a gaming medium (game value) such as a coin
  • game value such as a coin
  • a gaming control method for the gaming machine and the gaming machine and a control device.
  • a host computer and a plurality of gaming machines are network-connected, and the host computer controls the generation of bonuses in the gaming machines (see, for example, Patent Document 2).
  • the host computer accumulates the number of coins inserted in each gaming machine, and accumulates a part of the number of coins inserted in a plurality of gaming machines as a bonus pool.
  • the host computer gives a bonus qualification to gaming machines whose coins have reached a predetermined number.
  • host computer When the value of the bonus pool reaches a predetermined threshold, a command is sent to one gaming machine selected from the gaming machines to which the bonus qualification is granted. A gaming machine that has received the command has a high gear!
  • Patent Document 1 Japanese Patent Application Laid-Open No. 2003-117053
  • Patent Document 2 US Patent No. 5820459
  • the present invention has been made in view of the above-described problems, and the purpose of the present invention is to cause a player who has consumed a large number of coins and other game media to feel uncomfortable or distrustful of the game. It is an object of the present invention to provide a gaming machine, a control device, and a gaming system that can prevent the loss of interest and interest in gaming.
  • the present invention provides the following.
  • Means for generating a first special gaming state which is a gaming state advantageous to the player when the determined combination is a special combination
  • the gaming state when the condition that the number of games reaches the set value to be compared with the number of games is satisfied, the gaming state is advantageous for the player and the condition is satisfied.
  • a second special gaming state that occurs only occasionally occurs. Therefore, even if a large number of game media are consumed without the first special game state occurring for a long period of time, if the game is played until the number of games reaches the set value, the second special game state occurs. The player can get the profit.
  • the second special gaming state is a gaming state that occurs only when the above conditions are met, the player is impressed that a return is made for playing the game until the number of games reaches the set value. In addition, it can enhance the fun of the game. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling uncomfortable or distrustful of the game or losing interest in the game.
  • a gaming machine connected via a communication line to a control device that cumulatively counts the number of games in each of a plurality of gaming machines for each gaming machine
  • a role determining means for determining a role by lottery Means for generating a first special gaming state, which is a gaming state advantageous to the player when the determined combination is a special combination;
  • the gaming state is advantageous to the player.
  • a second special game state that occurs only when the above condition is satisfied is generated. Therefore, even if the first special gaming state does not occur for a long period of time and many game media are consumed, the second special gaming state will occur if the game is played until the number of games reaches the set value. However, the player can obtain the profit.
  • the second special gaming state is a gaming state that occurs only when the above conditions are satisfied, the player is impressed that a return is made for playing the game until the number of games reaches the set value. It is possible to improve the fun of the game. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling unpleasant if the game is unpleasant or losing interest or interest in the game.
  • Means for generating a first special state which is a game state advantageous to the player when the determined combination is a special combination
  • the number of games is cumulatively counted, and it is determined whether a condition for reaching the set value to be compared with the number of games is satisfied. Then, when it is determined that the above condition is satisfied, a second special gaming state is generated that is a gaming state advantageous to the player and occurs only when the above condition is satisfied. Therefore, even if a large number of game media are consumed without the occurrence of the first special game state over a long period of time, if the game is played until the number of games reaches the set value, the second special game state is Once generated, the player can benefit from it.
  • the second special gaming state is a gaming state that occurs only when the above condition is established, the player is informed that the game will be rewarded until the number of games reaches the set value. In addition to making an impression, it can enhance the fun of the game. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling unpleasant if the game is unpleasant or losing interest in the game.
  • the present invention provides the following.
  • the means for generating the second special game state is a payout of a number of game media in the second special game state according to the balance of game media counted cumulatively until the second special game state is generated. It is characterized by performing.
  • the present invention provides the following.
  • the gaming machine has a receiving means that can accept the input of game media up to a predetermined upper limit for one game,
  • the means for generating the second special game state is the second special game state when the condition that the number of games reaches the set value is satisfied, and the number of game media inserted for that game is the upper limit value. A game state is generated.
  • a symbol display means for performing a change display and a stop display of a plurality of symbols
  • Means for generating a first special game state which is a game state advantageous to the player, when a combination of a plurality of symbols stopped and displayed on the winning line defined by the symbol display means is a special role;
  • the second special game state in which the number of winning lines is relatively increased when the condition that the number of games reaches the set value to be compared with the number of games is satisfied. generate.
  • the first special gaming state is likely to occur. Therefore, even if a large number of game media are consumed without the first special game state occurring for a long period of time, if the game is played until the number of games reaches the set value, the second special game state occurs.
  • the player can advance the game in an advantageous state. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling unpleasant if the game is unpleasant or losing interest in the game.
  • the above condition is satisfied. It is desirable that the gaming state occurs only when This is because it is possible to impress the player that the game will be rewarded until the number of games reaches the set value, and to enhance the fun of the game.
  • a gaming machine connected via a communication line to a control device that cumulatively counts the number of games in each of a plurality of gaming machines for each gaming machine
  • a symbol display means for performing a change display and a stop display of a plurality of symbols
  • Means for generating a first special game state which is a game state advantageous to the player, when a combination of a plurality of symbols stopped and displayed on the winning line defined by the symbol display means is a special role;
  • the number of winning lines is relatively increased.
  • a second special game state is generated.
  • the winning line increases, there is a high possibility that a combination of a plurality of symbols stopped and displayed on the winning line will play a special role, so the first special gaming state is likely to occur. Therefore, even if a large number of game media are consumed without the occurrence of the first special game state over a long period of time, if the game is played until the number of games reaches the set value, the second special game state occurs.
  • the player can proceed with the game in an advantageous state. As a result, a player who has consumed a large number of game media can play games. If it is uncomfortable, it can prevent distrust and lose interest in the game.
  • the present invention provides the following.
  • a symbol display means for performing a change display and a stop display of a plurality of symbols
  • Means for generating a first special state which is a game state advantageous to the player when a combination of a plurality of symbols stopped and displayed on the winning line defined by the symbol display means is a special role;
  • Determining means for determining whether or not a condition is reached in which the number of games reaches a set value to be compared with the number of games;
  • the number of games is cumulatively counted, and it is determined whether a condition for reaching the set value to be compared with the number of games is satisfied.
  • a second special game state in which the number of winning lines is relatively increased is generated.
  • the first special gaming state is likely to occur. Therefore, even if a large number of game media are consumed without the first special gaming state occurring for a long period of time, if the game is played until the number of games reaches the set value, the second special gaming state is generated.
  • the player can advance the game in an advantageous state. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling unpleasant if the game is unpleasant or losing interest in the game.
  • the present invention provides the following.
  • a gaming machine equipped with an arithmetic processing unit and a storage device,
  • the arithmetic processing unit is
  • a program for generating a first special gaming state which is a gaming state advantageous for the player, is read from the storage device and executed;
  • the gaming state when the condition that the number of games reaches the set value to be compared with the number of games is satisfied, the gaming state is advantageous for the player and the condition is satisfied.
  • a second special gaming state that occurs only occasionally occurs. Therefore, even if a large number of game media are consumed without the first special game state occurring for a long period of time, if the game is played until the number of games reaches the set value, the second special game state occurs. The player can get the profit.
  • the second special gaming state is a gaming state that occurs only when the above conditions are met, the player is impressed that a return is made for playing the game until the number of games reaches the set value. In addition, it can enhance the fun of the game. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling uncomfortable or distrustful of the game or losing interest in the game.
  • a gaming machine comprising an arithmetic processing unit and a storage device and connected via a communication line to a control device that cumulatively counts the number of games in each of a plurality of gaming machines for each gaming machine,
  • the arithmetic processing unit is
  • a program for generating a first special gaming state which is a gaming state advantageous for the player, is read from the storage device and executed;
  • the game state is advantageous to the player.
  • a second special game state that occurs only when the above condition is satisfied is generated. Therefore, even if the first special gaming state does not occur for a long period of time and many game media are consumed, the second special gaming state will occur if the game is played until the number of games reaches the set value. However, the player can obtain the profit.
  • the second special gaming state is a gaming state that occurs only when the above conditions are satisfied, the player is impressed that a return is made for playing the game until the number of games reaches the set value. It is possible to improve the fun of the game. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling unpleasant if the game is unpleasant or losing interest or interest in the game.
  • the arithmetic processing unit is
  • a program for generating a first special gaming state which is a gaming state advantageous for the player, is read from the storage device and executed;
  • a program for generating a second special gaming state that is a gaming state advantageous to the player and that occurs only when the above condition is satisfied is stored in the storage device.
  • the number of games is cumulatively counted, and it is determined whether a condition for reaching the set value to be compared with the number of games is satisfied. Then, when it is determined that the above condition is satisfied, a second special gaming state is generated that is a gaming state advantageous to the player and occurs only when the above condition is satisfied. Therefore, even if a large number of game media are consumed without the occurrence of the first special game state over a long period of time, if the game is played until the number of games reaches the set value, the second special game state is Once generated, the player can benefit from it.
  • the second special gaming state is a gaming state that occurs only when the above condition is established, the player is informed that the game will be rewarded until the number of games reaches the set value. In addition to making an impression, it can enhance the fun of the game. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling unpleasant if the game is unpleasant or losing interest in the game.
  • the arithmetic processing unit is
  • a productor for generating a second special game state in which a number of game media are paid out according to the balance of game media that are cumulatively counted until the second special game state is generated. It is characterized by executing the program.
  • the arithmetic processing unit is
  • a gaming machine comprising an arithmetic processing device, a storage device, and a symbol display device capable of performing variable display and stop display of a plurality of symbols,
  • the arithmetic processing unit is
  • the symbol display device causes the plurality of symbols to be variably displayed and then stopped and displayed
  • a program for generating a first special game state which is a game state advantageous to a player, when a combination of a plurality of symbols stopped and displayed on a winning line defined by the symbol display device is a special role Is read from the storage device and executed, and
  • the second special gaming state in which the number of winning lines is relatively increased when the condition that the number of games reaches the set value to be compared with the number of games is satisfied. Is generated.
  • the winning line increases, there is a high possibility that a combination of a plurality of symbols that are stopped and displayed on the winning line will play a special role, so the first special gaming state is likely to occur. Therefore, even if a large number of game media are consumed without the first special gaming state occurring for a long period of time, the second special gaming state will occur if the game is played until the number of games reaches the set value.
  • the player can advance the game in an advantageous state. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling unpleasant if the game is unpleasant or losing interest in the game.
  • the arithmetic processing unit is
  • the symbol display device causes the plurality of symbols to be variably displayed and then stopped and displayed
  • a program for generating a first special game state which is a game state advantageous to a player, when a combination of a plurality of symbols stopped and displayed on a winning line defined by the symbol display device is a special role Is read from the storage device and executed, and
  • the number of winning lines is relatively increased.
  • a second special game state is generated.
  • the winning line increases, the combination of a plurality of symbols stopped and displayed on the winning line is more likely to be a special role, so the first special gaming state is likely to occur. Therefore, even if a large number of game media are consumed without the first special gaming state occurring for a long period of time, if the game is played until the number of games reaches the set value, the second special gaming state occurs.
  • the player can proceed with the game in an advantageous state. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling uncomfortable or distrustful of the game or losing interest in the game.
  • a gaming machine comprising an arithmetic processing device, a storage device, and a symbol display device capable of performing variable display and stop display of a plurality of symbols,
  • the arithmetic processing unit is
  • the symbol display device causes the plurality of symbols to be variably displayed and then stopped and displayed
  • a program for generating a first special game state which is a game state advantageous to a player, when a combination of a plurality of symbols stopped and displayed on a winning line defined by the symbol display device is a special role Is read from the storage device and executed, and A process of cumulatively counting the number of games each time a game is played,
  • a program for generating a second special gaming state in which the number of winning lines is relatively increased is read from the storage device and executed.
  • the number of games is cumulatively counted, and it is determined whether a condition for reaching the set value to be compared with the number of games is satisfied.
  • a second special game state in which the number of winning lines is relatively increased is generated.
  • the first special gaming state is likely to occur. Therefore, even if a large number of game media are consumed without the first special gaming state occurring for a long period of time, if the game is played until the number of games reaches the set value, the second special gaming state is generated.
  • the player can advance the game in an advantageous state. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling unpleasant if the game is unpleasant or losing interest in the game.
  • Means for generating a first special gaming state which is a gaming state advantageous to the player when the determined combination is a special combination
  • the game state is advantageous to the player and Means for generating a second special gaming state that occurs only when the above condition is satisfied;
  • the balance of game media is to be compared with the balance of game media.
  • a condition that is less than or equal to the set value is satisfied, a second special gaming state that is advantageous to the player and that occurs only when the above condition is satisfied is generated. Therefore, even if a large number of game media are consumed without the occurrence of the first special game state over a long period of time, if the game is played until the balance of the game media falls below the set value, the second special game state Is generated and the player can obtain the profit.
  • the second special gaming state is a gaming state that occurs only when the above condition is satisfied, the player will be rewarded for playing the game until the balance of the gaming medium falls below the set value. It is possible to make an impression on the game and to enhance the fun of the game. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling uncomfortable if the game is unpleasant or losing interest in the game.
  • a gaming machine connected via a communication line to a control device that cumulatively counts the balance of gaming media in each of a plurality of gaming machines for each gaming machine,
  • Means for generating a first special gaming state which is a gaming state advantageous to the player when the determined combination is a special combination
  • the balance of the game medium that is cumulatively counted by the control device is less than or equal to the set value to be compared with the balance of the game medium.
  • Means for receiving a command signal transmitted by the control device force when the following condition is satisfied;
  • the second special gaming state is a gaming state that occurs only when the above conditions are satisfied, it is assumed that a return is made for playing the game until the balance of the gaming medium falls below the set value. It can impress people and enhance the fun of the game. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling uncomfortable if the game is unpleasant or losing interest in the game.
  • Means for generating a first special state which is a game state advantageous to the player when the determined combination is a special combination
  • Determining means for determining whether or not a condition that the balance of the game medium is equal to or less than a set value to be compared with the balance of the game medium
  • the balance of the game media is cumulatively counted, and the condition that the balance of the game media is equal to or less than a set value to be compared with the balance of the game media is satisfied. Determine whether or not. Then, when it is determined that the above condition is satisfied, a second special gaming state is generated that is a gaming state advantageous to the player and that occurs only when the above condition is satisfied. Therefore, even if a large number of game media are consumed without the occurrence of the first special game state over a long period of time, if the game is played until the balance of the game media falls below the set value, the second special game state Is generated and the player can obtain the profit.
  • the second special gaming state is a gaming state that occurs only when the above condition is satisfied, a return is made for playing the game until the balance of the gaming medium falls below a set value. Can be impressed by the player, and the fun of the game can be enhanced. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling uncomfortable if the game is unpleasant or losing interest in the game.
  • the means for generating the second special game state pays out a number of game media in the second special game state according to the number of games cumulatively counted until the second special game state is generated. It is characterized by that.
  • It has a receiving means that can accept the input of game media up to a predetermined upper limit for one game
  • the means for generating the second special gaming state is when the condition that the balance of the gaming media is less than or equal to the set value is satisfied, and the number of gaming media inserted for that game is the upper limit.
  • the second special game state is generated.
  • (22) a role determining means for determining a role by lottery
  • a symbol display means for performing a change display and a stop display of a plurality of symbols
  • a plurality of symbols stopped and displayed on the winning line defined by the symbol display means Means for generating a first special game state, which is a game state advantageous to the player when the combination of
  • the number of winning lines is relatively increased. 2 Generate a special gaming state. As the winning line increases, there is a high possibility that a combination of symbols that are stopped and displayed on the winning line will play a special role, so the first special gaming state is likely to occur. Therefore, even if a large number of game media are consumed without the occurrence of the first special game state over a long period of time, if the game is played until the balance of the game media falls below the set value, the second special game A situation occurs, and the player can proceed with the game in an advantageous state. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling uncomfortable or distrustful of the game or losing interest or interest in the game.
  • a gaming machine connected via a communication line to a control device that cumulatively counts the balance of gaming media in each of a plurality of gaming machines for each gaming machine,
  • a symbol display means for performing a change display and a stop display of a plurality of symbols
  • Means for generating a first special game state which is a game state advantageous to the player, when a combination of a plurality of symbols stopped and displayed on the winning line defined by the symbol display means is a special role;
  • a symbol display means for performing a change display and a stop display of a plurality of symbols
  • Means for generating a first special state which is a game state advantageous to the player when a combination of a plurality of symbols stopped and displayed on the winning line defined by the symbol display means is a special role;
  • Determining means for determining whether or not a condition that the balance of the game medium is equal to or less than a set value to be compared with the balance of the game medium
  • the balance of the game media is cumulatively counted, and the condition that the balance of the game media is equal to or less than a set value to be compared with the balance of the game media is satisfied. Determine whether or not. Then, when it is determined that the above condition is satisfied, a second special game state in which the number of winning lines is relatively increased is generated. As the winning line increases, the combination of a plurality of symbols stopped and displayed on the winning line is more likely to have a special role, so the first special gaming state is likely to occur.
  • a gaming machine comprising an arithmetic processing unit and a storage device
  • the arithmetic processing unit is
  • a program for generating a first special gaming state which is a gaming state advantageous for the player, is read from the storage device and executed;
  • the game state is advantageous to the player and A second special game state that occurs only when the above conditions are met is generated. Therefore, even if a large number of game media are consumed without the occurrence of the first special game state over a long period of time, if the game is played until the balance of the game media falls below the set value, the second special game state Is generated and the player can obtain the profit.
  • the second special gaming state is a gaming state that occurs only when the above condition is satisfied, the player will be rewarded for playing the game until the balance of the gaming medium falls below the set value. It is possible to make an impression on the game and to enhance the fun of the game. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling uncomfortable if the game is unpleasant or losing interest in the game.
  • the present invention provides the following.
  • a gaming machine comprising an arithmetic processing unit and a storage device and connected via a communication line to a control unit that cumulatively counts the balance of gaming media in each of a plurality of gaming machines for each gaming machine.
  • the arithmetic processing unit is
  • a program for generating a first special gaming state which is a gaming state advantageous for the player, is read from the storage device and executed;
  • the balance of the game medium that is cumulatively counted by the control device is less than or equal to the set value to be compared with the balance of the game medium.
  • a program for generating a second special game state that is a game state advantageous to the player and is generated only when the above condition is satisfied is Processing to be read from the storage device and executed
  • the player when the condition that the balance of the game media counted in the control device is equal to or less than a set value to be compared with the balance of the game media is satisfied.
  • a second special game state that occurs only when the above condition is satisfied. Therefore, even if a large number of game media are consumed without the occurrence of the first special game state over a long period of time, if the game is played until the balance of the game media falls below the set value, the second special game A situation occurs and the player can benefit from it.
  • the second special gaming state is a gaming state that occurs only when the above conditions are satisfied, it is assumed that a return is made for playing the game until the balance of the gaming medium falls below the set value. It can impress people and enhance the fun of the game. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling uncomfortable if the game is unpleasant or losing interest in the game.
  • a gaming machine comprising an arithmetic processing unit and a storage device
  • the arithmetic processing unit is
  • a program for generating a first special gaming state which is a gaming state advantageous for the player, is read from the storage device and executed;
  • a process for determining whether or not a condition that the balance of the game medium is equal to or less than a set value to be compared with the balance of the game medium is satisfied;
  • a program for generating a second special gaming state that is a gaming state advantageous to the player and that occurs only when the above condition is satisfied is stored in the storage device.
  • the balance of the game media is cumulatively counted, and the condition that the balance of the game media is equal to or less than a set value to be compared with the balance of the game media is satisfied. Determine whether or not. Then, when it is determined that the above condition is satisfied, a second special gaming state is generated that is a gaming state advantageous to the player and that occurs only when the above condition is satisfied. Therefore, even if a large number of game media are consumed without the occurrence of the first special game state over a long period of time, if the game is played until the balance of the game media falls below the set value, the second special game state Is generated and the player can obtain the profit.
  • the second special gaming state is a gaming state that occurs only when the above conditions are satisfied, it is assumed that a return is made for playing the game until the balance of the gaming medium falls below a set value. It can impress people and enhance the fun of the game. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling uncomfortable if the game is unpleasant or losing interest in the game.
  • the arithmetic processing unit is
  • a program for generating a second special game state is executed in which a number of game media are paid out according to the number of games cumulatively counted until the second special game state is generated. To do.
  • the present invention provides the following.
  • the arithmetic processing unit is
  • the number of game media input for that game is the predetermined number of game media investment for one game.
  • a program for generating the second special gaming state is executed when the upper limit of the number of entries is reached.
  • the player can be encouraged to insert the game media up to the upper limit value, and the facility such as a casino can increase profits.
  • a gaming machine including an arithmetic processing device, a storage device, and a symbol display device capable of performing variable display and stop display of a plurality of symbols,
  • the arithmetic processing unit is
  • the symbol display device causes the plurality of symbols to be variably displayed and then stopped and displayed
  • a program for generating a first special game state which is a game state advantageous to a player, when a combination of a plurality of symbols stopped and displayed on a winning line defined by the symbol display device is a special role Is read from the storage device and executed, and
  • the number of winning lines is relatively increased when the condition that the balance of game media that is counted cumulatively for each game is less than or equal to the set value to be compared with the balance of game media is satisfied.
  • the number of winning lines is relatively increased. 2 Generate a special gaming state. As the winning line increases, there is a high possibility that a combination of symbols that are stopped and displayed on the winning line will play a special role, so the first special gaming state is likely to occur. Therefore, even if a large number of game media are consumed without the occurrence of the first special game state over a long period of time, if the game is played until the balance of the game media falls below the set value, the second special game A situation occurs, and the player plays in an advantageous state.
  • the technique can be advanced. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling uncomfortable or distrustful of the game or losing interest or interest in the game.
  • the present invention provides the following.
  • a computing device, a storage device, and a symbol display device capable of performing variable display and stop display of a plurality of symbols are provided, and the balance of gaming media in each of the plurality of gaming machines is determined for each gaming machine.
  • a game machine connected via a communication line to a control device for cumulative counting,
  • the arithmetic processing unit is
  • the symbol display device causes the plurality of symbols to be variably displayed and then stopped and displayed
  • a program for generating a first special game state which is a game state advantageous to a player, when a combination of a plurality of symbols stopped and displayed on a winning line defined by the symbol display device is a special role Is read from the storage device and executed, and
  • the balance of the game medium that is cumulatively counted by the control device is less than or equal to the set value to be compared with the balance of the game medium.
  • the balance of game media counted in the control device is the above game media.
  • a second special game state in which the number of winning lines is relatively increased is generated.
  • the winning line increases, the combination of a plurality of symbols stopped and displayed on the winning line is more likely to have a special role, so the first special gaming state is likely to occur. Therefore, even if a large number of game media are consumed without the occurrence of the first special game state over a long period of time, if the game is played until the balance of the game media is below the set value, 2 A special game state occurs, and the player can advance the game in an advantageous state. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling unpleasant if the game is unpleasant or losing interest in the game.
  • the present invention provides the following.
  • An arithmetic processing device, a storage device, and a gaming machine provided with a symbol display device capable of performing variable display and stop display of a plurality of symbols,
  • the arithmetic processing unit is
  • the symbol display device causes the plurality of symbols to be variably displayed and then stopped and displayed
  • a program for generating a first special game state which is a game state advantageous to a player, when a combination of a plurality of symbols stopped and displayed on a winning line defined by the symbol display device is a special role Is read from the storage device and executed, and
  • a process for determining whether or not a condition that the balance of the game media is equal to or less than a set value to be compared with the balance of the game media is satisfied;
  • a program for generating a second special gaming state in which the number of winning lines is relatively increased is read from the storage device and executed.
  • a game machine characterized by executing [0075] the balance of the game media is cumulatively counted, and the condition that the balance of the game media is equal to or less than a set value to be compared with the balance of the game media is satisfied. Determine whether or not. Then, when it is determined that the above condition is satisfied, a second special game state in which the number of winning lines is relatively increased is generated. As the winning line increases, the combination of a plurality of symbols stopped and displayed on the winning line is more likely to have a special role, so the first special gaming state is likely to occur.
  • the present invention provides the following.
  • (36) means for giving a profit to the player in accordance with a combination of symbols stopped and displayed on the winning line based on the result of the lottery;
  • a game control method comprising: [0085] According to the invention of (37), when the number of games played by a player satisfies a predetermined condition, a profit that is given only when the condition is satisfied is given to the player. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling unpleasant if the game is unpleasant or losing interest or interest in the game.
  • a game control method comprising:
  • a game control method comprising:
  • a game control method comprising:
  • the player's game media balance satisfies a predetermined condition
  • the number of winning lines increases, so the player can play the game at a predetermined condition.
  • the game can be advanced in an advantageous state. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling unpleasant if the game is unpleasant or losing interest in the game.
  • a gaming system comprising a gaming machine and a control device
  • the above gaming machine is
  • a gaming system characterized by that.
  • a gaming system comprising a gaming machine and a control device
  • the above gaming machine is
  • the number of winning lines increases, so the player can play until the number of games satisfies the predetermined condition. If a game is played, the game can be advanced in an advantageous state. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling unpleasant if the game is unpleasant or losing interest or interest in the game.
  • a gaming system comprising a gaming machine and a control device
  • the above gaming machine is
  • a gaming system characterized by that.
  • a gaming system comprising a gaming machine and a control device
  • the game medium of the player when the balance of the game medium of the player satisfies a predetermined condition, the number of winning lines increases, so the player can determine that the number of games satisfies the predetermined condition.
  • the game can be advanced in an advantageous state. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling unpleasant if the game is unpleasant or losing interest in the game.
  • FIG. 1 is a schematic diagram showing the overall configuration of the gaming system according to the first embodiment.
  • the gaming system 100 includes a plurality of gaming machines 10 and a control device 200 connected to these gaming machines 10 via a predetermined communication line 101.
  • a gaming system 100 may be built in one gaming facility capable of performing various games such as a casino or a casino.
  • the communication line 101 is not particularly limited, and may be a wired line or a wireless line.
  • the gaming machine 10 is a slot machine.
  • the gaming machine is not limited to a slot machine, and may be a so-called single game machine such as a video slot machine or a video card game machine.
  • a game that requires a certain amount of time to display a result, such as It may be a so-called mass game machine (multi-terminal / gaming machine).
  • the gaming machine 10 coins, bills, or electronic valuable information corresponding to these are used as game media.
  • the game media are not particularly limited, and examples thereof include medals, tokens, electronic money, and tickets.
  • the ticket is not particularly limited, and examples thereof include a ticket with a barcode as described later.
  • the control device 200 controls a plurality of gaming machines 10.
  • the control device 200 controls the transition to the return mode in each gaming machine 10.
  • the return mode corresponds to the second special game state in the present invention, and a large number of coins are paid out in the return mode.
  • the control device 200 may control the reduction rate by controlling the transition to the reduction mode. In this case, the control device 200 may control the return rate of the gaming machines 10 individually, or may control the return rate of the plurality of gaming machines 10 as a whole.
  • the control device 200 may have a function as a so-called hall server installed in a gaming facility having a plurality of gaming machines 10, a server that collectively manages a plurality of gaming facilities, or the like. Each gaming machine 10 is given a unique identification number, and the control device 200 determines the origin of data sent from each gaming machine 10 based on the identification number. Also, when transmitting data from the control device 200 to the gaming machine 10, the transmission destination can be specified using the identification number.
  • the identification number of the gaming machine corresponds to the identification information of the gaming machine in the present invention.
  • the identification information of the gaming machine is not particularly limited, and examples thereof include letters, symbols, numbers, and combinations thereof.
  • FIG. 2 is a perspective view schematically showing the gaming machine according to the first embodiment.
  • the gaming machine 10 includes a cabinet 11, a top box 12 installed on the upper side of the cabinet 11, and a main door 13 provided on the front surface of the cabinet 11. Inside the cabinet 11, three reels 14 (14L, 14C, 14R) are rotatably provided. On the outer peripheral surface of each reel 14, a symbol row consisting of 22 symbols (hereinafter also referred to as symbols) is drawn.
  • the reel 14 (14L, 14C, 14R) is a symbol display device. It constitutes and constitutes symbol display means.
  • a lower image display panel 16 is provided in front of each reel 14 in the main door 13.
  • the lower image display panel 16 includes a transparent liquid crystal panel, and various information about the game, effect images, and the like are displayed during the game.
  • a credit number display part 31 and a payout number display part 32 are set on the lower image display panel 16, a credit number display part 31 and a payout number display part 32 are set.
  • the number of credits display section 31 displays the number of credited coins as an image.
  • the payout display section 32 the number of coins paid out when the combination of symbols stopped on the winning line L is a predetermined combination is displayed as an image.
  • the lower image display panel 16 is formed with three display windows 15 (15L, 15C, 15R) whose rear surface is visible, and the outer peripheral surface of each reel 14 through each display window 15. Three symbols are displayed on the screen.
  • the lower image display panel 16 displays one pay line L that horizontally crosses the three display windows 15.
  • the winning line L defines the combination of symbols. When the combination of symbols stopped on the winning line L is a predetermined combination, the number of coins corresponding to the combination and the number of coins inserted (BET number) is paid out.
  • the display window 15 and the lower image display panel 16 (16L, 16C, 16R) constitute a symbol display device and constitute a symbol display means.
  • a plurality of winning lines L are formed that cross the three display windows 15 horizontally or diagonally, and the number of winning lines L according to the number of coins inserted is determined. If the combination of symbols stopped and displayed on the activated pay line L is a predetermined combination, the number of coins corresponding to the combination may be paid out.
  • a touch panel 69 is provided on the front surface of the lower image display panel 16, so that the player can input various instructions by operating the touch panel 69.
  • a control panel 20 including a plurality of buttons 23 to 27 into which instructions relating to game progress are input by a player, and a coin receiving slot 21 for receiving coins in the cabinet 11 And a bill validator 22 is provided.
  • the control panel 20 is provided with a spin button 23, a change button 24, a cashout button 25, a 1-BET button 26, and a maximum BET button 27.
  • the spin button 23 is for inputting an instruction to start the rotation of the reel 14.
  • the change button 24 is used when requesting a change of money from a game facility staff.
  • the cashout button 25 is used to input an instruction to pay out the credited coins to the coin tray 18.
  • BET button 26 is used to input an instruction to bet one coin out of credited coins on the game.
  • the maximum BET button 27 is used to input an instruction to bet the maximum number of coins that can be bet on one game (50 coins in the first embodiment) among the credited coins. .
  • the insertion of a game medium means that the game medium is bet on a game.
  • the coin receiving slot 21 is directly bet on a game
  • inserting the coin into the coin receiving slot 21 corresponds to inserting a game medium.
  • the credited coin is When betting on a game, betting on a credited coin is equivalent to inserting a game medium.
  • the bill validator 22 recognizes whether or not a bill is appropriate and accepts a regular bill into the cabinet 11. Note that the bill validator 22 may be configured to be able to read a bar code-added ticket 39 to be described later.
  • a belly glass 34 on which a character of the gaming machine 10 is drawn is provided on the lower front surface of the main door 13, that is, below the control panel 20.
  • an upper image display panel 33 is provided on the front surface of the top box 12.
  • the upper image display panel 33 includes a liquid crystal panel, and displays, for example, an image representing introduction of game contents and explanation of game rules.
  • the top box 12 is provided with a speaker 29.
  • a ticket printer 35 On the lower side of the upper image display panel 33, a ticket printer 35, a card reader 36, a data display 37, and a keypad 38 are provided.
  • the ticket printer 35 is used to determine the number of credits, date and time, and the knowledge of the gaming machine 10.
  • a bar code in which data such as another number is encoded is printed on a ticket and output as a ticket 39 with a bar code.
  • the player reads the ticket 39 with barcode to another gaming machine and plays the game with the gaming machine, or exchanges the ticket 39 with barcode with a bill or the like at a predetermined place in the gaming facility (for example, a cashier in the casino). You can do it.
  • the card reader 36 reads data from a smart card and writes data to the smart card.
  • the smart card is a card possessed by the player, and stores, for example, data for identifying the player and data regarding the history of games played by the player.
  • the smart card may store data corresponding to coins, bills or credits.
  • a magnetic stripe card may be adopted instead of the smart card.
  • the data display 37 also serves as a fluorescent display, for example, to display data read by the card reader 36 and data input by the player via the keypad 38.
  • the keypad 38 is used to input instructions and data related to ticket issuance.
  • Fig. 3 is a schematic diagram showing a column of symbols drawn on the outer peripheral surface of each reel.
  • Each symbol column is composed of the symbols “JACKPOT 7,” “BLUE 7,” “BELL,” “CHERRY,” “STRA WBERRYJ,“ PLUM, ”“ ORANGE, ”and“ APPLE ”. Yes.
  • APPLE is a bonus game trigger (a symbol for shifting to a bonus game). If three “APPLE” are stopped on the winning line L, you can move to the bonus game.
  • the bonus game is equivalent to the first special gaming state. is there.
  • the bonus game is a free game (a game that can be played a predetermined number of times without betting coins).
  • the first special game state is not particularly limited as long as it is a game state advantageous to the player.
  • the gaming state advantageous to the player is not particularly limited as long as it is more advantageous than the normal gaming state (a gaming state other than the first special gaming state or the second special gaming state). Examples include a state where more game media can be acquired than the game state, a state where game media can be acquired with a higher probability than the normal game state, and a state where the number of game media consumed is less than the normal game state.
  • examples of the first special gaming state include a free game, a second game, and a mystery bonus.
  • the row of symbols drawn on each reel 14 shows that when the spin button 23 is pressed after the 1 BET button 26 or the maximum BET button 27 is pressed and the game is started, the reel 14 rotates.
  • the display window 15 is scrolled from the upper direction to the lower direction, and is stopped and displayed on the display window 15 as the reel 14 stops rotating after a predetermined time has elapsed.
  • various combinations are determined in advance based on the combination of symbols.
  • a coin corresponding to the combination is paid out.
  • the number is added to the credits owned by the player.
  • a bonus game trigger is established, a bonus game is generated.
  • a return mode flag described later is set to “ON”, the symbol is stopped and displayed as described above, and then the mode is changed to the return mode.
  • the mode is shifted to the return mode after the bonus game is ended.
  • the reduction mode is equivalent to the second special game state.
  • the number of winning lines increases, and five winning lines are defined. Therefore, in the return mode, there is a high possibility that a bonus game trigger or other combination will be won. Further, in the first embodiment, the number of coins corresponding to the balance of the coins counted cumulatively before shifting to the return mode is paid out or until the bonus game trigger is won. Will continue.
  • FIG. 4 is a block diagram showing an internal configuration of the gaming machine shown in FIG.
  • the gaming board 50 includes a CPU (Central Processing Unit) 51, a ROM 55 and a boot ROM 52 connected to each other via an internal bus, a card slot 53 corresponding to the memory card 53, and an IC socket corresponding to the GAL (Generic Array Logic) 54. With 54S.
  • CPU Central Processing Unit
  • ROM 55 ROM 55
  • boot ROM 52 connected to each other via an internal bus
  • card slot 53 corresponding to the memory card 53
  • an IC socket corresponding to the GAL (Generic Array Logic) 54.
  • GAL Generic Array Logic
  • the memory card 53 is composed of a nonvolatile memory such as CompactFlash (registered trademark), and stores a game program and a game system program.
  • the game program includes a lottery program.
  • the lottery program is a program for determining the symbols (code numbers corresponding to the symbols) of the reels 14 that are stopped on the winning line L.
  • the lottery program includes symbol weighting data corresponding to a plurality of types of payout rates (for example, 80%, 84%, and 88%).
  • the symbol weighting data is data indicating the correspondence between the code number of each symbol (see Fig. 3) and one or more random values belonging to the specified numerical range (0 to 256) for each of the three reels 14. It is.
  • the payout rate is determined based on the payout rate setting data output from the GAL 54, and the lottery is performed based on the symbol weight data corresponding to the payout rate.
  • lottery is performed based on the same symbol weighting data even when shifting to the return mode.
  • the present invention is not limited to this example, and lottery may be performed based on different symbol weighting data when shifting to the return mode.
  • the card slot 53S is configured so that the memory card 53 can be inserted and removed, and is connected to the mother board 40 by an IDE bus. Therefore, the memory card 53 is removed from the card slot 53S, another game program and a game system program are written to the memory card 53, and the memory card 53 is inserted into the card slot 53S.
  • the type and contents can be changed.
  • the game performed on the gaming machine 10 can be performed.
  • the type and contents can be changed.
  • the game program includes a program related to game progress, a program for generating a first special gaming state, and a program for generating a second special gaming state. Further, the game program includes image data and sound data output during the game.
  • GAL54 is a kind of PLD having an OR fixed array structure. The GAL 54 includes a plurality of input ports and output ports. When predetermined data is input to the input port, the GAL 54 outputs data corresponding to the data from the output port. The data output from this output port is the aforementioned payout rate setting data.
  • the IC socket 54S is configured so that the GAL 54 can be attached and detached, and is connected to the mother board 40 via a PCI bus. Therefore, by removing the GAL54 from the IC socket 54S, rewriting the program stored in the GAL54, and attaching the GAL54 to the IC socket 54S, the payout rate setting data output from the GAL54 can be changed. it can. It is also possible to change the payout rate setting data by exchanging GAL54 for another GAL54.
  • the CPU 51, ROM 55, and boot ROM 52 connected to each other by an internal bus are connected to the mother board 40 by a PCI bus.
  • the PCI bus transmits signals between the mother board 40 and the gaming board 50 and supplies power from the mother board 40 to the gaming board 50.
  • the ROM 55 stores country identification information and an authentication program.
  • the boot ROM 52 stores a preliminary authentication program and a program (boot code) for the CPU 51 to start the preliminary authentication program.
  • the authentication program is a program (tamper check program) for authenticating the game program and the game system program.
  • the authentication program follows the procedure (authentication procedure) for confirming and verifying that the game program and game system program subject to the authentication capture process have been tampered with, ie, authenticating the game program and game system program.
  • the preliminary authentication program is a program for authenticating the above-described authentication program.
  • the preliminary authentication program is described in accordance with a proof that the authentication program to be authenticated has not been tampered with, that is, the authentication program authentication procedure (authentication procedure).
  • the mother board 40 is configured using a commercially available general-purpose mother board (printed wiring board on which basic components of a personal computer are mounted).
  • the main CPU 41 ROM (Read Only Memory) 42, RAM ( Random Access Memory) 43 and a communication interface 44.
  • the main CPU 41 is an arithmetic processing device according to the present invention.
  • the ROM 42 is composed of a memory device such as a flash memory, and stores a program such as a BIOS (Basic Input / Output System) executed by the main CPU 41 and permanent data. When the BIOS is executed by the main CPU 41, initialization processing of predetermined peripheral devices is performed, and acquisition processing of the game program and game system program stored in the memory card 53 via the gaming board 50 is started. Is done.
  • the ROM 42 may be a rewritable or impossible content.
  • the RAM 43 stores data and programs used when the main CPU 41 operates. Further, the RAM 43 can store an authentication program, a game program, and a game system program that are read out via the gaming board 50.
  • the RAM 43 is a storage device in the present invention.
  • the RAM 43 is provided with a storage area for a reduction mode flag.
  • the return mode flag is a flag referred to when selecting whether or not to shift to the return mode as the second special game state.
  • the storage area of the reduction mode flag has, for example, a storage area power of a predetermined number of bits, and the reduction mode flag is “ON” or “OFF” depending on the storage contents in the storage area. If the reduction mode flag is set to "ON", then it always shifts to the reduction mode. Further, the RAM 43 stores data such as the number of credits, the number of coins inserted and paid out in one game.
  • the communication interface 44 is for communicating with the control device 200 via the communication line 101.
  • the main CPU 41 transmits the number of coins inserted and paid out together with the gaming machine identification number of the gaming machine 10 to the control device 200.
  • the number of games, the cumulative number of coins to be paid, and the cumulative payout number are stored in association with each gaming machine identification number.
  • a return command signal is transmitted from the control device 200.
  • the main CPU 41 receives the return command signal via the communication interface 44, the main CPU 41 sets the return mode flag to “ON”.
  • the mother board 40 is connected to a main body PCB (Printed Circuit Board) 60 and a door PCB 80, which will be described later, by USB, respectively.
  • the mother board 40 has a power supply.
  • Source unit 45 is connected. When power is supplied from the power supply unit 45 to the mother board 40, the main CPU 41 of the mother board 40 is activated, and power is supplied to the gaming board 50 via the PCI bus to activate the CPU 51.
  • the main body PCB 60 and the door PCB 80 are connected to a device or device that generates an input signal input to the main CPU 41 and a device or device whose operation is controlled by a control signal output from the main CPU 41. ing. Based on the input signal input to the main CPU 41, the main CPU 41 executes the game program and game system program stored in the RAM 43 to perform predetermined arithmetic processing and store the result in the RAM 43. Memorize or send a control signal to each device or device as a control process for each device or device
  • the main body PCB 60 includes a lamp 30, a sub CPU 61, a hopper 66, a coin detector 67, a graphic board 68, a speaker 29, a touch panel 69, a bill validator 22, a ticket printer 35, a force reader 36, a key switch 38S, and Data display 37 is connected.
  • the lamp 30 lights in a predetermined pattern based on the control signal output from the main CPU 41.
  • the sub CPU 61 controls the rotation and stop of the reel 14 (14L, 14C, 14R).
  • the sub CPU 61 is connected to a motor drive circuit 62 including an FPGA (Field Programmable Gate Array) 63 and a driver 64.
  • the FPGA 63 is a programmable electronic circuit such as an LSI and functions as a control circuit for the stepping motor 70. Dryino 64 functions as an amplification circuit for pulses input to the stepping motor 70.
  • a stepping motor 70 (70L, 70C, 70R) that rotates each reel 14 is connected to the motor drive circuit 62.
  • the stepping motor 70 is a 1-2 phase excitation type stepping motor.
  • the sub CPU 61, the motor drive circuit 62, and the stepping motors 70 (70L, 70C, 70R) constitute a symbol display device and constitute a symbol display means.
  • the excitation method of the stepping motor is not particularly limited.
  • a two-phase excitation method, a one-phase excitation method, or the like can be adopted.
  • a DC motor may be used instead of the stepping motor.
  • DC motor is adopted
  • a deviation counter, DZA conversion, and servo amplifier are connected to the sub CPU 61 in this order, and a DC motor is connected to the servo amplifier.
  • the rotational position of the DC motor is detected by the rotary encoder, and the current rotational position of the DC motor is supplied as data to the rotary encoder force deviation counter.
  • an index detection circuit 65 and a position detection change circuit 71 are connected to the sub CPU 61.
  • the index detection circuit 65 detects the position of the rotating reel 14 (index to be described later), and can detect the step-out of the reel 14. The control of the rotation and stop of the reel 14 will be described in detail later with reference to the drawings.
  • the position change detection circuit 71 detects a change in the stop position of the reel 14 after the rotation of the reel 14 is stopped. For example, in the position change detection circuit 71, the stop position is changed so that the player is forced to have a combination of symbols in a winning mode, even though it is not actually a combination of symbols in a winning mode. The change in the stop position of the reel 14 is detected in the event of a failure.
  • the position change detection circuit 71 is configured to detect a change in the stop position of the reel 14 by detecting fins (not shown) attached to the inner portion of the reel 14 at a predetermined interval, for example.
  • the index detection circuit 65 and the position detection change circuit 71 constitute a symbol display device and constitute a symbol display means.
  • the hopper 66 is installed in the cabinet 11, and pays out a predetermined number of coins from the coin payout opening 19 to the coin tray 18 based on a control signal output from the main CPU 41.
  • the coin detector 67 is provided inside the coin payout exit 19 and outputs an input signal to the main CPU 41 when it detects that a predetermined number of coins have been paid out from the coin payout exit 19. To do.
  • the graphic board 68 controls image display on the upper image display panel 33 and the lower image display panel 16 based on a control signal output from the main CPU 41.
  • the number of credits stored in the RAM 43 is displayed in the credit number display section 31 of the lower image display panel 16.
  • the payout amount display portion 31 of the lower image display panel 16 displays the number of coins paid out.
  • a winning line L is displayed on the lower image display panel 16.
  • the graphic board 68 includes a video display processor (VDP) that generates image data based on a control signal output from the main CPU 41, a video RAM that temporarily stores image data generated by the VDP, and the like. I have. Note that the image data used when generating image data by VDP is included in the game program read from the memory card 53 and stored in the RAM 43.
  • the bill validator 22 recognizes the suitability of the bill and accepts the regular bill into the cabinet 11. When the bill validator 22 accepts a regular bill, it outputs an input signal to the main CPU 41 based on the amount of the bill. The main CPU 41 stores the number of credits corresponding to the amount of bills transmitted by the input signal in the RAM 43.
  • the ticket printer 35 Based on the control signal output from the main CPU 41, the ticket printer 35 prints on the ticket a bar code in which data such as the number of credits stored in the RAM 43, the date and time, and the identification number of the gaming machine 10 are encoded. And output as a ticket 39 with barcode.
  • the card reader 36 reads data from the smart card and transmits it to the main CPU 41, or writes data to the smart card based on a control signal from the main CPU 41.
  • the key switch 38S is provided on the keypad 38, and outputs a predetermined input signal to the main CPU 41 when the keypad 38 is operated by the player.
  • the data display 37 displays data read by the card reader 36 and data input by the player via the keypad 38 based on the control signal output from the main CPU 41.
  • a control panel 20 To the door PCB 80, a control panel 20, a rein table 21S, a coin counter 21C, and a cold cathode tube 81 are connected.
  • the control panel 20 has a spin switch 23S corresponding to the spin button 23, a change switch 24S corresponding to the change button 24, a CASHOUT switch 25S corresponding to the CASHOU T button 25, a 1 BET switch 26S corresponding to the 1 BET button 26, and
  • the maximum BET switch 27S corresponding to the maximum BET button 27 is provided.
  • Each of the switches 23S to 27S outputs an input signal to the main CPU 41 when the corresponding button 23 to 27 is operated by the player.
  • the coin counter 21C is provided inside the coin receiving slot 21, and identifies whether or not the coin inserted into the coin receiving slot 21 by the player is appropriate. For coins other than regular coins, It is discharged from the in-payout port 19. Further, the coin counter 21C outputs an input signal to the main CPU 41 when it detects a legitimate coin.
  • the reverter 21S operates based on a control signal output from the main CPU 41, and a coin that is recognized as a regular coin by the coin counter 21C is installed in the gaming machine 10 (see FIG. (Not shown) or hopper 66. That is, when hopper 66 is filled with coins, the regular coins are distributed to the cash box by the reverter 21S. On the other hand, if the hopper 66 is not filled with coins, regular coins are distributed to the hopper 66.
  • the cold cathode tube 81 functions as a knock light installed on the back side of the lower image display panel 16 and the upper image display panel 33 and lights up based on a control signal output from the main CPU 41.
  • FIG. 5 is a block diagram showing an internal configuration of the control device according to the first embodiment.
  • the control device 200 includes a CPU 201 as an arithmetic processing device, a ROM 202, a RAM 203 as a temporary storage device, a communication interface 204, and a hard disk drive 205.
  • the communication interface 204 is connected to the communication interface 44 of each gaming machine 10 via the communication line 101.
  • the ROM 202 stores a system program for controlling the operation of the control device, permanent data, and the like.
  • the RAM 203 temporarily stores data received from each gaming machine 10 and data such as calculation results.
  • the hard disk drive 205 stores a gaming history in each gaming machine 10 in association with the gaming machine identification number of each gaming machine 10.
  • FIG. 6 is a diagram schematically showing an example of a correspondence table between gaming machine identification numbers and gaming history.
  • Each gaming machine identification number is associated with the number of games as a game history, the cumulative number of coins inserted, the cumulative number of coins paid out, the balance of coins, and the coin return rate.
  • the CPU 201 When the CPU 201 receives from the gaming machine 10 via the communication interface 204 the number of inputs, the number of payouts, and the gaming machine identification number, the CPU 201 updates the gaming history corresponding to the gaming machine identification number. Specifically, 1 is added to the number of games, the number of inputs is added to the cumulative number of inputs, and the number of payouts is added to the cumulative number of payouts. In addition, based on the cumulative number of coins to be paid and the cumulative number of coins to be paid out, the cash balance and return rate are calculated. When the CPU 201 determines that the updated number of games has reached the set value, the CPU 201 transmits a return command signal to the gaming machine 10. Above reduction finger The command signal includes the accumulated payout number stored in the hard disk drive 205 in association with the gaming machine identification number of the gaming machine 10 as data.
  • FIG. 7 is a chart showing the procedure of the authentication reading process of the game program and game system program by the mother board 40 and the gaming board 50 shown in FIG. It is assumed that the memory card 53 is inserted into the card slot 53S of the gaming board 50, and the GAL 54 is attached to the IC socket 54S.
  • step S1-1 and S2-1 when the power switch is turned on (power is turned on) in the power supply unit 45, the mother board 40 and the gaming board 50 are activated (steps S1-1 and S2-1).
  • the mother board 40 and the gaming board 50 are activated, separate processes are performed in parallel. That is, the gaming board 50 reads the preliminary authentication program stored in the CPU 51 boot ROM 52, and in accordance with the read preliminary authentication program, the authentication program is pre-loaded before being loaded into the mother board 40. Preliminary authentication is performed to confirm and prove that tampering has occurred! /, N ! (step S2-2).
  • the main CPU 41 executes the BIOS stored in the ROM 42 and expands the compressed data incorporated in the BIOS into the RAM 43 (step S1-2). Then, the main CPU 41 executes the BIOS expanded in the RAM 43, and diagnoses and initializes various peripheral devices (step S1-3).
  • the main CPU 41 reads and reads the authentication program stored in the ROM 55.
  • the authentication program is stored in the RAM 43 (step S1-4).
  • the main CPU 41 takes the checksum by the A DDSUM method (standard check function) according to the standard BIOS function of the BIOS and checks whether or not the storage is performed without fail, while the authentication program is stored in the RAM43.
  • a DDSUM method standard check function
  • the main CPU 41 accesses the memory card 53 inserted into the card slot 53S via the IDE bus, and starts from the memory card 53.
  • the game program and the game system program are read out.
  • the main CPU 41 constitutes a game program and a game system program. Read 4 bytes at a time.
  • the main CPU 41 performs authentication for confirming and verifying that the read game program and game system program have been falsified (step S 1-5). ).
  • the main CPU 41 writes and stores the game program and game system program to be authenticated (authenticated) in the RAM 43 (step S1-6).
  • the main CPU 41 accesses the GAL 54 attached to the IC socket 54S via the PCI bus, reads the payout rate setting data from the GAL 54, and writes and stores it in the RAM 43 (step S1-7).
  • the main CPU 41 reads out the country identification information stored in the ROM 55 of the gaming board 50 via the PCI bus, and performs a process of storing the read country identification information in the RAM 43 (step S100). S1-8).
  • the main CPU 41 advances the game by sequentially reading and executing the game program and the game system program.
  • the main CPU 41 After the processing shown in FIG. 7 is performed, the main CPU 41 performs game mode selection processing.
  • FIG. 8 is a flowchart showing a subroutine of the game mode selection process.
  • FIGS. 9A to 9B are diagrams showing images displayed on the lower image display panel when the game mode selection process is executed.
  • the main CPU 41 performs a process of displaying an image for requesting the player to select a game mode on the lower image display panel 16 (step S3).
  • the main CPU 41 transmits a drawing command for a game mode selection image to the graphic board 68.
  • VDP extracts the image data from RAM43 and expands it to video RAM to generate one frame of image data, which is output to the lower image display panel 16 To do.
  • FIG. 9 (a) is a diagram showing an example of a game mode selection image displayed on the lower image display panel.
  • 15 indicates a display window.
  • L indicates the winning line.
  • An image indicating “Select a mode!!” Is displayed at the top of the lower image display panel 16. This image is an image for requesting the player to select a game mode.
  • images indicating “INSURANCE” and “NO INSURANCE” are displayed at the bottom of the lower image display panel 16. These images are images indicating the selection of the game mode. By touching a predetermined position on the touch panel 69 corresponding to the display area of the image, an instruction to select the game mode can be input.
  • the option "INSURANCE" corresponds to the insurance mode.
  • a predetermined number of credits e.g., equivalent to $ 1
  • a corresponding bill or coin may be inserted.
  • the return mode flag is set to “ON” and the mode shifts to the return mode.
  • the winning line increases, so the possibility of winning a combination increases. Accordingly, in the return mode, the player can receive more coins.
  • the insurance mode it is possible to play a game with insurance in order to cover all or part of the loss that occurs when a bonus game does not occur for a long time. is there.
  • the option “NO INSURANCE corresponds to the non-insurance mode.
  • the return mode flag is set to“ ON ”even if the bonus game does not occur for a long time. It is not possible to switch to return mode.
  • step S4 determines whether or not the insurance mode is selected. If it is determined that the insurance mode is selected, the main CPU 41 performs a process of subtracting a predetermined number from the credit power stored in the RAM 43 (step S5). Thereafter, game execution processing in the insurance mode is performed (step S6).
  • step S7 the main CPU 41 performs a game execution process in the non-insurance mode.
  • This process is substantially the same as the game execution process in the insurance mode (see FIG. 10), except that the process related to the return mode and the process related to counting the number of games are not performed. Therefore, explanation here is omitted.
  • step S6 or S7 the process returns to step S3.
  • FIG. 10 is a flowchart showing a subroutine of game execution processing in the insurance mode that is called and executed in step S6 of the subroutine shown in FIG.
  • the main CPU 41 determines whether or not a coin has been bet (step S10). In this process, the main CPU 41 outputs the input signal output from the 1- BET switch 26S when the 1- BET button 26 is operated, or the maximum BET switch 27S when the maximum BET button 27 is operated. It is determined whether or not an input signal to be received has been received. If it is determined that no coin is bet, the process returns to step S10.
  • step S10 determines whether a coin has been betted. If it is determined in step S10 that a coin has been betted, the main CPU 41 performs a process of subtracting the number of credits stored in the RAM 43 according to the number of coins betted (step Sl l). ). If the number of coins to be bet is larger than the number of credits stored in the RAM 43, the process returns to step S10 without performing the process of subtracting the number of credits stored in the RAM 43. In addition, when the number of coins bet exceeds the upper limit value (50 in the first embodiment) that can be bet on one game, a process of subtracting the number of credits stored in the RAM 43 is performed. Without proceeding, proceed to step S12
  • the main CPU 41 determines whether or not the spin button 23 is turned on (step S12). In this process, the main CPU 41 determines whether or not it has received an input signal output from the spin switch 23S when the spin button 23 is pressed.
  • step S10 If it is determined that the spin button 23 is not turned ON, the process returns to step S10. If the spin button 23 is not turned on (for example, the spin button 23 is not turned on) When an instruction to end the game is input), the main CPU 41 cancels the subtraction result in step S11.
  • step S10 after the coin power 3 ⁇ 4ET (step S10), the process of subtracting the number of credits before determining whether the spin button 23 is turned on (step S12).
  • Step S11 The case of performing (Step S11) will be described.
  • the present invention is not limited to this example. For example, after a coin is bet (step S10), it is determined whether or not the spin button 23 is turned on (step S12), and it is determined that the spin button 23 is turned on (step S12: YES), you can also perform the process of subtracting the number of credits (step S11)! /.
  • step S13 the main CPU 41 (arithmetic processing unit) determines a code number when each reel 14 is stopped by executing a lottery program stored in the RAM 43 (storage unit). Thereby, the combination of symbols to be stopped is determined.
  • the main CPU 41 functions as a combination determining means for determining a combination by lottery.
  • a case will be described in which one combination is determined from a plurality of types of combinations by determining a combination of symbols to be stopped and displayed.
  • a lottery is performed. Therefore, it is also possible to determine one combination selected from a plurality of types and then determine the combination of symbols to be stopped and displayed based on the combination.
  • step S 14 the main CPU 41 performs reel rotation control processing.
  • each reel is rotated so that the combination of symbols corresponding to the combination determined in step S13 is stopped and displayed on the winning line L. It is a process to stop. This process will be described in detail later with reference to FIGS.
  • the main CPU 41 determines whether or not a bonus game trigger is established, that is, whether or not “APPLE” is stopped and displayed in the display window 15 (step S 15).
  • the main CPU 41 (arithmetic processing unit) reads out the program for playing the bonus game from the RAM 43 (storage unit) and bonuses.
  • the game process is executed (step SI 6). At this time, the first special gaming state has occurred.
  • the bonus game process will be described later in detail with reference to FIG.
  • the main CPU 41 functions as a means for generating the first special gaming state.
  • the main CPU 41 determines whether or not the winning combination has been established (step S17). If it is determined that a winning combination has been established, the main CPU 41 pays out coins according to the number of inserted coins and the winning combination (step S18).
  • the main CPU 41 When storing coins, the main CPU 41 performs a process of calculating the number of credits stored in the RAM 43. On the other hand, when paying out coins, the main CPU 41 sends a control signal to the hopper 66 to pay out a predetermined number of coins. At that time, the coin detecting unit 67 counts the number of coins paid out from the hopper 66, and transmits a payout completion signal to the main CPU 41 when the counted value reaches a designated number. Thus, the main CPU 41 stops driving the hopper 66 and ends the coin payout process.
  • step S16 or S18 When the process of step S16 or S18 is executed, or when it is determined in step S17 that no role is established (when it is determined that the player has lost), the main CPU 41 It is determined whether or not the return mode flag stored in the RAM 43 is set to “ON” (step S19). When it is determined that the reduction mode flag is set to “ON”, the main CPU 41 (arithmetic processing unit) reads the program for shifting to the reduction mode from the RAM 43 (storage device), executes the reduction mode process, Transition to reduction mode (step S20). At this time, the second special gaming state has occurred.
  • the reduction mode process will be described later in detail with reference to FIG.
  • the main CPU 41 When executing the process of step S20, the main CPU 41 functions as a means for generating the second special gaming state.
  • step S20 When the process of step S20 is executed, or when it is determined in step S19 that the return mode flag force S is not set to "ON", the main CPU 41 executes the bonus game (step S16) or returns It is determined whether or not a mode transition (step S20) has been performed (step S21).
  • the main CPU 41 executes a counting process (step S22).
  • the counting process is a process performed between the gaming machine 10 and the control device 200. From the gaming machine 10, the number of insertions and withdrawals in one game is transmitted to the control device 200 together with the gaming machine identification number. In the control device 200, the number of games, the cumulative number of inputs, the cumulative number of payouts, etc. are updated for each gaming machine identification number. When the number of games reaches the set value, a return command signal is transmitted to the gaming machine 10.
  • the return command signal includes the accumulated payout number stored in the hard disk drive 205 in association with the gaming machine identification number of the gaming machine 10 as data.
  • the main CPU 41 When the main CPU 41 receives the return command signal, it sets the return mode flag to “ON” and stores the cumulative payout number as data. The counting process will be described in detail later using FIG. After executing the process of step S22, the main CPU 41 returns the process to step S10, and subsequently executes the game in the insurance mode.
  • this subroutine is terminated and the process returns to FIG. As a result, the player can select again whether to change the game mode to the insurance mode or the power insurance non-insurance mode.
  • FIG. 11 is a flowchart showing a lottery process subroutine that is called and executed in step S13 of the subroutine shown in FIG.
  • This process is a process performed by the main CPU 41 executing the lottery program stored in the RAM 43.
  • the main CPU 41 executes a random number generation program included in the lottery program to set 0 to 255.
  • a random number corresponding to each of the three reels 14 is selected from the numerical value range (step S31).
  • a random number generator may be provided to extract a random number from the random number generator (so-called hardware random number is used)! /.
  • the main CPU 41 (arithmetic processing unit) refers to the symbol weighting data corresponding to the payout rate setting data output from the GAL 54 and stored in the RAM 43 (storage unit), and selects the selected three Based on the random value, the code number (see Fig. 3) of each reel 14 is determined (step S32). The code number of each reel 14 is stopped and displayed on the winning line L Corresponds to the symbol code number.
  • the main CPU 41 determines the combination by determining the code number of each reel 14. For example, when the code numbers of the reels 14 are determined as “00”, “00”, and “00”, the main CPU 41 determines the role as “JACKPOT 7”. A reel rotation control process, which will be described later, is performed based on the reel code number. At this time, the main CPU 41 functions as a combination determining means.
  • FIG. 12 is a diagram for explaining the relationship between a plurality of types of combinations, the possibility of establishment of each combination, and the number of payouts in the first embodiment.
  • the possibility of winning each combination shown in Fig. 12 is for a case where the payout rate is 88% except for the bonus game.
  • the possibility of establishment shown in the figure indicates the possibility that the combination will be established when the code number of each reel 14 is determined based on three random numbers with reference to the symbol weighting data. It is. In other words, a random number value is associated with each role.
  • the probability of establishing a bonus game trigger is 0.5%. If you win the bonus game trigger, three “APPLE” symbols will be stopped on the winning line and a bonus game will occur. In the bonus game, the free game is executed the number of times determined by lottery.
  • Three “7” symbols are displayed on the winning line L, and 30 coins are paid out per coin inserted.
  • the number of payouts is set higher as the role is less likely to be established. However, if a combination of symbols that cannot be any combination of the combinations shown in FIG. 12 is stopped, it is a loss and no coins are paid out.
  • FIG. 13 is a flowchart showing the reel rotation control process that is called and executed in step S15 of the subroutine shown in FIG. This process is a process performed between the main CPU 41 and the sub CPU 61.
  • the main CPU 41 transmits a start signal for starting reel rotation to the sub CPU 61 (step S40).
  • the sub CPU 61 performs reel rotation processing (step S51).
  • the sub CPU 61 supplies a pulse to the motor drive circuit 62.
  • Pal output from sub CPU61 The process is amplified by the dry 64 and supplied to each stepping motor 70 (70L, 70C, 70R).
  • each stepping motor 70 rotates and each reel 14 (14L, 14C, 14R) rotates accordingly.
  • the stepping motor 70 of the 1-2 phase excitation method has a step angle of 0.9 ° and a step force of 00 per revolution. Therefore, when 400 nores are supplied to the stepping motor 70, the reel 14 makes one rotation.
  • the sub CPU 206 supplies a low-frequency pulse to the motor drive circuit 62, and gradually increases the frequency of the noise. Along with this, the rotation speed of the reel 14 increases. When a predetermined time elapses, the pulse frequency is made constant. As a result, the reel 14 rotates at a constant speed.
  • FIGS. 14A to 14D are side views for explaining the rotation operation of the reel 14.
  • the side surface of the reel 14 is provided with a semicircular metal plate 14a.
  • the metal plate 14a rotates together with the reel 14.
  • 22 symbols are provided on the peripheral surface of the reel 14.
  • the symbol power of 3 symbols is permitted through the display window 15 formed in front of the reel 14.
  • a thick arrow indicates the rotation direction of the reel 14.
  • a proximity sensor 65a is provided on the side of the reel.
  • the proximity sensor 65a is for detecting the metal plate 14a.
  • the proximity sensor 65a does not move or rotate even when the reel 14 rotates.
  • FIG. 14 (a) shows the position (hereinafter also referred to as position A) of the metal plate 14a when the proximity sensor 65a starts detecting the metal plate 14a.
  • position A shows the position of the metal plate 14a (hereinafter also referred to as position A) when the proximity sensor 65a detects the metal plate 14a.
  • position B shows the position of the metal plate 14a (hereinafter also referred to as position B) when the proximity sensor 65a detects the metal plate 14a.
  • FIG. 14 (c) shows the position of the metal plate 14a (hereinafter also referred to as position C) when the metal plate 14a is no longer detected by the proximity sensor 65a.
  • FIG. 14 (d) shows the position of the metal plate 14a (hereinafter, also referred to as position D) when the metal plate 14a is not detected by the proximity sensor 65a.
  • position D the position of the metal plate 14a
  • the position of the metal plate 14a returns to the position A.
  • the position of the metal plate 14a changes in the order of position A, position B, position C, position D, position A,.
  • the proximity sensor 65a constitutes an index detection circuit 65 (see Fig. 3). If the proximity sensor 65a detects the metal plate 14a is "High”, the proximity sensor 65a detects the metal plate 14a! /, !, and the state is "Low", the metal plate 14a is positioned. When A ⁇ Position B ⁇ Position C, the state of the index detection circuit 65 is “High”, and when the metal plate 14a is in position C ⁇ Position D ⁇ Position A, the state of the index detection circuit 65 is “Low”. It is.
  • the sub CPU 61 uses the rising edge from “Low” to “High” as the index (origin) 1 and the falling edge from “High” to “Low” as the index (origin) 2. recognize.
  • step S41 After transmitting the start signal to the sub CPU 61 in step S40, the main CPU 40 executes the effect at the time of reel rotation (step S41).
  • This process involves displaying images on the lower image display panel 16 and sound from the speaker 29 over a period (eg, 3 seconds) determined according to the result of the lottery process (FIG. 10, step S13). This is a process that performs output.
  • the main CPU 40 determines whether or not it is time to instruct to stop the rotation of the reel 14 (step S42).
  • the timing for instructing the stop of the rotation of the reel 14 is the timing before the minimum necessary time for stopping the rotation of the reel 14 from the time when the effect at the time of the reel rotation ends.
  • the minimum time required to stop the rotation of the reel 14 is determined in advance.
  • step S42 If it is determined in step S42 that it is not the timing to instruct to stop the rotation of the reel 14, the process returns to step S42, and the effect at the time of reel rotation is continued. On the other hand, if it is determined at step S42 that it is the timing to instruct to stop the rotation of the reel 14, the main CPU 41 assigns the reel code number stored in the RAM 43 to the sub CPU 61. Transmit (step S43). When the sub CPU 61 receives the reel code number from the main CPU 41, the sub CPU 61 sets the code number based on the correspondence table between the number of steps stored in the ROM (not shown) of the sub CPU 61 and the code number. Converted to the reel stop position (number of steps) from the index (step S52).
  • FIG. 15 is a schematic diagram showing a correspondence table between the number of steps and the code number. Each code number is associated with an index and the number of steps.
  • Each code number corresponds to the symbol drawn on the outer peripheral surface of the reel 14 (see FIG. 3), and the symbols with code numbers “00” to “10” correspond to index 1. . Symbols with code numbers “11” to “21” correspond to index 2.
  • the number of steps in the correspondence table shown in FIG. 15 is the number of steps based on index 1. For example, if the code number is “08”, steps 1 through 145 are the reel stop positions. If the code number is “12”, it is the stop position of the index force 1 to 218 step force rail.
  • step S53 the sub CPU 61 executes a reel stop process.
  • the sub CPU 61 detects the rise from “Low” to “High” (index 1) in the index detection circuit 65 for each reel 14, and performs stepping at the timing when index 1 is detected.
  • the pulse corresponding to the number of steps converted from the code number is supplied to the motor drive circuit 65, and then the pulse supply is stopped.
  • step S52 For example, if it is determined in step S52 that the stop position force of the reel is from index 1 to 145 steps, the sub CPU 61 outputs 1 45 pulses to the motor drive circuit 65 at the timing when index 1 is detected. And then the pulse supply is stopped. If it is determined in step S52 that the stop position force of the reel is 218 steps from index 1, the sub CPU 61 supplies 218 pulses to the motor drive circuit 65 at the timing when index 1 is detected. . As a result, the reel 14 force stops according to the code number determined in step S32 in FIG. 11, and the combination of symbols corresponding to the winning combination determined in step S32 in FIG. Is displayed. On the other hand, the main CPU 41 ends the effect at the time of reel rotation.
  • step S44 and S53 After finishing the processes of steps S44 and S53, this process is finished. Note that if the index corresponding to the code number transmitted in step S43 is different from the index detected by the index detection circuit 65 when the rotation of the reel 14 is stopped, the reel 14 is stepped out. Therefore, the main CPU 41 performs processing such as displaying an error message on the lower image display panel 16 and interrupts the game.
  • index 1 is detected by the index detection circuit 65 when the reel 14L stops rotating even though the reel 14L is stopped with code No. 12 corresponding to index 2. Interrupt the game.
  • FIG. 16 is a flowchart showing a bonus game process subroutine that is called and executed in step S16 of the subroutine shown in FIG.
  • the main CPU 41 selects one of the 10 to 25 games based on the random number value obtained by executing the random number generation program included in the lottery program stored in the RAM 43. Determine (step S60).
  • the main CPU 41 stores the determined number of bonus games in the RAM 43 as data.
  • step S61 the main CPU 41 performs a lottery process (step S61) and a reel rotation control process (step S63).
  • step S61 is substantially the same as the process described using FIG.
  • step S63 is substantially the same process as described with reference to FIG. Since these processes have already been described, description thereof is omitted here.
  • the main CPU 41 determines whether or not a bonus game trigger is established, that is, whether or not “APPLE” is stopped and displayed in the display window 15 (step S64). If it is determined that the bonus game trigger has been established, the bonus game repeat count t is newly determined by lottery (step S65), and the determined repeat count t is the number of games in the current bonus game. It is added to T (step S66). As a result, if the bonus game is won during the bonus game, the remaining number of bonus games is increased. To be specific, for example, if you first transition to 20 bonus games and you win 17 bonus games at the 12th bonus game, then 25 (20 1 12 + 17 Times) bonus game.
  • step S67 determines whether or not a winning combination is established. If it is determined that the winning combination has been established, the main CPU 41 Coins are paid out according to the number and combination (step S68). This process is the same as the process of step S18, and since it has already been described, description thereof is omitted here.
  • step S66 or S68 When the process of step S66 or S68 is executed, or when it is determined in step S67 that no role is established (when it is determined that the player has lost), the main CPU 61 stores the RAM 43 in the RAM 43. The stored number T of bonus games is read, and the value of the read number T of games is decremented by one. Then, the subtracted game number T is stored again in the RAM 43 (step S69).
  • the main CPU 41 determines whether or not the bonus game number T power has reached the number determined in step S60 (step S70). Specifically, the number of games stored in the RAM 43 is determined based on whether or not the power T becomes 0. If the number of games is not T power ⁇ , that is, the number of times the bonus game is executed is determined by step S60. If it is determined that it has reached, the process returns to step S61 and the above-described process is repeated. On the other hand, if the number of games is T power O, that is, if it is determined that the number of times determined in step S60 has been reached, a game number reset signal is transmitted to the control device 200 (step S71). Exit the subroutine.
  • the gaming number reset signal includes gaming machine identification information of the gaming machine 10, and when the CPU 201 of the control device 200 receives the gaming number reset signal, the gaming machine identification information included in the gaming number reset signal.
  • the number of games stored in the hard disk drive 205 in association with is reset to zero.
  • FIG. 17 is a flowchart showing a subroutine of the reduction mode process that is called and executed in step S20 of the subroutine shown in FIG.
  • the main CPU 41 determines the total payout number P in the return mode based on the coin balance that is transmitted as a return command signal from the control device 200 and stored in the RAM 43 (step S120).
  • the number corresponding to 50% of the coin balance is set as the total payout number P in the reduction mode. For example, if the balance of coins is “—10000”, the total payout P in the return mode is set to 5000. However, the total payout P determined based on the balance of coins is set to a predetermined lower limit (for example, 3000). If not reached, the predetermined number P is the total number of payouts.
  • the main CPU 41 indicates a winning line from the image data stored in the RAM 43.
  • Image data is extracted, and five winning lines are displayed on the lower image display panel 16 based on the image data (step S121).
  • the image data indicating the winning line is included in the game program read from the memory mode 53 and stored in the RAM 43.
  • the main CPU 41 determines an image to be displayed on the lower image display panel 16. Then, the main CPU 41 transmits a drawing command based on the determination result to the graphic board 68. In the graphic board 68, based on the above drawing command, the VDP extracts the image data indicating the five winning lines from the RAM 43 and expands it to the video RAM to generate one frame of image data. Output to the lower image display panel 16. As a result, for example, an image as shown in FIG. 18 is displayed on the lower image display panel 16.
  • FIG. 18 is a diagram showing an example of an image displayed on the lower image display panel when shifting to the return mode (when the second special gaming state occurs).
  • 15 (15L, 15C, 15R) indicates a display window.
  • L indicates a winning line on which the previous power to enter the return mode is also displayed.
  • the lower image display panel 16 includes two winning lines L ′ that horizontally cross the three display windows 15 and two winning lines L ′ that diagonally cross the three display windows 15. Is displayed.
  • the lower image display panel 16 displays two images showing fireworks, along with an image showing “BONUS !”.
  • an image indicating “TIME OF PLAY 600” is displayed at the bottom of the lower image display panel 16. This image is an image showing that the number of games has reached the set value of 600.
  • step S 122 determines whether or not a coin has been BET (step S 122), and when determining that the coin has not been earned, returns the process to step S 122. On the other hand, if it is determined that the coin is betted, a process of subtracting the number of credits is performed (step S1 23), and it is determined whether or not the spin button 23 is turned on (step S124).
  • step S140 If it is determined that the spin button 23 is not turned on, the process returns to step S140. On the other hand, if it is determined that the spin button 23 is ON, the process proceeds to step S125. Note that the processing of steps S122 to S124 is the same as the processing of steps S10 to S12 of the subroutine shown in FIG.
  • step S125 the main CPU 41 executes the random number generation program included in the lottery program, whereby each of the three reels 14 is selected from the numerical range of 0 to 255. A random value corresponding to is selected (step S125).
  • the main CPU 41 refers to the payout rate setting data output from the GAL 54 and stored in the RAM 43, and based on the selected three random numbers, the code number of each reel 14 (see FIG. 3) Is determined (step S126).
  • step S127 the main CPU 41 performs a reel rotation control process (step S127). Since this process is the same as the process of step S14 of the subroutine shown in FIG. 10 (see FIGS. 13 to 15), description thereof is omitted here.
  • the main CPU 41 determines whether or not a winning combination has been established on any of the five winning lines (step S128). If it is determined that the winning combination is not found even if there is a gap on the five winning lines, the process returns to step S122. On the other hand, if it is determined that a winning combination has been established on any of the five winning lines, the main CPU 41 pays out a number Q of coins according to the winning combination (step S129). Q is a number obtained by multiplying the number of payouts determined for the winning combination and the number of inputs. In addition, when there are a plurality of winning combinations, it is a number obtained by multiplying the number of payouts determined for all winning combinations and the number of inputs.
  • the main CPU 41 updates the cumulative payout number R in the return mode (step S1 30).
  • the cumulative payout number R in the return mode is stored as data in the RAM 43, and the main CPU 41 reads the cumulative payout number R stored in the RAM 43 and adds Q to R in step S130. R is stored in RAM43.
  • the main CPU 41 determines whether or not the bonus game trigger is established on any of the five pay lines (step S131). When determining that the bonus game trigger has not been established, the main CPU 41 determines whether or not the cumulative payout number R is greater than or equal to the total payout number P (step S132). If it is determined that the cumulative payout number R is not equal to or greater than the total payout number P, the process returns to step S122. On the other hand, when determining that the cumulative payout number R is equal to or greater than the total payout number P, the main CPU 41 sets the return mode flag to “OFF” (step S134), and ends this subroutine.
  • step S131 if it is determined in step S131 that a bonus game trigger is established on any of the five pay lines, bonus game processing (see FIG. 16) is performed (step S133). After that, the main CPU 41 sets the return mode flag to “OFF” (step S 134), this subroutine is terminated. When the process of FIG. 17 is completed, the number of winning lines is returned to one and normal games continue.
  • FIG. 19 is a flowchart showing the counting process that is called and executed in step S23 of the subroutine shown in FIG.
  • This process is a process performed between the main CPU 41 of the gaming machine 10 and the CPU 201 of the control device 200.
  • the main CPU 41 transmits the number of coins inserted and paid out stored in the RAM 43 together with the gaming machine identification number to the control device 200 via the communication line 101 via the communication interface 44 (step S90). .
  • the number of coins inserted and paid out transmitted from the gaming machine 10 to the control device 200 is that in the game at that time.
  • step S90 each time a main CPU 41 (arithmetic processing unit) power game is performed, the identification information of the gaming machine 10 stored in the RAM 43 (storage unit) is transmitted to the control unit 200 via the communication line 101. It is processing to transmit to.
  • the main CPU 41 functions as means for transmitting the identification information of the gaming machine 10 to the control device 200 via the communication line 101.
  • the interface circuit 204 Of the number of games, the cumulative number of inputs, and the cumulative number of payouts stored in association with each gaming machine identification number on the hard disk drive 205 (see FIG. 6), the number is associated with the received gaming machine identification number.
  • the number of games, the cumulative input number, and the cumulative payout number are updated (step S100).
  • step S101 the CPU 201 determines whether or not the updated number of games has reached the set value. If it is determined that the updated number of games has not reached the set value, this subroutine is terminated.
  • step S101 determines whether the updated number of games has reached the set value.
  • the CPU 201 transmits a return command signal indicating the balance of coins (step S103). Thereafter, the CPU 201 resets the number of games stored in the hard disk drive 205 in association with the gaming machine identification number of the gaming machine 10 to 0 (step S104).
  • the return mode flag is set to "ON" (step S91).
  • the process in step S91 is a process of receiving a command signal transmitted from the control device 200 when the number of games cumulatively counted by the control device 200 reaches the set value based on the identification information of the gaming machine 10. It is.
  • step S91 the main CPU 41 functions as a means for receiving a command signal transmitted from the control device 200. Thereafter, the main CPU 41 stores data indicating the balance of coins included in the return command signal in the RAM 43 (step S92). Thereafter, this process is terminated.
  • the present invention is not limited to this example.
  • the number of games reaches a set value
  • the second special game state It is good also as generating (it transfers to reduction
  • the second special gaming state is to be generated when the number of game media inserted is the upper limit
  • the game media will be inserted up to the upper limit when the number of games reaches the set value.
  • the second special game state may be generated if the number of game media inserted for that game is the upper limit. In such a case, it is possible to prevent the occurrence of the second special gaming state only by using a small number of game media in each game and consuming a small number of game media in total.
  • the gaming machine 10 includes the main CPU 41 (arithmetic processing unit), the RAM 43 (RAM 43), the main CPU 41 (arithmetic processing unit), the RAM 43 (RAM 43), the main CPU 41 (arithmetic processing unit), the RAM 43 (RAM 43), the main CPU 41 (arithmetic processing unit), the RAM 43 (RAM 43), the main CPU 41 (arithmetic processing unit), the RAM 43 (RAM 43), the main CPU 41 (arithmetic processing unit), the RAM 43
  • Storage device and a symbol display device that has equal force of reel 14 and stepping motor 70, and cumulatively counts the number of games in each of a plurality of gaming machines 10 for each gaming machine 10
  • Control device 200 and communication line A game machine 10 connected via 101, wherein the main CPU 41 executes a lottery program stored in the RAM 43 to determine a combination selected from a plurality of predetermined combinations. (See Figure 11) and the lottery program Based on the execution result of the above, there is a combination of a process of displaying a plurality of symbols variably displayed by the symbol display device (see FIGS. 13 to 15) and a plurality of symbols stopped and displayed on the winning line.
  • the gaming machine 10 is a gaming machine 10 connected via a communication line 101 to a control device 200 that cumulatively counts the number of games in each of the plurality of gaming machines 10 for each gaming machine 10. And a symbol display means (for example, reel 14 or stepping) for displaying a change display and a stop display of a plurality of symbols based on the result of the lottery.
  • a symbol display means for example, reel 14 or stepping
  • a means for generating a bonus game (first special gaming state) (for example, the main CPU 41) and Each time a game is played, a means (for example, the main CPU 41) for transmitting the identification information of the gaming machine 10 to the control device 200 via the communication line 101, and the control device 200 based on the identification information of the gaming machine are cumulative. Counted Based on the command signal sent from the control device 200 (for example, the main CPU 41) when the condition for the number of games to reach the set value is satisfied, and the number of winning lines is increased to five based on the command signal. Means for generating a second special gaming state (for example, the main CPU 41).
  • the gaming machine 10 when a command signal transmitted from the control device 200 is received when the number of games counted in the control device 200 reaches a set value, the game machine 10 always shifts to the return mode. As the winning line increases, multiple thins that are stopped on the winning line are displayed. Since there is a high possibility that the combination of Bol will be a special role, a bonus game is likely to occur. Therefore, even if a large number of coins are consumed without generating a bonus game over a long period of time, if the game is played until the number of games reaches the set value, the player enters the return mode, and the player has an advantage. The game can be advanced in the state. As a result, it is possible to prevent a player who has consumed a large number of coins from feeling unpleasant if the game is unpleasant or losing interest or interest in the game.
  • the gaming machine 10 is connected to the control device 200 via the communication line 101, and the control device 200 counts the number of games in the gaming machine 10 and determines whether or not it can shift to the return mode. Determination of power (whether or not to generate the second special gaming state) is performed.
  • the gaming machine 10 does not necessarily need to use a network and may be a stand-alone.
  • a gaming machine 10 having a main CPU 41 (arithmetic processing unit), a RAM 43 (storage unit), and a symbol display unit having a reel 14 and a stepping motor 70 and the like.
  • the main CPU 41 executes a lottery program stored in the RAM 43 to determine one combination selected from a plurality of types of predetermined combinations, and the lottery program. Based on the execution result, a special combination of a process for displaying a plurality of symbols variably by the symbol display device (see FIGS.
  • the gaming machine 10 includes a combination determining means (for example, the main CPU 41) for determining a combination by lottery, and a symbol display unit for performing variable display and stop display of a plurality of symbols based on the lottery result. (E.g. reel 14 or stepping motor 70) and stop displayed on the winning line
  • a combination of symbols is a special combination “bonus game trigger”
  • a means for generating a bonus game for example, the main CPU 41
  • the number of games is accumulated each time a game is played.
  • Counting means for example, main CPU 41
  • means for determining whether or not the condition that the number of games reaches the set value is satisfied for example, main CPU 41
  • a means for example, the main CPU 41 for performing a transition to the reduction mode in which the number increases to 5 (occurrence of the second special gaming state).
  • the gaming machine 10 when the number of games reaches the set value, shifts to the return mode (occurrence of the second special gaming state).
  • the invention is not limited to this example.
  • the gaming machine 10 of the present invention may be switched to the return mode (generation of the second special gaming state) when the balance of coins becomes equal to or less than a set value.
  • Such a gaming machine 10 includes a main CPU 41 (arithmetic processing unit), a RAM 43 (storage unit), and a symbol display device that also has a reel 14 and a stepping motor 70, and a plurality of gaming machines 10 A game machine 10 connected via a communication line 101 to a control device 200 that cumulatively counts the balance of game media in each of the game machines 10, the main CPU 41 being a lottery stored in the RAM 43
  • a program By executing a program, a plurality of symbols are changed by the symbol display device based on a process for determining a combination to be selected from a plurality of predetermined types and a result of executing the lottery program.
  • the bonus game (first special game state) is displayed.
  • the balance of the game media that is cumulatively counted by the control device 200 based on the processing to be transmitted to the control device 200 together with the information (FIG. 19, step S90) and the identification information of the gaming machine is less than the set value.
  • the process of receiving the command signal transmitted from the control device 200 (FIG. 19, step S91) and the transition to the return mode in which the number of winning lines is increased to 5 based on the command signal.
  • Start of the second special game state The program to read out and execute the program (see Fig. 17) from the RAM 43 is executed.
  • This gaming machine 10 is a gaming machine 10 connected via a communication line 101 to a control device 200 that cumulatively counts the balance of gaming media in each of the plurality of gaming machines 10. Therefore, the role determining means (for example, the main CPU 41) for determining the role by lottery and the result of the lottery
  • the combination of symbol display means (for example, reel 14 or stepping motor 70) that displays a plurality of symbols in a variable display and a stop display, and a combination of a plurality of symbols that are stopped and displayed on the winning line is a special role "Bonus Game Trigger".
  • a bonus game (first special game state) (for example, the main CPU 41), and each time a game is played, the balance of the game media at that time is determined by the game machine 10 via the communication line 101.
  • a condition (for example, the main CPU 41) that transmits to the control device 200 together with the identification information and a condition that the balance of the gaming media that is cumulatively counted by the control device 200 based on the identification information of the gaming machine is equal to or less than the set value are established.
  • a means for receiving a command signal transmitted from the control device 200 for example, the main CPU 41
  • a second feature in which the number of winning lines is increased to five based on the command signal.
  • means (e.g., the main CPU 41) for generating a game state.
  • the gaming machine 10 described above is connected to the control device 200 via the communication line 101, and the control device 200 counts the balance of coins in the gaming machine 10 and whether or not to shift to the return mode (first 2) A determination is made as to whether or not a special game state is generated.
  • gaming machines 10 It is not always necessary to use a network, and it may be stand-alone.
  • Such a gaming machine 10 is a gaming machine 10 including a main CPU 41 (arithmetic processing unit), a RAM 43 (storage unit), and a symbol display unit that also has a reel 14 and a stepping motor 70 and the like.
  • the main CPU 41 executes a lottery program stored in the RAM 43 to determine one combination selected from a plurality of types of predetermined combinations, and based on the execution result of the lottery program.
  • a program for generating a bonus game (first special game state) is read from the RAM 43 and executed, and the balance of game media is accumulated each time a game is played.
  • the process of counting, the process of determining whether or not the condition that the balance of gaming media is below the set value is satisfied, and the number of winning lines is relatively increased when it is determined that the above condition is satisfied.
  • a gaming machine that executes a process for reading out and executing a program for executing the transition to the return mode (generation of the second special gaming state) from the RAM 43 can be given.
  • the gaming machine 10 includes a combination determining means (for example, the main CPU 41) for determining a combination by lottery, and a symbol display unit for performing variable display and stop display of a plurality of symbols based on the lottery result.
  • a means for generating a bonus game (first special game state) when a combination of symbols (for example, reel 14 or stepping motor 70) and a plurality of symbols stopped and displayed on the winning line is a special combination "bonus game trigger" (E.g., main CPU 41), means for cumulatively counting the balance of game media each time a game is played (e.g., main CPU 41), and determining whether the condition for reaching the set value of the balance of the game media is met
  • Means for example, the main CPU 41 and means for making a transition to the return mode (the occurrence of the second special gaming state) in which the number of winning lines is increased to five (for example, the main special game state) CPU4 1) and equipped.
  • the main CPU 41 the processing unit counts cumulatively. Transition to return mode where coins are paid out according to the number of games played It is desirable to run a program to do the line.
  • the means for generating the second special game state for example, the main CPU 41
  • the main CPU 41 has a number corresponding to the number of games cumulatively counted until the second special game state is generated in the second special game state. It is desirable to pay out game media.
  • the gaming machine according to the second embodiment is a gaming machine in which a second special gaming state, which is a gaming state advantageous to the player, occurs when a condition is reached in which the cumulatively counted number of games reaches a set value. is there.
  • the second special game state is a game state that occurs only when the above condition is satisfied.
  • the appearance and hardware configuration of the gaming machine according to the second embodiment are substantially the same as those of the first embodiment (see Figs. 1 to 5), so description thereof is omitted here.
  • the same reference numerals are given to the components corresponding to the components in the first embodiment, and the processing performed in the gaming machine according to the second embodiment is shown in FIG. Except for the reduction mode process (FIGS. 17 and 18) that is called and executed in step S20 of the subroutine, it is substantially the same as the first embodiment.
  • the reduction mode process will be described, and the description of the other processes will be omitted.
  • FIG. 20 is a flowchart showing a subroutine of reduction mode processing according to the second embodiment.
  • a free game is played.
  • the total number of coins to be paid out is determined at the start.
  • the free game The process ends when the number of coins to be paid out is paid out.
  • a bonus game trigger is established, a predetermined number of payouts is added to the total number of payouts. Therefore, in the return mode according to the second embodiment, the player can acquire more coins by establishing the bonus game trigger.
  • the number of games increases as a combination with a small number of coins to be paid out, the possibility of establishing a bonus game trigger can be increased.
  • the subroutine shown in FIG. 20 is performed by the main CPU 41 executing a program for shifting to the return mode (generation of the second special gaming state) stored in the RAM 43.
  • the above program is a program dedicated to the return mode and is executed only when the mode is changed to the return mode.
  • the main CPU 41 determines the total payout number P in the return mode based on the balance of coins transmitted from the control device 200 as a return command signal and stored in the RAM 43 (step S200).
  • the number corresponding to 50% of the balance of coins is set as the total payout number P in the reduction mode. For example, if the balance of coins is “—10000”, the total payout P in the return mode is set to 5000. However, the total payout P determined based on the balance of coins is set to a predetermined lower limit (for example, 3000). If not reached, the predetermined number P is the total number of payouts.
  • the main CPU 41 executes a random number generation program included in the lottery program to select a random number value corresponding to each of the three reels 14 from a numerical range of 0 to 255 ( Step S202).
  • the main CPU 41 refers to the payout rate setting data output from the GAL 54 and stored in the RAM 43, and based on the selected three random numbers, the code number of each reel 14 (see FIG. 3). ) Is determined (step S202).
  • payout rate setting data is data dedicated to the return mode, and is used only when shifting to the return mode.
  • step S202 the winning combination is determined.
  • FIG. 21 is a diagram for explaining a relationship between a plurality of types of winning combinations, the possibility of establishment of each winning combination, and the number of payouts in the return mode according to the second embodiment.
  • the possibility of establishment shown in the figure is The symbol weight data is referred to, and when the code number of each reel 14 is determined based on the three random values, this indicates the possibility that the combination is established. In other words, random numbers are not associated with each combination! /.
  • the probability of establishing a bonus game trigger is 0.5%.
  • the bonus game trigger is won in the return mode, three “APPLE” symbols are stopped on the winning line, and the number of payouts p is added to the total number of payouts P. However, no coins will be paid out and no bonus game will occur.
  • the additional payout number p is set to 3000 in advance.
  • the number of payouts is the total number of payouts P minus the cumulative payout number R in the refund mode.
  • step S 203 the main CPU 41 performs reel rotation control processing. Since this process is the same as the process of step S14 of the subroutine shown in FIG. 10 (see FIGS. 13 to 15), description thereof is omitted here.
  • This data (hereinafter also referred to as “payout number data”) is data dedicated to the return mode and is used only when the mode is changed to the return mode.
  • the main CPU 41 determines whether or not a bonus game trigger has been established, that is, whether or not “APPLE” is stopped and displayed in the display window 15 (step S204).
  • the main CPU 41 refers to the number-of-payout data stored in the RAM 43 (see FIG. 21), and determines the number of payouts p to be added to the total number of payouts P (step S205).
  • the main CPU 41 reads the total payout number P determined in step S200 and stored in the RAM 43, adds the payout number p determined in step S205 to the total payout number P, and adds the total payout number P to the RAM 43. (Step S206).
  • step S208 the main CPU 41 pays out a number Q of coins according to the established combination (including nodding) (step S208). .
  • the coin payout number Q in step S208 is determined by referring to the payout number data (see FIG. 21) stored in the RAM 43.
  • the main CPU 41 updates the cumulative payout number R in the return mode by adding the payout number Q determined in step S208 to the cumulative payout number R in the return mode stored in the RAM 43. And stored in the RAM 43 (step S209).
  • step S210 determines whether or not the cumulative payout number scale is equal to or greater than the total payout number P. If it is determined that the cumulative payout number R is not equal to or greater than the total payout number P, the process returns to step S201. On the other hand, when determining that the cumulative payout number R is equal to or greater than the total payout number P, the main CPU 41 sets the return mode flag to “OFF” (step S86), and ends this subroutine.
  • the gaming machine 10 includes the main CPU 41 (arithmetic processing device) and the RAM 43 (storage device), and the number of games in each of the plurality of gaming machines 10 is accumulated for each gaming machine 10.
  • the main CPU 41 executes a lottery program stored in the RAM 43 to perform a plurality of predetermined combinations of roles.
  • a process for determining a combination to be selected from among them a process for reading out a program for generating a bonus game from the RAM 43 and executing it when the determined combination is a special combination ⁇ bonus game trigger '', and a game
  • the control device 200 counts cumulatively based on the process of transmitting the identification information of the gaming machine stored in the RAM 43 to the control device 200 via the communication line 101 and the identification information of the gaming machine. Game times However, when the condition for reaching the set value to be compared with the number of games is satisfied, the process for receiving the command signal transmitted from the control device 200 and the transition to the return mode based on the command signal
  • the program (Fig. 20 and Fig. 21) is read out from the RAM 43 and executed.
  • the gaming machine 10 includes a role determining means (for example, the main CPU 41) for determining a role by lottery, and a first special state that is advantageous for a player when the determined role is a special role.
  • Means for generating a gaming state for example, the main CPU 41
  • Means for transmitting identification information of the gaming machine 10 to the control device 200 via the communication line 101 each time a game is played for example, the main CPU 41
  • a command signal transmitted from the control device is received when a condition is reached in which the number of games cumulatively counted by the control device 200 based on the machine identification information reaches a set value to be compared with the number of games.
  • Means (e.g. main CPU41) Based on the command signal, there is provided means (for example, main CPU 41) for generating a second special game state which is a game state advantageous to the player and which is generated only when the above condition is satisfied.
  • the game machine 10 when the condition that the number of games counted by the control device 200 reaches the set value is satisfied, the game machine 10 enters the return mode that is a gaming state advantageous to the player. Transition. Therefore, even if a large number of coins are consumed without generating a bonus game for a long time, if the game is played until the number of games reaches the set value, the player enters the return mode, and the player makes a profit. Obtainable.
  • the return mode occurs only when the above condition is satisfied, it is possible to impress the player that a return is made for the game played until the number of games reaches the set value. It can enhance interest. As a result, it is possible to prevent a player who has consumed a large number of coins from feeling uncomfortable if the game is unpleasant or losing interest in the game.
  • the gaming machine 10 is connected to the control device 200 via the communication line 101, and the control device 200 counts the number of games in the gaming machine 10 and determines whether or not it can shift to the return mode. Determination of power (whether or not to generate the second special gaming state) is performed.
  • the gaming machine 10 does not necessarily need to use a network and may be a stand-alone.
  • the stand-alone gaming machine 10 is a gaming machine including a main CPU 41 (arithmetic processing unit) and a RAM 43 (storage unit), and the main CPU 41 executes a lottery program stored in the RAM 43. By executing, a process for determining a combination to be selected from a plurality of predetermined combinations, and when the determined combination is a special combination “bonus game trigger”, a bonus game is generated.
  • the gaming machine 10 includes a role determining means (for example, the main CPU 41) for determining a role by lottery, and a first special state that is advantageous for a player when the determined role is a special role.
  • a means for generating a state for example, the main CPU 41
  • a means for cumulatively counting the number of games each time a game is performed for example, the main CPU 41
  • a setting for comparing the number of games with the number of games for example, the main CPU 41
  • a means for determining whether or not the condition to reach the value is satisfied for example, the main CPU 41
  • a means for generating a second special gaming state that occurs only in the game.
  • the gaming machine 10 when the number of games reaches the set value, shifts to the return mode (occurrence of the second special gaming state).
  • the invention is not limited to this example.
  • the gaming machine 10 of the present invention may be switched to the return mode (generation of the second special gaming state) when the balance of coins becomes equal to or less than a set value.
  • Such a gaming machine 10 includes a main CPU 41 (arithmetic processing device) and a RAM 43 (storage device), and cumulatively counts the balance of coins in each of the plurality of gaming machines 10 for each gaming machine 10.
  • a gaming machine 10 connected to the control device 200 via the communication line 101, and the main CPU 41 executes a lottery program stored in the RAM 43 to select from a plurality of types of predetermined roles.
  • the gaming machine 10 includes a role determining means (for example, the main CPU 41) for determining a role by lottery, and a first special state that is advantageous for the player when the determined role is a special role.
  • Play Means for generating a skill state for example, the main CPU 41
  • means for transmitting identification information of the gaming machine 10 to the control device 200 via the communication line 101 each time a game is played for example, the main CPU 41
  • a gaming machine Means for receiving a command signal transmitted from the control device when the condition that the balance of the gaming media counted cumulatively by the control device 200 based on the identification information is less than a set value is satisfied for example, the main CPU 41
  • a means for example, main CPU 41 for generating a second special game state that is a game state advantageous to the player and that occurs only when the above condition is satisfied based on the command signal.
  • the game machine 10 shifts to a return mode that is a gaming state advantageous to the player. To do. Therefore, even if a large number of coins are consumed without a bonus game for a long period of time, if the game can be played until the balance of coins falls below the set value, the player enters the return mode and the player You can get that benefit.
  • the return mode occurs only when the above condition is satisfied, it is possible to impress the player that the return will be made for the game that has been played until the balance of coins is below the set value.
  • the gaming machine 10 described above is connected to the control device 200 via the communication line 101, and the control device 200 counts the balance of coins in the gaming machine 10 and whether or not to shift to the return mode (first 2) A determination is made as to whether or not a special game state is generated.
  • the gaming machine 10 does not necessarily have to use a network and may be a stand-alone.
  • Such a gaming machine 10 is a gaming machine including a main CPU 41 (arithmetic processing unit) and a RAM 43 (storage unit), and the main CPU 41 executes a lottery program stored in the RAM 43. Therefore, a program for generating a bonus game when the determined combination is a special combination “bonus game trigger” is determined. Processing that is read from the RAM 43 and executed, processing that cumulatively counts the coin balance each time a game is played, and the coin balance A process for determining whether or not the following condition is satisfied, and a program for switching to the reduction mode that occurs only when the above condition is satisfied from the RAM 43 when it is determined that the above condition is satisfied.
  • a gaming machine 10 that executes processing that is read and executed can be cited.
  • This gaming machine 10 has a role determining means (for example, the main CPU 41) for determining a role by lottery, and a first special state that is advantageous for the player when the determined role is a special role.
  • a role determining means for example, the main CPU 41
  • a first special state that is advantageous for the player when the determined role is a special role.
  • There are means for generating a state for example, the main CPU 41
  • means for cumulatively counting the balance of game media each time a game is played for example, the main CPU 41
  • a determination means for example, the main CPU 41 for determining whether or not the condition is satisfied, and when it is determined that the above condition is satisfied, the game state is advantageous for the player and is generated only when the above condition is satisfied. 2
  • a means for generating a special gaming state for example, main CPU 41) is provided.
  • the main CPU 41 (the arithmetic processing unit) counts cumulatively. It is desirable to execute a program for shifting to the return mode in which the coins corresponding to the number of games played are paid out.
  • the means for generating the second special game state (for example, the main CPU 41) has a number corresponding to the number of games cumulatively counted until the second special game state is generated in the second special game state. It is desirable to pay out game media.
  • the present invention is not limited to this example.
  • performance output in the reduction mode may be dedicated to the reduction mode.
  • the storage device (for example, RAM 43) stores presentation data dedicated to the return mode.
  • the production data include image data, sound data, and data defining lighting patterns such as lamps and LEDs.
  • the relationship between the winning combination in the return mode and the number of game media paid out may be dedicated to the return mode.
  • the storage device for example, the RAM 43
  • stores payout number data dedicated to the return mode data indicating the relationship between the winning combination and the number of game media payouts.
  • the possibility of establishing a winning combination in the return mode may be dedicated to the return mode.
  • the GAL 54 is configured to output payout rate setting data dedicated to the return mode when predetermined data is input.
  • the following configuration can be adopted.
  • a mystery bonus is performed, and in the return mode as the second special gaming state, a mystery bonus is displayed on the lower image display panel 16 in the effect image dedicated to the reduction mode. As soon as it is done.
  • a free game is played in the bonus game as the first special gaming state, and in the return mode as the second special gaming state, when the remaining number of games reaches a predetermined number, a free game whose presentation mode changes is performed. It is also possible that As a free game whose direction of play changes when the remaining number of games reaches a certain number, for example, when the remaining number of games reaches 30, the lower image display panel (transparent) provided in front of the reel 14 LCD panel) 16 free games that increase the brightness.
  • LEDs and lamps are installed on the back of the berry glass 34, and when the remaining number of free games reaches 30 games, these LEDs and lamps are lit or blinked to produce effects on the berry glass 34. It is good also as performing.
  • the bonus game as the first special gaming state, only free games are played.
  • the return mode as the second special game state, one type of game is selected from a plurality of types of games, and the selected game is played.
  • the present invention is not limited to this example.
  • the mode may be shifted to the reduction mode when a predetermined condition is satisfied.
  • the predetermined conditions that trigger the transition to the return mode are not particularly limited, for example, that a bonus trigger has been established, that symbols have been stopped and displayed in a predetermined combination, etc. Can be mentioned.
  • the return mode flag when the return mode flag is set to "ON", after that, regardless of the combination of symbols to be stopped and displayed, the mode is changed to the return mode.
  • the present invention is not limited to this example.
  • a combination of symbols indicating the transition to the return mode may be set in advance, and after the symbols are stopped and displayed with the combination, the transition to the return mode may be performed.
  • the timing at which the number of games is counted is not particularly limited. For example, it may be the timing when the coin is betted (Fig. 10, after step S10 or S11) or the spin button is turned on (Fig. 10, after step S12). .
  • a predetermined timing for example, timing at which symbols are stopped and displayed
  • the number of times may be counted. It is possible to use the above-mentioned timing for counting the balance of game media.
  • the present invention is not limited to this example. For example, if a special combination is established between the time when the number of games reaches a set value and the time when the second special game state is generated, only the first special game state may be generated.
  • the player can always benefit from the first special game state or the second special game state when playing until the number of games reaches the set value.
  • the above form is also one form of the present invention.
  • FIG. 22 is a flowchart illustrating another example of the game execution process subroutine. In the flowchart shown in FIG. 22, steps that perform the same processing as the steps in the flowchart shown in FIG.
  • step S15 After executing the processing of step S10 to step S14, the main CPU 41 determines whether or not a bonus game trigger is established (step S15), and if it is determined that a bonus game trigger is established, A bonus game process is executed (step S16). Thereafter, it is determined whether or not the reduction mode flag is set to “ON” (step S25). If the reduction mode flag is set to “ON”, the reduction mode flag is set to “OFF”. (Step S26). Then, the process of step S21 is performed, and this subroutine is terminated.
  • the other processes are the same as those described with reference to FIG. 10, and a description thereof is omitted here.
  • the subroutine shown in FIG. 22 As in the subroutine shown in FIG.
  • step S10 after the coin is betted (step S10), it is determined whether or not the spin button 23 is turned on (step S12). If it is determined that the spin button 23 has been turned on (step S12: YES), the process of subtracting the number of credits (step SI 1) should be performed.
  • the set value is 600
  • step S22 when the number of games reaches 600 times and the return mode flag is established, a bonus game is generated in the 601st game (step S15), but a bonus game is generated (step S16). Is not transferred (steps S 25 and S 26).
  • the bonus game trigger is not established in the 601st game, a transition to the return mode is performed (steps S19 and S20).
  • the second special Only one of the first special gaming state and the second special gaming state which may be generated only in the gaming state, may be selected and generated according to the gaming situation or the like.
  • the second special game state is generated according to the balance of the game media
  • the same form as described above can be adopted.
  • only the first special game state is generated. It may be possible to generate only the second special gaming state or the first special gaming state or the second special gaming state 1 depending on the gaming situation etc. That's it.
  • a predetermined bonus as a dedicated bonus when the above condition is satisfied when the condition that the number of games reaches the set value is satisfied.
  • a number of game media may be paid out.
  • a second special gaming state in which a privilege in the same form as the first special gaming state, such as a free game, a second game, a mystery bonus, etc., is given to the player when the condition for the number of games to reach the set value is established.
  • the return mode may be configured to be settable, and a predetermined number of game media may be paid out in any of these forms.
  • the form performed in the second special game state is not performed in the first special game state! /
  • the payout according to the form is a bonus for exclusive use when the above condition is satisfied. There is a need to. Both aspects described above correspond to the second special gaming state in the present invention.
  • the timing of paying out a predetermined number of game media is not limited to the timing at which the unit game is terminated and the symbol is stopped and displayed, such as a mystery bonus.
  • the game media may be paid out immediately.
  • the method for paying out a predetermined number of game media is not particularly limited.
  • a bar code that can be used to actually increase the number of credits that can be used for paying out coins. Tickets such as attached tickets may be issued.
  • FIG. 1 is a schematic diagram showing an overall configuration of a gaming system according to a first embodiment.
  • FIG. 2 is a perspective view schematically showing the gaming machine according to the first embodiment.
  • FIG. 3 is a schematic diagram showing a row of symbols drawn on the outer peripheral surface of each reel.
  • FIG. 4 is a block diagram showing an internal configuration of the gaming machine shown in FIG.
  • FIG. 5 is a block diagram showing an internal configuration of a control device according to the first embodiment.
  • FIG. 6 is a diagram schematically showing an example of a correspondence table between gaming machine identification numbers and gaming history.
  • FIG. 7 is a chart showing a procedure of authentication reading processing of the game program and game system program by the mother board and gaming board shown in FIG. 4.
  • FIG. 8 is a flowchart showing a subroutine of game mode selection processing.
  • FIG. 9] (a) to (b) are diagrams showing examples of images displayed on the lower image display panel when the game mode selection process is executed.
  • FIG. 10 is a flowchart showing a subroutine of game execution processing.
  • FIG. 11 is a flowchart showing a lottery processing subroutine.
  • FIG. 12 is a diagram for explaining the relationship between a plurality of types of combinations, the possibility of establishment of each combination, and the number of payouts in the first embodiment.
  • FIG. 13 is a flowchart showing a subroutine for reel rotation control processing.
  • FIG. 14] (a) to (d) are side views for explaining the reel rotation operation.
  • FIG. 15 is a schematic diagram showing a correspondence table between the number of steps and a code number.
  • FIG. 16 is a flowchart showing a subroutine of bonus game processing.
  • FIG. 17 is a flowchart showing a subroutine of reduction mode processing.
  • FIG. 18] (a) to (c) are diagrams showing examples of images displayed on the lower image display panel when shifting to the return mode (when the second special gaming state occurs).
  • FIG. 19 is a flowchart showing a counting process subroutine.
  • FIG. 20 is a flowchart showing a subroutine of reduction mode processing according to the second embodiment.
  • FIG. 21 is a diagram for explaining a relationship between a plurality of types of combinations, the possibility of establishment of each combination, and the number of payouts in the return mode according to the second embodiment.
  • FIG. 22 is a flowchart showing another example of a game execution process subroutine. Explanation of symbols

Abstract

A game machine not causing the player who has wasted many coins to have a discomfort feeling about games and a sense of mistrust and to lose the interest in games. The game machine is characterized by comprising winning combination determining means for determining a winning combination by drawing, means for bringing about a first special game mode advantageous to the player when the determined winning combination is a special winning combination, and means for bringing about a second special game mode advantageous to the player and brought about only when a condition that the number of games played and cumulatively counted each time the player plays reaches a set value to be compared with the number of games played is met.

Description

明 細 書  Specification
遊技機、遊技制御方法及び遊技システム  Game machine, game control method, and game system
技術分野  Technical field
[0001] 本発明は、コイン等の遊技媒体 (遊技価値)を用いて遊技を行うスロットマシン等の遊 技機、該遊技機に係る遊技制御方法、及び、該遊技機と制御装置とを備えた遊技シ ステムに関する。  [0001] The present invention includes a gaming machine such as a slot machine for playing a game using a gaming medium (game value) such as a coin, a gaming control method for the gaming machine, and the gaming machine and a control device. Related to a game system.
背景技術  Background art
[0002] 従来から、スロットマシン等の遊技機が設置された施設においては、コインや現金等 の各種の遊技媒体を遊技機に投入することにより、遊技を行うことができる。そして、 各遊技機は、遊技の進行によって発生する入賞状態 (遊技の結果)によって配当を 払い出すようになつている。  Conventionally, in a facility where a gaming machine such as a slot machine is installed, it is possible to play a game by inserting various gaming media such as coins and cash into the gaming machine. Each gaming machine pays out a payout according to a winning state (game result) generated by the progress of the game.
[0003] 複数のスロットマシンを配置したカジノでは、各スロットマシンで消費されたクレジット の一部を保留しておき、その保留額がある金額に達した場合に、いずれかのスロット マシンに対して、通常の当たりでは払い出されないような多額の払出しを行なう所謂「 ジャックポット」と呼ばれるものがある(例えば、特許文献 1参照)。このようなスロットマ シンでは、通常の場合、それぞれ設定された確率で当たりが発生するようになってお り、遊技者は当該当たりが発生することを期待してゲームを進める。そして、スロットマ シンに設定された当該確率を基にした通常の当たりの抽選とは別の抽選により、ある タイミングでいずれかのスロットマシンにジャックポット当たりが発生することになる。ま た、「ジャックポット」時における払出額を多額にするため、一般に、複数のカジノ間が ネットワークで結ばれる。  [0003] In a casino in which a plurality of slot machines are arranged, a part of the credits consumed in each slot machine is reserved, and when the reserved amount reaches a certain amount, There is a so-called “jackpot” that pays out a large amount that is not paid out in a normal win (see, for example, Patent Document 1). In such a slot machine, normally, a win is generated with a set probability, and the player advances the game in the hope that the win will occur. Then, by a lottery different from the normal winning lottery based on the probability set in the slot machine, a jackpot win occurs in any slot machine at a certain timing. Also, in order to increase the payout amount at the time of “jackpot”, generally, a plurality of casinos are connected by a network.
[0004] また、ホストコンピュータと複数の遊技機とがネットワーク接続されたシステムであって 、遊技機におけるボーナスの発生をホストコンピュータが制御するシステムが存在す る(例えば、特許文献 2参照)。このシステムにおいて、ホストコンピュータは、各遊技 機におけるコイン投入数を積算するとともに、複数の遊技機におけるコイン投入数の 一部をボーナスプールとして積算する。また、ホストコンピュータは、コイン投入数が 所定数に達した遊技機に対してボーナス資格を付与する。そして、ホストコンピュータ は、ボーナスプールの値が所定の閾値に達したとき、ボーナス資格を付与した遊技 機の中から選ばれる 1の遊技機に対してコマンドを送信する。コマンドを受信した遊 技機では、ギヤンブノレ性の高!、ボーナスゲームが行われる。 [0004] In addition, there is a system in which a host computer and a plurality of gaming machines are network-connected, and the host computer controls the generation of bonuses in the gaming machines (see, for example, Patent Document 2). In this system, the host computer accumulates the number of coins inserted in each gaming machine, and accumulates a part of the number of coins inserted in a plurality of gaming machines as a bonus pool. In addition, the host computer gives a bonus qualification to gaming machines whose coins have reached a predetermined number. And host computer When the value of the bonus pool reaches a predetermined threshold, a command is sent to one gaming machine selected from the gaming machines to which the bonus qualification is granted. A gaming machine that has received the command has a high gear!
[0005] 特許文献 1:特開 2003 - 117053号公報  [0005] Patent Document 1: Japanese Patent Application Laid-Open No. 2003-117053
特許文献 2 :米国特許第 5820459号明細書  Patent Document 2: US Patent No. 5820459
発明の開示  Disclosure of the invention
発明が解決しょうとする課題  Problems to be solved by the invention
[0006] しかしながら、特許文献 1に記載のスロットマシンにお!、て「ジャックポット」の利益を享 受することができるのは、抽選に当選した遊技機で遊技を行っている遊技者である。 そのため、多数のコインを消費した遊技者力 全く「ジャックポット」の利益を享受する ことができず、遊技を開始したば力りの遊技者が「ジャックポット」の利益を享受する場 合があった。 [0006] However, in the slot machine described in Patent Document 1, it is a player who is playing a game using the game machine that has won the lottery! . Therefore, the player who consumed a large number of coins cannot enjoy the benefits of the “jackpot” at all, and the player who has just started playing can enjoy the benefits of the “jackpot”. It was.
[0007] また、特許文献 2に記載のシステムでも、ボーナスゲームの利益を享受する機会が付 与されるのは、コイン投入数が所定数に達した遊技機のいずれかである。必ずしも、 ボーナスゲームの利益を享受する機会が、多数のコインを消費した遊技者に付与さ れるとは限らない。そのため、特許文献 2に記載のシステムにおいても、特許文献 1に 記載のスロットマシンと同様に、多数のコインを消費した遊技者力 ボーナスゲームの 利益を享受することができず、遊技を開始したば力りの遊技者がボーナスゲームの利 益を享受する場合があった。  [0007] Also, in the system described in Patent Document 2, an opportunity to enjoy the benefits of the bonus game is given to any gaming machine in which the number of coins inserted reaches a predetermined number. An opportunity to enjoy the benefits of a bonus game is not necessarily given to a player who has consumed a large number of coins. For this reason, even in the system described in Patent Document 2, as with the slot machine described in Patent Document 1, it is not possible to enjoy the benefits of a player-power bonus game that consumed a large number of coins. In some cases, powerful players could benefit from bonus games.
[0008] また、特許文献 2に記載のシステムでは、複数の遊技機におけるコイン投入数の一部 がボーナスプールとして積算される。そのため、システム内の遊技機の稼働率が低い 場合等には、或る遊技者が多数のコインを消費してもボーナスプールの値が所定の 閾値に到達せず、ボーナスゲームの利益を享受することができない場合があった。さ らに、特許文献 2に記載のシステムにおいて行われるボーナスゲームは、ギャンブル 性の高いものであるため、ボーナスゲームの利益を享受し得る機会が付与されても、 その利益を充分に得ることができない場合があった。  [0008] Further, in the system described in Patent Document 2, a part of the number of coins inserted in a plurality of gaming machines is accumulated as a bonus pool. Therefore, when the operating rate of gaming machines in the system is low, even if a certain player consumes a large number of coins, the value of the bonus pool does not reach the predetermined threshold value, and the benefit of the bonus game is enjoyed. There was a case that could not be done. Further, since the bonus game performed in the system described in Patent Document 2 is highly gambling, even if an opportunity to enjoy the benefits of the bonus game is given, the benefits can be sufficiently obtained. There were cases where it was not possible.
[0009] 上述したような事態が生じると、多数のコインを消費した遊技者力 遊技に対して不 快感や不信感を募らせたり、遊技に対する興味や関心を失ったりするおそれがある。 [0010] 本発明は、上述した課題に鑑みてなされたものであり、その目的は、多数のコイン等 の遊技媒体を消費した遊技者が、遊技に対して不快感ゃ不信感を募らせたり、遊技 に対する興味や関心を失ったりすることを防止し得る遊技機、制御装置及び遊技シ ステムを提供することにある。 [0009] When the situation described above occurs, there is a risk of discomfort and distrust in a player-powered game that has consumed a large number of coins, or loss of interest or interest in the game. [0010] The present invention has been made in view of the above-described problems, and the purpose of the present invention is to cause a player who has consumed a large number of coins and other game media to feel uncomfortable or distrustful of the game. It is an object of the present invention to provide a gaming machine, a control device, and a gaming system that can prevent the loss of interest and interest in gaming.
課題を解決するための手段  Means for solving the problem
[0011] 上述した課題を解決するために、本発明は、以下のようなものを提供する。  In order to solve the above-described problems, the present invention provides the following.
(1)抽選により役を決定する役決定手段と、  (1) a role determining means for determining a role by lottery;
決定された役が特別の役であるとき、遊技者にとって有利な遊技状態である第 1特別 遊技状態を発生させる手段と、  Means for generating a first special gaming state, which is a gaming state advantageous to the player when the determined combination is a special combination;
遊技が行われるごとに累積的に計数される遊技回数が上記遊技回数との比較対象 となる設定値に達する条件が成立したとき、遊技者にとって有利な遊技状態であり且 つ上記条件が成立したときにのみ発生する第 2特別遊技状態を発生させる手段と を備えたことを特徴とする遊技機。  When a condition is reached in which the number of games counted cumulatively every time a game is played reaches a set value to be compared with the above number of games, the game state is advantageous to the player and the above condition is satisfied. And a means for generating a second special gaming state that occurs only at times.
[0012] (1)の発明によれば、遊技回数が上記遊技回数との比較対象となる設定値に達する 条件が成立したとき、遊技者にとって有利な遊技状態であり且つ上記条件が成立し たときにのみ発生する第 2特別遊技状態を発生させる。従って、長期間にわたって第 1特別遊技状態が発生せずに多数の遊技媒体を消費した場合等であっても、遊技 回数が設定値に達するまで遊技を行えば、第 2特別遊技状態が発生し、遊技者はそ の利益を得ることができる。また、第 2特別遊技状態は、上記条件が成立したときにの み発生する遊技状態であるから、遊技回数が設定値に達するまで遊技を行ったこと に対する還元が行われることを遊技者に印象付けることができるとともに、遊技の興 趣性を高めることができる。その結果、多数の遊技媒体を消費した遊技者が、遊技に 対して不快感ゃ不信感を募らせたり、遊技に対する興味や関心を失ったりすることを 防止することができる。  [0012] According to the invention of (1), when the condition that the number of games reaches the set value to be compared with the number of games is satisfied, the gaming state is advantageous for the player and the condition is satisfied. A second special gaming state that occurs only occasionally occurs. Therefore, even if a large number of game media are consumed without the first special game state occurring for a long period of time, if the game is played until the number of games reaches the set value, the second special game state occurs. The player can get the profit. In addition, since the second special gaming state is a gaming state that occurs only when the above conditions are met, the player is impressed that a return is made for playing the game until the number of games reaches the set value. In addition, it can enhance the fun of the game. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling uncomfortable or distrustful of the game or losing interest in the game.
[0013] さら〖こ、本発明は、以下のようなものを提供する。  [0013] Sarako, the present invention provides the following.
(2)複数の遊技機の夫々における遊技回数を遊技機ごとに累積的に計数する制御 装置と通信回線を介して接続される遊技機であって、  (2) A gaming machine connected via a communication line to a control device that cumulatively counts the number of games in each of a plurality of gaming machines for each gaming machine,
抽選により役を決定する役決定手段と、 決定された役が特別の役であるとき、遊技者にとって有利な遊技状態である第 1特別 遊技状態を発生させる手段と、 A role determining means for determining a role by lottery; Means for generating a first special gaming state, which is a gaming state advantageous to the player when the determined combination is a special combination;
遊技が行われるごとに、上記通信回線を介して遊技機の識別情報を上記制御装置 に送信する手段と、  Means for transmitting identification information of a gaming machine to the control device via the communication line each time a game is played;
上記遊技機の識別情報に基づいて上記制御装置によって累積的に計数される遊技 回数が、上記遊技回数との比較対象となる設定値に達する条件が成立したときに上 記制御装置から送信される指令信号を受信する手段と、  Sent from the control device when the condition that the number of games cumulatively counted by the control device based on the identification information of the gaming machine reaches a set value to be compared with the number of games is satisfied. Means for receiving a command signal;
上記指令信号に基づいて、遊技者にとって有利な遊技状態であり且つ上記条件が 成立したときにのみ発生する第 2特別遊技状態を発生させる手段と  Based on the command signal, means for generating a second special game state that is a game state advantageous to the player and that occurs only when the above condition is satisfied;
を備えたことを特徴とする遊技機。  A gaming machine characterized by comprising:
[0014] (2)の発明によれば、制御装置において計数される遊技回数が上記遊技回数との比 較対象となる設定値に達する条件が成立したとき、遊技者にとって有利な遊技状態 であり且つ上記条件が成立したときにのみ発生する第 2特別遊技状態を発生させる 。従って、長期間にわたって第 1特別遊技状態が発生せずに多数の遊技媒体を消 費した場合等であっても、遊技回数が設定値に達するまで遊技を行えば、第 2特別 遊技状態が発生し、遊技者はその利益を得ることができる。また、第 2特別遊技状態 は、上記条件が成立したときにのみ発生する遊技状態であるから、遊技回数が設定 値に達するまで遊技を行ったことに対する還元が行われることを遊技者に印象付け ることができるとともに、遊技の興趣性を高めることができる。その結果、多数の遊技 媒体を消費した遊技者が、遊技に対して不快感ゃ不信感を募らせたり、遊技に対す る興味や関心を失ったりすることを防止することができる。 [0014] According to the invention of (2), when a condition is reached in which the number of games counted by the control device reaches a set value to be compared with the number of games, the gaming state is advantageous to the player. In addition, a second special game state that occurs only when the above condition is satisfied is generated. Therefore, even if the first special gaming state does not occur for a long period of time and many game media are consumed, the second special gaming state will occur if the game is played until the number of games reaches the set value. However, the player can obtain the profit. In addition, since the second special gaming state is a gaming state that occurs only when the above conditions are satisfied, the player is impressed that a return is made for playing the game until the number of games reaches the set value. It is possible to improve the fun of the game. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling unpleasant if the game is unpleasant or losing interest or interest in the game.
[0015] さら〖こ、本発明は、以下のようなものを提供する。  [0015] Sarako, the present invention provides the following.
(3)抽選により役を決定する役決定手段と、  (3) a role determining means for determining a role by lottery;
決定された役が特別の役であるとき、遊技者にとって有利な遊技状態である第 1特別 状態を発生させる手段と、  Means for generating a first special state, which is a game state advantageous to the player when the determined combination is a special combination;
遊技が行われるごとに、遊技回数を累積的に計数する手段と、  Means for cumulatively counting the number of games each time a game is played;
上記遊技回数が上記遊技回数との比較対象となる設定値に達する条件が成立した か否かを判定する判定手段と、 上記条件が成立したと判定されたとき、遊技者にとって有利な遊技状態であり且つ上 記条件が成立したときにのみ発生する第 2特別遊技状態を発生させる手段と を備えたことを特徴とする遊技機。 Determining means for determining whether or not a condition is reached in which the number of games reaches a set value to be compared with the number of games; And a means for generating a second special gaming state that occurs only when the above condition is satisfied, when it is determined that the above condition is satisfied. Gaming machine.
[0016] (3)の発明によれば、遊技回数を累積的に計数するとともに、遊技回数が上記遊技 回数との比較対象となる設定値に達する条件が成立したか否かを判定する。そして、 上記条件が成立したと判定したとき、遊技者にとって有利な遊技状態であり且つ上記 条件が成立したときにのみ発生する第 2特別遊技状態を発生させる。従って、長期間 にわたつて第 1特別遊技状態が発生せずに多数の遊技媒体を消費した場合等であ つても、遊技回数が設定値に達するまで遊技を行えば、第 2特別遊技状態が発生し 、遊技者はその利益を得ることができる。また、第 2特別遊技状態は、上記条件が成 立したときにのみ発生する遊技状態であるから、遊技回数が設定値に達するまで遊 技を行ったことに対する還元が行われることを遊技者に印象付けることができるととも に、遊技の興趣性を高めることができる。その結果、多数の遊技媒体を消費した遊技 者が、遊技に対して不快感ゃ不信感を募らせたり、遊技に対する興味や関心を失つ たりすることを防止することができる。  [0016] According to the invention of (3), the number of games is cumulatively counted, and it is determined whether a condition for reaching the set value to be compared with the number of games is satisfied. Then, when it is determined that the above condition is satisfied, a second special gaming state is generated that is a gaming state advantageous to the player and occurs only when the above condition is satisfied. Therefore, even if a large number of game media are consumed without the occurrence of the first special game state over a long period of time, if the game is played until the number of games reaches the set value, the second special game state is Once generated, the player can benefit from it. In addition, since the second special gaming state is a gaming state that occurs only when the above condition is established, the player is informed that the game will be rewarded until the number of games reaches the set value. In addition to making an impression, it can enhance the fun of the game. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling unpleasant if the game is unpleasant or losing interest in the game.
[0017] さら〖こ、本発明は、以下のようなものを提供する。  [0017] Further, the present invention provides the following.
(4) 上記(1)〜(3)のいずれか 1の遊技機であって、  (4) The gaming machine according to any one of (1) to (3) above,
上記第 2特別遊技状態を発生させる手段は、上記第 2特別遊技状態において、該第 2特別遊技状態を発生させるまでに累積的に計数された遊技媒体の収支に応じた数 の遊技媒体の払い出しを行うことを特徴とする。  The means for generating the second special game state is a payout of a number of game media in the second special game state according to the balance of game media counted cumulatively until the second special game state is generated. It is characterized by performing.
[0018] (4)の発明によれば、例えば、第 2特別遊技状態を発生させるまでに累積的に計数さ れた遊技媒体の収支が" 10000"であれば、第 2特別遊技状態において、その収 支の 50%に相当する 5000枚の遊技媒体を払い出すと 、うように、遊技者の遊技媒 体の収支に見合った利益を第 2特別遊技状態において遊技者に付与することができ る。従って、多数の遊技媒体を消費した遊技者が、遊技に対して不快感ゃ不信感を 募らせたり、遊技に対する興味や関心を失ったりすることを防止することができる。  [0018] According to the invention of (4), for example, if the balance of the game media counted cumulatively until the second special game state is generated is "10000", in the second special game state, If 5,000 game media equivalent to 50% of the balance is paid out, a profit corresponding to the balance of the player's game media can be given to the player in the second special game state. The Therefore, it is possible to prevent a player who has consumed a large number of game media from feeling unpleasant if the game is unpleasant or losing interest in the game.
[0019] さら〖こ、本発明は、以下のようなものを提供する。  [0019] Further, the present invention provides the following.
(5) 上記(1)〜(3)のいずれか 1の遊技機であって、 1回の遊技に対して所定の上限値まで遊技媒体の投入を受け入れることが可能な受 入手段を備え、 (5) The gaming machine according to any one of (1) to (3) above, It has a receiving means that can accept the input of game media up to a predetermined upper limit for one game,
上記第 2特別遊技状態を発生させる手段は、上記遊技回数が上記設定値に達する 条件が成立したとき、その回の遊技に対する遊技媒体の投入数が上記上限値であつ た場合に、第 2特別遊技状態を発生させることを特徴とする。  The means for generating the second special game state is the second special game state when the condition that the number of games reaches the set value is satisfied, and the number of game media inserted for that game is the upper limit value. A game state is generated.
[0020] (5)の発明によれば、遊技者が上限値まで遊技媒体の投入を行うことを促すことがで き、カジノ等の施設は収益の増大を図ることができる。 [0020] According to the invention of (5), it is possible to encourage the player to insert the game media up to the upper limit value, and the facility such as a casino can increase profits.
[0021] さら〖こ、本発明は、以下のようなものを提供する。 [0021] Sarako, the present invention provides the following.
(6)抽選により役を決定する役決定手段と、  (6) a role determining means for determining a role by lottery;
上記抽選の結果に基づ 、て、複数のシンボルの変動表示と停止表示とを行うシンポ ル表示手段と、  Based on the result of the lottery, a symbol display means for performing a change display and a stop display of a plurality of symbols,
上記シンボル表示手段に規定される入賞ライン上に停止表示される複数のシンボル の組合せが特別の役であるとき、遊技者にとって有利な遊技状態である第 1特別遊 技状態を発生させる手段と、  Means for generating a first special game state, which is a game state advantageous to the player, when a combination of a plurality of symbols stopped and displayed on the winning line defined by the symbol display means is a special role;
遊技が行われるごとに累積的に計数される遊技回数が上記遊技回数との比較対象 となる設定値に達する条件が成立したとき、上記シンボル表示手段に規定される入 賞ラインの数が相対的に増加する第 2特別遊技状態を発生させる手段と  When a condition is reached in which the number of games that are cumulatively counted every time a game is played reaches a set value to be compared with the number of games, the number of winning lines defined in the symbol display means A means for generating a second special gaming state that increases
を備えたことを特徴とする遊技機。  A gaming machine characterized by comprising:
[0022] (6)の発明によれば、遊技回数が上記遊技回数との比較対象となる設定値に達する 条件が成立したとき、入賞ラインの数が相対的に増加する第 2特別遊技状態を発生 させる。入賞ラインが増加することによって、入賞ライン上に停止表示される複数のシ ンボルの組合せが特別の役となる可能性が高くなるため、第 1特別遊技状態が発生 し易くなる。従って、長期間にわたって第 1特別遊技状態が発生せずに多数の遊技 媒体を消費した場合等であっても、遊技回数が設定値に達するまで遊技を行えば、 第 2特別遊技状態が発生し、遊技者は有利な状態で遊技を進めることができる。その 結果、多数の遊技媒体を消費した遊技者が、遊技に対して不快感ゃ不信感を募ら せたり、遊技に対する興味や関心を失ったりすることを防止することができる。  [0022] According to the invention of (6), the second special game state in which the number of winning lines is relatively increased when the condition that the number of games reaches the set value to be compared with the number of games is satisfied. generate. As the number of winning lines increases, there is a high possibility that a combination of a plurality of symbols stopped and displayed on the winning line will play a special role, so the first special gaming state is likely to occur. Therefore, even if a large number of game media are consumed without the first special game state occurring for a long period of time, if the game is played until the number of games reaches the set value, the second special game state occurs. The player can advance the game in an advantageous state. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling unpleasant if the game is unpleasant or losing interest in the game.
[0023] なお、入賞ラインの数が相対的に増加する第 2特別遊技状態は、上記条件が成立し たときにのみ発生する遊技状態であることが望ましい。遊技回数が設定値に達するま で遊技を行ったことに対する還元が行われることを遊技者に印象付けることができる とともに、遊技の興趣性を高めることができるからである。 [0023] In the second special game state in which the number of winning lines is relatively increased, the above condition is satisfied. It is desirable that the gaming state occurs only when This is because it is possible to impress the player that the game will be rewarded until the number of games reaches the set value, and to enhance the fun of the game.
[0024] さら〖こ、本発明は、以下のようなものを提供する。  [0024] Sarako, the present invention provides the following.
(7)複数の遊技機の夫々における遊技回数を遊技機ごとに累積的に計数する制御 装置と通信回線を介して接続される遊技機であって、  (7) A gaming machine connected via a communication line to a control device that cumulatively counts the number of games in each of a plurality of gaming machines for each gaming machine,
抽選により役を決定する役決定手段と、  A role determining means for determining a role by lottery;
上記抽選の結果に基づ 、て、複数のシンボルの変動表示と停止表示とを行うシンポ ル表示手段と、  Based on the result of the lottery, a symbol display means for performing a change display and a stop display of a plurality of symbols,
上記シンボル表示手段に規定される入賞ライン上に停止表示される複数のシンボル の組合せが特別の役であるとき、遊技者にとって有利な遊技状態である第 1特別遊 技状態を発生させる手段と、  Means for generating a first special game state, which is a game state advantageous to the player, when a combination of a plurality of symbols stopped and displayed on the winning line defined by the symbol display means is a special role;
遊技が行われるごとに、上記通信回線を介して遊技機の識別情報を上記制御装置 に送信する手段と、  Means for transmitting identification information of a gaming machine to the control device via the communication line each time a game is played;
上記遊技機の識別情報に基づいて上記制御装置によって累積的に計数される遊技 回数が、上記遊技回数との比較対象となる設定値に達する条件が成立したときに上 記制御装置から送信される指令信号を受信する手段と、  Sent from the control device when the condition that the number of games cumulatively counted by the control device based on the identification information of the gaming machine reaches a set value to be compared with the number of games is satisfied. Means for receiving a command signal;
上記指令信号に基づ 、て、上記シンボル表示手段に規定される入賞ラインの数が相 対的に増加する第 2特別遊技状態を発生させる手段と  Based on the command signal, means for generating a second special gaming state in which the number of winning lines defined in the symbol display means is relatively increased;
を備えたことを特徴とする遊技機。  A gaming machine characterized by comprising:
[0025] (7)の発明によれば、制御装置において計数される遊技回数が上記遊技回数との比 較対象となる設定値に達する条件が成立したとき、入賞ラインの数が相対的に増加 する第 2特別遊技状態を発生させる。入賞ラインが増加することによって、入賞ライン 上に停止表示される複数のシンボルの組合せが特別の役となる可能性が高くなるた め、第 1特別遊技状態が発生し易くなる。従って、長期間にわたって第 1特別遊技状 態が発生せずに多数の遊技媒体を消費した場合等であっても、遊技回数が設定値 に達するまで遊技を行えば、第 2特別遊技状態が発生し、遊技者は有利な状態で遊 技を進めることができる。その結果、多数の遊技媒体を消費した遊技者が、遊技に対 して不快感ゃ不信感を募らせたり、遊技に対する興味や関心を失ったりすることを防 止することができる。 [0025] According to the invention of (7), when the condition that the number of games counted in the control device reaches a set value to be compared with the number of games is satisfied, the number of winning lines is relatively increased. A second special game state is generated. As the winning line increases, there is a high possibility that a combination of a plurality of symbols stopped and displayed on the winning line will play a special role, so the first special gaming state is likely to occur. Therefore, even if a large number of game media are consumed without the occurrence of the first special game state over a long period of time, if the game is played until the number of games reaches the set value, the second special game state occurs. However, the player can proceed with the game in an advantageous state. As a result, a player who has consumed a large number of game media can play games. If it is uncomfortable, it can prevent distrust and lose interest in the game.
[0026] さら〖こ、本発明は、以下のようなものを提供する。  [0026] Further, the present invention provides the following.
(8)抽選により役を決定する役決定手段と、  (8) a role determining means for determining a role by lottery;
上記抽選の結果に基づ 、て、複数のシンボルの変動表示と停止表示とを行うシンポ ル表示手段と、  Based on the result of the lottery, a symbol display means for performing a change display and a stop display of a plurality of symbols,
上記シンボル表示手段に規定される入賞ライン上に停止表示される複数のシンボル の組合せが特別の役であるとき、遊技者にとって有利な遊技状態である第 1特別状 態を発生させる手段と、  Means for generating a first special state which is a game state advantageous to the player when a combination of a plurality of symbols stopped and displayed on the winning line defined by the symbol display means is a special role;
遊技が行われるごとに、遊技回数を累積的に計数する手段と、  Means for cumulatively counting the number of games each time a game is played;
上記遊技回数が上記遊技回数との比較対象となる設定値に達する条件が成立した か否かを判定する判定手段と、  Determining means for determining whether or not a condition is reached in which the number of games reaches a set value to be compared with the number of games;
上記条件が成立したと判定されたとき、上記シンボル表示手段に規定される入賞ライ ンの数が相対的に増加する第 2特別遊技状態を発生させる手段と  Means for generating a second special gaming state in which the number of winning lines defined in the symbol display means is relatively increased when it is determined that the condition is satisfied;
を備えたことを特徴とする遊技機。  A gaming machine characterized by comprising:
[0027] (8)の発明によれば、遊技回数を累積的に計数するとともに、遊技回数が上記遊技 回数との比較対象となる設定値に達する条件が成立したか否かを判定する。そして、 上記条件が成立したと判定したとき、入賞ラインの数が相対的に増加する第 2特別遊 技状態を発生させる。入賞ラインが増加することによって、入賞ライン上に停止表示さ れる複数のシンボルの組合せが特別の役となる可能性が高くなるため、第 1特別遊 技状態が発生し易くなる。従って、長期間にわたって第 1特別遊技状態が発生せず に多数の遊技媒体を消費した場合等であっても、遊技回数が設定値に達するまで遊 技を行えば、第 2特別遊技状態が発生し、遊技者は有利な状態で遊技を進めること ができる。その結果、多数の遊技媒体を消費した遊技者が、遊技に対して不快感ゃ 不信感を募らせたり、遊技に対する興味や関心を失ったりすることを防止することが できる。 [0027] According to the invention of (8), the number of games is cumulatively counted, and it is determined whether a condition for reaching the set value to be compared with the number of games is satisfied. When it is determined that the above condition is satisfied, a second special game state in which the number of winning lines is relatively increased is generated. As the number of winning lines increases, there is a high possibility that a combination of a plurality of symbols stopped on the winning line will play a special role, so the first special gaming state is likely to occur. Therefore, even if a large number of game media are consumed without the first special gaming state occurring for a long period of time, if the game is played until the number of games reaches the set value, the second special gaming state is generated. However, the player can advance the game in an advantageous state. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling unpleasant if the game is unpleasant or losing interest in the game.
[0028] さら〖こ、本発明は、以下のようなものを提供する。  [0028] Further, the present invention provides the following.
(9)演算処理装置及び記憶装置を備えた遊技機であって、 上記演算処理装置は、 (9) A gaming machine equipped with an arithmetic processing unit and a storage device, The arithmetic processing unit is
上記記憶装置に記憶された抽選プログラムを実行することにより、予め定められた複 数種類の役の中から選択される役を決定する処理と、  A process of determining a combination to be selected from a plurality of predetermined combinations by executing a lottery program stored in the storage device;
決定された役が特別の役であるとき、遊技者にとって有利な遊技状態である第 1特別 遊技状態を発生させるためのプログラムを、上記記憶装置から読み出して実行する 処理と、  When the determined combination is a special combination, a program for generating a first special gaming state, which is a gaming state advantageous for the player, is read from the storage device and executed;
遊技が行われるごとに累積的に計数される遊技回数が、上記遊技回数との比較対象 となる設定値に達する条件が成立したとき、遊技者にとって有利な遊技状態であり且 つ上記条件が成立したときにのみ発生する第 2特別遊技状態を発生させるためのプ ログラムを、上記記憶装置から読み出して実行する処理と  When a condition is reached in which the number of games counted cumulatively every time a game is played reaches a set value to be compared with the above number of games, the game state is advantageous to the player and the above condition is met. A program for generating a second special gaming state that occurs only when the
を実行することを特徴とする遊技機。  A game machine characterized by executing
[0029] (9)の発明によれば、遊技回数が上記遊技回数との比較対象となる設定値に達する 条件が成立したとき、遊技者にとって有利な遊技状態であり且つ上記条件が成立し たときにのみ発生する第 2特別遊技状態を発生させる。従って、長期間にわたって第 1特別遊技状態が発生せずに多数の遊技媒体を消費した場合等であっても、遊技 回数が設定値に達するまで遊技を行えば、第 2特別遊技状態が発生し、遊技者はそ の利益を得ることができる。また、第 2特別遊技状態は、上記条件が成立したときにの み発生する遊技状態であるから、遊技回数が設定値に達するまで遊技を行ったこと に対する還元が行われることを遊技者に印象付けることができるとともに、遊技の興 趣性を高めることができる。その結果、多数の遊技媒体を消費した遊技者が、遊技に 対して不快感ゃ不信感を募らせたり、遊技に対する興味や関心を失ったりすることを 防止することができる。  [0029] According to the invention of (9), when the condition that the number of games reaches the set value to be compared with the number of games is satisfied, the gaming state is advantageous for the player and the condition is satisfied. A second special gaming state that occurs only occasionally occurs. Therefore, even if a large number of game media are consumed without the first special game state occurring for a long period of time, if the game is played until the number of games reaches the set value, the second special game state occurs. The player can get the profit. In addition, since the second special gaming state is a gaming state that occurs only when the above conditions are met, the player is impressed that a return is made for playing the game until the number of games reaches the set value. In addition, it can enhance the fun of the game. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling uncomfortable or distrustful of the game or losing interest in the game.
[0030] さら〖こ、本発明は、以下のようなものを提供する。  [0030] Sarako, the present invention provides the following.
(10)演算処理装置及び記憶装置を備え、複数の遊技機の夫々における遊技回数 を遊技機ごとに累積的に計数する制御装置と通信回線を介して接続される遊技機で あって、  (10) A gaming machine comprising an arithmetic processing unit and a storage device and connected via a communication line to a control device that cumulatively counts the number of games in each of a plurality of gaming machines for each gaming machine,
上記演算処理装置は、  The arithmetic processing unit is
上記記憶装置に記憶された抽選プログラムを実行することにより、予め定められた複 数種類の役の中から選択される役を決定する処理と、 By executing the lottery program stored in the storage device, a predetermined number of A process of determining a combination to be selected from several types of combinations;
決定された役が特別の役であるとき、遊技者にとって有利な遊技状態である第 1特別 遊技状態を発生させるためのプログラムを、上記記憶装置から読み出して実行する 処理と、  When the determined combination is a special combination, a program for generating a first special gaming state, which is a gaming state advantageous for the player, is read from the storage device and executed;
遊技が行われるごとに、上記通信回線を介して、上記記憶装置に記憶された遊技機 の識別情報を上記制御装置に送信する処理と、  A process of transmitting the identification information of the gaming machine stored in the storage device to the control device via the communication line each time a game is performed;
上記遊技機の識別情報に基づいて上記制御装置によって累積的に計数される遊技 回数が、上記遊技回数との比較対象となる設定値に達する条件が成立したときに、 上記制御装置から送信される指令信号を受信する処理と、  Sent from the control device when a condition is reached in which the number of games cumulatively counted by the control device based on the identification information of the gaming machine reaches a set value to be compared with the number of games. Processing to receive a command signal;
上記指令信号に基づいて、遊技者にとって有利な遊技状態であり且つ上記条件が 成立したときにのみ発生する第 2特別遊技状態を発生させるためのプログラムを、上 記記憶装置から読み出して実行する処理と  Based on the command signal, a process for reading from the storage device and executing a program for generating a second special gaming state that is a gaming state advantageous to the player and that occurs only when the above condition is satisfied When
を実行することを特徴とする遊技機。  A game machine characterized by executing
[0031] (10)の発明によれば、制御装置において計数される遊技回数が上記遊技回数との 比較対象となる設定値に達する条件が成立したとき、遊技者にとって有利な遊技状 態であり且つ上記条件が成立したときにのみ発生する第 2特別遊技状態を発生させ る。従って、長期間にわたって第 1特別遊技状態が発生せずに多数の遊技媒体を消 費した場合等であっても、遊技回数が設定値に達するまで遊技を行えば、第 2特別 遊技状態が発生し、遊技者はその利益を得ることができる。また、第 2特別遊技状態 は、上記条件が成立したときにのみ発生する遊技状態であるから、遊技回数が設定 値に達するまで遊技を行ったことに対する還元が行われることを遊技者に印象付け ることができるとともに、遊技の興趣性を高めることができる。その結果、多数の遊技 媒体を消費した遊技者が、遊技に対して不快感ゃ不信感を募らせたり、遊技に対す る興味や関心を失ったりすることを防止することができる。 [0031] According to the invention of (10), when a condition is reached in which the number of games counted in the control device reaches a set value to be compared with the number of games, the game state is advantageous to the player. In addition, a second special game state that occurs only when the above condition is satisfied is generated. Therefore, even if the first special gaming state does not occur for a long period of time and many game media are consumed, the second special gaming state will occur if the game is played until the number of games reaches the set value. However, the player can obtain the profit. In addition, since the second special gaming state is a gaming state that occurs only when the above conditions are satisfied, the player is impressed that a return is made for playing the game until the number of games reaches the set value. It is possible to improve the fun of the game. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling unpleasant if the game is unpleasant or losing interest or interest in the game.
[0032] さら〖こ、本発明は、以下のようなものを提供する。  [0032] Sarako, the present invention provides the following.
(11)演算処理装置及び記憶装置を備えた遊技機であって、  (11) A gaming machine equipped with an arithmetic processing unit and a storage device,
上記演算処理装置は、  The arithmetic processing unit is
上記記憶装置に記憶された抽選プログラムを実行することにより、予め定められた複 数種類の役の中から選択される役を決定する処理と、 By executing the lottery program stored in the storage device, a predetermined number of A process of determining a combination to be selected from several types of combinations;
決定された役が特別の役であるとき、遊技者にとって有利な遊技状態である第 1特別 遊技状態を発生させるためのプログラムを、上記記憶装置から読み出して実行する 処理と、  When the determined combination is a special combination, a program for generating a first special gaming state, which is a gaming state advantageous for the player, is read from the storage device and executed;
遊技が行われるごとに、遊技回数を累積的に計数する処理と、  A process of cumulatively counting the number of games each time a game is played,
遊技回数が上記遊技回数との比較対象となる設定値に達する条件が成立したか否 かを判定する処理と、  A process for determining whether or not a condition for reaching the set value to be compared with the number of games is satisfied;
上記条件が成立したと判定されたとき、遊技者にとって有利な遊技状態であり且つ上 記条件が成立したときにのみ発生する第 2特別遊技状態を発生させるためのプログ ラムを、上記記憶装置から読み出して実行する処理と  When it is determined that the above condition is satisfied, a program for generating a second special gaming state that is a gaming state advantageous to the player and that occurs only when the above condition is satisfied is stored in the storage device. Process to read and execute
を実行することを特徴とする遊技機。  A game machine characterized by executing
[0033] (11)の発明によれば、遊技回数を累積的に計数するとともに、遊技回数が上記遊技 回数との比較対象となる設定値に達する条件が成立したか否かを判定する。そして、 上記条件が成立したと判定したとき、遊技者にとって有利な遊技状態であり且つ上記 条件が成立したときにのみ発生する第 2特別遊技状態を発生させる。従って、長期間 にわたつて第 1特別遊技状態が発生せずに多数の遊技媒体を消費した場合等であ つても、遊技回数が設定値に達するまで遊技を行えば、第 2特別遊技状態が発生し 、遊技者はその利益を得ることができる。また、第 2特別遊技状態は、上記条件が成 立したときにのみ発生する遊技状態であるから、遊技回数が設定値に達するまで遊 技を行ったことに対する還元が行われることを遊技者に印象付けることができるととも に、遊技の興趣性を高めることができる。その結果、多数の遊技媒体を消費した遊技 者が、遊技に対して不快感ゃ不信感を募らせたり、遊技に対する興味や関心を失つ たりすることを防止することができる。  [0033] According to the invention of (11), the number of games is cumulatively counted, and it is determined whether a condition for reaching the set value to be compared with the number of games is satisfied. Then, when it is determined that the above condition is satisfied, a second special gaming state is generated that is a gaming state advantageous to the player and occurs only when the above condition is satisfied. Therefore, even if a large number of game media are consumed without the occurrence of the first special game state over a long period of time, if the game is played until the number of games reaches the set value, the second special game state is Once generated, the player can benefit from it. In addition, since the second special gaming state is a gaming state that occurs only when the above condition is established, the player is informed that the game will be rewarded until the number of games reaches the set value. In addition to making an impression, it can enhance the fun of the game. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling unpleasant if the game is unpleasant or losing interest in the game.
[0034] さら〖こ、本発明は、以下のようなものを提供する。  [0034] Sarako, the present invention provides the following.
(12) 上記(9)〜(11)のいずれか 1の遊技機であって、  (12) The gaming machine according to any one of (9) to (11) above,
上記演算処理装置は、  The arithmetic processing unit is
第 2特別遊技状態を発生させるまでに累積的に計数された遊技媒体の収支に応じた 数の遊技媒体の払い出しが行われる第 2特別遊技状態を発生させるためのプロダラ ムを実行することを特徴とする。 A productor for generating a second special game state in which a number of game media are paid out according to the balance of game media that are cumulatively counted until the second special game state is generated. It is characterized by executing the program.
[0035] (12)の発明によれば、遊技者の遊技媒体の収支に見合った利益を第 2特別遊技状 態において遊技者に付与することができる。従って、多数の遊技媒体を消費した遊 技者が、遊技に対して不快感ゃ不信感を募らせたり、遊技に対する興味や関心を失 つたりすることを防止することができる。  [0035] According to the invention of (12), a profit commensurate with the balance of the game medium of the player can be given to the player in the second special game state. Accordingly, it is possible to prevent a player who has consumed a large number of game media from feeling unpleasant if the game is unpleasant or losing interest in the game.
[0036] さら〖こ、本発明は、以下のようなものを提供する。  [0036] Sarako, the present invention provides the following.
(13) 上記(9)〜(11)のいずれか 1の遊技機であって、  (13) The gaming machine according to any one of (9) to (11) above,
上記演算処理装置は、  The arithmetic processing unit is
上記遊技回数が上記設定値に達する条件が成立したとき、その回の遊技に対する 遊技媒体の投入数が、予め定められた 1回の遊技に対する遊技媒体の投入数の上 限値であった場合に、第 2特別遊技状態を発生させるためのプログラムを実行するこ とを特徴とする。  When the condition for the above number of games to reach the set value is satisfied, and the number of game media inserted for that game is the predetermined upper limit of the number of game media input for one game The program for generating the second special gaming state is executed.
[0037] (13)の発明によれば、遊技者が上限値まで遊技媒体の投入を行うことを促すことが でき、カジノ等の施設は収益の増大を図ることができる。  [0037] According to the invention of (13), it is possible to prompt the player to insert the game media up to the upper limit value, and the facility such as a casino can increase profits.
[0038] さら〖こ、本発明は、以下のようなものを提供する。 [0038] Sarako, the present invention provides the following.
(14)演算処理装置、記憶装置、及び、複数のシンボルの変動表示と停止表示とを 行うことが可能なシンボル表示装置を備えた遊技機であって、  (14) A gaming machine comprising an arithmetic processing device, a storage device, and a symbol display device capable of performing variable display and stop display of a plurality of symbols,
上記演算処理装置は、  The arithmetic processing unit is
上記記憶装置に記憶された抽選プログラムを実行することにより、予め定められた複 数種類の役の中から選択される役を決定する処理と、  A process of determining a combination to be selected from a plurality of predetermined combinations by executing a lottery program stored in the storage device;
上記抽選プログラムの実行結果に基づいて、上記シンボル表示装置により、複数の シンボルを変動表示させた後に停止表示させる処理と、  Based on the execution result of the lottery program, the symbol display device causes the plurality of symbols to be variably displayed and then stopped and displayed,
上記シンボル表示装置に規定される入賞ライン上に停止表示される複数のシンボル の組合せが特別の役であるとき、遊技者にとって有利な遊技状態である第 1特別遊 技状態を発生させるためのプログラムを、上記記憶装置から読み出して実行する処 理と、  A program for generating a first special game state, which is a game state advantageous to a player, when a combination of a plurality of symbols stopped and displayed on a winning line defined by the symbol display device is a special role Is read from the storage device and executed, and
遊技が行われるごとに累積的に計数される遊技回数が、上記遊技回数との比較対象 となる設定値に達する条件が成立したとき、入賞ラインの数が相対的に増加する第 2 特別遊技状態を発生させるためのプログラムを、上記記憶装置から読み出して実行 する処理と When a condition is reached in which the number of games that are cumulatively counted every time a game is played reaches a set value to be compared with the number of games, the number of winning lines is relatively increased. A process for reading out and executing a program for generating a special game state from the storage device;
を実行することを特徴とする遊技機。  A game machine characterized by executing
[0039] (14)の発明によれば、遊技回数が上記遊技回数との比較対象となる設定値に達す る条件が成立したとき、入賞ラインの数が相対的に増加する第 2特別遊技状態を発 生させる。入賞ラインが増加することによって、入賞ライン上に停止表示される複数の シンボルの組合せが特別の役となる可能性が高くなるため、第 1特別遊技状態が発 生し易くなる。従って、長期間にわたって第 1特別遊技状態が発生せずに多数の遊 技媒体を消費した場合等であっても、遊技回数が設定値に達するまで遊技を行えば 、第 2特別遊技状態が発生し、遊技者は有利な状態で遊技を進めることができる。そ の結果、多数の遊技媒体を消費した遊技者が、遊技に対して不快感ゃ不信感を募 らせたり、遊技に対する興味や関心を失ったりすることを防止することができる。  [0039] According to the invention of (14), the second special gaming state in which the number of winning lines is relatively increased when the condition that the number of games reaches the set value to be compared with the number of games is satisfied. Is generated. As the winning line increases, there is a high possibility that a combination of a plurality of symbols that are stopped and displayed on the winning line will play a special role, so the first special gaming state is likely to occur. Therefore, even if a large number of game media are consumed without the first special gaming state occurring for a long period of time, the second special gaming state will occur if the game is played until the number of games reaches the set value. However, the player can advance the game in an advantageous state. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling unpleasant if the game is unpleasant or losing interest in the game.
[0040] さら〖こ、本発明は、以下のようなものを提供する。  [0040] Sarako, the present invention provides the following.
(15)演算処理装置、記憶装置、及び、複数のシンボルの変動表示と停止表示とを 行うことが可能なシンボル表示装置を備え、複数の遊技機の夫々における遊技回数 を遊技機ごとに累積的に計数する制御装置と通信回線を介して接続される遊技機で あって、  (15) Comprising an arithmetic processing unit, a storage device, and a symbol display device capable of performing variable display and stop display of a plurality of symbols, and the number of games in each of a plurality of gaming machines is cumulative for each gaming machine A gaming machine connected via a communication line to a control device for counting
上記演算処理装置は、  The arithmetic processing unit is
上記記憶装置に記憶された抽選プログラムを実行することにより、予め定められた複 数種類の役の中から選択される役を決定する処理と、  A process of determining a combination to be selected from a plurality of predetermined combinations by executing a lottery program stored in the storage device;
上記抽選プログラムの実行結果に基づいて、上記シンボル表示装置により、複数の シンボルを変動表示させた後に停止表示させる処理と、  Based on the execution result of the lottery program, the symbol display device causes the plurality of symbols to be variably displayed and then stopped and displayed,
上記シンボル表示装置に規定される入賞ライン上に停止表示される複数のシンボル の組合せが特別の役であるとき、遊技者にとって有利な遊技状態である第 1特別遊 技状態を発生させるためのプログラムを、上記記憶装置から読み出して実行する処 理と、  A program for generating a first special game state, which is a game state advantageous to a player, when a combination of a plurality of symbols stopped and displayed on a winning line defined by the symbol display device is a special role Is read from the storage device and executed, and
遊技が行われるごとに、上記通信回線を介して、上記記憶装置に記憶された遊技機 の識別情報を上記制御装置に送信する処理と、 上記遊技機の識別情報に基づいて上記制御装置によって累積的に計数される遊技 回数が、上記遊技回数との比較対象となる設定値に達する条件が成立したときに、 上記制御装置から送信される指令信号を受信する処理と、 A process of transmitting the identification information of the gaming machine stored in the storage device to the control device via the communication line each time a game is performed; Sent from the control device when a condition is reached in which the number of games cumulatively counted by the control device based on the identification information of the gaming machine reaches a set value to be compared with the number of games. Processing to receive a command signal;
上記指令信号に基づいて、入賞ラインの数が相対的に増加する第 2特別遊技状態 を発生させるためのプログラムを、上記記憶装置から読み出して実行する処理と を実行することを特徴とする遊技機。  Based on the command signal, a process for reading out and executing a program for generating a second special game state in which the number of winning lines is relatively increased from the storage device is executed. .
[0041] (15)の発明によれば、制御装置において計数される遊技回数が上記遊技回数との 比較対象となる設定値に達する条件が成立したとき、入賞ラインの数が相対的に増 加する第 2特別遊技状態を発生させる。入賞ラインが増加することによって、入賞ライ ン上に停止表示される複数のシンボルの組合せが特別の役となる可能性が高くなる ため、第 1特別遊技状態が発生し易くなる。従って、長期間にわたって第 1特別遊技 状態が発生せずに多数の遊技媒体を消費した場合等であっても、遊技回数が設定 値に達するまで遊技を行えば、第 2特別遊技状態が発生し、遊技者は有利な状態で 遊技を進めることができる。その結果、多数の遊技媒体を消費した遊技者が、遊技に 対して不快感ゃ不信感を募らせたり、遊技に対する興味や関心を失ったりすることを 防止することができる。  [0041] According to the invention of (15), when the condition that the number of games counted in the control device reaches a set value to be compared with the number of games is satisfied, the number of winning lines is relatively increased. A second special game state is generated. As the winning line increases, the combination of a plurality of symbols stopped and displayed on the winning line is more likely to be a special role, so the first special gaming state is likely to occur. Therefore, even if a large number of game media are consumed without the first special gaming state occurring for a long period of time, if the game is played until the number of games reaches the set value, the second special gaming state occurs. The player can proceed with the game in an advantageous state. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling uncomfortable or distrustful of the game or losing interest in the game.
[0042] さら〖こ、本発明は、以下のようなものを提供する。  [0042] Sarako, The present invention provides the following.
(16)演算処理装置、記憶装置、及び、複数のシンボルの変動表示と停止表示とを 行うことが可能なシンボル表示装置を備えた遊技機であって、  (16) A gaming machine comprising an arithmetic processing device, a storage device, and a symbol display device capable of performing variable display and stop display of a plurality of symbols,
上記演算処理装置は、  The arithmetic processing unit is
上記記憶装置に記憶された抽選プログラムを実行することにより、予め定められた複 数種類の役の中から選択される役を決定する処理と、  A process of determining a combination to be selected from a plurality of predetermined combinations by executing a lottery program stored in the storage device;
上記抽選プログラムの実行結果に基づいて、上記シンボル表示装置により、複数の シンボルを変動表示させた後に停止表示させる処理と、  Based on the execution result of the lottery program, the symbol display device causes the plurality of symbols to be variably displayed and then stopped and displayed,
上記シンボル表示装置に規定される入賞ライン上に停止表示される複数のシンボル の組合せが特別の役であるとき、遊技者にとって有利な遊技状態である第 1特別遊 技状態を発生させるためのプログラムを、上記記憶装置から読み出して実行する処 理と、 遊技が行われるごとに、遊技回数を累積的に計数する処理と、 A program for generating a first special game state, which is a game state advantageous to a player, when a combination of a plurality of symbols stopped and displayed on a winning line defined by the symbol display device is a special role Is read from the storage device and executed, and A process of cumulatively counting the number of games each time a game is played,
遊技回数が上記遊技回数との比較対象となる設定値に達する条件が成立したか否 かを判定する処理と、  A process for determining whether or not a condition for reaching the set value to be compared with the number of games is satisfied;
上記条件が成立したと判定されたとき、入賞ラインの数が相対的に増加する第 2特別 遊技状態を発生させるためのプログラムを、上記記憶装置から読み出して実行する 処理と  When it is determined that the above condition is satisfied, a program for generating a second special gaming state in which the number of winning lines is relatively increased is read from the storage device and executed.
を実行することを特徴とする遊技機。  A game machine characterized by executing
[0043] (16)の発明によれば、遊技回数を累積的に計数するとともに、遊技回数が上記遊技 回数との比較対象となる設定値に達する条件が成立したか否かを判定する。そして、 上記条件が成立したと判定したとき、入賞ラインの数が相対的に増加する第 2特別遊 技状態を発生させる。入賞ラインが増加することによって、入賞ライン上に停止表示さ れる複数のシンボルの組合せが特別の役となる可能性が高くなるため、第 1特別遊 技状態が発生し易くなる。従って、長期間にわたって第 1特別遊技状態が発生せず に多数の遊技媒体を消費した場合等であっても、遊技回数が設定値に達するまで遊 技を行えば、第 2特別遊技状態が発生し、遊技者は有利な状態で遊技を進めること ができる。その結果、多数の遊技媒体を消費した遊技者が、遊技に対して不快感ゃ 不信感を募らせたり、遊技に対する興味や関心を失ったりすることを防止することが できる。 [0043] According to the invention of (16), the number of games is cumulatively counted, and it is determined whether a condition for reaching the set value to be compared with the number of games is satisfied. When it is determined that the above condition is satisfied, a second special game state in which the number of winning lines is relatively increased is generated. As the number of winning lines increases, there is a high possibility that a combination of a plurality of symbols stopped on the winning line will play a special role, so the first special gaming state is likely to occur. Therefore, even if a large number of game media are consumed without the first special gaming state occurring for a long period of time, if the game is played until the number of games reaches the set value, the second special gaming state is generated. However, the player can advance the game in an advantageous state. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling unpleasant if the game is unpleasant or losing interest in the game.
[0044] さら〖こ、本発明は、以下のようなものを提供する。  [0044] Sarako, The present invention provides the following.
(17)抽選により役を決定する役決定手段と、  (17) a role determining means for determining a role by lottery;
決定された役が特別の役であるとき、遊技者にとって有利な遊技状態である第 1特別 遊技状態を発生させる手段と、  Means for generating a first special gaming state, which is a gaming state advantageous to the player when the determined combination is a special combination;
遊技が行われるごとに累積的に計数される遊技媒体の収支が上記遊技媒体の収支 との比較対象となる設定値以下になる条件が成立したとき、遊技者にとって有利な遊 技状態であり且つ上記条件が成立したときにのみ発生する第 2特別遊技状態を発生 させる手段と  When a condition is established in which the balance of the game media that is counted cumulatively every time a game is performed is less than or equal to the set value to be compared with the balance of the game media, the game state is advantageous to the player and Means for generating a second special gaming state that occurs only when the above condition is satisfied;
を備えたことを特徴とする遊技機。  A gaming machine characterized by comprising:
[0045] (17)の発明によれば、遊技媒体の収支が上記遊技媒体の収支との比較対象となる 設定値以下となる条件が成立したとき、遊技者にとって有利な遊技状態であり且つ 上記条件が成立したときにのみ発生する第 2特別遊技状態を発生させる。従って、長 期間にわたって第 1特別遊技状態が発生せずに多数の遊技媒体を消費した場合等 であっても、遊技媒体の収支が設定値以下になるまで遊技を行えば、第 2特別遊技 状態が発生し、遊技者はその利益を得ることができる。また、第 2特別遊技状態は、 上記条件が成立したときにのみ発生する遊技状態であるから、遊技媒体の収支が設 定値以下になるまで遊技を行ったことに対する還元が行われることを遊技者に印象 付けることができるとともに、遊技の興趣性を高めることができる。その結果、多数の 遊技媒体を消費した遊技者が、遊技に対して不快感ゃ不信感を募らせたり、遊技に 対する興味や関心を失ったりすることを防止することができる。 [0045] According to the invention of (17), the balance of game media is to be compared with the balance of game media. When a condition that is less than or equal to the set value is satisfied, a second special gaming state that is advantageous to the player and that occurs only when the above condition is satisfied is generated. Therefore, even if a large number of game media are consumed without the occurrence of the first special game state over a long period of time, if the game is played until the balance of the game media falls below the set value, the second special game state Is generated and the player can obtain the profit. In addition, since the second special gaming state is a gaming state that occurs only when the above condition is satisfied, the player will be rewarded for playing the game until the balance of the gaming medium falls below the set value. It is possible to make an impression on the game and to enhance the fun of the game. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling uncomfortable if the game is unpleasant or losing interest in the game.
[0046] さら〖こ、本発明は、以下のようなものを提供する。  [0046] Sarako, the present invention provides the following.
(18)複数の遊技機の夫々における遊技媒体の収支を遊技機ごとに累積的に計数 する制御装置と通信回線を介して接続される遊技機であって、  (18) A gaming machine connected via a communication line to a control device that cumulatively counts the balance of gaming media in each of a plurality of gaming machines for each gaming machine,
抽選により役を決定する役決定手段と、  A role determining means for determining a role by lottery;
決定された役が特別の役であるとき、遊技者にとって有利な遊技状態である第 1特別 遊技状態を発生させる手段と、  Means for generating a first special gaming state, which is a gaming state advantageous to the player when the determined combination is a special combination;
遊技が行われるごとに、上記通信回線を介して、その回の遊技における遊技媒体の 収支を遊技機の識別情報とともに、上記制御装置に送信する手段と、  Means for transmitting the balance of game media in the game of the time, together with the identification information of the gaming machine, to the control device via the communication line each time a game is played;
上記遊技機の識別情報とその回における遊技媒体の収支とに基づいて上記制御装 置によって累積的に計数される遊技媒体の収支が、上記遊技媒体の収支との比較 対象となる設定値以下になる条件が成立したときに上記制御装置力 送信される指 令信号を受信する手段と、  Based on the identification information of the gaming machine and the balance of the game medium at that time, the balance of the game medium that is cumulatively counted by the control device is less than or equal to the set value to be compared with the balance of the game medium. Means for receiving a command signal transmitted by the control device force when the following condition is satisfied;
上記指令信号に基づいて、遊技者にとって有利な遊技状態であり且つ上記条件が 成立したときにのみ発生する第 2特別遊技状態を発生させる手段と  Based on the command signal, means for generating a second special game state that is a game state advantageous to the player and that occurs only when the above condition is satisfied;
を備えたことを特徴とする遊技機。  A gaming machine characterized by comprising:
[0047] (18)の発明によれば、制御装置において計数される遊技媒体の収支が上記遊技媒 体の収支との比較対象となる設定値以下になる条件が成立したとき、遊技者にとって 有利な遊技状態であり且つ上記条件が成立したときにのみ発生する第 2特別遊技状 態を発生させる。従って、長期間にわたって第 1特別遊技状態が発生せずに多数の 遊技媒体を消費した場合等であっても、遊技媒体の収支が設定値以下になるまで遊 技を行えば、第 2特別遊技状態が発生し、遊技者はその利益を得ることができる。ま た、第 2特別遊技状態は、上記条件が成立したときにのみ発生する遊技状態である から、遊技媒体の収支が設定値以下になるまで遊技を行ったことに対する還元が行 われることを遊技者に印象付けることができるとともに、遊技の興趣性を高めることが できる。その結果、多数の遊技媒体を消費した遊技者が、遊技に対して不快感ゃ不 信感を募らせたり、遊技に対する興味や関心を失ったりすることを防止することができ る。 [0047] According to the invention of (18), it is advantageous for the player when the condition that the balance of the game media counted in the control device is equal to or less than a set value to be compared with the balance of the game media is satisfied. 2nd special game that occurs only when the above conditions are met Generate a state. Therefore, even if a large number of game media are consumed without the occurrence of the first special game state over a long period of time, if the game is played until the balance of the game media falls below the set value, the second special game A situation occurs and the player can benefit from it. In addition, since the second special gaming state is a gaming state that occurs only when the above conditions are satisfied, it is assumed that a return is made for playing the game until the balance of the gaming medium falls below the set value. It can impress people and enhance the fun of the game. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling uncomfortable if the game is unpleasant or losing interest in the game.
[0048] さら〖こ、本発明は、以下のようなものを提供する。  [0048] Sarako, The present invention provides the following.
(19)抽選により役を決定する役決定手段と、  (19) a role determining means for determining a role by lottery;
決定された役が特別の役であるとき、遊技者にとって有利な遊技状態である第 1特別 状態を発生させる手段と、  Means for generating a first special state, which is a game state advantageous to the player when the determined combination is a special combination;
遊技が行われるごとに、遊技媒体の収支を累積的に計数する手段と、  Means for cumulatively counting the balance of game media each time a game is played;
上記遊技媒体の収支が上記遊技媒体の収支との比較対象となる設定値以下になる 条件が成立したか否かを判定する判定手段と、  Determining means for determining whether or not a condition that the balance of the game medium is equal to or less than a set value to be compared with the balance of the game medium;
上記条件が成立したと判定されたとき、遊技者にとって有利な遊技状態であり且つ上 記条件が成立したときにのみ発生する第 2特別遊技状態を発生させる手段と を備えたことを特徴とする遊技機。  And a means for generating a second special gaming state that occurs only when the above condition is satisfied, when it is determined that the above condition is satisfied. Gaming machine.
[0049] (19)の発明によれば、遊技媒体の収支を累積的に計数するとともに、遊技媒体の収 支が上記遊技媒体の収支との比較対象となる設定値以下になる条件が成立したか 否かを判定する。そして、上記条件が成立したと判定したとき、遊技者にとって有利 な遊技状態であり且つ上記条件が成立したときにのみ発生する第 2特別遊技状態を 発生させる。従って、長期間にわたって第 1特別遊技状態が発生せずに多数の遊技 媒体を消費した場合等であっても、遊技媒体の収支が設定値以下になるまで遊技を 行えば、第 2特別遊技状態が発生し、遊技者はその利益を得ることができる。また、 第 2特別遊技状態は、上記条件が成立したときにのみ発生する遊技状態であるから 、遊技媒体の収支が設定値以下になるまで遊技を行ったことに対する還元が行われ ることを遊技者に印象付けることができるとともに、遊技の興趣性を高めることができる 。その結果、多数の遊技媒体を消費した遊技者が、遊技に対して不快感ゃ不信感を 募らせたり、遊技に対する興味や関心を失ったりすることを防止することができる。 [0049] According to the invention of (19), the balance of the game media is cumulatively counted, and the condition that the balance of the game media is equal to or less than a set value to be compared with the balance of the game media is satisfied. Determine whether or not. Then, when it is determined that the above condition is satisfied, a second special gaming state is generated that is a gaming state advantageous to the player and that occurs only when the above condition is satisfied. Therefore, even if a large number of game media are consumed without the occurrence of the first special game state over a long period of time, if the game is played until the balance of the game media falls below the set value, the second special game state Is generated and the player can obtain the profit. In addition, since the second special gaming state is a gaming state that occurs only when the above condition is satisfied, a return is made for playing the game until the balance of the gaming medium falls below a set value. Can be impressed by the player, and the fun of the game can be enhanced. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling uncomfortable if the game is unpleasant or losing interest in the game.
[0050] さら〖こ、本発明は、以下のようなものを提供する。  [0050] Sarako, The present invention provides the following.
(20) 上記(17)〜(19)のいずれか 1の遊技機であって、  (20) The gaming machine according to any one of (17) to (19) above,
上記第 2特別遊技状態を発生させる手段は、上記第 2特別遊技状態において、該第 2特別遊技状態を発生させるまでに累積的に計数された遊技回数に応じた数の遊技 媒体の払い出しを行うことを特徴とする。  The means for generating the second special game state pays out a number of game media in the second special game state according to the number of games cumulatively counted until the second special game state is generated. It is characterized by that.
[0051] (20)の発明によれば、例えば、第 2特別遊技状態を発生させるまでに累積的に計数 された遊技回数が" 600"であれば、第 2特別遊技状態において、その回数を 10倍し た数に相当する 6000枚の遊技媒体を払い出すと 、うように、遊技者が行った遊技回 数に見合った利益を第 2特別遊技状態において遊技者に付与することができる。従 つて、多数の遊技媒体を消費した遊技者が、遊技に対して不快感ゃ不信感を募らせ たり、遊技に対する興味や関心を失ったりすることを防止することができる。  [0051] According to the invention of (20), for example, if the number of games cumulatively counted until the second special game state is generated is "600", the number of times in the second special game state is reduced. When 6000 game media equivalent to the number multiplied by 10 are paid out, a profit corresponding to the number of games played by the player can be given to the player in the second special game state. Accordingly, it is possible to prevent a player who has consumed a large number of game media from feeling unpleasant if the game is unpleasant or losing interest in the game.
[0052] さら〖こ、本発明は、以下のようなものを提供する。  [0052] Sarako, The present invention provides the following.
(21) 上記(17)〜(19)のいずれか 1の遊技機であって、  (21) The gaming machine according to any one of (17) to (19) above,
1回の遊技に対して所定の上限値まで遊技媒体の投入を受け入れることが可能な受 入手段を備え、  It has a receiving means that can accept the input of game media up to a predetermined upper limit for one game,
上記第 2特別遊技状態を発生させる手段は、上記遊技媒体の収支が上記設定値以 下になる条件が成立したとき、その回の遊技に対する遊技媒体の投入数が上記上限 値であった場合に、第 2特別遊技状態を発生させることを特徴とする。  The means for generating the second special gaming state is when the condition that the balance of the gaming media is less than or equal to the set value is satisfied, and the number of gaming media inserted for that game is the upper limit. The second special game state is generated.
[0053] (21)の発明によれば、遊技者が上限値まで遊技媒体の投入を行うことを促すことが でき、カジノ等の施設は収益の増大を図ることができる。  [0053] According to the invention of (21), it is possible to prompt the player to insert the game medium up to the upper limit value, and the facility such as a casino can increase profits.
[0054] さら〖こ、本発明は、以下のようなものを提供する。  [0054] Sarako, the present invention provides the following.
(22)抽選により役を決定する役決定手段と、  (22) a role determining means for determining a role by lottery;
上記抽選の結果に基づ 、て、複数のシンボルの変動表示と停止表示とを行うシンポ ル表示手段と、  Based on the result of the lottery, a symbol display means for performing a change display and a stop display of a plurality of symbols,
上記シンボル表示手段に規定される入賞ライン上に停止表示される複数のシンボル の組合せが特別の役であるとき、遊技者にとって有利な遊技状態である第 1特別遊 技状態を発生させる手段と、 A plurality of symbols stopped and displayed on the winning line defined by the symbol display means Means for generating a first special game state, which is a game state advantageous to the player when the combination of
遊技が行われるごとに累積的に計数される遊技媒体の収支が上記遊技媒体の収支 との比較対象となる設定値以下になる条件が成立したとき、上記シンボル表示手段 に規定される入賞ラインの数が相対的に増加する第 2特別遊技状態を発生させる手 段と  When the condition that the balance of the game media that is counted cumulatively every time the game is played is less than or equal to the set value to be compared with the balance of the game media is established, the winning line defined in the symbol display means A means for generating a second special gaming state in which the number increases relatively;
を備えたことを特徴とする遊技機。  A gaming machine characterized by comprising:
[0055] (22)の発明によれば、遊技媒体の収支が上記遊技媒体の収支との比較対象となる 設定値以下になる条件が成立したとき、入賞ラインの数が相対的に増加する第 2特 別遊技状態を発生させる。入賞ラインが増加することによって、入賞ライン上に停止 表示される複数のシンボルの組合せが特別の役となる可能性が高くなるため、第 1特 別遊技状態が発生し易くなる。従って、長期間にわたって第 1特別遊技状態が発生 せずに多数の遊技媒体を消費した場合等であっても、遊技媒体の収支が設定値以 下になるまで遊技を行えば、第 2特別遊技状態が発生し、遊技者は有利な状態で遊 技を進めることができる。その結果、多数の遊技媒体を消費した遊技者が、遊技に対 して不快感ゃ不信感を募らせたり、遊技に対する興味や関心を失ったりすることを防 止することができる。  [0055] According to the invention of (22), when the condition that the balance of the game media is equal to or less than a set value to be compared with the balance of the game media is satisfied, the number of winning lines is relatively increased. 2 Generate a special gaming state. As the winning line increases, there is a high possibility that a combination of symbols that are stopped and displayed on the winning line will play a special role, so the first special gaming state is likely to occur. Therefore, even if a large number of game media are consumed without the occurrence of the first special game state over a long period of time, if the game is played until the balance of the game media falls below the set value, the second special game A situation occurs, and the player can proceed with the game in an advantageous state. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling uncomfortable or distrustful of the game or losing interest or interest in the game.
[0056] さら〖こ、本発明は、以下のようなものを提供する。  [0056] Sarako, The present invention provides the following.
(23)複数の遊技機の夫々における遊技媒体の収支を遊技機ごとに累積的に計数 する制御装置と通信回線を介して接続される遊技機であって、  (23) A gaming machine connected via a communication line to a control device that cumulatively counts the balance of gaming media in each of a plurality of gaming machines for each gaming machine,
抽選により役を決定する役決定手段と、  A role determining means for determining a role by lottery;
上記抽選の結果に基づ 、て、複数のシンボルの変動表示と停止表示とを行うシンポ ル表示手段と、  Based on the result of the lottery, a symbol display means for performing a change display and a stop display of a plurality of symbols,
上記シンボル表示手段に規定される入賞ライン上に停止表示される複数のシンボル の組合せが特別の役であるとき、遊技者にとって有利な遊技状態である第 1特別遊 技状態を発生させる手段と、  Means for generating a first special game state, which is a game state advantageous to the player, when a combination of a plurality of symbols stopped and displayed on the winning line defined by the symbol display means is a special role;
遊技が行われるごとに、上記通信回線を介してその回の遊技における遊技媒体の収 支を遊技機の識別情報とともに、上記制御装置に送信する手段と、 上記遊技機の識別情報とその回における遊技媒体の収支とに基づいて上記制御装 置によって累積的に計数される遊技媒体の収支が、上記遊技媒体の収支との比較 対象となる設定値以下になる条件が成立したときに上記制御装置力 送信される指 令信号を受信する手段と、 Means for transmitting the balance of game media in the game at the time of the game together with the identification information of the gaming machine to the control device through the communication line each time a game is played; Based on the identification information of the gaming machine and the balance of the game medium at that time, the balance of the game medium that is cumulatively counted by the control device is less than or equal to the set value to be compared with the balance of the game medium. Means for receiving a command signal transmitted by the control device force when the following condition is satisfied;
上記指令信号に基づ 、て、上記シンボル表示手段に規定される入賞ラインの数が相 対的に増加する第 2特別遊技状態を発生させる手段と  Based on the command signal, means for generating a second special gaming state in which the number of winning lines defined in the symbol display means is relatively increased;
を備えたことを特徴とする遊技機。  A gaming machine characterized by comprising:
[0057] (23)の発明によれば、制御装置において計数される遊技媒体の収支が上記遊技媒 体の収支との比較対象となる設定値以下になる条件が成立したとき、入賞ラインの数 が相対的に増加する第 2特別遊技状態を発生させる。入賞ラインが増加することによ つて、入賞ライン上に停止表示される複数のシンボルの組合せが特別の役となる可 能性が高くなるため、第 1特別遊技状態が発生し易くなる。従って、長期間にわたつ て第 1特別遊技状態が発生せずに多数の遊技媒体を消費した場合等であっても、遊 技媒体の収支が設定値以下になるまで遊技を行えば、第 2特別遊技状態が発生し、 遊技者は有利な状態で遊技を進めることができる。その結果、多数の遊技媒体を消 費した遊技者が、遊技に対して不快感ゃ不信感を募らせたり、遊技に対する興味や 関心を失ったりすることを防止することができる。  [0057] According to the invention of (23), when the condition that the balance of the game media counted in the control device is equal to or less than a set value to be compared with the balance of the game media is satisfied, the number of winning lines A second special gaming state with a relatively increasing is generated. As the winning line increases, the combination of a plurality of symbols stopped and displayed on the winning line is more likely to have a special role, so the first special gaming state is likely to occur. Therefore, even if a large number of game media are consumed without the occurrence of the first special game state over a long period of time, if the game is played until the balance of the game media is below the set value, 2 A special game state occurs, and the player can advance the game in an advantageous state. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling unpleasant if the game is unpleasant or losing interest in the game.
[0058] さら〖こ、本発明は、以下のようなものを提供する。  [0058] Sarako, the present invention provides the following.
(24)抽選により役を決定する役決定手段と、  (24) a role determining means for determining a role by lottery;
上記抽選の結果に基づ 、て、複数のシンボルの変動表示と停止表示とを行うシンポ ル表示手段と、  Based on the result of the lottery, a symbol display means for performing a change display and a stop display of a plurality of symbols,
上記シンボル表示手段に規定される入賞ライン上に停止表示される複数のシンボル の組合せが特別の役であるとき、遊技者にとって有利な遊技状態である第 1特別状 態を発生させる手段と、  Means for generating a first special state which is a game state advantageous to the player when a combination of a plurality of symbols stopped and displayed on the winning line defined by the symbol display means is a special role;
遊技が行われるごとに、遊技媒体の収支を累積的に計数する手段と、  Means for cumulatively counting the balance of game media each time a game is played;
上記遊技媒体の収支が上記遊技媒体の収支との比較対象となる設定値以下になる 条件が成立したか否かを判定する判定手段と、  Determining means for determining whether or not a condition that the balance of the game medium is equal to or less than a set value to be compared with the balance of the game medium;
上記条件が成立したと判定されたとき、上記シンボル表示手段に規定される入賞ライ ンの数が相対的に増加する第 2特別遊技状態を発生させる手段と When it is determined that the above condition is satisfied, the winning line defined in the symbol display means is displayed. Means for generating a second special gaming state in which the number of
を備えたことを特徴とする遊技機。  A gaming machine characterized by comprising:
[0059] (24)の発明によれば、遊技媒体の収支を累積的に計数するとともに、遊技媒体の収 支が上記遊技媒体の収支との比較対象となる設定値以下になる条件が成立したか 否かを判定する。そして、上記条件が成立したと判定したとき、入賞ラインの数が相 対的に増加する第 2特別遊技状態を発生させる。入賞ラインが増加することによって 、入賞ライン上に停止表示される複数のシンボルの組合せが特別の役となる可能性 が高くなるため、第 1特別遊技状態が発生し易くなる。従って、長期間にわたって第 1 特別遊技状態が発生せずに多数の遊技媒体を消費した場合等であっても、遊技媒 体の収支が設定値以下になるまで遊技を行えば、第 2特別遊技状態が発生し、遊技 者は有利な状態で遊技を進めることができる。その結果、多数の遊技媒体を消費し た遊技者が、遊技に対して不快感ゃ不信感を募らせたり、遊技に対する興味や関心 を失ったりすることを防止することができる。  [0059] According to the invention of (24), the balance of the game media is cumulatively counted, and the condition that the balance of the game media is equal to or less than a set value to be compared with the balance of the game media is satisfied. Determine whether or not. Then, when it is determined that the above condition is satisfied, a second special game state in which the number of winning lines is relatively increased is generated. As the winning line increases, the combination of a plurality of symbols stopped and displayed on the winning line is more likely to have a special role, so the first special gaming state is likely to occur. Therefore, even if a large number of game media are consumed without the occurrence of the first special game state over a long period of time, if the game is played until the balance of the game media falls below the set value, the second special game A situation occurs, and the player can advance the game in an advantageous state. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling uncomfortable if the game is unpleasant or losing interest in the game.
[0060] さら〖こ、本発明は、以下のようなものを提供する。  [0060] Sarako, The present invention provides the following.
(25)演算処理装置及び記憶装置を備えた遊技機であって、  (25) A gaming machine comprising an arithmetic processing unit and a storage device,
上記演算処理装置は、  The arithmetic processing unit is
上記記憶装置に記憶された抽選プログラムを実行することにより、予め定められた複 数種類の役の中から選択される役を決定する処理と、  A process of determining a combination to be selected from a plurality of predetermined combinations by executing a lottery program stored in the storage device;
決定された役が特別の役であるとき、遊技者にとって有利な遊技状態である第 1特別 遊技状態を発生させるためのプログラムを、上記記憶装置から読み出して実行する 処理と、  When the determined combination is a special combination, a program for generating a first special gaming state, which is a gaming state advantageous for the player, is read from the storage device and executed;
遊技が行われるごとに累積的に計数される遊技媒体の収支が、上記遊技媒体の収 支との比較対象となる設定値以下になる条件が成立したとき、遊技者にとって有利な 遊技状態であり且つ上記条件が成立したときにのみ発生する第 2特別遊技状態を発 生させるためのプログラムを、上記記憶装置から読み出して実行する処理と を実行することを特徴とする遊技機。  This is a game state that is advantageous to the player when a condition is established in which the balance of the game media that is cumulatively counted every time the game is played is less than or equal to the set value that is to be compared with the balance of the game media. And a process for reading from the storage device and executing a program for generating a second special game state that occurs only when the above condition is satisfied.
[0061] (25)の発明によれば、遊技媒体の収支が上記遊技媒体の収支との比較対象となる 設定値以下になる条件が成立したとき、遊技者にとって有利な遊技状態であり且つ 上記条件が成立したときにのみ発生する第 2特別遊技状態を発生させる。従って、長 期間にわたって第 1特別遊技状態が発生せずに多数の遊技媒体を消費した場合等 であっても、遊技媒体の収支が設定値以下になるまで遊技を行えば、第 2特別遊技 状態が発生し、遊技者はその利益を得ることができる。また、第 2特別遊技状態は、 上記条件が成立したときにのみ発生する遊技状態であるから、遊技媒体の収支が設 定値以下になるまで遊技を行ったことに対する還元が行われることを遊技者に印象 付けることができるとともに、遊技の興趣性を高めることができる。その結果、多数の 遊技媒体を消費した遊技者が、遊技に対して不快感ゃ不信感を募らせたり、遊技に 対する興味や関心を失ったりすることを防止することができる。 [0061] According to the invention of (25), when the condition that the balance of the game medium is equal to or less than a set value to be compared with the balance of the game medium is satisfied, the game state is advantageous to the player and A second special game state that occurs only when the above conditions are met is generated. Therefore, even if a large number of game media are consumed without the occurrence of the first special game state over a long period of time, if the game is played until the balance of the game media falls below the set value, the second special game state Is generated and the player can obtain the profit. In addition, since the second special gaming state is a gaming state that occurs only when the above condition is satisfied, the player will be rewarded for playing the game until the balance of the gaming medium falls below the set value. It is possible to make an impression on the game and to enhance the fun of the game. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling uncomfortable if the game is unpleasant or losing interest in the game.
さら〖こ、本発明は、以下のようなものを提供する。 Further, the present invention provides the following.
(26)演算処理装置及び記憶装置を備え、複数の遊技機の夫々における遊技媒体 の収支を遊技機ごとに累積的に計数する制御装置と通信回線を介して接続される遊 技機であって、  (26) A gaming machine comprising an arithmetic processing unit and a storage device and connected via a communication line to a control unit that cumulatively counts the balance of gaming media in each of a plurality of gaming machines for each gaming machine. ,
上記演算処理装置は、 The arithmetic processing unit is
上記記憶装置に記憶された抽選プログラムを実行することにより、予め定められた複 数種類の役の中から選択される役を決定する処理と、 A process of determining a combination to be selected from a plurality of predetermined combinations by executing a lottery program stored in the storage device;
決定された役が特別の役であるとき、遊技者にとって有利な遊技状態である第 1特別 遊技状態を発生させるためのプログラムを、上記記憶装置から読み出して実行する 処理と、 When the determined combination is a special combination, a program for generating a first special gaming state, which is a gaming state advantageous for the player, is read from the storage device and executed;
遊技が行われるごとに、上記通信回線を介して、上記記憶装置に記憶されたその回 の遊技における遊技媒体の収支を遊技機の識別情報とともに、上記制御装置に送 信する処理と、 Each time a game is played, a process for transmitting the game medium balance in the game stored in the storage device together with the identification information of the gaming machine to the control device through the communication line,
上記遊技機の識別情報とその回における遊技媒体の収支とに基づいて上記制御装 置によって累積的に計数される遊技媒体の収支が、上記遊技媒体の収支との比較 対象となる設定値以下になる条件が成立したときに、上記制御装置から送信される 指令信号を受信する処理と、 Based on the identification information of the gaming machine and the balance of the game medium at that time, the balance of the game medium that is cumulatively counted by the control device is less than or equal to the set value to be compared with the balance of the game medium. A process of receiving a command signal transmitted from the control device when the following condition is satisfied;
上記指令信号に基づいて、遊技者にとって有利な遊技状態であり且つ上記条件が 成立したときにのみ発生する第 2特別遊技状態を発生させるためのプログラムを、上 記記憶装置から読み出して実行する処理と Based on the command signal, a program for generating a second special game state that is a game state advantageous to the player and is generated only when the above condition is satisfied is Processing to be read from the storage device and executed
を実行することを特徴とする遊技機。  A game machine characterized by executing
[0063] (26)の発明によれば、制御装置において計数される遊技媒体の収支が上記遊技媒 体の収支との比較対象となる設定値以下になる条件が成立したとき、遊技者にとって 有利な遊技状態であり且つ上記条件が成立したときにのみ発生する第 2特別遊技状 態を発生させる。従って、長期間にわたって第 1特別遊技状態が発生せずに多数の 遊技媒体を消費した場合等であっても、遊技媒体の収支が設定値以下になるまで遊 技を行えば、第 2特別遊技状態が発生し、遊技者はその利益を得ることができる。ま た、第 2特別遊技状態は、上記条件が成立したときにのみ発生する遊技状態である から、遊技媒体の収支が設定値以下になるまで遊技を行ったことに対する還元が行 われることを遊技者に印象付けることができるとともに、遊技の興趣性を高めることが できる。その結果、多数の遊技媒体を消費した遊技者が、遊技に対して不快感ゃ不 信感を募らせたり、遊技に対する興味や関心を失ったりすることを防止することができ る。  [0063] According to the invention of (26), it is advantageous for the player when the condition that the balance of the game media counted in the control device is equal to or less than a set value to be compared with the balance of the game media is satisfied. A second special game state that occurs only when the above condition is satisfied. Therefore, even if a large number of game media are consumed without the occurrence of the first special game state over a long period of time, if the game is played until the balance of the game media falls below the set value, the second special game A situation occurs and the player can benefit from it. In addition, since the second special gaming state is a gaming state that occurs only when the above conditions are satisfied, it is assumed that a return is made for playing the game until the balance of the gaming medium falls below the set value. It can impress people and enhance the fun of the game. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling uncomfortable if the game is unpleasant or losing interest in the game.
[0064] さら〖こ、本発明は、以下のようなものを提供する。  [0064] Sarako, The present invention provides the following.
(27)演算処理装置及び記憶装置を備えた遊技機であって、  (27) A gaming machine comprising an arithmetic processing unit and a storage device,
上記演算処理装置は、  The arithmetic processing unit is
上記記憶装置に記憶された抽選プログラムを実行することにより、予め定められた複 数種類の役の中から選択される役を決定する処理と、  A process of determining a combination to be selected from a plurality of predetermined combinations by executing a lottery program stored in the storage device;
決定された役が特別の役であるとき、遊技者にとって有利な遊技状態である第 1特別 遊技状態を発生させるためのプログラムを、上記記憶装置から読み出して実行する 処理と、  When the determined combination is a special combination, a program for generating a first special gaming state, which is a gaming state advantageous for the player, is read from the storage device and executed;
遊技が行われるごとに、遊技媒体の収支を累積的に計数する処理と、  A process of cumulatively counting the balance of game media each time a game is played,
遊技媒体の収支が上記遊技媒体の収支との比較対象となる設定値以下になる条件 が成立したか否かを判定する処理と、  A process for determining whether or not a condition that the balance of the game medium is equal to or less than a set value to be compared with the balance of the game medium is satisfied;
上記条件が成立したと判定されたとき、遊技者にとって有利な遊技状態であり且つ上 記条件が成立したときにのみ発生する第 2特別遊技状態を発生させるためのプログ ラムを、上記記憶装置から読み出して実行する処理と を実行することを特徴とする遊技機。 When it is determined that the above condition is satisfied, a program for generating a second special gaming state that is a gaming state advantageous to the player and that occurs only when the above condition is satisfied is stored in the storage device. Process to read and execute A game machine characterized by executing
[0065] (27)の発明によれば、遊技媒体の収支を累積的に計数するとともに、遊技媒体の収 支が上記遊技媒体の収支との比較対象となる設定値以下になる条件が成立したか 否かを判定する。そして、上記条件が成立したと判定したとき、遊技者にとって有利 な遊技状態であり且つ上記条件が成立したときにのみ発生する第 2特別遊技状態を 発生させる。従って、長期間にわたって第 1特別遊技状態が発生せずに多数の遊技 媒体を消費した場合等であっても、遊技媒体の収支が設定値以下になるまで遊技を 行えば、第 2特別遊技状態が発生し、遊技者はその利益を得ることができる。また、 第 2特別遊技状態は、上記条件が成立したときにのみ発生する遊技状態であるから 、遊技媒体の収支が設定値以下になるまで遊技を行ったことに対する還元が行われ ることを遊技者に印象付けることができるとともに、遊技の興趣性を高めることができる 。その結果、多数の遊技媒体を消費した遊技者が、遊技に対して不快感ゃ不信感を 募らせたり、遊技に対する興味や関心を失ったりすることを防止することができる。  [0065] According to the invention of (27), the balance of the game media is cumulatively counted, and the condition that the balance of the game media is equal to or less than a set value to be compared with the balance of the game media is satisfied. Determine whether or not. Then, when it is determined that the above condition is satisfied, a second special gaming state is generated that is a gaming state advantageous to the player and that occurs only when the above condition is satisfied. Therefore, even if a large number of game media are consumed without the occurrence of the first special game state over a long period of time, if the game is played until the balance of the game media falls below the set value, the second special game state Is generated and the player can obtain the profit. In addition, since the second special gaming state is a gaming state that occurs only when the above conditions are satisfied, it is assumed that a return is made for playing the game until the balance of the gaming medium falls below a set value. It can impress people and enhance the fun of the game. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling uncomfortable if the game is unpleasant or losing interest in the game.
[0066] さら〖こ、本発明は、以下のようなものを提供する。  [0066] Sarako, The present invention provides the following.
(28) 上記(25)〜(27)の!、ずれか 1の遊技機であって、  (28) The above (25)-(27) !, one of the gaming machines,
上記演算処理装置は、  The arithmetic processing unit is
第 2特別遊技状態を発生させるまでに累積的に計数された遊技回数に応じた数の遊 技媒体の払い出しが行われる第 2特別遊技状態を発生させるためのプログラムを実 行することを特徴とする。  A program for generating a second special game state is executed in which a number of game media are paid out according to the number of games cumulatively counted until the second special game state is generated. To do.
[0067] (28)の発明によれば、遊技者が行った遊技回数に見合った利益を第 2特別遊技状 態において遊技者に付与することができる。従って、多数の遊技媒体を消費した遊 技者が、遊技に対して不快感ゃ不信感を募らせたり、遊技に対する興味や関心を失 つたりすることを防止することができる。  According to the invention of (28), a profit commensurate with the number of games played by the player can be given to the player in the second special game state. Accordingly, it is possible to prevent a player who has consumed a large number of game media from feeling unpleasant if the game is unpleasant or losing interest in the game.
[0068] さら〖こ、本発明は、以下のようなものを提供する。  [0068] Further, the present invention provides the following.
(29) 上記(25)〜(27)の!、ずれか 1の遊技機であって、  (29) From (25) to (27) above, one of the gaming machines,
上記演算処理装置は、  The arithmetic processing unit is
上記遊技媒体の収支が上記設定値以下になる条件が成立したとき、その回の遊技 に対する遊技媒体の投入数が、予め定められた 1回の遊技に対する遊技媒体の投 入数の上限値であった場合に、第 2特別遊技状態を発生させるためのプログラムを 実行することを特徴とする。 When the condition that the balance of the game media is below the set value is satisfied, the number of game media input for that game is the predetermined number of game media investment for one game. A program for generating the second special gaming state is executed when the upper limit of the number of entries is reached.
[0069] (29)の発明によれば、遊技者が上限値まで遊技媒体の投入を行うことを促すことが でき、カジノ等の施設は収益の増大を図ることができる。 [0069] According to the invention of (29), the player can be encouraged to insert the game media up to the upper limit value, and the facility such as a casino can increase profits.
[0070] さら〖こ、本発明は、以下のようなものを提供する。 [0070] Sarako, The present invention provides the following.
(30)演算処理装置、記憶装置、及び、複数のシンボルの変動表示と停止表示とを 行うことが可能なシンボル表示装置を備えた遊技機であって、  (30) A gaming machine including an arithmetic processing device, a storage device, and a symbol display device capable of performing variable display and stop display of a plurality of symbols,
上記演算処理装置は、  The arithmetic processing unit is
上記記憶装置に記憶された抽選プログラムを実行することにより、予め定められた複 数種類の役の中から選択される役を決定する処理と、  A process of determining a combination to be selected from a plurality of predetermined combinations by executing a lottery program stored in the storage device;
上記抽選プログラムの実行結果に基づいて、上記シンボル表示装置により、複数の シンボルを変動表示させた後に停止表示させる処理と、  Based on the execution result of the lottery program, the symbol display device causes the plurality of symbols to be variably displayed and then stopped and displayed,
上記シンボル表示装置に規定される入賞ライン上に停止表示される複数のシンボル の組合せが特別の役であるとき、遊技者にとって有利な遊技状態である第 1特別遊 技状態を発生させるためのプログラムを、上記記憶装置から読み出して実行する処 理と、  A program for generating a first special game state, which is a game state advantageous to a player, when a combination of a plurality of symbols stopped and displayed on a winning line defined by the symbol display device is a special role Is read from the storage device and executed, and
遊技が行われるごとに累積的に計数される遊技媒体の収支が、上記遊技媒体の収 支との比較対象となる設定値以下になる条件が成立したとき、入賞ラインの数が相対 的に増加する第 2特別遊技状態を発生させるためのプログラムを、上記記憶装置か ら読み出して実行する処理と  The number of winning lines is relatively increased when the condition that the balance of game media that is counted cumulatively for each game is less than or equal to the set value to be compared with the balance of game media is satisfied. A program for generating a second special gaming state to be read from the storage device and executed.
を実行することを特徴とする遊技機。  A game machine characterized by executing
[0071] (30)の発明によれば、遊技媒体の収支が上記遊技媒体の収支との比較対象となる 設定値以下になる条件が成立したとき、入賞ラインの数が相対的に増加する第 2特 別遊技状態を発生させる。入賞ラインが増加することによって、入賞ライン上に停止 表示される複数のシンボルの組合せが特別の役となる可能性が高くなるため、第 1特 別遊技状態が発生し易くなる。従って、長期間にわたって第 1特別遊技状態が発生 せずに多数の遊技媒体を消費した場合等であっても、遊技媒体の収支が設定値以 下になるまで遊技を行えば、第 2特別遊技状態が発生し、遊技者は有利な状態で遊 技を進めることができる。その結果、多数の遊技媒体を消費した遊技者が、遊技に対 して不快感ゃ不信感を募らせたり、遊技に対する興味や関心を失ったりすることを防 止することができる。 [0071] According to the invention of (30), when the condition that the balance of the game media is equal to or less than a set value to be compared with the balance of the game media is satisfied, the number of winning lines is relatively increased. 2 Generate a special gaming state. As the winning line increases, there is a high possibility that a combination of symbols that are stopped and displayed on the winning line will play a special role, so the first special gaming state is likely to occur. Therefore, even if a large number of game media are consumed without the occurrence of the first special game state over a long period of time, if the game is played until the balance of the game media falls below the set value, the second special game A situation occurs, and the player plays in an advantageous state. The technique can be advanced. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling uncomfortable or distrustful of the game or losing interest or interest in the game.
[0072] さら〖こ、本発明は、以下のようなものを提供する。  [0072] Further, the present invention provides the following.
(31)演算処理装置、記憶装置、及び、複数のシンボルの変動表示と停止表示とを 行うことが可能なシンボル表示装置を備え、複数の遊技機の夫々における遊技媒体 の収支を遊技機ごとに累積的に計数する制御装置と通信回線を介して接続される遊 技機であって、  (31) A computing device, a storage device, and a symbol display device capable of performing variable display and stop display of a plurality of symbols are provided, and the balance of gaming media in each of the plurality of gaming machines is determined for each gaming machine. A game machine connected via a communication line to a control device for cumulative counting,
上記演算処理装置は、  The arithmetic processing unit is
上記記憶装置に記憶された抽選プログラムを実行することにより、予め定められた複 数種類の役の中から選択される役を決定する処理と、  A process of determining a combination to be selected from a plurality of predetermined combinations by executing a lottery program stored in the storage device;
上記抽選プログラムの実行結果に基づいて、上記シンボル表示装置により、複数の シンボルを変動表示させた後に停止表示させる処理と、  Based on the execution result of the lottery program, the symbol display device causes the plurality of symbols to be variably displayed and then stopped and displayed,
上記シンボル表示装置に規定される入賞ライン上に停止表示される複数のシンボル の組合せが特別の役であるとき、遊技者にとって有利な遊技状態である第 1特別遊 技状態を発生させるためのプログラムを、上記記憶装置から読み出して実行する処 理と、  A program for generating a first special game state, which is a game state advantageous to a player, when a combination of a plurality of symbols stopped and displayed on a winning line defined by the symbol display device is a special role Is read from the storage device and executed, and
遊技が行われるごとに、上記通信回線を介して、上記記憶装置に記憶されたその回 の遊技における遊技媒体の収支を遊技機の識別情報とともに、上記制御装置に送 信する処理と、  Each time a game is played, a process for transmitting the game medium balance in the game stored in the storage device together with the identification information of the gaming machine to the control device through the communication line,
上記遊技機の識別情報とその回における遊技媒体の収支とに基づいて上記制御装 置によって累積的に計数される遊技媒体の収支が、上記遊技媒体の収支との比較 対象となる設定値以下になる条件が成立したときに、上記制御装置から送信される 指令信号を受信する処理と、  Based on the identification information of the gaming machine and the balance of the game medium at that time, the balance of the game medium that is cumulatively counted by the control device is less than or equal to the set value to be compared with the balance of the game medium. A process of receiving a command signal transmitted from the control device when the following condition is satisfied;
上記指令信号に基づいて、入賞ラインの数が相対的に増加する第 2特別遊技状態 を発生させるためのプログラムを、上記記憶装置から読み出して実行する処理と を実行することを特徴とする遊技機。  Based on the command signal, a process for reading out and executing a program for generating a second special game state in which the number of winning lines is relatively increased from the storage device is executed. .
[0073] (31)の発明によれば、制御装置において計数される遊技媒体の収支が上記遊技媒 体の収支との比較対象となる設定値以下になる条件が成立したとき、入賞ラインの数 が相対的に増加する第 2特別遊技状態を発生させる。入賞ラインが増加することによ つて、入賞ライン上に停止表示される複数のシンボルの組合せが特別の役となる可 能性が高くなるため、第 1特別遊技状態が発生し易くなる。従って、長期間にわたつ て第 1特別遊技状態が発生せずに多数の遊技媒体を消費した場合等であっても、遊 技媒体の収支が設定値以下になるまで遊技を行えば、第 2特別遊技状態が発生し、 遊技者は有利な状態で遊技を進めることができる。その結果、多数の遊技媒体を消 費した遊技者が、遊技に対して不快感ゃ不信感を募らせたり、遊技に対する興味や 関心を失ったりすることを防止することができる。 [0073] According to the invention of (31), the balance of game media counted in the control device is the above game media. When a condition that falls below the set value to be compared with the balance of the body is established, a second special game state in which the number of winning lines is relatively increased is generated. As the winning line increases, the combination of a plurality of symbols stopped and displayed on the winning line is more likely to have a special role, so the first special gaming state is likely to occur. Therefore, even if a large number of game media are consumed without the occurrence of the first special game state over a long period of time, if the game is played until the balance of the game media is below the set value, 2 A special game state occurs, and the player can advance the game in an advantageous state. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling unpleasant if the game is unpleasant or losing interest in the game.
さら〖こ、本発明は、以下のようなものを提供する。 Further, the present invention provides the following.
(32)演算処理装置、記憶装置、及び、複数のシンボルの変動表示と停止表示とを 行うことが可能なシンボル表示装置を備えた遊技機であって、  (32) An arithmetic processing device, a storage device, and a gaming machine provided with a symbol display device capable of performing variable display and stop display of a plurality of symbols,
上記演算処理装置は、 The arithmetic processing unit is
上記記憶装置に記憶された抽選プログラムを実行することにより、予め定められた複 数種類の役の中から選択される役を決定する処理と、 A process of determining a combination to be selected from a plurality of predetermined combinations by executing a lottery program stored in the storage device;
上記抽選プログラムの実行結果に基づいて、上記シンボル表示装置により、複数の シンボルを変動表示させた後に停止表示させる処理と、 Based on the execution result of the lottery program, the symbol display device causes the plurality of symbols to be variably displayed and then stopped and displayed,
上記シンボル表示装置に規定される入賞ライン上に停止表示される複数のシンボル の組合せが特別の役であるとき、遊技者にとって有利な遊技状態である第 1特別遊 技状態を発生させるためのプログラムを、上記記憶装置から読み出して実行する処 理と、 A program for generating a first special game state, which is a game state advantageous to a player, when a combination of a plurality of symbols stopped and displayed on a winning line defined by the symbol display device is a special role Is read from the storage device and executed, and
遊技が行われるごとに、遊技媒体の収支を累積的に計数する処理と、 A process of cumulatively counting the balance of game media each time a game is played,
遊技媒体の収支が上記遊技媒体の収支との比較対象となる設定値以下になる条件 が成立したか否かを判定する処理と、 A process for determining whether or not a condition that the balance of the game media is equal to or less than a set value to be compared with the balance of the game media is satisfied;
上記条件が成立したと判定されたとき、入賞ラインの数が相対的に増加する第 2特別 遊技状態を発生させるためのプログラムを、上記記憶装置から読み出して実行する 処理と When it is determined that the above condition is satisfied, a program for generating a second special gaming state in which the number of winning lines is relatively increased is read from the storage device and executed.
を実行することを特徴とする遊技機。 [0075] (32)の発明によれば、遊技媒体の収支を累積的に計数するとともに、遊技媒体の収 支が上記遊技媒体の収支との比較対象となる設定値以下になる条件が成立したか 否かを判定する。そして、上記条件が成立したと判定したとき、入賞ラインの数が相 対的に増加する第 2特別遊技状態を発生させる。入賞ラインが増加することによって 、入賞ライン上に停止表示される複数のシンボルの組合せが特別の役となる可能性 が高くなるため、第 1特別遊技状態が発生し易くなる。従って、長期間にわたって第 1 特別遊技状態が発生せずに多数の遊技媒体を消費した場合等であっても、遊技媒 体の収支が設定値以下になるまで遊技を行えば、第 2特別遊技状態が発生し、遊技 者は有利な状態で遊技を進めることができる。その結果、多数の遊技媒体を消費し た遊技者が、遊技に対して不快感ゃ不信感を募らせたり、遊技に対する興味や関心 を失ったりすることを防止することができる。 A game machine characterized by executing [0075] According to the invention of (32), the balance of the game media is cumulatively counted, and the condition that the balance of the game media is equal to or less than a set value to be compared with the balance of the game media is satisfied. Determine whether or not. Then, when it is determined that the above condition is satisfied, a second special game state in which the number of winning lines is relatively increased is generated. As the winning line increases, the combination of a plurality of symbols stopped and displayed on the winning line is more likely to have a special role, so the first special gaming state is likely to occur. Therefore, even if a large number of game media are consumed without the occurrence of the first special game state over a long period of time, if the game is played until the balance of the game media falls below the set value, the second special game A situation occurs, and the player can advance the game in an advantageous state. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling uncomfortable if the game is unpleasant or losing interest in the game.
[0076] さら〖こ、本発明は、以下のようなものを提供する。  [0076] Sarako, the present invention provides the following.
(33)抽選の結果に基づ!/、て、遊技者に対して利益を付与する手段と、  (33) Based on the result of the lottery! /, Means for giving a profit to the player,
遊技者が行った遊技回数が所定の条件を満たしたとき、該条件が満たされたときに のみ付与される利益をその遊技者に付与する手段と  Means for granting a player a profit that is given only when the number of games played by a player satisfies a predetermined condition;
を備えたことを特徴とする遊技機。  A gaming machine characterized by comprising:
[0077] (33)の発明によれば、遊技者が行った遊技回数が所定の条件を満たしたとき、該条 件が満たされたときにのみ付与される利益をその遊技者に付与する。その結果、多 数の遊技媒体を消費した遊技者が、遊技に対して不快感ゃ不信感を募らせたり、遊 技に対する興味や関心を失ったりすることを防止することができる。  [0077] According to the invention of (33), when the number of games played by a player satisfies a predetermined condition, a profit that is given only when the condition is satisfied is given to the player. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling unpleasant if the game is unpleasant or losing interest or interest in the game.
[0078] さら〖こ、本発明は、以下のようなものを提供する。  [0078] Sarako, the present invention provides the following.
(34)抽選の結果に基づ!/、て入賞ライン上に停止表示されるシンボルの組合せに応 じて、遊技者に利益を付与する手段と、  (34) Based on the result of the lottery! /, A means for giving a profit to the player according to the combination of symbols stopped and displayed on the winning line;
遊技者が行った遊技回数が所定の条件を満たしたとき、上記入賞ラインの数を増加 させる手段と  Means for increasing the number of winning lines when the number of games played by a player satisfies a predetermined condition;
を備えたことを特徴とする遊技機。  A gaming machine characterized by comprising:
[0079] (34)の発明によれば、遊技者が行った遊技回数が所定の条件を満たしたとき、入賞 ラインの数が増加するため、遊技者は、遊技回数が所定の条件を満たすまで遊技を 行えば、有利な状態で遊技を進めることができる。その結果、多数の遊技媒体を消費 した遊技者が、遊技に対して不快感ゃ不信感を募らせたり、遊技に対する興味や関 心を失ったりすることを防止することができる。 [0079] According to the invention of (34), when the number of games played by the player satisfies a predetermined condition, the number of winning lines increases, so the player can play until the number of games satisfies the predetermined condition. Play If done, the game can proceed in an advantageous state. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling unpleasant if the game is unpleasant or losing interest or interest in the game.
[0080] さら〖こ、本発明は、以下のようなものを提供する。  [0080] Sarako, the present invention provides the following.
(35)抽選の結果に基づ!/、て、遊技者に対して利益を付与する手段と、  (35) Based on the result of the lottery! /, Means to give a profit to the player,
遊技者の遊技媒体の収支が所定の条件を満たしたとき、該条件が満たされたときに のみ付与される利益をその遊技者に付与する手段と  Means for granting a player a profit that is given only when the balance of the game medium of the player satisfies a predetermined condition;
を備えたことを特徴とする遊技機。  A gaming machine characterized by comprising:
[0081] (35)の発明によれば、遊技者の遊技媒体の収支が所定の条件を満たしたとき、該 条件が満たされたときにのみ付与される利益をその遊技者に付与する。その結果、 多数の遊技媒体を消費した遊技者が、遊技に対して不快感ゃ不信感を募らせたり、 遊技に対する興味や関心を失ったりすることを防止することができる。  [0081] According to the invention of (35), when the balance of the game media of a player satisfies a predetermined condition, a profit that is only given when the condition is satisfied is given to the player. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling unpleasant if the game is unpleasant or losing interest in the game.
[0082] さら〖こ、本発明は、以下のようなものを提供する。  [0082] Further, the present invention provides the following.
(36)抽選の結果に基づいて入賞ライン上に停止表示されるシンボルの組合せに応 じて、遊技者に利益を付与する手段と、  (36) means for giving a profit to the player in accordance with a combination of symbols stopped and displayed on the winning line based on the result of the lottery;
遊技者の遊技媒体の収支が所定の条件を満たしたとき、上記入賞ラインの数を増加 させる手段と  Means for increasing the number of winning lines when a player's balance of game media satisfies a predetermined condition;
を備えたことを特徴とする遊技機。  A gaming machine characterized by comprising:
[0083] (36)の発明によれば、遊技者の遊技媒体の収支が所定の条件を満たしたとき、入 賞ラインの数が増加するため、遊技者は、遊技回数が所定の条件を満たすまで遊技 を行えば、有利な状態で遊技を進めることができる。その結果、多数の遊技媒体を消 費した遊技者が、遊技に対して不快感ゃ不信感を募らせたり、遊技に対する興味や 関心を失ったりすることを防止することができる。  [0083] According to the invention of (36), when the player's game medium balance satisfies a predetermined condition, the number of winning lines increases, so the player can play the game at a predetermined condition. The game can be advanced in an advantageous state. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling unpleasant if the game is unpleasant or losing interest in the game.
[0084] さら〖こ、本発明は、以下のようなものを提供する。  [0084] Sarako, The present invention provides the following.
(37)抽選の結果に基づ!/、て、遊技者に対して利益を付与するステップと、 遊技者が行った遊技回数が所定の条件を満たしたとき、該条件が満たされたときに のみ付与される利益をその遊技者に付与するステップと  (37) Based on the result of the lottery! /, A step of giving a profit to the player, and when the number of games played by the player satisfies a predetermined condition, when the condition is satisfied Granting the player a profit that is only granted
を備えたことを特徴とする遊技制御方法。 [0085] (37)の発明によれば、遊技者が行った遊技回数が所定の条件を満たしたとき、該条 件が満たされたときにのみ付与される利益をその遊技者に付与する。その結果、多 数の遊技媒体を消費した遊技者が、遊技に対して不快感ゃ不信感を募らせたり、遊 技に対する興味や関心を失ったりすることを防止することができる。 A game control method comprising: [0085] According to the invention of (37), when the number of games played by a player satisfies a predetermined condition, a profit that is given only when the condition is satisfied is given to the player. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling unpleasant if the game is unpleasant or losing interest or interest in the game.
[0086] さら〖こ、本発明は、以下のようなものを提供する。  [0086] Sarako, The present invention provides the following.
(38)抽選の結果に基づいて入賞ライン上に停止表示されるシンボルの組合せに応 じて、遊技者に利益を付与するステップと、  (38) Providing a player with a profit according to a combination of symbols stopped and displayed on the winning line based on the result of the lottery;
遊技者が行った遊技回数が所定の条件を満たしたとき、上記入賞ラインの数を増加 させるステップと  A step of increasing the number of winning lines when the number of games played by a player satisfies a predetermined condition;
を備えたことを特徴とする遊技制御方法。  A game control method comprising:
[0087] (38)の発明によれば、遊技者が行った遊技回数が所定の条件を満たしたとき、入賞 ラインの数が増加するため、遊技者は、遊技回数が所定の条件を満たすまで遊技を 行えば、有利な状態で遊技を進めることができる。その結果、多数の遊技媒体を消費 した遊技者が、遊技に対して不快感ゃ不信感を募らせたり、遊技に対する興味や関 心を失ったりすることを防止することができる。  [0087] According to the invention of (38), when the number of games played by the player satisfies a predetermined condition, the number of winning lines increases, so the player can play until the number of games satisfies the predetermined condition. If a game is played, the game can be advanced in an advantageous state. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling unpleasant if the game is unpleasant or losing interest or interest in the game.
[0088] さら〖こ、本発明は、以下のようなものを提供する。  [0088] Sarako, The present invention provides the following.
(39)抽選の結果に基づ!/、て、遊技者に対して利益を付与するステップと、 遊技者の遊技媒体の収支が所定の条件を満たしたとき、該条件が満たされたときに のみ付与される利益をその遊技者に付与するステップと  (39) Based on the result of the lottery! /, The step of giving a profit to the player, and when the balance of the player's game media satisfies a predetermined condition, when the condition is satisfied Granting the player a profit that is only granted
を備えたことを特徴とする遊技制御方法。  A game control method comprising:
[0089] (39)の発明によれば、遊技者の遊技媒体の収支が所定の条件を満たしたとき、該 条件が満たされたときにのみ付与される利益をその遊技者に付与する。その結果、 多数の遊技媒体を消費した遊技者が、遊技に対して不快感ゃ不信感を募らせたり、 遊技に対する興味や関心を失ったりすることを防止することができる。  [0089] According to the invention of (39), when the balance of the game medium of a player satisfies a predetermined condition, a profit that is only given when the condition is satisfied is given to the player. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling unpleasant if the game is unpleasant or losing interest in the game.
[0090] さら〖こ、本発明は、以下のようなものを提供する。  [0090] Sarako, The present invention provides the following.
(40)抽選の結果に基づ!/、て入賞ライン上に停止表示されるシンボルの組合せに応 じて、遊技者に利益を付与するステップと、  (40) Based on the result of the lottery! /, A step of giving a profit to the player according to the combination of symbols stopped and displayed on the winning line;
遊技者の遊技媒体の収支が所定の条件を満たしたとき、上記入賞ラインの数を増加 させるステップと Increase the number of the above winning lines when the player's balance of game media meets a predetermined condition Step to make
を備えたことを特徴とする遊技制御方法。  A game control method comprising:
[0091] (40)の発明によれば、遊技者の遊技媒体の収支が所定の条件を満たしたとき、入 賞ラインの数が増加するため、遊技者は、遊技回数が所定の条件を満たすまで遊技 を行えば、有利な状態で遊技を進めることができる。その結果、多数の遊技媒体を消 費した遊技者が、遊技に対して不快感ゃ不信感を募らせたり、遊技に対する興味や 関心を失ったりすることを防止することができる。  [0091] According to the invention of (40), when the player's game media balance satisfies a predetermined condition, the number of winning lines increases, so the player can play the game at a predetermined condition. The game can be advanced in an advantageous state. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling unpleasant if the game is unpleasant or losing interest in the game.
[0092] さら〖こ、本発明は、以下のようなものを提供する。  [0092] Sarako, The present invention provides the following.
(41)遊技機と制御装置とを備えた遊技システムであって、  (41) A gaming system comprising a gaming machine and a control device,
上記制御装置は、  The control device
上記遊技機において遊技者が行った遊技回数が所定の条件を満たしたときに上記 遊技機に信号を送信する手段を備え、  Means for transmitting a signal to the gaming machine when the number of games played by the player in the gaming machine satisfies a predetermined condition;
上記遊技機は、  The above gaming machine is
抽選の結果に基づ!、て、遊技者に対して利益を付与する手段と、  Based on the result of the lottery !, means to give a profit to the player,
上記制御装置から受信した上記信号に基づ 、て、上記条件が満たされたときにのみ 付与される利益をその遊技者に付与する手段とを備えた  Based on the signal received from the control device, and a means for giving the player a profit that is given only when the condition is satisfied.
ことを特徴とする遊技システム。  A gaming system characterized by that.
[0093] (41)の発明によれば、遊技者が行った遊技回数が所定の条件を満たしたとき、該条 件が満たされたときにのみ付与される利益をその遊技者に付与する。その結果、多 数の遊技媒体を消費した遊技者が、遊技に対して不快感ゃ不信感を募らせたり、遊 技に対する興味や関心を失ったりすることを防止することができる。  According to the invention of (41), when the number of games played by a player satisfies a predetermined condition, the player is given a profit that is given only when the condition is satisfied. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling unpleasant if the game is unpleasant or losing interest or interest in the game.
[0094] さら〖こ、本発明は、以下のようなものを提供する。  [0094] Sarako, The present invention provides the following.
(42)遊技機と制御装置とを備えた遊技システムであって、  (42) A gaming system comprising a gaming machine and a control device,
上記制御装置は、  The control device
上記遊技機において遊技者が行った遊技回数が所定の条件を満たしたときに上記 遊技機に信号を送信する手段を備え、  Means for transmitting a signal to the gaming machine when the number of games played by the player in the gaming machine satisfies a predetermined condition;
上記遊技機は、  The above gaming machine is
抽選の結果に基づいて入賞ライン上に停止表示されるシンボルの組合せに応じて、 遊技者に利益を付与する手段と、 Depending on the combination of symbols that are stopped and displayed on the winning line based on the lottery results, Means to give a player a benefit;
上記制御装置から受信した上記信号に基づ 、て、上記入賞ラインの数を増加させる 手段と  Means for increasing the number of winning lines based on the signal received from the control device;
を備えたことを特徴とする遊技システム。  A gaming system characterized by comprising:
[0095] (42)の発明によれば、遊技者が行った遊技回数が所定の条件を満たしたとき、入賞 ラインの数が増加するため、遊技者は、遊技回数が所定の条件を満たすまで遊技を 行えば、有利な状態で遊技を進めることができる。その結果、多数の遊技媒体を消費 した遊技者が、遊技に対して不快感ゃ不信感を募らせたり、遊技に対する興味や関 心を失ったりすることを防止することができる。  [0095] According to the invention of (42), when the number of games played by the player satisfies a predetermined condition, the number of winning lines increases, so the player can play until the number of games satisfies the predetermined condition. If a game is played, the game can be advanced in an advantageous state. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling unpleasant if the game is unpleasant or losing interest or interest in the game.
[0096] さら〖こ、本発明は、以下のようなものを提供する。  [0096] Sarako, The present invention provides the following.
(43)遊技機と制御装置とを備えた遊技システムであって、  (43) A gaming system comprising a gaming machine and a control device,
上記制御装置は、  The control device
上記遊技機における遊技者の遊技媒体の収支が所定の条件を満たしたときに上記 遊技機に信号を送信する手段を備え、  Means for transmitting a signal to the gaming machine when the game media balance of the player in the gaming machine satisfies a predetermined condition;
上記遊技機は、  The above gaming machine is
抽選の結果に基づ!、て、遊技者に対して利益を付与する手段と、  Based on the result of the lottery !, means to give a profit to the player,
上記制御装置から受信した上記信号に基づ 、て、上記条件が満たされたときにのみ 付与される利益をその遊技者に付与する手段とを備えた  Based on the signal received from the control device, and a means for giving the player a profit that is given only when the condition is satisfied.
ことを特徴とする遊技システム。  A gaming system characterized by that.
[0097] (43)の発明によれば、遊技者の遊技媒体の収支が所定の条件を満たしたとき、該 条件が満たされたときにのみ付与される利益をその遊技者に付与する。その結果、 多数の遊技媒体を消費した遊技者が、遊技に対して不快感ゃ不信感を募らせたり、 遊技に対する興味や関心を失ったりすることを防止することができる。  According to the invention of (43), when the balance of the game media of a player satisfies a predetermined condition, a profit that is given only when the condition is satisfied is given to the player. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling unpleasant if the game is unpleasant or losing interest in the game.
[0098] さら〖こ、本発明は、以下のようなものを提供する。  [0098] Sarako, The present invention provides the following.
(44)遊技機と制御装置とを備えた遊技システムであって、  (44) A gaming system comprising a gaming machine and a control device,
上記制御装置は、  The control device
上記遊技機における遊技者の遊技媒体の収支が所定の条件を満たしたときに上記 遊技機に信号を送信する手段を備え、 上記遊技機は、 Means for transmitting a signal to the gaming machine when the game media balance of the player in the gaming machine satisfies a predetermined condition; The above gaming machine is
抽選の結果に基づいて入賞ライン上に停止表示されるシンボルの組合せに応じて、 遊技者に利益を付与する手段と、  A means for giving a profit to the player in accordance with a combination of symbols stopped and displayed on the winning line based on the result of the lottery;
上記制御装置から受信した上記信号に基づ 、て、上記入賞ラインの数を増加させる 手段と  Means for increasing the number of winning lines based on the signal received from the control device;
を備えたことを特徴とする遊技システム。  A gaming system characterized by comprising:
[0099] (44)の発明によれば、遊技者の遊技媒体の収支が所定の条件を満たしたとき、入 賞ラインの数が増加するため、遊技者は、遊技回数が所定の条件を満たすまで遊技 を行えば、有利な状態で遊技を進めることができる。その結果、多数の遊技媒体を消 費した遊技者が、遊技に対して不快感ゃ不信感を募らせたり、遊技に対する興味や 関心を失ったりすることを防止することができる。  [0099] According to the invention of (44), when the balance of the game medium of the player satisfies a predetermined condition, the number of winning lines increases, so the player can determine that the number of games satisfies the predetermined condition. The game can be advanced in an advantageous state. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling unpleasant if the game is unpleasant or losing interest in the game.
発明の効果  The invention's effect
[0100] 本発明によれば、多数のコインを消費した遊技者が、遊技に対して不快感ゃ不信感 を募らせたり、遊技に対する興味や関心を失ったりすることを防止することができる。 発明を実施するための最良の形態  [0100] According to the present invention, it is possible to prevent a player who has consumed a large number of coins from feeling uncomfortable or distrustful of the game or losing interest or interest in the game. BEST MODE FOR CARRYING OUT THE INVENTION
[0101] [第 1実施形態] [0101] [First embodiment]
図 1は、第 1実施形態に係る遊技システムの全体構成を示す概略図である。  FIG. 1 is a schematic diagram showing the overall configuration of the gaming system according to the first embodiment.
遊技システム 100は、複数の遊技機 10と、これらの遊技機 10と所定の通信回線 101 を介して接続された制御装置 200とを備えている。このような遊技システム 100は、バ 一やカジノ等の様々な遊技を行うことが可能な 1つの遊技施設内に構築されてもよく The gaming system 100 includes a plurality of gaming machines 10 and a control device 200 connected to these gaming machines 10 via a predetermined communication line 101. Such a gaming system 100 may be built in one gaming facility capable of performing various games such as a casino or a casino.
、複数の遊技施設間に構築されてもよい。また、 1つの遊技施設内に構築される場合 には、該遊技施設のフロアやセクションごとに遊技システム 100が構築されてもよい。 通信回線 101は、特に限定されるものではなぐ有線であっても無線であってもよぐ 専用回線や交換回線等を採用することが可能である。 It may be constructed among a plurality of gaming facilities. Further, when the game system 100 is constructed in one game facility, the game system 100 may be constructed for each floor or section of the game facility. The communication line 101 is not particularly limited, and may be a wired line or a wireless line.
[0102] 第 1実施形態において、遊技機 10は、スロットマシンである。ただし、本発明におい て、遊技機としては、スロットマシンに限定されず、例えば、ビデオスロットマシン、ビ デォカードゲーム機等の所謂シングルゲーム機であってもよぐ競馬ゲームやビンゴ ゲームや宝くじ等のように結果が表示されるまでに所定の時間を要するゲームを行う 所謂マスゲーム機 (マルチ ·ターミナル ·ゲーミンダマシン)等であってもよ 、。 [0102] In the first embodiment, the gaming machine 10 is a slot machine. However, in the present invention, the gaming machine is not limited to a slot machine, and may be a so-called single game machine such as a video slot machine or a video card game machine. A game that requires a certain amount of time to display a result, such as It may be a so-called mass game machine (multi-terminal / gaming machine).
[0103] 遊技機 10では、遊技媒体として、コイン、紙幣又はこれらに相当する電子的な有価 情報が用いられるものである。ただし、本発明において、遊技媒体としては、特に限 定されるものではなぐ例えば、メダル、トークン、電子マネー、チケットを挙げることが できる。なお、上記チケットとしては、特に限定されるものではなぐ例えば、後述する ようなバーコード付きチケット等を挙げることができる。  [0103] In the gaming machine 10, coins, bills, or electronic valuable information corresponding to these are used as game media. However, in the present invention, the game media are not particularly limited, and examples thereof include medals, tokens, electronic money, and tickets. The ticket is not particularly limited, and examples thereof include a ticket with a barcode as described later.
[0104] 制御装置 200は、複数の遊技機 10を制御するものである。特に、第 1実施形態にお いて、制御装置 200は、各遊技機 10における還元モードへの移行を制御するもので ある。還元モードは、本発明における第 2特別遊技状態に相当するものであり、還元 モードにおいては多数のコインが払い出される。なお、制御装置 200は、還元モード へ移行を制御することによって、還元率を制御するものであってもよい。このようにす る場合、制御装置 200は、遊技機 10の還元率を個別に制御するものであってもよぐ 複数の遊技機 10全体における還元率を制御するものであってもよい。  [0104] The control device 200 controls a plurality of gaming machines 10. In particular, in the first embodiment, the control device 200 controls the transition to the return mode in each gaming machine 10. The return mode corresponds to the second special game state in the present invention, and a large number of coins are paid out in the return mode. Note that the control device 200 may control the reduction rate by controlling the transition to the reduction mode. In this case, the control device 200 may control the return rate of the gaming machines 10 individually, or may control the return rate of the plurality of gaming machines 10 as a whole.
[0105] 制御装置 200は、複数の遊技機 10を有する遊技施設に設置されている所謂ホール サーバや、複数の遊技施設を一括管理するサーバ等としての機能を有するものであ つてもよい。なお、各遊技機 10にはそれぞれ固有の識別番号が付されていて、制御 装置 200は、当該識別番号により、各遊技機 10から送られてくるデータの出所を判 別している。また、制御装置 200から遊技機 10にデータを送信する場合にも、識別 番号を用いて送信先を指定して ヽる。  [0105] The control device 200 may have a function as a so-called hall server installed in a gaming facility having a plurality of gaming machines 10, a server that collectively manages a plurality of gaming facilities, or the like. Each gaming machine 10 is given a unique identification number, and the control device 200 determines the origin of data sent from each gaming machine 10 based on the identification number. Also, when transmitting data from the control device 200 to the gaming machine 10, the transmission destination can be specified using the identification number.
[0106] 遊技機の識別番号は、本発明における遊技機の識別情報に相当するものである。本 発明において、遊技機の識別情報は、特に限定されるものではなぐ例えば、文字、 記号、数字、これらの組合せ等を挙げることができる。  [0106] The identification number of the gaming machine corresponds to the identification information of the gaming machine in the present invention. In the present invention, the identification information of the gaming machine is not particularly limited, and examples thereof include letters, symbols, numbers, and combinations thereof.
[0107] 図 2は、第 1実施形態に係る遊技機を模式的に示す斜視図である。  FIG. 2 is a perspective view schematically showing the gaming machine according to the first embodiment.
遊技機 10は、キャビネット 11と、キャビネット 11の上側に設置されたトップボックス 12 と、キャビネット 11の前面に設けられたメインドア 13とを備えている。キャビネット 11の 内部には、 3個のリール 14 (14L、 14C、 14R)が回転可能に設けられている。各リー ル 14の外周面には、 22個の図柄(以下、シンボルともいう)からなるシンボル列が描 かれている。リール 14 (14L、 14C、 14R)は、本発明において、シンボル表示装置を 構成するものであり、シンボル表示手段を構成するものである。 The gaming machine 10 includes a cabinet 11, a top box 12 installed on the upper side of the cabinet 11, and a main door 13 provided on the front surface of the cabinet 11. Inside the cabinet 11, three reels 14 (14L, 14C, 14R) are rotatably provided. On the outer peripheral surface of each reel 14, a symbol row consisting of 22 symbols (hereinafter also referred to as symbols) is drawn. In the present invention, the reel 14 (14L, 14C, 14R) is a symbol display device. It constitutes and constitutes symbol display means.
[0108] メインドア 13における各リール 14の前方には、下側画像表示パネル 16が設けられて いる。下側画像表示パネル 16は、透明液晶パネルを備えていて、遊技中には、遊技 に関する各種の情報や演出画像等が表示される。下側画像表示パネル 16には、ク レジット数表示部 31及びペイアウト数表示部 32が設定されている。クレジット数表示 部 31〖こは、クレジットされたコインの枚数が画像によって表示される。ペイアウト表示 部 32には、入賞ライン L上に停止表示されたシンボルの組合せが所定の組合せであ つた場合に払い出されるコインの数が画像によって表示される。  A lower image display panel 16 is provided in front of each reel 14 in the main door 13. The lower image display panel 16 includes a transparent liquid crystal panel, and various information about the game, effect images, and the like are displayed during the game. On the lower image display panel 16, a credit number display part 31 and a payout number display part 32 are set. The number of credits display section 31 displays the number of credited coins as an image. In the payout display section 32, the number of coins paid out when the combination of symbols stopped on the winning line L is a predetermined combination is displayed as an image.
[0109] 下側画像表示パネル 16には、その背面を視認可能な 3個の表示窓 15 (15L、 15C、 15R)が形成されていて、各表示窓 15を介して各リール 14の外周面に描かれたシン ボルが夫々 3個ずつ表示される。下側画像表示パネル 16には、 3個の表示窓 15を 水平に横切る 1本の入賞ライン Lが表示される。入賞ライン Lは、シンボルの組合せを 規定するものである。入賞ライン L上に停止表示されたシンボルの組合せが所定の 組合せであった場合に、その組合せとコインの投入数 (BET数)とに応じた枚数のコ インが払い出される。表示窓 15及び下側画像表示パネル 16 (16L、 16C、 16R)は、 本発明において、シンボル表示装置を構成するものであり、シンボル表示手段を構 成するものである。  [0109] The lower image display panel 16 is formed with three display windows 15 (15L, 15C, 15R) whose rear surface is visible, and the outer peripheral surface of each reel 14 through each display window 15. Three symbols are displayed on the screen. The lower image display panel 16 displays one pay line L that horizontally crosses the three display windows 15. The winning line L defines the combination of symbols. When the combination of symbols stopped on the winning line L is a predetermined combination, the number of coins corresponding to the combination and the number of coins inserted (BET number) is paid out. In the present invention, the display window 15 and the lower image display panel 16 (16L, 16C, 16R) constitute a symbol display device and constitute a symbol display means.
[0110] なお、本発明においては、例えば、 3個の表示窓 15を水平に又は斜めに横切る複数 本の入賞ライン Lが形成されて 、て、コインの投入数に応じた数の入賞ライン Lが有 効化され、有効化された入賞ライン L上に停止表示されたシンボルの組合せが所定 の組合せであった場合に、その組合せに応じた枚数のコインが払い出されることとし てもよい。  [0110] In the present invention, for example, a plurality of winning lines L are formed that cross the three display windows 15 horizontally or diagonally, and the number of winning lines L according to the number of coins inserted is determined. If the combination of symbols stopped and displayed on the activated pay line L is a predetermined combination, the number of coins corresponding to the combination may be paid out.
[0111] さらに、下側画像表示パネル 16の前面には、図示しないが、タツチパネル 69が設け られて 、て、遊技者はタツチパネル 69を操作して各種の指示を入力することかできる  [0111] Further, although not shown, a touch panel 69 is provided on the front surface of the lower image display panel 16, so that the player can input various instructions by operating the touch panel 69.
[0112] 下側画像表示パネル 16の下方には、遊技者によって遊技進行に係る指示が入力さ れる複数のボタン 23〜27からなるコントロールパネル 20と、コインをキャビネット 11 内に受け入れるコイン受入口 21と、紙幣識別器 22とが設けられている。 [0113] コントロールパネル 20には、スピンボタン 23と、チェンジボタン 24と、キャッシュアウト ボタン 25と、 1— BETボタン 26と、最大 BETボタン 27とが設けられている。スピンボタ ン 23は、リール 14の回転を開始させる指示を入力するためのものである。チェンジボ タン 24は、遊技施設の係員に両替を要求する際に用いられるものである。キャッシュ アウトボタン 25は、クレジットされているコインをコイントレイ 18に払い出す指示を入力 するためのものである。 [0112] Below the lower image display panel 16, a control panel 20 including a plurality of buttons 23 to 27 into which instructions relating to game progress are input by a player, and a coin receiving slot 21 for receiving coins in the cabinet 11 And a bill validator 22 is provided. [0113] The control panel 20 is provided with a spin button 23, a change button 24, a cashout button 25, a 1-BET button 26, and a maximum BET button 27. The spin button 23 is for inputting an instruction to start the rotation of the reel 14. The change button 24 is used when requesting a change of money from a game facility staff. The cashout button 25 is used to input an instruction to pay out the credited coins to the coin tray 18.
[0114] 1— BETボタン 26は、クレジットされているコインのうち、 1枚のコインを遊技に賭ける 指示を入力するためのものである。最大 BETボタン 27は、クレジットされているコイン のうち、 1回の遊技に賭けることが可能な最大枚数 (第 1実施形態では 50枚)のコイン を遊技に賭ける指示を入力するためのものである。  [0114] 1—BET button 26 is used to input an instruction to bet one coin out of credited coins on the game. The maximum BET button 27 is used to input an instruction to bet the maximum number of coins that can be bet on one game (50 coins in the first embodiment) among the credited coins. .
[0115] なお、本発明において、遊技媒体の投入とは、遊技媒体が遊技に賭けられることをい う。例えば、コイン受入口 21に投入されたコインが、直接遊技に賭けられる場合、コィ ン受入口 21へのコインの投入が、遊技媒体の投入に相当する。ただし、第 1実施形 態のように、コイン受入口 21へコインが投入されると、ー且クレジットされ、 1— BETボ タン 26又は最大 BETボタン 27が操作されると、クレジットされたコインが遊技に賭け られる場合、クレジットされたコインが遊技に賭けられることが、遊技媒体の投入に相 当する。  [0115] In the present invention, the insertion of a game medium means that the game medium is bet on a game. For example, when a coin inserted into the coin receiving slot 21 is directly bet on a game, inserting the coin into the coin receiving slot 21 corresponds to inserting a game medium. However, as in the first embodiment, when a coin is inserted into the coin receiving slot 21, it is credited and when the 1-BET button 26 or the maximum BET button 27 is operated, the credited coin is When betting on a game, betting on a credited coin is equivalent to inserting a game medium.
[0116] 紙幣識別器 22は、紙幣の適否を識別するとともに正規の紙幣をキャビネット 11内に 受け入れるものである。なお、紙幣識別器 22は、後述するバーコード付チケット 39を 読み取ることができるように構成されていてもよい。メインドア 13の下部前面、すなわ ち、コントロールパネル 20の下方には、遊技機 10のキャラクタ等が描かれたベリーガ ラス 34が設けられている。  [0116] The bill validator 22 recognizes whether or not a bill is appropriate and accepts a regular bill into the cabinet 11. Note that the bill validator 22 may be configured to be able to read a bar code-added ticket 39 to be described later. A belly glass 34 on which a character of the gaming machine 10 is drawn is provided on the lower front surface of the main door 13, that is, below the control panel 20.
[0117] トップボックス 12の前面には、上側画像表示パネル 33が設けられている。上側画像 表示パネル 33は、液晶パネルを備えていて、例えば、遊技内容の紹介や遊技のル ールの説明を表す画像が表示される。  [0117] On the front surface of the top box 12, an upper image display panel 33 is provided. The upper image display panel 33 includes a liquid crystal panel, and displays, for example, an image representing introduction of game contents and explanation of game rules.
[0118] また、トップボックス 12には、スピーカ 29が設けられている。上側画像表示パネル 33 の下側には、チケットプリンタ 35と、カードリーダ 36と、データ表示器 37と、キーパッド 38とが設けられている。チケットプリンタ 35は、クレジット数や日時や遊技機 10の識 別番号等のデータがコード化されたバーコードをチケットに印刷し、バーコード付チ ケット 39として出力するものである。遊技者は、バーコード付チケット 39を他の遊技機 に読み取らせて該遊技機で遊技を行ったり、バーコード付チケット 39を遊技施設の 所定箇所 (例えばカジノ内のキヤッシャ)で紙幣等に交換したりすることができる。 In addition, the top box 12 is provided with a speaker 29. On the lower side of the upper image display panel 33, a ticket printer 35, a card reader 36, a data display 37, and a keypad 38 are provided. The ticket printer 35 is used to determine the number of credits, date and time, and the knowledge of the gaming machine 10. A bar code in which data such as another number is encoded is printed on a ticket and output as a ticket 39 with a bar code. The player reads the ticket 39 with barcode to another gaming machine and plays the game with the gaming machine, or exchanges the ticket 39 with barcode with a bill or the like at a predetermined place in the gaming facility (for example, a cashier in the casino). You can do it.
[0119] カードリーダ 36は、スマートカードからのデータの読み取り及びスマートカードへのデ ータの書き込みを行うものである。スマートカードは、遊技者が所持するカードであり 、例えば、遊技者を識別するためのデータ、遊技者が行った遊技の履歴に関するデ ータが記憶される。スマートカードには、コイン、紙幣又はクレジットに相当するデータ が記憶されることとしてもよい。また、スマートカードにかえて、磁気ストライプカードを 採用してもよい。データ表示器 37は、蛍光ディスプレイ等力もなり、例えば、カードリ ーダ 36が読み取ったデータや、遊技者によってキーパッド 38を介して入力されたデ ータを表示するものである。キーパッド 38は、チケット発行等に関する指示やデータ を入力するためのものである。  [0119] The card reader 36 reads data from a smart card and writes data to the smart card. The smart card is a card possessed by the player, and stores, for example, data for identifying the player and data regarding the history of games played by the player. The smart card may store data corresponding to coins, bills or credits. A magnetic stripe card may be adopted instead of the smart card. The data display 37 also serves as a fluorescent display, for example, to display data read by the card reader 36 and data input by the player via the keypad 38. The keypad 38 is used to input instructions and data related to ticket issuance.
[0120] 図 3は、各リールの外周面に描かれたシンボルの列を示した模式図である。  [0120] Fig. 3 is a schematic diagram showing a column of symbols drawn on the outer peripheral surface of each reel.
左リール 14L、中リール 14C及び右リール 14Rの外周面には、夫々 22個のシンボル が描かれている。各リール 14に描かれたシンボルの列は、互いに異なっている。各シ ンボルの列は、「JACKPOT 7」、「BLUE 7」、「BELL」、「CHERRY」、「STRA WBERRYJ ,「PLUM」、「ORANGE」、「APPLE」のシンボルが組み合わされて構 成されている。  On the outer peripheral surfaces of the left reel 14L, middle reel 14C and right reel 14R, 22 symbols are drawn respectively. The columns of symbols drawn on each reel 14 are different from each other. Each symbol column is composed of the symbols “JACKPOT 7,” “BLUE 7,” “BELL,” “CHERRY,” “STRA WBERRYJ,“ PLUM, ”“ ORANGE, ”and“ APPLE ”. Yes.
[0121] rjACKPOT 7」、「BLUE 7」、「BELL」、「CHERRY」、 Γ STRAWBERRY] ,「P LUM」、「ORANGE」は、入賞ライン L上に 3つ停止表示された場合に、予め定めら れたクレジット数が遊技者の所有するクレジットとして追加される(図 12参照)。また、「 CHERRY」、「ORANGE」については、入賞ライン上に 1つ又は 2つ停止表示され た場合であっても、その数に応じて、予め定められたクレジット数が遊技者の所有す るクレジットとして追加される(図 12参照)。  [0121] “rjACKPOT 7”, “BLUE 7”, “BELL”, “CHERRY”, Γ STRAWBERRY], “P LUM”, “ORANGE” are determined in advance when 3 stoppages are displayed on the winning line L The obtained credits are added as credits owned by the player (see Figure 12). In addition, regarding “CHERRY” and “ORANGE”, even if one or two stops are displayed on the winning line, a predetermined number of credits will be owned by the player according to the number. Added as credit (see Figure 12).
[0122] 「APPLE」は、ボーナスゲームトリガー(ボーナスゲームに移行するためのシンボル) である。「APPLE」が入賞ライン L上に 3つ停止表示された場合には、ボーナスゲー ムに移行することができる。ボーナスゲームは、第 1特別遊技状態に相当するもので ある。本実施形態において、ボーナスゲームは、フリーゲーム(コインを BETすること なく所定回数にわたって遊技を行うことができるゲーム)である。 [0122] "APPLE" is a bonus game trigger (a symbol for shifting to a bonus game). If three “APPLE” are stopped on the winning line L, you can move to the bonus game. The bonus game is equivalent to the first special gaming state. is there. In this embodiment, the bonus game is a free game (a game that can be played a predetermined number of times without betting coins).
[0123] 本発明において、第 1特別遊技状態は、遊技者にとって有利な遊技状態であれば、 特に限定されるものではない。また、遊技者にとって有利な遊技状態としては、通常 の遊技状態 (第 1特別遊技状態又は第 2特別遊技状態以外の遊技状態)より有利で あれば、特に限定されるものではなぐ例えば、通常の遊技状態より多くの遊技媒体 を獲得し得る状態、通常の遊技状態より高い確率で遊技媒体を獲得し得る状態、通 常の遊技状態より遊技媒体の消費数が少なくなる状態等を挙げることができる。具体 的に、第 1特別遊技状態としては、フリーゲーム、セカンドゲーム、ミステリーボーナス 等を挙げることができる。  In the present invention, the first special game state is not particularly limited as long as it is a game state advantageous to the player. The gaming state advantageous to the player is not particularly limited as long as it is more advantageous than the normal gaming state (a gaming state other than the first special gaming state or the second special gaming state). Examples include a state where more game media can be acquired than the game state, a state where game media can be acquired with a higher probability than the normal game state, and a state where the number of game media consumed is less than the normal game state. . Specifically, examples of the first special gaming state include a free game, a second game, and a mystery bonus.
[0124] 各リール 14に描かれたシンボルの列は、 1 BETボタン 26又は最大 BETボタン 27 が押下された後にスピンボタン 23が押下されてゲームが開始されると、リール 14の回 転に伴って、表示窓 15において上方向から下方向へとスクロール表示され、所定時 間経過後に、リール 14の回転の停止に伴って、表示窓 15において停止表示される。 さらに、各シンボルの組合せに基づき各種の役(図 12参照)が予め定められていて、 役に対応するシンボルの組合せが入賞ライン L上で停止した際には、役に応じたコィ ンの払出数が、遊技者が所有するクレジットに加算される。また、ボーナスゲームトリ ガーが成立したときには、ボーナスゲームが発生する。  [0124] The row of symbols drawn on each reel 14 shows that when the spin button 23 is pressed after the 1 BET button 26 or the maximum BET button 27 is pressed and the game is started, the reel 14 rotates. Thus, the display window 15 is scrolled from the upper direction to the lower direction, and is stopped and displayed on the display window 15 as the reel 14 stops rotating after a predetermined time has elapsed. Furthermore, various combinations (see Fig. 12) are determined in advance based on the combination of symbols. When the combination of symbols corresponding to the combination stops on the winning line L, a coin corresponding to the combination is paid out. The number is added to the credits owned by the player. When a bonus game trigger is established, a bonus game is generated.
[0125] さらに、後述する還元モードフラグが" ON"にセットされている場合には、上述したよう にシンボルが停止表示された後、還元モードに移行する。なお、ボーナスゲームが発 生した場合には、ボーナスゲームが終了した後に、還元モードに移行する。還元モ ードは、第 2特別遊技状態に相当するものである。  Furthermore, when a return mode flag described later is set to “ON”, the symbol is stopped and displayed as described above, and then the mode is changed to the return mode. When a bonus game is generated, the mode is shifted to the return mode after the bonus game is ended. The reduction mode is equivalent to the second special game state.
第 1実施形態では、還元モードに移行すると、入賞ラインの数が増加し、 5本の入賞 ラインが規定される。従って、還元モードにおいては、ボーナスゲームトリガーや他の 役に当選する可能性が高くなる。また、第 1実施形態においては、還元モードに移行 するまでに累積的に計数されたコインの収支に応じた数のコインの払い出しが行わ れるか、又は、ボーナスゲームトリガーに当選するまで、還元モードが継続する。  In the first embodiment, when shifting to the return mode, the number of winning lines increases, and five winning lines are defined. Therefore, in the return mode, there is a high possibility that a bonus game trigger or other combination will be won. Further, in the first embodiment, the number of coins corresponding to the balance of the coins counted cumulatively before shifting to the return mode is paid out or until the bonus game trigger is won. Will continue.
[0126] 図 4は、図 2に示した遊技機の内部構成を示すブロック図である。 ゲーミングボード 50は、内部バスによって互い接続された CPU (Central Processing Unit) 51、 ROM55及びブート ROM52と、メモリカード 53に対応したカードスロット 5 3Sと、 GAL (Generic Array Logic) 54に対応した ICソケット 54Sとを備えている。 FIG. 4 is a block diagram showing an internal configuration of the gaming machine shown in FIG. The gaming board 50 includes a CPU (Central Processing Unit) 51, a ROM 55 and a boot ROM 52 connected to each other via an internal bus, a card slot 53 corresponding to the memory card 53, and an IC socket corresponding to the GAL (Generic Array Logic) 54. With 54S.
[0127] メモリカード 53は、コンパクトフラッシュ (登録商標)等の不揮発性メモリからなり、ゲー ムプログラム及びゲームシステムプログラムを記憶して 、る。ゲームプログラムには、 抽選プログラムが含まれている。上記抽選プログラムは、入賞ライン L上に停止表示 される各リール 14のシンボル(シンボルに対応するコード No. )を決定するためのプ ログラムである。上記抽選プログラムには、複数種類のペイアウト率 (例えば、 80%、 84%、 88%)の夫々に対応したシンボル重み付けデータが含まれている。シンボル 重み付けデータは、 3つのリール 14の夫々について、各シンボルのコード No. (図 3 参照)と、所定の数値範囲(0〜256)に属する 1又は複数の乱数値との対応関係を 示すデータである。ペイアウト率は、 GAL54から出力されるペイアウト率設定用デー タに基づいて定められるものであり、このペイアウト率に対応したシンボル重み付けデ ータに基づいて抽選が行われる。第 1実施形態においては、還元モードに移行して いるときにも、同じシンボル重み付けデータに基づいて抽選が行われる。本発明は、 この例に限定されず、還元モードに移行したときには、異なるシンボル重み付けデー タに基づ 、て抽選が行われることとしてもょ 、。  [0127] The memory card 53 is composed of a nonvolatile memory such as CompactFlash (registered trademark), and stores a game program and a game system program. The game program includes a lottery program. The lottery program is a program for determining the symbols (code numbers corresponding to the symbols) of the reels 14 that are stopped on the winning line L. The lottery program includes symbol weighting data corresponding to a plurality of types of payout rates (for example, 80%, 84%, and 88%). The symbol weighting data is data indicating the correspondence between the code number of each symbol (see Fig. 3) and one or more random values belonging to the specified numerical range (0 to 256) for each of the three reels 14. It is. The payout rate is determined based on the payout rate setting data output from the GAL 54, and the lottery is performed based on the symbol weight data corresponding to the payout rate. In the first embodiment, lottery is performed based on the same symbol weighting data even when shifting to the return mode. The present invention is not limited to this example, and lottery may be performed based on different symbol weighting data when shifting to the return mode.
[0128] また、カードスロット 53Sは、メモリカード 53を挿抜可能なように構成されていて、 IDE バスによってマザ一ボード 40に接続されている。従って、カードスロット 53Sからメモリ カード 53を抜き取り、メモリカード 53に別のゲームプログラム及びゲームシステムプロ グラムを書き込み、そのメモリカード 53をカードスロット 53Sに差し込むことにより、遊 技機 10で行われる遊技の種類や内容を変更することができる。また、一のゲームプ ログラム及びゲームシステムプログラムを記憶したメモリカード 53を、別のゲームプロ グラム及びゲームシステムプログラムを記憶したメモリカード 53に交換することによつ て、遊技機 10で行われる遊技の種類や内容を変更することも可能である。  Further, the card slot 53S is configured so that the memory card 53 can be inserted and removed, and is connected to the mother board 40 by an IDE bus. Therefore, the memory card 53 is removed from the card slot 53S, another game program and a game system program are written to the memory card 53, and the memory card 53 is inserted into the card slot 53S. The type and contents can be changed. In addition, by replacing the memory card 53 storing one game program and game system program with a memory card 53 storing another game program and game system program, the game performed on the gaming machine 10 can be performed. The type and contents can be changed.
ゲームプログラムには、遊技進行に係るプログラム、第 1特別遊技状態を発生させる ためのプログラム、第 2特別遊技状態を発生させるためのプログラムが含まれる。また 、ゲームプログラムには、遊技中に出力される画像データや音データが含まれる。 [0129] GAL54は、 OR固定型アレイ構造を有する PLDの一種である。 GAL54は、複数の 入力ポートと出力ポートとを備えていて、入力ポートに所定のデータが入力されると、 該データに対応したデータを出力ポートから出力する。この出力ポートから出力され たデータが、上述したペイアウト率設定用データである。 The game program includes a program related to game progress, a program for generating a first special gaming state, and a program for generating a second special gaming state. Further, the game program includes image data and sound data output during the game. [0129] GAL54 is a kind of PLD having an OR fixed array structure. The GAL 54 includes a plurality of input ports and output ports. When predetermined data is input to the input port, the GAL 54 outputs data corresponding to the data from the output port. The data output from this output port is the aforementioned payout rate setting data.
また、 ICソケット 54Sは、 GAL54を着脱可能なように構成されていて、 PCIバスによ つてマザ一ボード 40に接続されている。従って、 ICソケット 54Sから GAL54を抜き取 り、 GAL54に格納されるプログラムを書き換えて、その GAL54を ICソケット 54Sに取 り付けることにより、 GAL54から出力されるペイアウト率設定用データを変更すること ができる。また、 GAL54を、別の GAL54に交換することによって、ペイアウト率設定 用データを変更することも可能である。  The IC socket 54S is configured so that the GAL 54 can be attached and detached, and is connected to the mother board 40 via a PCI bus. Therefore, by removing the GAL54 from the IC socket 54S, rewriting the program stored in the GAL54, and attaching the GAL54 to the IC socket 54S, the payout rate setting data output from the GAL54 can be changed. it can. It is also possible to change the payout rate setting data by exchanging GAL54 for another GAL54.
[0130] 内部バスによって互いに接続された CPU51、 ROM55及びブート ROM52は、 PCI バスによってマザ一ボード 40に接続されている。 PCIバスは、マザ一ボード 40とゲー ミングボード 50との間の信号伝達を行うとともに、マザ一ボード 40からゲーミングボー ド 50への電力供給を行う。 ROM55には、国識別情報及び認証プログラムが記憶さ れる。ブート ROM52には、予備認証プログラム及び CPU51が予備認証プログラム を起動するためのプログラム (ブートコード)等が記憶されて 、る。  [0130] The CPU 51, ROM 55, and boot ROM 52 connected to each other by an internal bus are connected to the mother board 40 by a PCI bus. The PCI bus transmits signals between the mother board 40 and the gaming board 50 and supplies power from the mother board 40 to the gaming board 50. The ROM 55 stores country identification information and an authentication program. The boot ROM 52 stores a preliminary authentication program and a program (boot code) for the CPU 51 to start the preliminary authentication program.
[0131] 認証プログラムは、ゲームプログラム及びゲームシステムプログラムを認証するための プログラム(改竄チェックプログラム)である。認証プログラムは、認証取込処理の対象 となるゲームプログラム及びゲームシステムプログラムが改竄されて ヽな 、ことの確認 及び証明、すなわち、ゲームプログラム及びゲームシステムプログラムの認証を行う 手順 (認証手順)に沿って記述されている。予備認証プログラムは、上述した認証プ ログラムを認証するためのプログラムである。予備認証プログラムは、認証処理の対 象となる認証プログラムが改竄されていないことの証明、すなわち、認証プログラムの 認証を行う手順 (認証手順)に沿って記述されて 、る。  [0131] The authentication program is a program (tamper check program) for authenticating the game program and the game system program. The authentication program follows the procedure (authentication procedure) for confirming and verifying that the game program and game system program subject to the authentication capture process have been tampered with, ie, authenticating the game program and game system program. Is described. The preliminary authentication program is a program for authenticating the above-described authentication program. The preliminary authentication program is described in accordance with a proof that the authentication program to be authenticated has not been tampered with, that is, the authentication program authentication procedure (authentication procedure).
[0132] マザ一ボード 40は、市販の汎用マザ一ボード(パーソナルコンピュータの基本部品を 実装したプリント配線板)を用いて構成され、メイン CPU41と、 ROM (Read Only Me mory) 42と、 RAM (Random Access Memory) 43と、通信用インターフェイス 44とを備 えている。メイン CPU41は、本発明における演算処理装置である。 [0133] ROM42には、フラッシュメモリ等のメモリデバイスからなり、メイン CPU41により実行 される BIOS (Basic Input/Output System)等のプログラムと、恒久的なデータが記憶 されている。メイン CPU41によって BIOSが実行されると、所定の周辺装置の初期化 処理が行われるとともに、メモリカード 53に記憶されているゲームプログラム及びゲー ムシステムプログラムのゲーミングボード 50を介した取込処理が開始される。なお、本 発明において、 ROM42は、内容の書き換えが可能なものであってもよぐ不可能な ものであってもよい。 [0132] The mother board 40 is configured using a commercially available general-purpose mother board (printed wiring board on which basic components of a personal computer are mounted). The main CPU 41, ROM (Read Only Memory) 42, RAM ( Random Access Memory) 43 and a communication interface 44. The main CPU 41 is an arithmetic processing device according to the present invention. The ROM 42 is composed of a memory device such as a flash memory, and stores a program such as a BIOS (Basic Input / Output System) executed by the main CPU 41 and permanent data. When the BIOS is executed by the main CPU 41, initialization processing of predetermined peripheral devices is performed, and acquisition processing of the game program and game system program stored in the memory card 53 via the gaming board 50 is started. Is done. In the present invention, the ROM 42 may be a rewritable or impossible content.
[0134] RAM43には、メイン CPU41が作動する際に用いられるデータやプログラムが記憶 される。また、 RAM43は、ゲーミングボード 50を介して読み出される認証プログラム と、ゲームプログラム及びゲームシステムプログラムとを記憶することができる。 RAM 43は、本発明における記憶装置である。  The RAM 43 stores data and programs used when the main CPU 41 operates. Further, the RAM 43 can store an authentication program, a game program, and a game system program that are read out via the gaming board 50. The RAM 43 is a storage device in the present invention.
[0135] また、 RAM43には、還元モードフラグの記憶領域が設けられている。還元モードフ ラグは、第 2特別遊技状態としての還元モードに移行するか否かを選択する際に参 照されるフラグである。還元モードフラグの記憶領域は、例えば、所定ビット数の記憶 領域力 なり、該記憶領域における記憶内容に応じて還元モードフラグが" ON"又は "OFF"となる。還元モードフラグが" ON"にセットされると、その後、必ず還元モード に移行する。さらに、 RAM43には、クレジット数や、 1回の遊技における投入数や払 出数等のデータが記憶される。  [0135] Further, the RAM 43 is provided with a storage area for a reduction mode flag. The return mode flag is a flag referred to when selecting whether or not to shift to the return mode as the second special game state. The storage area of the reduction mode flag has, for example, a storage area power of a predetermined number of bits, and the reduction mode flag is “ON” or “OFF” depending on the storage contents in the storage area. If the reduction mode flag is set to "ON", then it always shifts to the reduction mode. Further, the RAM 43 stores data such as the number of credits, the number of coins inserted and paid out in one game.
[0136] 通信インターフェイス 44は、通信回線 101を介して制御装置 200との通信を行うため のものである。メイン CPU41は、 1回の遊技が行われるごとに、該遊技におけるコイン の投入数及び払出数を、遊技機 10の遊技機識別番号とともに、制御装置 200に送 信する。制御装置 200では、各遊技機識別番号に対応付けて、遊技回数、累積投 入数及び累積払出数が記憶される。制御装置 200においては、或る遊技機 10にお ける遊技回数が設定値 (例えば 600)に達した場合には、制御装置 200から還元指 令信号が送信される。メイン CPU41は、通信インターフェイス 44を介して還元指令 信号を受信すると、還元モードフラグを" ON"にセットする。  The communication interface 44 is for communicating with the control device 200 via the communication line 101. Each time a game is played, the main CPU 41 transmits the number of coins inserted and paid out together with the gaming machine identification number of the gaming machine 10 to the control device 200. In the control device 200, the number of games, the cumulative number of coins to be paid, and the cumulative payout number are stored in association with each gaming machine identification number. In the control device 200, when the number of games in a certain gaming machine 10 reaches a set value (for example, 600), a return command signal is transmitted from the control device 200. When the main CPU 41 receives the return command signal via the communication interface 44, the main CPU 41 sets the return mode flag to “ON”.
[0137] また、マザ一ボード 40には、後述する本体 PCB (Printed Circuit Board) 60及びドア PCB80と力 夫々 USBによって接続されている。さらに、マザ一ボード 40には、電 源ユニット 45が接続されている。電源ユニット 45からマザ一ボード 40に電力が供給さ れると、マザ一ボード 40のメイン CPU41が起動するとともに、 PCIバスを介してゲーミ ングボード 50に電力が供給されて CPU51が起動される。 [0137] Further, the mother board 40 is connected to a main body PCB (Printed Circuit Board) 60 and a door PCB 80, which will be described later, by USB, respectively. In addition, the mother board 40 has a power supply. Source unit 45 is connected. When power is supplied from the power supply unit 45 to the mother board 40, the main CPU 41 of the mother board 40 is activated, and power is supplied to the gaming board 50 via the PCI bus to activate the CPU 51.
[0138] 本体 PCB60及びドア PCB80には、メイン CPU41に入力される入力信号を発生させ る機器や装置と、メイン CPU41から出力される制御信号により動作が制御される機 器や装置とが接続されている。メイン CPU41は、メイン CPU41に入力された入力信 号に基づ 、て、 RAM43に記憶されたゲームプログラム及びゲームシステムプロダラ ムを実行することにより、所定の演算処理を行ってその結果を RAM43に記憶したり 、各機器や装置に対する制御処理として各機器や装置に制御信号を送信したりする [0138] The main body PCB 60 and the door PCB 80 are connected to a device or device that generates an input signal input to the main CPU 41 and a device or device whose operation is controlled by a control signal output from the main CPU 41. ing. Based on the input signal input to the main CPU 41, the main CPU 41 executes the game program and game system program stored in the RAM 43 to perform predetermined arithmetic processing and store the result in the RAM 43. Memorize or send a control signal to each device or device as a control process for each device or device
[0139] 本体 PCB60には、ランプ 30、サブ CPU61、ホッパー 66、コイン検出部 67、グラフィ ックボード 68、スピーカ 29、タツチパネル 69、紙幣識別器 22、チケットプリンタ 35、力 一ドリーダ 36、キースィッチ 38S及びデータ表示器 37が接続されている。ランプ 30 は、メイン CPU41から出力される制御信号に基づいて、所定のパターンで点灯する [0139] The main body PCB 60 includes a lamp 30, a sub CPU 61, a hopper 66, a coin detector 67, a graphic board 68, a speaker 29, a touch panel 69, a bill validator 22, a ticket printer 35, a force reader 36, a key switch 38S, and Data display 37 is connected. The lamp 30 lights in a predetermined pattern based on the control signal output from the main CPU 41.
[0140] サブ CPU61は、リール 14 ( 14L、 14C、 14R)の回転及び停止の制御を行うもので ある。サブ CPU61には、 FPGA (Field Programmable Gate Array) 63及びドライバ 6 4を備えたモータ駆動回路 62が接続されている。 FPGA63は、プログラミング可能な LSI等の電子回路であり、ステッピングモータ 70の制御回路として機能するものであ る。ドライノく 64は、ステッピングモータ 70に入力するパルスの増幅回路として機能す るものである。モータ駆動回路 62には、各リール 14の回転を行うステッピングモータ 70 (70L、 70C、 70R)が接続されている。ステッピングモータ 70は、 1—2相励磁方 式のステッピングモータである。サブ CPU61、モータ駆動回路 62及びステッピング モータ 70 (70L、 70C、 70R)は、シンボル表示装置を構成するものであり、シンボル 表示手段を構成するものである。 [0140] The sub CPU 61 controls the rotation and stop of the reel 14 (14L, 14C, 14R). The sub CPU 61 is connected to a motor drive circuit 62 including an FPGA (Field Programmable Gate Array) 63 and a driver 64. The FPGA 63 is a programmable electronic circuit such as an LSI and functions as a control circuit for the stepping motor 70. Dryino 64 functions as an amplification circuit for pulses input to the stepping motor 70. A stepping motor 70 (70L, 70C, 70R) that rotates each reel 14 is connected to the motor drive circuit 62. The stepping motor 70 is a 1-2 phase excitation type stepping motor. The sub CPU 61, the motor drive circuit 62, and the stepping motors 70 (70L, 70C, 70R) constitute a symbol display device and constitute a symbol display means.
[0141] 本発明において、ステッピングモータの励磁方式は、特に限定されるものではなぐ 例えば、 2相励磁方式、 1相励磁方式等を採用することも可能である。また、ステツピ ングモータにかえて、 DCモータを採用することとしてもよい。 DCモータが採用される 場合、サブ CPU61には、偏差カウンタ、 DZA変翻、サーボ増幅器が順に接続さ れ、サーボ増幅器に DCモータが接続されることになる。また、 DCモータの回転位置 は、ロータリエンコーダによって検出され、ロータリエンコーダ力 偏差カウンタに対し て DCモータの現在の回転位置がデータとして供給される。 [0141] In the present invention, the excitation method of the stepping motor is not particularly limited. For example, a two-phase excitation method, a one-phase excitation method, or the like can be adopted. In addition, a DC motor may be used instead of the stepping motor. DC motor is adopted In this case, a deviation counter, DZA conversion, and servo amplifier are connected to the sub CPU 61 in this order, and a DC motor is connected to the servo amplifier. The rotational position of the DC motor is detected by the rotary encoder, and the current rotational position of the DC motor is supplied as data to the rotary encoder force deviation counter.
[0142] また、サブ CPU61には、インデックス検出回路 65と、位置検出変更回路 71とが接続 されている。インデックス検出回路 65は、回転中のリール 14の位置 (後述するインデ ッタス)を検出するものであり、さらに、リール 14の脱調を検出可能である。なお、リー ル 14の回転及び停止の制御については、後で図面を用いて詳述することにする。  In addition, an index detection circuit 65 and a position detection change circuit 71 are connected to the sub CPU 61. The index detection circuit 65 detects the position of the rotating reel 14 (index to be described later), and can detect the step-out of the reel 14. The control of the rotation and stop of the reel 14 will be described in detail later with reference to the drawings.
[0143] 位置変更検出回路 71は、リール 14の回転が停止した後におけるリール 14の停止位 置の変更を検出する。例えば、位置変更検出回路 71は、実際には入賞態様となるシ ンボルの組合せではないにも拘わらず、遊技者により強制的に入賞態様となるシン ボルの組合せになるように停止位置が変更された場合等に係るリール 14の停止位置 の変更を検出する。位置変更検出回路 71は、例えば、リール 14の内側部分に所定 間隔で取り付けられたフィン(図示せず)を検出することにより、リール 14の停止位置 の変更を検出可能に構成されている。インデックス検出回路 65及び位置検出変更 回路 71は、シンボル表示装置を構成するものであり、シンボル表示手段を構成する ものである。  [0143] The position change detection circuit 71 detects a change in the stop position of the reel 14 after the rotation of the reel 14 is stopped. For example, in the position change detection circuit 71, the stop position is changed so that the player is forced to have a combination of symbols in a winning mode, even though it is not actually a combination of symbols in a winning mode. The change in the stop position of the reel 14 is detected in the event of a failure. The position change detection circuit 71 is configured to detect a change in the stop position of the reel 14 by detecting fins (not shown) attached to the inner portion of the reel 14 at a predetermined interval, for example. The index detection circuit 65 and the position detection change circuit 71 constitute a symbol display device and constitute a symbol display means.
[0144] ホッパー 66は、キャビネット 11内に設置されていて、メイン CPU41から出力される制 御信号に基づいて、所定数のコインをコイン払出口 19からコイントレイ 18に払い出す 。コイン検出部 67は、コイン払出口 19の内部に設けられていて、コイン払出口 19か ら所定枚数のコインが払い出されたことを検出した場合には、メイン CPU41に対して 入力信号を出力する。  [0144] The hopper 66 is installed in the cabinet 11, and pays out a predetermined number of coins from the coin payout opening 19 to the coin tray 18 based on a control signal output from the main CPU 41. The coin detector 67 is provided inside the coin payout exit 19 and outputs an input signal to the main CPU 41 when it detects that a predetermined number of coins have been paid out from the coin payout exit 19. To do.
[0145] グラフィックボード 68は、メイン CPU41から出力される制御信号に基づいて、上側画 像表示パネル 33及び下側画像表示パネル 16における画像表示を制御する。下側 画像表示パネル 16のクレジット数表示部 31には、 RAM43に記憶されているクレジ ット数が表示される。また、下側画像表示パネル 16のペイアウト数表示部 31には、コ インの払出数が表示される。さらに、下側画像表示パネル 16には、入賞ライン Lが表 示される。 グラフィックボード 68は、メイン CPU41から出力される制御信号に基づいて画像デ ータを生成する VDP (Video Display Processor)や、 VDPによって生成される画像デ ータを一時的に記憶するビデオ RAM等を備えている。なお、 VDPによって画像デ ータを生成する際に用いられる画像データは、メモリカード 53から読み出されて RA M43に記憶されたゲームプログラム内に含まれて 、る。 The graphic board 68 controls image display on the upper image display panel 33 and the lower image display panel 16 based on a control signal output from the main CPU 41. The number of credits stored in the RAM 43 is displayed in the credit number display section 31 of the lower image display panel 16. Further, the payout amount display portion 31 of the lower image display panel 16 displays the number of coins paid out. Further, a winning line L is displayed on the lower image display panel 16. The graphic board 68 includes a video display processor (VDP) that generates image data based on a control signal output from the main CPU 41, a video RAM that temporarily stores image data generated by the VDP, and the like. I have. Note that the image data used when generating image data by VDP is included in the game program read from the memory card 53 and stored in the RAM 43.
[0146] 紙幣識別器 22は、紙幣の適否を識別するとともに正規の紙幣をキャビネット 11内に 受け入れる。紙幣識別器 22は、正規の紙幣を受け入れたとき、その紙幣の額に基づ いてメイン CPU41に対して入力信号を出力する。メイン CPU41は、該入力信号によ り伝達された紙幣の額に応じたクレジット数を RAM43に記憶する。  [0146] The bill validator 22 recognizes the suitability of the bill and accepts the regular bill into the cabinet 11. When the bill validator 22 accepts a regular bill, it outputs an input signal to the main CPU 41 based on the amount of the bill. The main CPU 41 stores the number of credits corresponding to the amount of bills transmitted by the input signal in the RAM 43.
[0147] チケットプリンタ 35は、メイン CPU41から出力される制御信号に基づいて、 RAM43 に記憶されたクレジット数、 日時や遊技機 10の識別番号等のデータがコード化され たバーコードをチケットに印刷し、バーコード付チケット 39として出力する。 [0147] Based on the control signal output from the main CPU 41, the ticket printer 35 prints on the ticket a bar code in which data such as the number of credits stored in the RAM 43, the date and time, and the identification number of the gaming machine 10 are encoded. And output as a ticket 39 with barcode.
カードリーダ 36は、スマートカードからのデータを読み取ってメイン CPU41へ送信し たり、メイン CPU41からの制御信号に基づいてスマートカードへのデータの書き込み を行ったりする。キースィッチ 38Sは、キーパッド 38に設けられていて、キーパッド 38 が遊技者によって操作されたとき、所定の入力信号をメイン CPU41へ出力する。デ ータ表示器 37は、メイン CPU41から出力される制御信号に基づいて、カードリーダ 3 6が読み取ったデータや遊技者によってキーパッド 38を介して入力されたデータを 表示する。  The card reader 36 reads data from the smart card and transmits it to the main CPU 41, or writes data to the smart card based on a control signal from the main CPU 41. The key switch 38S is provided on the keypad 38, and outputs a predetermined input signal to the main CPU 41 when the keypad 38 is operated by the player. The data display 37 displays data read by the card reader 36 and data input by the player via the keypad 38 based on the control signal output from the main CPU 41.
[0148] ドア PCB80には、コントローノレパネノレ 20、リノくータ 21S、コインカウンタ 21C及び冷 陰極管 81が接続されている。コントロールパネル 20には、スピンボタン 23に対応した スピンスィッチ 23S、チェンジボタン 24に対応したチェンジスィッチ 24S、 CASHOU Tボタン 25に対応した CASHOUTスィッチ 25S、 1 BETボタン 26に対応した 1 BETスィッチ 26S、及び、最大 BETボタン 27に対応した最大 BETスィッチ 27Sが設 けられている。各スィッチ 23S〜27Sは、対応するボタン 23〜27が遊技者によって 操作されたとき、メイン CPU41に対して入力信号を出力する。  [0148] To the door PCB 80, a control panel 20, a rein table 21S, a coin counter 21C, and a cold cathode tube 81 are connected. The control panel 20 has a spin switch 23S corresponding to the spin button 23, a change switch 24S corresponding to the change button 24, a CASHOUT switch 25S corresponding to the CASHOU T button 25, a 1 BET switch 26S corresponding to the 1 BET button 26, and The maximum BET switch 27S corresponding to the maximum BET button 27 is provided. Each of the switches 23S to 27S outputs an input signal to the main CPU 41 when the corresponding button 23 to 27 is operated by the player.
[0149] コインカウンタ 21Cは、コイン受入口 21の内部に設けられていて、遊技者によってコ イン受入口 21に投入されたコインの適否を識別する。正規のコイン以外のものは、コ イン払出口 19から排出される。また、コインカウンタ 21Cは、正規のコインを検出した ときにメイン CPU41に対して入力信号を出力する。 [0149] The coin counter 21C is provided inside the coin receiving slot 21, and identifies whether or not the coin inserted into the coin receiving slot 21 by the player is appropriate. For coins other than regular coins, It is discharged from the in-payout port 19. Further, the coin counter 21C outputs an input signal to the main CPU 41 when it detects a legitimate coin.
[0150] リバータ 21Sは、メイン CPU41から出力される制御信号に基づいて動作するもので あり、コインカウンタ 21Cによって正規のコインとして認識されたコインを、遊技機 10 内に設置されたキャッシュボックス(図示せず)又はホッパー 66に振り分ける。すなわ ち、ホッパー 66がコインで満たされている場合、正規のコインはリバータ 21Sによって キャッシュボックスに振り分けられる。一方、ホッパー 66がコインで満たされていない 場合には、正規のコインはホッパー 66に振り分けられる。冷陰極管 81は、下側画像 表示パネル 16と、上側画像表示パネル 33との背面側に設置されるノ ックライトとして 機能するものであり、メイン CPU41から出力される制御信号に基づいて点灯する。  [0150] The reverter 21S operates based on a control signal output from the main CPU 41, and a coin that is recognized as a regular coin by the coin counter 21C is installed in the gaming machine 10 (see FIG. (Not shown) or hopper 66. That is, when hopper 66 is filled with coins, the regular coins are distributed to the cash box by the reverter 21S. On the other hand, if the hopper 66 is not filled with coins, regular coins are distributed to the hopper 66. The cold cathode tube 81 functions as a knock light installed on the back side of the lower image display panel 16 and the upper image display panel 33 and lights up based on a control signal output from the main CPU 41.
[0151] 図 5は、第 1実施形態に係る制御装置の内部構成を示すブロック図である。  FIG. 5 is a block diagram showing an internal configuration of the control device according to the first embodiment.
制御装置 200は、演算処理装置としての CPU201と、 ROM202と、一時記憶装置と しての RAM203と、通信インターフェイス 204と、ハードディスクドライブ 205とを備え ている。通信インターフェイス 204は、通信回線 101を介して、各遊技機 10の通信ィ ンターフェイス 44と接続されている。 ROM202は、制御装置の動作を制御するため のシステムプログラムや恒久的なデータ等が記憶されている。また、 RAM203は、各 遊技機 10から受信したデータや、演算結果等のデータを一時的に記憶する。また、 ハードディスクドライブ 205には、各遊技機 10の遊技機識別番号に対応付けて、そ の遊技機 10における遊技履歴が記憶される。  The control device 200 includes a CPU 201 as an arithmetic processing device, a ROM 202, a RAM 203 as a temporary storage device, a communication interface 204, and a hard disk drive 205. The communication interface 204 is connected to the communication interface 44 of each gaming machine 10 via the communication line 101. The ROM 202 stores a system program for controlling the operation of the control device, permanent data, and the like. The RAM 203 temporarily stores data received from each gaming machine 10 and data such as calculation results. Further, the hard disk drive 205 stores a gaming history in each gaming machine 10 in association with the gaming machine identification number of each gaming machine 10.
[0152] 図 6は、遊技機識別番号と遊技履歴との対応表の一例を模式的に示す図である。  FIG. 6 is a diagram schematically showing an example of a correspondence table between gaming machine identification numbers and gaming history.
各遊技機識別番号には、遊技履歴としての遊技回数、コインの累積投入数、コイン の累積払出数、コインの収支及びコインの還元率が対応付けられている。  Each gaming machine identification number is associated with the number of games as a game history, the cumulative number of coins inserted, the cumulative number of coins paid out, the balance of coins, and the coin return rate.
[0153] CPU201は、通信インターフェイス 204を介して、遊技機 10から、投入数及び払出 数と遊技機識別番号とを受信すると、その遊技機識別番号に対応した遊技履歴を更 新する。具体的には、遊技回数を 1加算し、投入数を累積投入数に加算し、払出数 を累積払出数に加算する。さらに、累積投入数及び累積払出数に基づいて、コイン の収支と還元率とを算出する。そして、 CPU201は、更新後の遊技回数が、設定値 に達したと判断した場合には、還元指令信号を遊技機 10に送信する。上記還元指 令信号には、その遊技機 10の遊技機識別番号に対応付けてハードディスクドライブ 205に記憶された累積払出数がデータとして含まれる。 [0153] When the CPU 201 receives from the gaming machine 10 via the communication interface 204 the number of inputs, the number of payouts, and the gaming machine identification number, the CPU 201 updates the gaming history corresponding to the gaming machine identification number. Specifically, 1 is added to the number of games, the number of inputs is added to the cumulative number of inputs, and the number of payouts is added to the cumulative number of payouts. In addition, based on the cumulative number of coins to be paid and the cumulative number of coins to be paid out, the cash balance and return rate are calculated. When the CPU 201 determines that the updated number of games has reached the set value, the CPU 201 transmits a return command signal to the gaming machine 10. Above reduction finger The command signal includes the accumulated payout number stored in the hard disk drive 205 in association with the gaming machine identification number of the gaming machine 10 as data.
[0154] 次に、遊技機 10において行われる処理について説明する。  [0154] Next, processing performed in the gaming machine 10 will be described.
図 7は、図 4に示したマザ一ボード 40とゲーミングボード 50とによるゲームプログラム 及びゲームシステムプログラムの認証読取処理の手順を示したチャートである。なお 、ゲーミングボード 50におけるカードスロット 53Sには、メモリカード 53が差し込まれ、 ICソケット 54Sには、 GAL54が取り付けられているものとする。  FIG. 7 is a chart showing the procedure of the authentication reading process of the game program and game system program by the mother board 40 and the gaming board 50 shown in FIG. It is assumed that the memory card 53 is inserted into the card slot 53S of the gaming board 50, and the GAL 54 is attached to the IC socket 54S.
[0155] まず、電源ユニット 45において電源スィッチの投入 (電源の投入)が行われると、マザ 一ボード 40及びゲーミングボード 50を起動する(ステップ S1— 1、 S2— 1)。マザ一 ボード 40及びゲーミングボード 50が起動すると、それぞれ別個の処理が並行して行 われる。すなわち、ゲーミングボード 50では、 CPU51力 ブート ROM52に格納され て 、る予備認証プログラムの読み出しを行 、、その読み出した予備認証プログラムに 従 、、マザ一ボード 40への取込前に予め認証プログラムの改竄が行われて!/、な!/、こ とを確認及び証明する予備認証を行う(ステップ S2— 2)。一方、マザ一ボード 40で は、メイン CPU41が、 ROM42に格納されている BIOSを実行して、 BIOSに組み込 まれている圧縮データを RAM43に展開する(ステップ S1— 2)。そして、メイン CPU 41は、 RAM43に展開された BIOSを実行し、各種周辺装置の診断と初期化とを行う (ステップ S1— 3)。  First, when the power switch is turned on (power is turned on) in the power supply unit 45, the mother board 40 and the gaming board 50 are activated (steps S1-1 and S2-1). When the mother board 40 and the gaming board 50 are activated, separate processes are performed in parallel. That is, the gaming board 50 reads the preliminary authentication program stored in the CPU 51 boot ROM 52, and in accordance with the read preliminary authentication program, the authentication program is pre-loaded before being loaded into the mother board 40. Preliminary authentication is performed to confirm and prove that tampering has occurred! /, N !! (step S2-2). On the other hand, in the mother board 40, the main CPU 41 executes the BIOS stored in the ROM 42 and expands the compressed data incorporated in the BIOS into the RAM 43 (step S1-2). Then, the main CPU 41 executes the BIOS expanded in the RAM 43, and diagnoses and initializes various peripheral devices (step S1-3).
[0156] すると、メイン CPU41には、 PCIバスを介して、ゲーミングボード 50の ROM55が接 続されているので、メイン CPU41は、 ROM55に格納されている認証プログラムの読 み出しを行うとともに、読み出した認証プログラムを RAM43に記憶させる処理を行う (ステップ S1— 4)。このとき、メイン CPU41は、 BIOSの標準 BIOSの機能に従い、 A DDSUM方式 (標準チェック機能)によるチェックサムを取り、格納が間違いなく行わ れるか否かの確認処理を行 、ながら、認証プログラムを RAM43に記憶させる。  [0156] Then, since the ROM 55 of the gaming board 50 is connected to the main CPU 41 via the PCI bus, the main CPU 41 reads and reads the authentication program stored in the ROM 55. The authentication program is stored in the RAM 43 (step S1-4). At this time, the main CPU 41 takes the checksum by the A DDSUM method (standard check function) according to the standard BIOS function of the BIOS and checks whether or not the storage is performed without fail, while the authentication program is stored in the RAM43. Remember me.
[0157] 次に、メイン CPU41は、 IDEバスに何が接続されているのかを確認した上で、 IDE バスを介してカードスロット 53Sに差し込まれているメモリカード 53にアクセスし、メモ リカード 53から、ゲームプログラム及びゲームシステムプログラムの読み出しを行う。 この場合、メイン CPU41は、ゲームプログラム及びゲームシステムプログラムを構成 するデータを 4バイトずつ読み出す。続いて、メイン CPU41は、 RAM43に記憶され た認証プログラムに従 、、読み出したゲームプログラム及びゲームシステムプログラム の改竄が行われて ヽな 、ことを確認及び証明する認証を行う(ステップ S 1— 5)。この 認証処理が正常に終了すると、メイン CPU41は、認証対象となった (認証された)ゲ ームプログラム及びゲームシステムプログラムを RAM43に書き込み記憶させる(ステ ップ S1— 6)。次に、メイン CPU41は、 PCIバスを介して ICソケット 54Sに取り付けら れている GAL54にアクセスし、 GAL54から、ペイアウト率設定用データを読み込み 、 RAM43に書き込み記憶させる(ステップ S 1— 7)。次に、メイン CPU41は、 PCIバ スを介して、ゲーミングボード 50の ROM55に格納されている国識別情報の読み出 しを行うとともに、読み出した国識別情報を RAM43に記憶させる処理を行う(ステツ プ S1— 8)。 [0157] Next, after confirming what is connected to the IDE bus, the main CPU 41 accesses the memory card 53 inserted into the card slot 53S via the IDE bus, and starts from the memory card 53. The game program and the game system program are read out. In this case, the main CPU 41 constitutes a game program and a game system program. Read 4 bytes at a time. Subsequently, according to the authentication program stored in the RAM 43, the main CPU 41 performs authentication for confirming and verifying that the read game program and game system program have been falsified (step S 1-5). ). When this authentication process is completed normally, the main CPU 41 writes and stores the game program and game system program to be authenticated (authenticated) in the RAM 43 (step S1-6). Next, the main CPU 41 accesses the GAL 54 attached to the IC socket 54S via the PCI bus, reads the payout rate setting data from the GAL 54, and writes and stores it in the RAM 43 (step S1-7). Next, the main CPU 41 reads out the country identification information stored in the ROM 55 of the gaming board 50 via the PCI bus, and performs a process of storing the read country identification information in the RAM 43 (step S100). S1-8).
[0158] 上述した処理を行った後、メイン CPU41は、ゲームプログラム及びゲームシステムプ ログラムを順次読み出して実行することにより、遊技を進行させる。  [0158] After performing the above-described processing, the main CPU 41 advances the game by sequentially reading and executing the game program and the game system program.
[0159] 図 7に示した処理が行われた後、メイン CPU41は、遊技モード選択処理を行う。  After the processing shown in FIG. 7 is performed, the main CPU 41 performs game mode selection processing.
図 8は、遊技モード選択処理のサブルーチンを示すフローチャートである。  FIG. 8 is a flowchart showing a subroutine of the game mode selection process.
なお、メイン CPU41は、このサブルーチンを実行している間に、コイン受入口 21に 投入されたコインがコインカウンタ 21Cによって検出された際にコインカウンタ 21Cか ら出力される検出信号を受信したとき、割込処理として、 RAM43に記憶されたクレジ ット数を加算する処理を行う。  When the main CPU 41 receives a detection signal output from the coin counter 21C when the coin inserted into the coin receiving slot 21 is detected by the coin counter 21C while executing this subroutine, As an interrupt process, a process of adding the number of credits stored in the RAM 43 is performed.
図 9 (a)〜 (b)は、遊技モード選択処理が実行されるときに下側画像表示パネルに表 示される画像を示す図である。  FIGS. 9A to 9B are diagrams showing images displayed on the lower image display panel when the game mode selection process is executed.
[0160] まず、メイン CPU41は、遊技モードの選択を遊技者に対して要求するための画像を 下側画像表示パネル 16に表示する処理を行う(ステップ S3)。この処理において、メ イン CPU41は、遊技モード選択画像の描画命令をグラフィックボード 68に送信する 。グラフィックボードでは、上記描画命令に基づいて、 VDPが画像データを RAM43 力 抽出してビデオ RAMに展開し、 1フレームの画像データを生成し、この画像デ ータを下側画像表示パネル 16に出力する。その結果、下側画像表示パネル 16には 、例えば、図 9 (a)に示すような画像が表示される。 [0161] 図 9 (a)は、下側画像表示パネルに表示される遊技モード選択画像の一例を示す図 である。図中、 15 (15L、 15C、 15R)は、表示窓を示している。また、 Lは、入賞ライ ンを示している。下側画像表示パネル 16の上部には、「Select a mode! !」を示 す画像が表示されている。この画像は、遊技者に遊技モードの選択を要求するため の画像である。また、下側画像表示パネル 16の下部には、「INSURANCE」、 「NO INSURANCEを示す画像が表示されている。これらの画像は、遊技モードの選 択肢を示す画像であり、遊技者は、いずれかの画像の表示領域に対応するタツチパ ネル 69の所定箇所に触れることにより、遊技モードを選択する旨の指示を入力するこ とがでさる。 [0160] First, the main CPU 41 performs a process of displaying an image for requesting the player to select a game mode on the lower image display panel 16 (step S3). In this process, the main CPU 41 transmits a drawing command for a game mode selection image to the graphic board 68. On the graphic board, based on the above drawing command, VDP extracts the image data from RAM43 and expands it to video RAM to generate one frame of image data, which is output to the lower image display panel 16 To do. As a result, for example, an image as shown in FIG. 9A is displayed on the lower image display panel 16. FIG. 9 (a) is a diagram showing an example of a game mode selection image displayed on the lower image display panel. In the figure, 15 (15L, 15C, 15R) indicates a display window. L indicates the winning line. An image indicating “Select a mode!!” Is displayed at the top of the lower image display panel 16. This image is an image for requesting the player to select a game mode. In addition, images indicating “INSURANCE” and “NO INSURANCE” are displayed at the bottom of the lower image display panel 16. These images are images indicating the selection of the game mode. By touching a predetermined position on the touch panel 69 corresponding to the display area of the image, an instruction to select the game mode can be input.
[0162] 選択肢「INSURANCE」は、保険有モードに対応している。保険有モードを選択す るためには、所定 (例えば 1ドル相当)のクレジット数が必要となる。なお、クレジット数 にかえて、それに相当する紙幣又はコインが投入されてもよい。保険有モードが選択 された場合、その後、ボーナスゲームが発生することなく遊技回数が設定値 (例えば 600)に達すると、還元モードフラグが" ON"にセットされ、還元モードに移行する。還 元モードでは、入賞ラインが増加するため、役の成立可能性が高くなる。従って、還 元モードにおいて、遊技者は、より多くのコインの払い出しを受けることができる。すな わち、保険有モードでは、長時間にわたってボーナスゲームが発生しな力つた場合 に生じる損失の全部又は一部を補填するための保険を掛けた状態で、遊技を行うこ とができるのである。一方、選択肢「NO INSURANCE は、保険無モードに対応 している。保険無モードが選択された場合、その後、長期間にわたってボーナスゲー ムが発生しな力つたとしても、還元モードフラグが" ON"にセットされることはなぐ還 元モードに移行することもな 、。  [0162] The option "INSURANCE" corresponds to the insurance mode. In order to select the insurance mode, a predetermined number of credits (e.g., equivalent to $ 1) is required. Instead of the number of credits, a corresponding bill or coin may be inserted. When the insurance mode is selected, when the number of games reaches a set value (for example, 600) without generating a bonus game, the return mode flag is set to “ON” and the mode shifts to the return mode. In the return mode, the winning line increases, so the possibility of winning a combination increases. Accordingly, in the return mode, the player can receive more coins. In other words, in the insurance mode, it is possible to play a game with insurance in order to cover all or part of the loss that occurs when a bonus game does not occur for a long time. is there. On the other hand, the option “NO INSURANCE corresponds to the non-insurance mode. When the non-insurance mode is selected, the return mode flag is set to“ ON ”even if the bonus game does not occur for a long time. It is not possible to switch to return mode.
[0163] ステップ S3の処理の後、メイン CPU41は、保険有モードが選択された力否かを判断 する (ステップ S4)。保険有モードが選択されたと判断した場合には、メイン CPU41 は、 RAM43に記憶されたクレジット数力も所定数を減算する処理を行う(ステップ S5 )。その後、保険有モード時における遊技実行処理を行う(ステップ S6)。  [0163] After the processing in step S3, the main CPU 41 determines whether or not the insurance mode is selected (step S4). If it is determined that the insurance mode is selected, the main CPU 41 performs a process of subtracting a predetermined number from the credit power stored in the RAM 43 (step S5). Thereafter, game execution processing in the insurance mode is performed (step S6).
この処理については後で図 10を用いて詳述する力 保険有モードでは、図 9 (b)に 示すように、下側画像表示パネル 16の左上に、「INSURED」を示す画像が表示さ れる。この画像は、遊技モードが保険有モードであることを示す画像である。 This process will be described in detail later with reference to Fig. 10. In the insurance mode, as shown in Fig. 9 (b), an image indicating "INSURED" is displayed on the upper left of the lower image display panel 16. It is. This image is an image indicating that the game mode is the insurance mode.
[0164] 一方、ステップ S4にお 、て、保険無モードが選択されたと判断した場合、メイン CPU 41は、保険無モード時における遊技実行処理を行う(ステップ S7)。この処理は、還 元モード移行に係る処理と、遊技回数の計数に係る処理とが行われな 、ことを除 ヽ て、保険有モード時における遊技実行処理(図 10参照)と略同様の処理であるから、 ここでの説明は省略する。ステップ S6又は S7の処理を実行した場合には、その後、 ステップ S3に処理を戻す。  On the other hand, when it is determined in step S4 that the non-insurance mode is selected, the main CPU 41 performs a game execution process in the non-insurance mode (step S7). This process is substantially the same as the game execution process in the insurance mode (see FIG. 10), except that the process related to the return mode and the process related to counting the number of games are not performed. Therefore, explanation here is omitted. When the process of step S6 or S7 is executed, the process returns to step S3.
[0165] 図 10は、図 8に示したサブルーチンのステップ S6において呼び出されて実行される 保険有モード時の遊技実行処理のサブルーチンを示すフローチャートである。  FIG. 10 is a flowchart showing a subroutine of game execution processing in the insurance mode that is called and executed in step S6 of the subroutine shown in FIG.
遊技実行処理においては、まず、メイン CPU41は、コインが BETされたか否かを判 断する(ステップ S10)。この処理において、メイン CPU41は、 1— BETボタン 26が 操作された際に 1— BETスィッチ 26Sから出力される入力信号、又は、最大 BETボ タン 27が操作された際に最大 BETスィッチ 27Sから出力される入力信号を受信した か否かを判断する。コインが BETされていないと判断した場合、ステップ S 10に処理 を戻す。  In the game execution process, first, the main CPU 41 determines whether or not a coin has been bet (step S10). In this process, the main CPU 41 outputs the input signal output from the 1- BET switch 26S when the 1- BET button 26 is operated, or the maximum BET switch 27S when the maximum BET button 27 is operated. It is determined whether or not an input signal to be received has been received. If it is determined that no coin is bet, the process returns to step S10.
[0166] 一方、ステップ S10において、コインが BETされたと判断した場合、メイン CPU41は 、 BETされたコインの枚数に応じて、 RAM43に記憶されたクレジット数を減算する処 理を行う(ステップ Sl l)。なお、 BETされるコインの枚数が RAM43に記憶されたク レジット数より多い場合には、 RAM43に記憶されたクレジット数を減算する処理を行 わずに、ステップ S10に処理を戻す。また、 BETされるコインの枚数が、 1回の遊技に BETすることが可能な上限値 (第 1実施形態では 50枚)を超える場合には、 RAM43 に記憶されたクレジット数を減算する処理を行わずに、ステップ S12に処理を進める  On the other hand, if it is determined in step S10 that a coin has been betted, the main CPU 41 performs a process of subtracting the number of credits stored in the RAM 43 according to the number of coins betted (step Sl l). ). If the number of coins to be bet is larger than the number of credits stored in the RAM 43, the process returns to step S10 without performing the process of subtracting the number of credits stored in the RAM 43. In addition, when the number of coins bet exceeds the upper limit value (50 in the first embodiment) that can be bet on one game, a process of subtracting the number of credits stored in the RAM 43 is performed. Without proceeding, proceed to step S12
[0167] 次に、メイン CPU41は、スピンボタン 23が ONされたか否かを判断する(ステップ S1 2)。この処理において、メイン CPU41は、スピンボタン 23が押下された際にスピンス イッチ 23Sから出力される入力信号を受信した力否かを判断する。 [0167] Next, the main CPU 41 determines whether or not the spin button 23 is turned on (step S12). In this process, the main CPU 41 determines whether or not it has received an input signal output from the spin switch 23S when the spin button 23 is pressed.
スピンボタン 23が ONされていないと判断した場合、ステップ S 10に処理を戻す。な お、スピンボタン 23が ONされなかった場合(例えば、スピンボタン 23が ONされずに 遊技を終了する旨の指示が入力された場合)には、メイン CPU41は、ステップ S11 における減算結果をキャンセルする。 If it is determined that the spin button 23 is not turned ON, the process returns to step S10. If the spin button 23 is not turned on (for example, the spin button 23 is not turned on) When an instruction to end the game is input), the main CPU 41 cancels the subtraction result in step S11.
[0168] 第 1実施形態では、コイン力 ¾ETされた後(ステップ S 10)、スピンボタン 23が ONさ れた力否かの判断 (ステップ S 12)を行う前に、クレジット数を減算する処理 (ステップ S 11)を行う場合について説明する。ただし、本発明は、この例に限定されるものでは ない。例えば、コインが BETされた後(ステップ S 10)、スピンボタン 23が ONされたか 否かの判断 (ステップ S 12)を行い、スピンボタン 23が ONされたと判断した場合 (ステ ップ S 12: YES)、クレジット数を減算する処理 (ステップ S 11 )を行うこととしてもよ!/、。  [0168] In the first embodiment, after the coin power ¾ET (step S10), the process of subtracting the number of credits before determining whether the spin button 23 is turned on (step S12). The case of performing (Step S11) will be described. However, the present invention is not limited to this example. For example, after a coin is bet (step S10), it is determined whether or not the spin button 23 is turned on (step S12), and it is determined that the spin button 23 is turned on (step S12: YES), you can also perform the process of subtracting the number of credits (step S11)! /.
[0169] 一方、図 10のステップ S12において、スピンボタン 23が ONされたと判断した場合、 メイン CPU41は、抽選処理を行う(ステップ S13)。この抽選処理において、メイン CP U41 (演算処理装置)は、 RAM43 (記憶装置)に記憶された抽選プログラムを実行 することにより、各リール 14の停止時におけるコード No.を決定する。これにより、停 止表示されるシンボルの組合せが決定される。この処理については、後で図 11〜図 12を用いて詳述することにする。ステップ S 13の処理を実行するとき、メイン CPU41 は、抽選により役を決定する役決定手段として機能する。なお、第 1実施形態では、 停止表示されるシンボルの組合せを決定することにより、複数種類の役の中から 1つ の役を決定する場合について説明するが、本発明においては、例えば、先ず抽選に よって、複数種類の役の中から選ばれる 1つの役を決定し、その後に、停止表示され るシンボルの組合せを上記役に基づ 、て決定することとしてもよ 、。  On the other hand, if it is determined in step S12 in FIG. 10 that the spin button 23 has been turned ON, the main CPU 41 performs a lottery process (step S13). In this lottery process, the main CPU 41 (arithmetic processing unit) determines a code number when each reel 14 is stopped by executing a lottery program stored in the RAM 43 (storage unit). Thereby, the combination of symbols to be stopped is determined. This process will be described in detail later with reference to FIGS. When executing the processing of step S13, the main CPU 41 functions as a combination determining means for determining a combination by lottery. In the first embodiment, a case will be described in which one combination is determined from a plurality of types of combinations by determining a combination of symbols to be stopped and displayed. In the present invention, for example, first, a lottery is performed. Therefore, it is also possible to determine one combination selected from a plurality of types and then determine the combination of symbols to be stopped and displayed based on the combination.
[0170] 次に、メイン CPU41は、リールの回転制御処理を行う(ステップ S 14)。この処理は、 全リール 14の回転を開始した後、ステップ S 13にお 、て決定された役に対応したシ ンボルの組合せが入賞ライン L上に停止表示されるように、各リールの回転を停止さ せる処理である。この処理については、後で図 13〜図 15を用いて詳述することにす る。  Next, the main CPU 41 performs reel rotation control processing (step S 14). In this process, after all reels 14 have started rotating, each reel is rotated so that the combination of symbols corresponding to the combination determined in step S13 is stopped and displayed on the winning line L. It is a process to stop. This process will be described in detail later with reference to FIGS.
[0171] 次に、メイン CPU41は、ボーナスゲームトリガーが成立したか否か、すなわち、表示 窓 15内に「APPLE」が停止表示された力否かを判断する(ステップ S 15)。ボーナス ゲームトリガーが成立したと判断した場合には、メイン CPU41 (演算処理装置)は、ボ 一ナスゲームを行うためのプログラムを RAM43 (記憶装置)力 読み出してボーナス ゲーム処理を実行する (ステップ SI 6)。このとき、第 1特別遊技状態が発生したことに なる。ボーナスゲーム処理については、後で図 16を詳述することにする。ステップ S1 6の処理を実行するとき、メイン CPU41は、第 1特別遊技状態を発生させる手段とし て機能する。 Next, the main CPU 41 determines whether or not a bonus game trigger is established, that is, whether or not “APPLE” is stopped and displayed in the display window 15 (step S 15). When it is determined that the bonus game trigger has been established, the main CPU 41 (arithmetic processing unit) reads out the program for playing the bonus game from the RAM 43 (storage unit) and bonuses. The game process is executed (step SI 6). At this time, the first special gaming state has occurred. The bonus game process will be described later in detail with reference to FIG. When executing the processing of step S16, the main CPU 41 functions as a means for generating the first special gaming state.
[0172] 一方、ボーナスゲームトリガーが成立していないと判断した場合、メイン CPU41は、 役が成立した力否かを判断する (ステップ S17)。役が成立したと判断した場合、メイ ン CPU41は、投入数及び役に応じたコインの払い出しを行う(ステップ S18)。  On the other hand, when determining that the bonus game trigger has not been established, the main CPU 41 determines whether or not the winning combination has been established (step S17). If it is determined that a winning combination has been established, the main CPU 41 pays out coins according to the number of inserted coins and the winning combination (step S18).
コインの貯留を行う場合、メイン CPU41は、 RAM43に記憶されたクレジット数をカロ 算する処理を行う。一方、コインの払い出しを行う場合には、メイン CPU41は、ホッパ 一 66に制御信号を送信して所定数のコインの払い出しを行う。その際、コイン検出部 67は、ホッパー 66から払い出されるコインの枚数を計数し、その計数値が指定され た数に達したときに、払出完了信号をメイン CPU41に送信する。これにより、メイン C PU41は、ホッパー 66の駆動を停止し、コインの払出処理を終了する。  When storing coins, the main CPU 41 performs a process of calculating the number of credits stored in the RAM 43. On the other hand, when paying out coins, the main CPU 41 sends a control signal to the hopper 66 to pay out a predetermined number of coins. At that time, the coin detecting unit 67 counts the number of coins paid out from the hopper 66, and transmits a payout completion signal to the main CPU 41 when the counted value reaches a designated number. Thus, the main CPU 41 stops driving the hopper 66 and ends the coin payout process.
[0173] ステップ S 16若しくは S 18の処理を実行した場合、又は、ステップ S17において、い ずれの役も成立していないと判断した場合 (ハズレであると判断した場合)、メイン CP U41は、 RAM43に格納された還元モードフラグが" ON"にセットされているか否か を判断する(ステップ S19)。還元モードフラグが" ON"にセットされていると判断した 場合、メイン CPU41 (演算処理装置)は、還元モードに移行するためのプログラムを RAM43 (記憶装置)力 読み出して還元モード処理を実行し、還元モードに移行す る (ステップ S20)。このとき、第 2特別遊技状態が発生したことになる。還元モード処 理については、後で図 17を用いて詳述することにする。ステップ S20の処理を実行 するとき、メイン CPU41は、第 2特別遊技状態を発生させる手段として機能する。  [0173] When the process of step S16 or S18 is executed, or when it is determined in step S17 that no role is established (when it is determined that the player has lost), the main CPU 41 It is determined whether or not the return mode flag stored in the RAM 43 is set to “ON” (step S19). When it is determined that the reduction mode flag is set to “ON”, the main CPU 41 (arithmetic processing unit) reads the program for shifting to the reduction mode from the RAM 43 (storage device), executes the reduction mode process, Transition to reduction mode (step S20). At this time, the second special gaming state has occurred. The reduction mode process will be described later in detail with reference to FIG. When executing the process of step S20, the main CPU 41 functions as a means for generating the second special gaming state.
[0174] ステップ S20の処理を実行した場合、又は、ステップ S 19において還元モードフラグ 力 S"ON"にセットされていないと判断した場合、メイン CPU41は、ボーナスゲーム実 行 (ステップ S16)又は還元モード移行 (ステップ S20)を行ったか否かを判断する (ス テツプ S21)。  [0174] When the process of step S20 is executed, or when it is determined in step S19 that the return mode flag force S is not set to "ON", the main CPU 41 executes the bonus game (step S16) or returns It is determined whether or not a mode transition (step S20) has been performed (step S21).
[0175] ボーナスゲーム実行又は還元モード移行を行っていないと判断した場合、メイン CP U41は、計数処理を実行する (ステップ S22)。 計数処理は、遊技機 10と制御装置 200との間で行われる処理である。遊技機 10か ら、 1回の遊技における投入数及び払出数を遊技機識別番号とともに制御装置 200 に送信する。制御装置 200においては、遊技機識別番号ごとに遊技回数、累積投入 数、累積払出数等が更新される。そして、遊技回数が設定値に達した場合には、還 元指令信号を遊技機 10に送信する。上記還元指令信号には、その遊技機 10の遊 技機識別番号に対応付けてハードディスクドライブ 205に記憶された累積払出数が データとして含まれる。メイン CPU41は、上記還元指令信号を受信すると、還元モー ドフラグを" ON"にセットし、累積払出数をデータとして記憶する。なお、計数処理に ついては、後で図 19を用いて詳述することにする。ステップ S22の処理を実行した後 、メイン CPU41は、ステップ S 10に処理を戻し、引き続いて保険有モードにおいて遊 技を実行する。 [0175] If it is determined that the bonus game is not executed or the return mode is not shifted, the main CPU 41 executes a counting process (step S22). The counting process is a process performed between the gaming machine 10 and the control device 200. From the gaming machine 10, the number of insertions and withdrawals in one game is transmitted to the control device 200 together with the gaming machine identification number. In the control device 200, the number of games, the cumulative number of inputs, the cumulative number of payouts, etc. are updated for each gaming machine identification number. When the number of games reaches the set value, a return command signal is transmitted to the gaming machine 10. The return command signal includes the accumulated payout number stored in the hard disk drive 205 in association with the gaming machine identification number of the gaming machine 10 as data. When the main CPU 41 receives the return command signal, it sets the return mode flag to “ON” and stores the cumulative payout number as data. The counting process will be described in detail later using FIG. After executing the process of step S22, the main CPU 41 returns the process to step S10, and subsequently executes the game in the insurance mode.
[0176] 一方、ボーナスゲーム実行又は還元モード移行を行ったと判断した場合、本サブル 一チンを終了し、図 8に処理を戻す。その結果、遊技者は、再度、遊技モードを保険 有モードとする力保険無モードとするかの選択を行うことができる。  On the other hand, if it is determined that the bonus game has been executed or the return mode has been entered, this subroutine is terminated and the process returns to FIG. As a result, the player can select again whether to change the game mode to the insurance mode or the power insurance non-insurance mode.
[0177] 図 11は、図 10に示したサブルーチンのステップ S13において呼び出されて実行され る抽選処理のサブルーチンを示すフローチャートである。この処理は、 RAM43に記 憶された抽選プログラムをメイン CPU41が実行することによって行われる処理である まず、メイン CPU41は、抽選プログラムに含まれる乱数発生用プログラムを実行する ことにより、 0〜255の数値範囲の中から、 3つのリール 14の夫々に対応する乱数値 を選択する (ステップ S31)。第 1実施形態では、プログラム上で乱数を発生させる場 合 (所謂ソフトウェア乱数を用いる場合)について説明する。ただし、本発明において は、乱数発生器を設けてぉ ヽて該乱数発生器カゝら乱数を抽出する (所謂ハードウヱ ァ乱数を用いる)こととしてもよ!/、。  FIG. 11 is a flowchart showing a lottery process subroutine that is called and executed in step S13 of the subroutine shown in FIG. This process is a process performed by the main CPU 41 executing the lottery program stored in the RAM 43. First, the main CPU 41 executes a random number generation program included in the lottery program to set 0 to 255. A random number corresponding to each of the three reels 14 is selected from the numerical value range (step S31). In the first embodiment, a case where random numbers are generated on a program (a case where so-called software random numbers are used) will be described. However, in the present invention, a random number generator may be provided to extract a random number from the random number generator (so-called hardware random number is used)! /.
[0178] 次に、メイン CPU41 (演算処理装置)は、 GAL54から出力されて RAM43 (記憶装 置)に記憶されたペイアウト率設定用データに応じたシンボル重み付けデータを参照 し、選択された 3つの乱数値に基づいて、各リール 14のコード No. (図 3参照)を決定 する(ステップ S32)。各リール 14のコード No.は、入賞ライン L上に停止表示される シンボルのコード No.に対応している。メイン CPU41は、各リール 14のコード No.を 決定することにより、役を決定する。例えば、各リール 14のコード No.を" 00"、 "00" 、 "00"に決定した場合、メイン CPU41は、役を「JACKPOT 7」に決定したことにな る。なお、このリールのコード No.に基づいて、後述するリールの回転制御処理が行 われる。このとき、メイン CPU41は、役決定手段として機能する。 [0178] Next, the main CPU 41 (arithmetic processing unit) refers to the symbol weighting data corresponding to the payout rate setting data output from the GAL 54 and stored in the RAM 43 (storage unit), and selects the selected three Based on the random value, the code number (see Fig. 3) of each reel 14 is determined (step S32). The code number of each reel 14 is stopped and displayed on the winning line L Corresponds to the symbol code number. The main CPU 41 determines the combination by determining the code number of each reel 14. For example, when the code numbers of the reels 14 are determined as “00”, “00”, and “00”, the main CPU 41 determines the role as “JACKPOT 7”. A reel rotation control process, which will be described later, is performed based on the reel code number. At this time, the main CPU 41 functions as a combination determining means.
[0179] ここで、第 1実施形態における役について説明する。  Here, the combination in the first embodiment will be described.
図 12は、第 1実施形態における複数種類の役と各役の成立可能性及び払出数との 関係を説明するための図である。図 12に示す各役の成立可能性は、ボーナスゲー ム以外におけるペイアウト率が 88%である場合のものである。なお、図中に示す成立 可能性は、シンボル重み付けデータを参照して 3つの乱数値に基づいて、各リール 1 4のコード No.を決定した場合に、当該役が成立する可能性を示すものである。すな わち、各役に対して乱数値が対応付けられて 、るものではな 、。  FIG. 12 is a diagram for explaining the relationship between a plurality of types of combinations, the possibility of establishment of each combination, and the number of payouts in the first embodiment. The possibility of winning each combination shown in Fig. 12 is for a case where the payout rate is 88% except for the bonus game. The possibility of establishment shown in the figure indicates the possibility that the combination will be established when the code number of each reel 14 is determined based on three random numbers with reference to the symbol weighting data. It is. In other words, a random number value is associated with each role.
[0180] ボーナスゲームトリガーの成立可能性は、 0. 5%である。ボーナスゲームトリガーに 当選すると、「APPLE」のシンボルが入賞ライン上に 3つ停止表示され、ボーナスゲ ームが発生する。ボーナスゲームでは、抽選によって定められた回数のフリーゲーム を実行する。  [0180] The probability of establishing a bonus game trigger is 0.5%. If you win the bonus game trigger, three “APPLE” symbols will be stopped on the winning line and a bonus game will occur. In the bonus game, the free game is executed the number of times determined by lottery.
[0181] rjACKPOT 7」の成立可能性は 0. 5%である。この役が成立すると、「JACKPOT  [0181] rjACKPOT 7 ”has a probability of being 0.5%. When this role is established, "JACKPOT
7」のシンボルが入賞ライン L上に 3つ停止表示され、コイン投入数 1枚あたり 30枚 のコインが払い出される。成立可能性は低い役ほど、払出数は多く設定されている。 ただし、図 12に示した役のいずれの組合せにもならないシンボルの組合せが停止表 示された場合は、ハズレであり、コインの払い出しは行われない。  Three “7” symbols are displayed on the winning line L, and 30 coins are paid out per coin inserted. The number of payouts is set higher as the role is less likely to be established. However, if a combination of symbols that cannot be any combination of the combinations shown in FIG. 12 is stopped, it is a loss and no coins are paid out.
[0182] 図 13は、図 10に示したサブルーチンのステップ S15において呼び出されて実行され るリール回転制御処理を示すフローチャートである。なお、この処理は、メイン CPU4 1とサブ CPU61との間で行われる処理である。  FIG. 13 is a flowchart showing the reel rotation control process that is called and executed in step S15 of the subroutine shown in FIG. This process is a process performed between the main CPU 41 and the sub CPU 61.
[0183] まず、メイン CPU41は、サブ CPU61に対して、リールの回転を開始させる旨のスタ ート信号を送信する(ステップ S40)。サブ CPU61は、メイン CPU41からスタート信 号を受信すると、リール回転処理を行う(ステップ S51)。この処理において、サブ CP U61は、モータ駆動回路 62にパルスを供給する。サブ CPU61から出力されたパル スは、ドライノく 64によって増幅され、各ステッピングモータ 70 (70L、 70C、 70R)に 供給される。その結果、各ステッピングモータ 70が回転し、それに伴って各リール 14 ( 14L、 14C、 14R)が回転する。 1—2相励磁方式のステッピングモータ 70は、ステツ プ角が 0. 9° であり、 1回転あたりのステップ数力 00である。従って、 400個のノ レ スがステッピングモータ 70に供給されると、リール 14は 1回転する。 First, the main CPU 41 transmits a start signal for starting reel rotation to the sub CPU 61 (step S40). When the sub CPU 61 receives the start signal from the main CPU 41, the sub CPU 61 performs reel rotation processing (step S51). In this process, the sub CPU 61 supplies a pulse to the motor drive circuit 62. Pal output from sub CPU61 The process is amplified by the dry 64 and supplied to each stepping motor 70 (70L, 70C, 70R). As a result, each stepping motor 70 rotates and each reel 14 (14L, 14C, 14R) rotates accordingly. The stepping motor 70 of the 1-2 phase excitation method has a step angle of 0.9 ° and a step force of 00 per revolution. Therefore, when 400 nores are supplied to the stepping motor 70, the reel 14 makes one rotation.
[0184] リール 14の回転開始時には、サブ CPU206は、周波数が低いパルスをモータ駆動 回路 62に供給し、次第にノ ルスの周波数を高くしていく。それに伴って、リール 14の 回転速度が大きくなる。そして、所定の時間が経過すると、パルスの周波数を一定に する。その結果、リール 14が定速で回転する。  [0184] At the start of rotation of the reel 14, the sub CPU 206 supplies a low-frequency pulse to the motor drive circuit 62, and gradually increases the frequency of the noise. Along with this, the rotation speed of the reel 14 increases. When a predetermined time elapses, the pulse frequency is made constant. As a result, the reel 14 rotates at a constant speed.
[0185] ここで、リール 14の回転動作について図 14を用いて説明する。  Here, the rotation operation of the reel 14 will be described with reference to FIG.
図 14 (a)〜(d)は、リール 14の回転動作について説明するための側面図である。 図 14 (a)に示すように、リール 14の側面には、半円形状の金属板 14aが設けられて いる。金属板 14aは、リール 14とともに回転する。また、リール 14の周面には 22個の シンボル(図 3参照)が設けられている。リール 14の周面に描かれた 22個のシンボル のうち、 3個のシンボル力 リール 14の前方に形成された表示窓 15を介して視認可 能となる。図中、太線の矢印は、リール 14の回転方向を示している。また、リール 14 の側方には、近接センサ 65aが設けられている。近接センサ 65aは、金属板 14aを検 出するためのものである。近接センサ 65aは、リール 14が回転しても、移動したり回転 したりすることはない。  FIGS. 14A to 14D are side views for explaining the rotation operation of the reel 14. As shown in FIG. 14 (a), the side surface of the reel 14 is provided with a semicircular metal plate 14a. The metal plate 14a rotates together with the reel 14. In addition, 22 symbols (see FIG. 3) are provided on the peripheral surface of the reel 14. Of the 22 symbols drawn on the peripheral surface of the reel 14, the symbol power of 3 symbols is permitted through the display window 15 formed in front of the reel 14. In the figure, a thick arrow indicates the rotation direction of the reel 14. A proximity sensor 65a is provided on the side of the reel. The proximity sensor 65a is for detecting the metal plate 14a. The proximity sensor 65a does not move or rotate even when the reel 14 rotates.
[0186] 図 14 (a)には、近接センサ 65aによって金属板 14aが検出され始める時点の金属板 14aの位置(以下、位置 Aともいう)を示している。金属板 14aが位置 Aにあるときにリ ール 14が回転すると、金属板 14aは、図 14 (b)に示した位置に移動する。図 14 (b) には、近接センサ 65aによって金属板 14aが検出されているときの金属板 14aの位置 (以下、位置 Bともいう)を示している。金属板 14aが位置 Bにあるときにリール 14が回 転すると、金属板 14aは、図 14 (c)に示した位置に移動する。図 14 (c)には、近接セ ンサ 65aによって金属板 14aが検出されなくなる時点の金属板 14aの位置(以下、位 置 Cともいう)を示している。  FIG. 14 (a) shows the position (hereinafter also referred to as position A) of the metal plate 14a when the proximity sensor 65a starts detecting the metal plate 14a. When the reel 14 rotates while the metal plate 14a is at the position A, the metal plate 14a moves to the position shown in FIG. 14 (b). FIG. 14 (b) shows the position of the metal plate 14a (hereinafter also referred to as position B) when the proximity sensor 65a detects the metal plate 14a. When the reel 14 rotates while the metal plate 14a is at the position B, the metal plate 14a moves to the position shown in FIG. 14 (c). FIG. 14 (c) shows the position of the metal plate 14a (hereinafter also referred to as position C) when the metal plate 14a is no longer detected by the proximity sensor 65a.
[0187] 金属板 14aが位置 Cにあるときにリール 14が回転すると、金属板 14aは、図 14 (d)に 示した位置に移動する。図 14 (d)には、近接センサ 65aによって金属板 14aが検出 されていないときの金属板 14aの位置(以下、位置 Dともいう)を示している。さらにリ ール 14が回転すると、金属板 14aの位置は、位置 Aに戻る。上述したように、リール 1 4の回転に伴って、金属板 14aの位置は、位置 A、位置 B、位置 C、位置 D、位置 A、 · · ·の順に変化する。 [0187] When the reel 14 rotates while the metal plate 14a is at the position C, the metal plate 14a is shown in FIG. 14 (d). Move to the indicated position. FIG. 14 (d) shows the position of the metal plate 14a (hereinafter, also referred to as position D) when the metal plate 14a is not detected by the proximity sensor 65a. When the reel 14 further rotates, the position of the metal plate 14a returns to the position A. As described above, as the reel 14 rotates, the position of the metal plate 14a changes in the order of position A, position B, position C, position D, position A,.
[0188] 近接センサ 65aは、インデックス検出回路 65 (図 3参照)を構成するものである。近接 センサ 65aが金属板 14aを検出している状態を" High"、近接センサ 65aが金属板 1 4aを検出して!/、な!/、状態を" Low"とすると、金属板 14aが位置 A→位置 B→位置 C にあるとき、インデックス検出回路 65の状態は" High"であり、金属板 14aが位置 C→ 位置 D→位置 Aにあるとき、インデックス検出回路 65の状態は" Low"である。なお、 サブ CPU61は、 "Low"から" High"への立ち上がりをインデックス(原点) 1とし、 "Hi gh"から" Low"への立下りをインデックス(原点) 2として、リール 14の回転位置を認 識する。  [0188] The proximity sensor 65a constitutes an index detection circuit 65 (see Fig. 3). If the proximity sensor 65a detects the metal plate 14a is "High", the proximity sensor 65a detects the metal plate 14a! /, !!, and the state is "Low", the metal plate 14a is positioned. When A → Position B → Position C, the state of the index detection circuit 65 is “High”, and when the metal plate 14a is in position C → Position D → Position A, the state of the index detection circuit 65 is “Low”. It is. The sub CPU 61 uses the rising edge from “Low” to “High” as the index (origin) 1 and the falling edge from “High” to “Low” as the index (origin) 2. recognize.
[0189] メイン CPU40は、ステップ S40においてサブ CPU61に対してスタート信号を送信し た後、リール回転時の演出を実行する (ステップ S41)。この処理は、抽選処理(図 10 、ステップ S13)の結果等に応じて定められる期間(例えば 3秒)にわたつて、下側画 像表示パネル 16への画像の表示や、スピーカ 29からの音の出力等を行う処理であ る。  [0189] After transmitting the start signal to the sub CPU 61 in step S40, the main CPU 40 executes the effect at the time of reel rotation (step S41). This process involves displaying images on the lower image display panel 16 and sound from the speaker 29 over a period (eg, 3 seconds) determined according to the result of the lottery process (FIG. 10, step S13). This is a process that performs output.
[0190] 次に、メイン CPU40は、リール 14の回転の停止を指示するタイミングであるか否かを 判断する (ステップ S42)。  Next, the main CPU 40 determines whether or not it is time to instruct to stop the rotation of the reel 14 (step S42).
ここで、リール 14の回転の停止を指示するタイミングは、リール回転時の演出を終了 する時点から、リール 14の回転を停止させるために最低限必要な時間だけ前のタイ ミングである。なお、リール 14の回転を停止させるために最低限必要な時間は、予め 定められている。  Here, the timing for instructing the stop of the rotation of the reel 14 is the timing before the minimum necessary time for stopping the rotation of the reel 14 from the time when the effect at the time of the reel rotation ends. The minimum time required to stop the rotation of the reel 14 is determined in advance.
[0191] ステップ S42において、リール 14の回転の停止を指示するタイミングではないと判断 した場合、ステップ S42に処理を戻し、引き続きリール回転時の演出を行う。一方、ス テツプ S42において、リール 14の回転の停止を指示するタイミングであると判断した 場合、メイン CPU41は、 RAM43に記憶されたリールのコード No.をサブ CPU61に 送信する(ステップ S43)。サブ CPU61は、メイン CPU41からリールのコード No.を 受信すると、サブ CPU61が備える ROM (図示せず)に記憶されたステップ数とコー ド No.との対応表に基づいて、コード No.を、インデックスからのリールの停止位置( ステップ数)に換算する (ステップ S52)。 [0191] If it is determined in step S42 that it is not the timing to instruct to stop the rotation of the reel 14, the process returns to step S42, and the effect at the time of reel rotation is continued. On the other hand, if it is determined at step S42 that it is the timing to instruct to stop the rotation of the reel 14, the main CPU 41 assigns the reel code number stored in the RAM 43 to the sub CPU 61. Transmit (step S43). When the sub CPU 61 receives the reel code number from the main CPU 41, the sub CPU 61 sets the code number based on the correspondence table between the number of steps stored in the ROM (not shown) of the sub CPU 61 and the code number. Converted to the reel stop position (number of steps) from the index (step S52).
[0192] 図 15は、ステップ数とコード No.との対応表を示した模式図である。各コード No. に は、インデックスと、ステップ数とが対応付けられている。 FIG. 15 is a schematic diagram showing a correspondence table between the number of steps and the code number. Each code number is associated with an index and the number of steps.
なお、各コード No.は、リール 14の外周面に描かれたシンボルに対応していて(図 3 参照)、コード No. "00"〜"10"のシンボルは、インデックス 1に対応している。また、 コード No. "11"〜"21"のシンボルは、インデックス 2に対応している。また、図 15に 示す対応表におけるステップ数は、インデックス 1を基準としたステップ数である。例 えば、コード No.が" 08"であれば、インデックス 1から 145ステップが、リールの停止 位置である。また、コード No.が" 12"であれば、インデックス 1から 218ステップ力 リ ールの停止位置である。  Each code number corresponds to the symbol drawn on the outer peripheral surface of the reel 14 (see FIG. 3), and the symbols with code numbers “00” to “10” correspond to index 1. . Symbols with code numbers “11” to “21” correspond to index 2. In addition, the number of steps in the correspondence table shown in FIG. 15 is the number of steps based on index 1. For example, if the code number is “08”, steps 1 through 145 are the reel stop positions. If the code number is “12”, it is the stop position of the index force 1 to 218 step force rail.
[0193] 次に、サブ CPU61は、リール停止処理を実行する(ステップ S53)。この処理におい て、サブ CPU61は、インデックス検出回路 65における" Low"から" High"への立ち 上がり(インデックス 1)の検出を各リール 14に対して行い、インデックス 1を検出したタ イミングで、ステップ S52においてコード No.カゝら換算されたステップ数に相当するパ ルスをモータ駆動回路 65に供給し、その後、パルスの供給を停止する。  [0193] Next, the sub CPU 61 executes a reel stop process (step S53). In this process, the sub CPU 61 detects the rise from “Low” to “High” (index 1) in the index detection circuit 65 for each reel 14, and performs stepping at the timing when index 1 is detected. In S52, the pulse corresponding to the number of steps converted from the code number is supplied to the motor drive circuit 65, and then the pulse supply is stopped.
[0194] 例えば、ステップ S52において、リールの停止位置力 インデックス 1から 145ステツ プであると決定された場合、サブ CPU61は、インデックス 1を検出したタイミングで、 1 45個のパルスをモータ駆動回路 65に供給し、その後、パルスの供給を停止する。ま た、ステップ S52において、リールの停止位置力 インデックス 1からの 218ステップで あると決定された場合、サブ CPU61は、インデックス 1を検出したタイミングで、 218 個のパルスをモータ駆動回路 65に供給する。その結果、リール 14力 図 11のステツ プ S32において決定されたコード No.のとおりに停止し、入賞ライン L上には、図 11 のステップ S32において決定された役に対応するシンボルの組合せが停止表示され る。一方、メイン CPU41は、リール回転時の演出を終了する。ステップ S44及び S53 の処理を終了した後、本処理を終了する。 [0195] なお、ステップ S43において送信されたコード No. に対応するインデックスと、リール 14の回転が停止したときにインデックス検出回路 65によって検出されるインデックス とが異なる場合、リール 14に脱調が生じているので、メイン CPU41は、エラーメッセ ージを下側画像表示パネル 16に表示する等の処理を行 、、遊技を中断する。 [0194] For example, if it is determined in step S52 that the stop position force of the reel is from index 1 to 145 steps, the sub CPU 61 outputs 1 45 pulses to the motor drive circuit 65 at the timing when index 1 is detected. And then the pulse supply is stopped. If it is determined in step S52 that the stop position force of the reel is 218 steps from index 1, the sub CPU 61 supplies 218 pulses to the motor drive circuit 65 at the timing when index 1 is detected. . As a result, the reel 14 force stops according to the code number determined in step S32 in FIG. 11, and the combination of symbols corresponding to the winning combination determined in step S32 in FIG. Is displayed. On the other hand, the main CPU 41 ends the effect at the time of reel rotation. After finishing the processes of steps S44 and S53, this process is finished. Note that if the index corresponding to the code number transmitted in step S43 is different from the index detected by the index detection circuit 65 when the rotation of the reel 14 is stopped, the reel 14 is stepped out. Therefore, the main CPU 41 performs processing such as displaying an error message on the lower image display panel 16 and interrupts the game.
例えば、インデックス 2に対応するコード No. 12でリール 14Lを停止させる処理を行 つたにも拘わらず、リール 14Lの回転が停止したときにインデックス検出回路 65によ つてインデックス 1が検出された場合には、遊技を中断する。  For example, when index 1 is detected by the index detection circuit 65 when the reel 14L stops rotating even though the reel 14L is stopped with code No. 12 corresponding to index 2. Interrupt the game.
[0196] 図 16は、図 10に示したサブルーチンのステップ S16において呼び出されて実行され るボーナスゲーム処理のサブノレ一チンを示すフローチャートである。ボーナスゲーム 処理においては、先ず、メイン CPU41は、 RAM43に記憶された抽選プログラムに 含まれる乱数発生プログラムを実行して得られた乱数値に基づ ヽて、 10〜25ゲーム のいずれかの中力 決定する(ステップ S60)。メイン CPU41は、決定したボーナス ゲームのゲーム数をデータとして RAM43に記憶する。  [0196] FIG. 16 is a flowchart showing a bonus game process subroutine that is called and executed in step S16 of the subroutine shown in FIG. In the bonus game process, first, the main CPU 41 selects one of the 10 to 25 games based on the random number value obtained by executing the random number generation program included in the lottery program stored in the RAM 43. Determine (step S60). The main CPU 41 stores the determined number of bonus games in the RAM 43 as data.
[0197] 続いて、メイン CPU41は、抽選処理 (ステップ S61)及びリール回転制御処理 (ステツ プ S63)を行う。ステップ S61の処理は、図 11を用いて説明した処理と略同様の処理 である。また、ステップ S63の処理は、図 13を用いて説明した処理と略同様の処理で ある。これらの処理については、既に説明済であるから、ここでの説明は省略する。  Subsequently, the main CPU 41 performs a lottery process (step S61) and a reel rotation control process (step S63). The process in step S61 is substantially the same as the process described using FIG. Further, the process in step S63 is substantially the same process as described with reference to FIG. Since these processes have already been described, description thereof is omitted here.
[0198] 次に、メイン CPU41は、ボーナスゲームトリガーが成立したか否か、すなわち、表示 窓 15内に「APPLE」が停止表示された力否かを判断する(ステップ S64)。ボーナス ゲームトリガーが成立したと判断した場合には、ボーナスゲームの繰り返し回数 tが新 たに抽選により決定され (ステップ S65)、その決定された繰り返し回数 tは、現在のボ 一ナスゲームのゲーム数 Tに加算される(ステップ S66)。これにより、ボーナスゲーム 中にボーナスゲームに当選すると、ボーナスゲームの残り回数が増える。具体的に言 えば、例えば、 20回のボーナスゲームに初めて移行した場合に、そのボーナスゲー ムの 12回目で 17回のボーナスゲームに当選したときには、その後、 25回(20回 1 2回 + 17回)のボーナスゲームが行われる。  Next, the main CPU 41 determines whether or not a bonus game trigger is established, that is, whether or not “APPLE” is stopped and displayed in the display window 15 (step S64). If it is determined that the bonus game trigger has been established, the bonus game repeat count t is newly determined by lottery (step S65), and the determined repeat count t is the number of games in the current bonus game. It is added to T (step S66). As a result, if the bonus game is won during the bonus game, the remaining number of bonus games is increased. To be specific, for example, if you first transition to 20 bonus games and you win 17 bonus games at the 12th bonus game, then 25 (20 1 12 + 17 Times) bonus game.
[0199] ボーナスゲームトリガーが成立しなかった場合、メイン CPU41は、役が成立したか否 かを判断する (ステップ S67)。役が成立したと判断した場合、メイン CPU41は、投入 数及び役に応じたコインの払い出しを行う(ステップ S68)。この処理は、ステップ S18 の処理と同様であり、既に説明済であるから、ここでの説明は省略する。 [0199] When the bonus game trigger is not established, the main CPU 41 determines whether or not a winning combination is established (step S67). If it is determined that the winning combination has been established, the main CPU 41 Coins are paid out according to the number and combination (step S68). This process is the same as the process of step S18, and since it has already been described, description thereof is omitted here.
[0200] ステップ S66若しくは S68の処理を実行した場合、又は、ステップ S67において、い ずれの役も成立していないと判断した場合 (ハズレであると判断した場合)、メイン CP U61は、 RAM43に記憶されたボーナスゲームのゲーム数 Tを読み出し、読み出し たゲーム数 Tの値を 1減算する。そして、減算後のゲーム数 Tを再び RAM43に格納 する(ステップ S 69)。 [0200] When the process of step S66 or S68 is executed, or when it is determined in step S67 that no role is established (when it is determined that the player has lost), the main CPU 61 stores the RAM 43 in the RAM 43. The stored number T of bonus games is read, and the value of the read number T of games is decremented by one. Then, the subtracted game number T is stored again in the RAM 43 (step S69).
[0201] 次に、メイン CPU41は、ボーナスゲームの回数 T力 ステップ S60で決定された回数 に到達したカゝ否かを判断する (ステップ S70)。具体的には、 RAM43に記憶された ゲーム数 Tが 0となった力否かにより判断し、ゲーム数 T力^でない場合、すなわちボ 一ナスゲームの実行回数力 ステップ S60で決定された回数に到達して 、な 、と判 断する場合、ステップ S61に処理を戻し、上述した処理を繰り返す。一方、ゲーム数 T力 Oである場合、すなわち、ステップ S60で決定された回数に到達したと判断した場 合には、制御装置 200へ遊技回数リセット信号を送信し (ステップ S71)、その後、本 サブルーチンを終了する。遊技回数リセット信号は、その遊技機 10の遊技機識別情 報を含むものであり、制御装置 200の CPU201は、遊技回数リセット信号を受信する と、該遊技回数リセット信号に含まれる遊技機識別情報に対応付けてハードディスク ドライブ 205に記憶された遊技回数を 0にリセットする。  [0201] Next, the main CPU 41 determines whether or not the bonus game number T power has reached the number determined in step S60 (step S70). Specifically, the number of games stored in the RAM 43 is determined based on whether or not the power T becomes 0. If the number of games is not T power ^, that is, the number of times the bonus game is executed is determined by step S60. If it is determined that it has reached, the process returns to step S61 and the above-described process is repeated. On the other hand, if the number of games is T power O, that is, if it is determined that the number of times determined in step S60 has been reached, a game number reset signal is transmitted to the control device 200 (step S71). Exit the subroutine. The gaming number reset signal includes gaming machine identification information of the gaming machine 10, and when the CPU 201 of the control device 200 receives the gaming number reset signal, the gaming machine identification information included in the gaming number reset signal. The number of games stored in the hard disk drive 205 in association with is reset to zero.
[0202] 図 17は、図 10に示したサブルーチンのステップ S20において呼び出されて実行され る還元モード処理のサブルーチンを示すフローチャートである。  FIG. 17 is a flowchart showing a subroutine of the reduction mode process that is called and executed in step S20 of the subroutine shown in FIG.
まず、メイン CPU41は、制御装置 200から還元指令信号として送信され、 RAM43 に記憶されたコインの収支に基づいて、還元モードにおける総払出数 Pを決定する( ステップ S120)。第 1実施形態では、コインの収支の 50%に相当する数を、還元モ ードにおける総払出数 Pとする。例えば、コインの収支力 '— 10000"であれば、還元 モードにおける総払出数 Pを 5000とする。ただし、コインの収支に基づいて決定した 総払出数 Pが所定の下限値 (例えば 3000)に達しないときには、予め定められた所 定数を総払出数 Pとする。  First, the main CPU 41 determines the total payout number P in the return mode based on the coin balance that is transmitted as a return command signal from the control device 200 and stored in the RAM 43 (step S120). In the first embodiment, the number corresponding to 50% of the coin balance is set as the total payout number P in the reduction mode. For example, if the balance of coins is “—10000”, the total payout P in the return mode is set to 5000. However, the total payout P determined based on the balance of coins is set to a predetermined lower limit (for example, 3000). If not reached, the predetermined number P is the total number of payouts.
[0203] 次に、メイン CPU41は、 RAM43に記憶された画像データの中から、入賞ラインを示 す画像データを抽出し、該画像データに基づいて、下側画像表示パネル 16に、 5本 の入賞ラインを表示する (ステップ S121)。入賞ラインを示す画像データは、メモリ力 ード 53から読み出されて RAM43に記憶されたゲームプログラムに含まれている。 [0203] Next, the main CPU 41 indicates a winning line from the image data stored in the RAM 43. Image data is extracted, and five winning lines are displayed on the lower image display panel 16 based on the image data (step S121). The image data indicating the winning line is included in the game program read from the memory mode 53 and stored in the RAM 43.
[0204] メイン CPU41は、下側画像表示パネル 16に表示する画像を決定する。そして、メイ ン CPU41は、決定結果に基づく描画命令をグラフィックボード 68に送信する。グラフ イツクボード 68では、上記描画命令に基づいて、 VDPが、 5本の入賞ラインを示す画 像データを RAM43から抽出してビデオ RAMに展開し、 1フレームの画像データを 生成し、この画像データを下側画像表示パネル 16に出力する。その結果、下側画像 表示パネル 16には、例えば、図 18に示すような画像が表示される。  [0204] The main CPU 41 determines an image to be displayed on the lower image display panel 16. Then, the main CPU 41 transmits a drawing command based on the determination result to the graphic board 68. In the graphic board 68, based on the above drawing command, the VDP extracts the image data indicating the five winning lines from the RAM 43 and expands it to the video RAM to generate one frame of image data. Output to the lower image display panel 16. As a result, for example, an image as shown in FIG. 18 is displayed on the lower image display panel 16.
[0205] 図 18は、還元モード移行時 (第 2特別遊技状態発生時)に下側画像表示パネルに表 示される画像の一例を示す図である。図中、 15 (15L、 15C、 15R)は、表示窓を示 している。 Lは、還元モードに移行する前力も表示されていた入賞ラインを示す。 下側画像表示パネル 16には、入賞ライン L以外に、 3つの表示窓 15を水平に横切る 2本の入賞ライン L' と、 3つの表示窓 15を斜めに横切る 2本の入賞ライン L' とが表 示されている。下側画像表示パネル 16には「BONUS! !」を示す画像とともに、花 火を示す画像が 2つ表示されている。また、下側画像表示パネル 16の下部には、「T IME OF PLAY 600」を示す画像が表示されている。この画像は、遊技回数が 設定値である 600に達したことを示す画像である。  [0205] FIG. 18 is a diagram showing an example of an image displayed on the lower image display panel when shifting to the return mode (when the second special gaming state occurs). In the figure, 15 (15L, 15C, 15R) indicates a display window. L indicates a winning line on which the previous power to enter the return mode is also displayed. In addition to the winning line L, the lower image display panel 16 includes two winning lines L ′ that horizontally cross the three display windows 15 and two winning lines L ′ that diagonally cross the three display windows 15. Is displayed. The lower image display panel 16 displays two images showing fireworks, along with an image showing “BONUS !!”. In addition, an image indicating “TIME OF PLAY 600” is displayed at the bottom of the lower image display panel 16. This image is an image showing that the number of games has reached the set value of 600.
[0206] 次に、メイン CPU41は、コインが BETされたか否かを判断し (ステップ S 122)、コイン 力 ¾ΕΤされていないと判断した場合には、ステップ S 122に処理を戻す。一方、コィ ンが BETされて 、ると判断した場合、クレジット数を減算する処理を行 、 (ステップ S1 23)、スピンボタン 23が ONされたか否かを判断する(ステップ S 124)。  Next, the main CPU 41 determines whether or not a coin has been BET (step S 122), and when determining that the coin has not been earned, returns the process to step S 122. On the other hand, if it is determined that the coin is betted, a process of subtracting the number of credits is performed (step S1 23), and it is determined whether or not the spin button 23 is turned on (step S124).
スピンボタン 23が ONされていないと判断した場合、ステップ S 140に処理を戻す。一 方、スピンボタン 23が ONされていると判断した場合、ステップ S 125に処理を進める 。なお、ステップ S122〜S124の処理は、図 18に示したサブルーチンのステップ S1 0〜S 12の処理と同様の処理である。  If it is determined that the spin button 23 is not turned on, the process returns to step S140. On the other hand, if it is determined that the spin button 23 is ON, the process proceeds to step S125. Note that the processing of steps S122 to S124 is the same as the processing of steps S10 to S12 of the subroutine shown in FIG.
[0207] ステップ S125において、メイン CPU41は、抽選プログラムに含まれる乱数発生用プ ログラムを実行することにより、 0〜255の数値範囲の中から、 3つのリール 14の夫々 に対応する乱数値を選択する(ステップ S125)。次に、メイン CPU41は、 GAL54か ら出力されて RAM43に記憶されたペイアウト率設定用データを参照し、選択された 3つの乱数値に基づいて、各リール 14のコード No. (図 3参照)を決定する(ステップ S126)。 [0207] In step S125, the main CPU 41 executes the random number generation program included in the lottery program, whereby each of the three reels 14 is selected from the numerical range of 0 to 255. A random value corresponding to is selected (step S125). Next, the main CPU 41 refers to the payout rate setting data output from the GAL 54 and stored in the RAM 43, and based on the selected three random numbers, the code number of each reel 14 (see FIG. 3) Is determined (step S126).
[0208] 次に、メイン CPU41は、リールの回転制御処理を行う(ステップ S127)。この処理は 、図 10に示したサブルーチンのステップ S 14の処理(図 13〜図 15参照)と同じ処理 であるから、ここでの説明は省略する。  Next, the main CPU 41 performs a reel rotation control process (step S127). Since this process is the same as the process of step S14 of the subroutine shown in FIG. 10 (see FIGS. 13 to 15), description thereof is omitted here.
[0209] 次に、メイン CPU41は、 5本の入賞ライン上のいずれかで役が成立したか否かを判 断する(ステップ S 128)。 5本の入賞ライン上の 、ずれにお ヽても役が成立して 、な いと判断した場合、ステップ S 122に処理を戻す。一方、 5本の入賞ライン上のいずれ かで役が成立したと判断した場合、メイン CPU41は、成立した役に応じた数 Qのコィ ンの払い出しを行う(ステップ S129)。 Qは、成立した役に対して定められる払出数と 、投入数とを乗じた数である。なお、成立した役が複数である場合、成立した全ての 役に対して定められる払出数と、投入数とを乗じた数である。  [0209] Next, the main CPU 41 determines whether or not a winning combination has been established on any of the five winning lines (step S128). If it is determined that the winning combination is not found even if there is a gap on the five winning lines, the process returns to step S122. On the other hand, if it is determined that a winning combination has been established on any of the five winning lines, the main CPU 41 pays out a number Q of coins according to the winning combination (step S129). Q is a number obtained by multiplying the number of payouts determined for the winning combination and the number of inputs. In addition, when there are a plurality of winning combinations, it is a number obtained by multiplying the number of payouts determined for all winning combinations and the number of inputs.
[0210] 続いて、メイン CPU41は、還元モードにおける累積払出数 Rを更新する(ステップ S1 30)。還元モードにおける累積払出数 Rは、 RAM43にデータとして記憶されるもの であり、メイン CPU41は、ステップ S 130において、 RAM43に記憶された累積払出 数 Rを読み出し、 Rに Qを加算し、得られた Rを RAM43に記憶する。  [0210] Subsequently, the main CPU 41 updates the cumulative payout number R in the return mode (step S1 30). The cumulative payout number R in the return mode is stored as data in the RAM 43, and the main CPU 41 reads the cumulative payout number R stored in the RAM 43 and adds Q to R in step S130. R is stored in RAM43.
[0211] 次に、メイン CPU41は、 5本の入賞ラインのいずれかでボーナスゲームトリガーが成 立した力否かを判断する(ステップ S 131)。ボーナスゲームトリガーが成立していない と判断した場合、メイン CPU41は、累積払出数 Rが総払出数 P以上である力否かを 判断する (ステップ S132)。累積払出数 Rが総払出数 P以上ではないと判断した場合 、ステップ S 122に処理を戻す。一方、累積払出数 Rが総払出数 P以上であると判断 した場合、メイン CPU41は、還元モードフラグを" OFF"にセットし (ステップ S 134)、 本サブルーチンを終了する。  [0211] Next, the main CPU 41 determines whether or not the bonus game trigger is established on any of the five pay lines (step S131). When determining that the bonus game trigger has not been established, the main CPU 41 determines whether or not the cumulative payout number R is greater than or equal to the total payout number P (step S132). If it is determined that the cumulative payout number R is not equal to or greater than the total payout number P, the process returns to step S122. On the other hand, when determining that the cumulative payout number R is equal to or greater than the total payout number P, the main CPU 41 sets the return mode flag to “OFF” (step S134), and ends this subroutine.
一方、ステップ S131において、 5本の入賞ラインのいずれかでボーナスゲームトリガ 一が成立したと判断した場合には、ボーナスゲーム処理(図 16参照)を行う(ステップ S133)。その後、メイン CPU41は、還元モードフラグを" OFF"にセットし (ステップ S 134)、本サブルーチンを終了する。なお、図 17の処理が終了すると、入賞ラインの 数は 1本に戻り、引き続き通常の遊技が行われる。 On the other hand, if it is determined in step S131 that a bonus game trigger is established on any of the five pay lines, bonus game processing (see FIG. 16) is performed (step S133). After that, the main CPU 41 sets the return mode flag to “OFF” (step S 134), this subroutine is terminated. When the process of FIG. 17 is completed, the number of winning lines is returned to one and normal games continue.
[0212] 図 19は、図 10に示したサブルーチンのステップ S23において呼び出されて実行され る計数処理を示すフローチャートである。 FIG. 19 is a flowchart showing the counting process that is called and executed in step S23 of the subroutine shown in FIG.
この処理は、遊技機 10のメイン CPU41と、制御装置 200の CPU201との間で行わ れる処理である。  This process is a process performed between the main CPU 41 of the gaming machine 10 and the CPU 201 of the control device 200.
[0213] まず、メイン CPU41は、 RAM43に記憶されたコインの投入数及び払出数を遊技機 識別番号とともに、通信インターフェイス 44により、通信回線 101を介して、制御装置 200に送信する (ステップ S90)。遊技機 10から制御装置 200に送信されるコインの 投入数及び払出数は、その回の遊技におけるものである。  [0213] First, the main CPU 41 transmits the number of coins inserted and paid out stored in the RAM 43 together with the gaming machine identification number to the control device 200 via the communication line 101 via the communication interface 44 (step S90). . The number of coins inserted and paid out transmitted from the gaming machine 10 to the control device 200 is that in the game at that time.
ステップ S90における処理は、メイン CPU41 (演算処理装置)力 遊技が行われるご とに、通信回線 101を介して、 RAM43 (記憶装置)に記憶された遊技機 10の識別情 報を、制御装置 200に送信する処理である。ステップ S90の処理を実行するとき、メイ ン CPU41は、通信回線 101を介して遊技機 10の識別情報を制御装置 200に送信 する手段として機能する。  In step S90, each time a main CPU 41 (arithmetic processing unit) power game is performed, the identification information of the gaming machine 10 stored in the RAM 43 (storage unit) is transmitted to the control unit 200 via the communication line 101. It is processing to transmit to. When executing the process of step S90, the main CPU 41 functions as means for transmitting the identification information of the gaming machine 10 to the control device 200 via the communication line 101.
[0214] 一方、制御装置 200の CPU201は、遊技機 10から、通信回線 101を介して、インタ 一フェイス回路 204により、コインの投入数及び払出数と遊技機識別番号とを受信す ると、ハードディスクドライブ 205にお ヽて各遊技機識別番号に対応付けて記憶され ている遊技回数、累積投入数及び累積払出数のうち(図 6参照)、受信した遊技機識 別番号に対応付けられた遊技回数、累積投入数及び累積払出数を更新する (ステツ プ S100)。 [0214] On the other hand, when the CPU 201 of the control device 200 receives the number of coins inserted and paid out and the gaming machine identification number from the gaming machine 10 via the communication line 101, the interface circuit 204, Of the number of games, the cumulative number of inputs, and the cumulative number of payouts stored in association with each gaming machine identification number on the hard disk drive 205 (see FIG. 6), the number is associated with the received gaming machine identification number. The number of games, the cumulative input number, and the cumulative payout number are updated (step S100).
[0215] 次に、 CPU201は、更新後の遊技回数が、設定値に達した力否かを判断する (ステ ップ S 101)。更新後の遊技回数が、設定値に達していないと判断した場合、本サブ ルーチンを終了する。  [0215] Next, the CPU 201 determines whether or not the updated number of games has reached the set value (step S101). If it is determined that the updated number of games has not reached the set value, this subroutine is terminated.
[0216] 一方、ステップ S101において、更新後の遊技回数が設定値に達したと判断した場 合、 CPU201は、コインの収支を示す還元指令信号を送信する (ステップ S103)。 その後、 CPU201は、その遊技機 10の遊技機識別番号に対応付けてハードデイス クドライブ 205に記憶された遊技回数を 0にリセットする (ステップ S104)。 [0217] 遊技機 10のメイン CPU41は、ステップ S103において制御装置 200から送信される 還元指令信号を受信すると、還元モードフラグを" ON"にセットする (ステップ S91)。 ステップ S91における処理は、遊技機 10の識別情報に基づいて制御装置 200によ つて累積的に計数される遊技回数が設定値に達したときに制御装置 200から送信さ れる指令信号を受信する処理である。ステップ S91において、メイン CPU41は、制 御装置 200から送信される指令信号を受信する手段として機能する。その後、メイン CPU41は、上記還元指令信号に含まれるコインの収支を示すデータを RAM43に 記憶する (ステップ S92)。その後、本処理を終了する。 On the other hand, if it is determined in step S101 that the updated number of games has reached the set value, the CPU 201 transmits a return command signal indicating the balance of coins (step S103). Thereafter, the CPU 201 resets the number of games stored in the hard disk drive 205 in association with the gaming machine identification number of the gaming machine 10 to 0 (step S104). [0217] When the main CPU 41 of the gaming machine 10 receives the return command signal transmitted from the control device 200 in step S103, the return mode flag is set to "ON" (step S91). The process in step S91 is a process of receiving a command signal transmitted from the control device 200 when the number of games cumulatively counted by the control device 200 reaches the set value based on the identification information of the gaming machine 10. It is. In step S91, the main CPU 41 functions as a means for receiving a command signal transmitted from the control device 200. Thereafter, the main CPU 41 stores data indicating the balance of coins included in the return command signal in the RAM 43 (step S92). Thereafter, this process is terminated.
[0218] 本実施形態では、遊技回数が設定値に達すると還元モードへ移行する場合につい て説明した(図 19参照)。ただし、本発明は、この例に限定されるものではない。例え ば、遊技回数が設定値に達したとき、その回の遊技に対する遊技媒体の投入数が、 1回の遊技に対して受け入れることが可能な上限値であった場合に、第 2特別遊技 状態を発生させる(還元モードへ移行する)こととしてもよい。このようにした場合、遊 技者が上限値まで遊技媒体の投入を行うことを促すことができ、カジノ等の施設は収 益の増大を図ることができる力 である。  [0218] In the present embodiment, the case where the game mode is shifted to the return mode when the number of games reaches the set value has been described (see FIG. 19). However, the present invention is not limited to this example. For example, when the number of games reaches a set value, if the number of game media input for that game is the upper limit that can be accepted for one game, the second special game state It is good also as generating (it transfers to reduction | restoration mode). In this case, the player can be encouraged to insert the game media up to the upper limit, and casinos and other facilities are capable of increasing profits.
また、遊技媒体の投入数が上限値であった場合に第 2特別遊技状態を発生させるこ ととする場合、遊技回数が設定値に達したときではなぐ遊技媒体の投入が上限値ま で行われた遊技の回数が設定値に達したとき、その回の遊技に対する遊技媒体の 投入数が上限値であった場合に第 2特別遊技状態を発生させることとしてもょ ヽ。こ のようにした場合、各遊技において少数の遊技媒体が投入され、合計として少数の 遊技媒体が消費されただけで、第 2特別遊技状態を発生させることを防止することが できる力 である。  Also, if the second special gaming state is to be generated when the number of game media inserted is the upper limit, the game media will be inserted up to the upper limit when the number of games reaches the set value. When the number of games played reaches the set value, the second special game state may be generated if the number of game media inserted for that game is the upper limit. In such a case, it is possible to prevent the occurrence of the second special gaming state only by using a small number of game media in each game and consuming a small number of game media in total.
[0219] 以上、第 1実施形態に係る遊技機 10は、メイン CPU41 (演算処理装置)と、 RAM43  As described above, the gaming machine 10 according to the first embodiment includes the main CPU 41 (arithmetic processing unit), the RAM 43
(記憶装置)と、リール 14やステッピングモータ 70等力もなるシンボル表示装置とを備 え、複数の遊技機 10の夫々における遊技回数を遊技機 10ごとに累積的に計数する 制御装置 200と通信回線 101を介して接続される遊技機 10であって、メイン CPU41 は、 RAM43に記憶された抽選プログラムを実行することにより、予め定められた複数 種類の役の中から選択される役を決定する処理(図 11参照)と、上記抽選プログラム の実行結果に基づいて、上記シンボル表示装置により、複数のシンボルを変動表示 させた後に停止表示させる処理 (図 13〜図 15参照)と、入賞ライン上に停止表示さ れる複数のシンボルの組合せが特別の役「ボーナスゲームトリガー」であるとき、ボー ナスゲーム (第 1特別遊技状態)を発生させるためのプログラムを RAM43から読み 出して実行する処理(図 16参照)と、遊技が行われるごとに、通信回線を介して、 RA M43に記憶された遊技機 10の識別情報を制御装置 200に送信する処理(図 19、ス テツプ S90)と、遊技機の識別情報に基づいて制御装置 200によって累積的に計数 される遊技回数が設定値に達する条件が成立したときに、制御装置 200から送信さ れる指令信号を受信する処理 (図 19、ステップ S91)と、上記指令信号に基づいて、 入賞ラインの数が 5本に増加する還元モードへの移行 (第 2特別遊技状態の発生)を 行うためのプログラムを RAM43から読み出して実行する処理(図 17参照)とを実行 する遊技機である。 (Storage device) and a symbol display device that has equal force of reel 14 and stepping motor 70, and cumulatively counts the number of games in each of a plurality of gaming machines 10 for each gaming machine 10 Control device 200 and communication line A game machine 10 connected via 101, wherein the main CPU 41 executes a lottery program stored in the RAM 43 to determine a combination selected from a plurality of predetermined combinations. (See Figure 11) and the lottery program Based on the execution result of the above, there is a combination of a process of displaying a plurality of symbols variably displayed by the symbol display device (see FIGS. 13 to 15) and a plurality of symbols stopped and displayed on the winning line. When the special role is “Bonus Game Trigger”, a program for generating a bonus game (first special gaming state) is read from the RAM 43 and executed (see FIG. 16), and each time a game is played , The process of transmitting the identification information of the gaming machine 10 stored in the RAM 43 to the control device 200 via the communication line (FIG. 19, step S90) and the control device 200 accumulating based on the identification information of the gaming machine Based on the process of receiving a command signal transmitted from the control device 200 (FIG. 19, step S91) when the condition for the number of games counted to reach the set value is satisfied, and the above command signal. It is a game machine that executes a transition to the return mode in which the number of in-increases in five (second special generation gaming state) program reads out and executes the RAM43 a for performing (see Figure 17).
[0220] また、遊技機 10は、複数の遊技機 10の夫々における遊技回数を遊技機 10ごとに累 積的に計数する制御装置 200と通信回線 101を介して接続される遊技機 10であつ て、抽選により役を決定する役決定手段 (例えばメイン CPU41)と、抽選の結果に基 づ 、て、複数のシンボルの変動表示と停止表示とを行うシンボル表示手段 (例えばリ ール 14やステッピングモータ 70)と、入賞ライン上に停止表示される複数のシンボル の組合せが特別の役「ボーナスゲームトリガー」であるとき、ボーナスゲーム (第 1特別 遊技状態)を発生させる手段 (例えばメイン CPU41)と、遊技が行われるごとに、通信 回線 101を介して遊技機 10の識別情報を制御装置 200に送信する手段 (例えばメイ ン CPU41)と、遊技機の識別情報に基づいて制御装置 200によって累積的に計数 される遊技回数が設定値に達する条件が成立したときに制御装置 200から送信され る指令信号を受信する手段 (例えばメイン CPU41)と、上記指令信号に基づいて、 入賞ラインの数が 5本に増加する第 2特別遊技状態を発生させる手段 (例えばメイン CPU41)とを備えたことを特徴とする。  [0220] The gaming machine 10 is a gaming machine 10 connected via a communication line 101 to a control device 200 that cumulatively counts the number of games in each of the plurality of gaming machines 10 for each gaming machine 10. And a symbol display means (for example, reel 14 or stepping) for displaying a change display and a stop display of a plurality of symbols based on the result of the lottery. When the combination of the motor 70) and a plurality of symbols stopped and displayed on the winning line is a special combination `` bonus game trigger '', a means for generating a bonus game (first special gaming state) (for example, the main CPU 41) and Each time a game is played, a means (for example, the main CPU 41) for transmitting the identification information of the gaming machine 10 to the control device 200 via the communication line 101, and the control device 200 based on the identification information of the gaming machine are cumulative. Counted Based on the command signal sent from the control device 200 (for example, the main CPU 41) when the condition for the number of games to reach the set value is satisfied, and the number of winning lines is increased to five based on the command signal. Means for generating a second special gaming state (for example, the main CPU 41).
[0221] 遊技機 10によれば、制御装置 200において計数される遊技回数が設定値に達した ときに制御装置 200から送信される指令信号を受信すると、必ず、還元モードに移行 する。入賞ラインが増加することによって、入賞ライン上に停止表示される複数のシン ボルの組合せが特別の役となる可能性が高くなるため、ボーナスゲームが発生し易く なる。従って、長期間にわたってボーナスゲームが発生せずに多数のコインを消費し た場合等であっても、遊技回数が設定値に達するまで遊技を行えば、還元モードに 移行し、遊技者は有利な状態で遊技を進めることができる。その結果、多数のコイン を消費した遊技者が、遊技に対して不快感ゃ不信感を募らせたり、遊技に対する興 味や関心を失ったりすることを防止することができる。 [0221] According to the gaming machine 10, when a command signal transmitted from the control device 200 is received when the number of games counted in the control device 200 reaches a set value, the game machine 10 always shifts to the return mode. As the winning line increases, multiple thins that are stopped on the winning line are displayed. Since there is a high possibility that the combination of Bol will be a special role, a bonus game is likely to occur. Therefore, even if a large number of coins are consumed without generating a bonus game over a long period of time, if the game is played until the number of games reaches the set value, the player enters the return mode, and the player has an advantage. The game can be advanced in the state. As a result, it is possible to prevent a player who has consumed a large number of coins from feeling unpleasant if the game is unpleasant or losing interest or interest in the game.
[0222] 第 1実施形態に係る遊技機 10は、通信回線 101を介して制御装置 200と接続され、 制御装置 200によって、遊技機 10における遊技回数の計数と、還元モードに移行す る力否力 (第 2特別遊技状態を発生させる力否か)の判定とが行われる。ただし、遊技 機 10は、必ずしも、ネットワークを利用したものである必要はなぐスタンドアロンであ つてもよい。  [0222] The gaming machine 10 according to the first embodiment is connected to the control device 200 via the communication line 101, and the control device 200 counts the number of games in the gaming machine 10 and determines whether or not it can shift to the return mode. Determination of power (whether or not to generate the second special gaming state) is performed. However, the gaming machine 10 does not necessarily need to use a network and may be a stand-alone.
[0223] 本発明に係るスタンドアロンの遊技機 10としては、メイン CPU41 (演算処理装置)と、 RAM43 (記憶装置)と、リール 14やステッピングモータ 70等力もなるシンボル表示 装置とを備えた遊技機 10であって、メイン CPU41は、 RAM43に記憶された抽選プ ログラムを実行することにより、予め定められた複数種類の役の中から選択される 1つ の役を決定する処理と、上記抽選プログラムの実行結果に基づいて、上記シンボル 表示装置により、複数のシンボルを変動表示させた後に停止表示させる処理(図 13 〜図 15参照)と、入賞ライン上に停止表示される複数のシンボルの組合せが特別の 役「ボーナスゲームトリガー」であるとき、ボーナスゲーム (第 1特別遊技状態)を発生 させるためのプログラムを RAM43から読み出して実行する処理と、遊技が行われる ごとに遊技回数を累積的に計数する処理と、遊技回数が設定値に達する条件が成 立したか否かを判定する処理と、上記条件が成立したと判定されたとき、入賞ライン の数が相対的に増加する還元モードへの移行 (第 2特別遊技状態の発生)を実行す るためのプログラムを RAM43から読み出して実行する処理とを実行する遊技機を挙 げることができる。  As a stand-alone gaming machine 10 according to the present invention, a gaming machine 10 having a main CPU 41 (arithmetic processing unit), a RAM 43 (storage unit), and a symbol display unit having a reel 14 and a stepping motor 70 and the like. The main CPU 41 executes a lottery program stored in the RAM 43 to determine one combination selected from a plurality of types of predetermined combinations, and the lottery program. Based on the execution result, a special combination of a process for displaying a plurality of symbols variably by the symbol display device (see FIGS. 13 to 15) and a plurality of symbols stopped and displayed on the winning line When the role is “Bonus Game Trigger”, a process for reading out and executing a program for generating a bonus game (first special gaming state) from the RAM 43 is executed. Each time a game is counted, a process for determining whether or not a condition for the number of games to reach a set value is established, and the number of winning lines when the above condition is established. It is possible to list gaming machines that execute a process for reading out and executing a program for executing the transition to the return mode (occurrence of the second special gaming state) in which the relative increase increases from the RAM 43.
[0224] この遊技機 10は、抽選により役を決定する役決定手段 (例えばメイン CPU41)と、抽 選の結果に基づ 、て、複数のシンボルの変動表示と停止表示とを行うシンボル表示 手段 (例えばリール 14やステッピングモータ 70)と、入賞ライン上に停止表示される 複数のシンボルの組合せが特別の役「ボーナスゲームトリガー」であるとき、ボーナス ゲーム (第 1特別遊技状態)を発生させる手段 (例えばメイン CPU41)と、遊技が行わ れるごとに、遊技回数を累積的に計数する手段 (例えばメイン CPU41)と、遊技回数 が設定値に達する条件が成立した力否かを判定する手段 (例えばメイン CPU41)と 、上記条件が成立したと判定されたとき、入賞ラインの数が 5本に増加する還元モー ドへの移行 (第 2特別遊技状態の発生)を行う手段 (例えばメイン CPU41)と備えて!/ヽ る。 [0224] The gaming machine 10 includes a combination determining means (for example, the main CPU 41) for determining a combination by lottery, and a symbol display unit for performing variable display and stop display of a plurality of symbols based on the lottery result. (E.g. reel 14 or stepping motor 70) and stop displayed on the winning line When a combination of symbols is a special combination “bonus game trigger”, a means for generating a bonus game (first special game state) (for example, the main CPU 41), and the number of games is accumulated each time a game is played. Counting means (for example, main CPU 41), means for determining whether or not the condition that the number of games reaches the set value is satisfied (for example, main CPU 41), and when it is determined that the above condition is satisfied, It is equipped with a means (for example, the main CPU 41) for performing a transition to the reduction mode in which the number increases to 5 (occurrence of the second special gaming state).
[0225] また、第 1実施形態に係る遊技機 10は、遊技回数が設定値に達したとき、還元モー ドへの移行 (第 2特別遊技状態の発生)が行われるものであるが、本発明は、この例 に限定されるものではない。  [0225] In addition, the gaming machine 10 according to the first embodiment, when the number of games reaches the set value, shifts to the return mode (occurrence of the second special gaming state). The invention is not limited to this example.
本発明の遊技機 10は、コインの収支が設定値以下になったとき、還元モードへの移 行 (第 2特別遊技状態の発生)が行われるものであってもよ 、。  The gaming machine 10 of the present invention may be switched to the return mode (generation of the second special gaming state) when the balance of coins becomes equal to or less than a set value.
[0226] このような遊技機 10は、メイン CPU41 (演算処理装置)と、 RAM43 (記憶装置)と、リ ール 14やステッピングモータ 70等力もなるシンボル表示装置とを備え、複数の遊技 機 10の夫々における遊技媒体の収支を遊技機 10ごとに累積的に計数する制御装 置 200と通信回線 101を介して接続される遊技機 10であって、メイン CPU41は、 R AM43に記憶された抽選プログラムを実行することにより、予め定められた複数種類 の役の中から選択される役を決定する処理と、上記抽選プログラムの実行結果に基 づいて、上記シンボル表示装置により、複数のシンボルを変動表示させた後に停止 表示させる処理と、入賞ライン上に停止表示される複数のシンボルの組合せが特別 の役「ボーナスゲームトリガー」であるとき、ボーナスゲーム (第 1特別遊技状態)を発 生させるためのプログラムを RAM43から読み出して実行する処理と、遊技が行われ るごとに、通信回線を介して、 RAM43に記憶されたその回の遊技における遊技媒 体の収支を遊技機 10の識別情報とともに制御装置 200に送信する処理(図 19、ステ ップ S90)と、遊技機の識別情報に基づいて制御装置 200によって累積的に計数さ れる遊技媒体の収支が設定値以下になる条件が成立したときに、制御装置 200から 送信される指令信号を受信する処理 (図 19、ステップ S91)と、上記指令信号に基づ いて、入賞ラインの数が 5本に増加する還元モードへの移行 (第 2特別遊技状態の発 生)を行うためのプログラムを RAM43から読み出して実行する処理(図 17参照)とを 実行する。 [0226] Such a gaming machine 10 includes a main CPU 41 (arithmetic processing unit), a RAM 43 (storage unit), and a symbol display device that also has a reel 14 and a stepping motor 70, and a plurality of gaming machines 10 A game machine 10 connected via a communication line 101 to a control device 200 that cumulatively counts the balance of game media in each of the game machines 10, the main CPU 41 being a lottery stored in the RAM 43 By executing a program, a plurality of symbols are changed by the symbol display device based on a process for determining a combination to be selected from a plurality of predetermined types and a result of executing the lottery program. When the combination of processing to stop and display and the combination of multiple symbols that are stopped and displayed on the winning line is the special combination `` Bonus Game Trigger '', the bonus game (first special game state) is displayed. The process of reading out the program to be executed from the RAM 43 and executing it, and each time a game is performed, the gaming machine balance of the game stored in RAM 43 is identified through the communication line for each game machine 10 There is a condition that the balance of the game media that is cumulatively counted by the control device 200 based on the processing to be transmitted to the control device 200 together with the information (FIG. 19, step S90) and the identification information of the gaming machine is less than the set value. When established, the process of receiving the command signal transmitted from the control device 200 (FIG. 19, step S91) and the transition to the return mode in which the number of winning lines is increased to 5 based on the command signal. (Start of the second special game state The program to read out and execute the program (see Fig. 17) from the RAM 43 is executed.
[0227] この遊技機 10は、複数の遊技機 10の夫々における遊技媒体の収支を遊技機 10ご とに累積的に計数する制御装置 200と通信回線 101を介して接続される遊技機 10 であって、抽選により役を決定する役決定手段 (例えばメイン CPU41)と、抽選の結
Figure imgf000068_0001
、て、複数のシンボルの変動表示と停止表示とを行うシンボル表示手段( 例えばリール 14やステッピングモータ 70)と、入賞ライン上に停止表示される複数の シンボルの組合せが特別の役「ボーナスゲームトリガー」であるとき、ボーナスゲーム( 第 1特別遊技状態)を発生させる手段 (例えばメイン CPU41)と、遊技が行われるごと に、通信回線 101を介してその回における遊技媒体の収支を遊技機 10の識別情報 とともに制御装置 200に送信する手段 (例えばメイン CPU41)と、遊技機の識別情報 に基づいて制御装置 200によって累積的に計数される遊技媒体の収支が設定値以 下になる条件が成立したときに制御装置 200から送信される指令信号を受信する手 段 (例えばメイン CPU41)と、上記指令信号に基づいて、入賞ラインの数が 5本に増 加する第 2特別遊技状態を発生させる手段 (例えばメイン CPU41)とを備える。
This gaming machine 10 is a gaming machine 10 connected via a communication line 101 to a control device 200 that cumulatively counts the balance of gaming media in each of the plurality of gaming machines 10. Therefore, the role determining means (for example, the main CPU 41) for determining the role by lottery and the result of the lottery
Figure imgf000068_0001
The combination of symbol display means (for example, reel 14 or stepping motor 70) that displays a plurality of symbols in a variable display and a stop display, and a combination of a plurality of symbols that are stopped and displayed on the winning line is a special role "Bonus Game Trigger". ”Means for generating a bonus game (first special game state) (for example, the main CPU 41), and each time a game is played, the balance of the game media at that time is determined by the game machine 10 via the communication line 101. A condition (for example, the main CPU 41) that transmits to the control device 200 together with the identification information and a condition that the balance of the gaming media that is cumulatively counted by the control device 200 based on the identification information of the gaming machine is equal to or less than the set value are established. Sometimes a means for receiving a command signal transmitted from the control device 200 (for example, the main CPU 41) and a second feature in which the number of winning lines is increased to five based on the command signal. And means (e.g., the main CPU 41) for generating a game state.
[0228] このような遊技機 10によれば、制御装置 200において計数される遊技媒体の収支が 設定値以下になったときに制御装置 200から送信される指令信号を受信すると、必 ず、還元モードに移行する。入賞ラインが増加することによって、入賞ライン上に停止 表示される複数のシンボルの組合せが特別の役となる可能性が高くなるため、ボー ナスゲームが発生し易くなる。従って、長期間にわたってボーナスゲームが発生せず に多数のコインを消費した場合等であっても、遊技媒体の収支が設定値以下になる まで遊技を行えば、還元モードに移行し、遊技者は有利な状態で遊技を進めること ができる。その結果、多数のコインを消費した遊技者が、遊技に対して不快感ゃ不信 感を募らせたり、遊技に対する興味や関心を失ったりすることを防止することができる  [0228] According to such a gaming machine 10, when a command signal transmitted from the control device 200 is received when the balance of the gaming media counted in the control device 200 is equal to or less than a set value, the return is always made. Enter mode. As the winning line increases, there is a high possibility that a combination of a plurality of symbols stopped and displayed on the winning line will play a special role, so that a bonus game is likely to occur. Therefore, even if a large number of coins are consumed without generating a bonus game for a long period of time, if the game is played until the balance of the game medium falls below the set value, the player enters the return mode, and the player The game can be advanced in an advantageous state. As a result, it is possible to prevent a player who has consumed a large number of coins from causing distrust if the player feels uncomfortable with the game or losing interest in the game.
[0229] 上述した遊技機 10は、通信回線 101を介して制御装置 200と接続され、制御装置 2 00によって、遊技機 10におけるコインの収支の計数と、還元モードに移行するか否 力 (第 2特別遊技状態を発生させる力否か)の判定とが行われる。ただし、遊技機 10 は、必ずしも、ネットワークを利用したものである必要はなぐスタンドアロンであっても よい。 [0229] The gaming machine 10 described above is connected to the control device 200 via the communication line 101, and the control device 200 counts the balance of coins in the gaming machine 10 and whether or not to shift to the return mode (first 2) A determination is made as to whether or not a special game state is generated. However, gaming machines 10 It is not always necessary to use a network, and it may be stand-alone.
[0230] このような遊技機 10としては、メイン CPU41 (演算処理装置)と、 RAM43 (記憶装置 )と、リール 14やステッピングモータ 70等力もなるシンボル表示装置とを備えた遊技 機 10であって、メイン CPU41は、 RAM43に記憶された抽選プログラムを実行する ことにより、予め定められた複数種類の役の中から選択される 1つの役を決定する処 理と、上記抽選プログラムの実行結果に基づいて、上記シンボル表示装置により、複 数のシンボルを変動表示させた後に停止表示させる処理と、入賞ライン上に停止表 示される複数のシンボルの組合せが特別の役「ボーナスゲームトリガー」であるとき、 ボーナスゲーム (第 1特別遊技状態)を発生させるためのプログラムを RAM43から読 み出して実行する処理と、遊技が行われるごとに遊技媒体の収支を累積的に計数す る処理と、遊技媒体の収支が設定値以下になる条件が成立したか否かを判定する処 理と、上記条件が成立したと判定されたとき、入賞ラインの数が相対的に増加する還 元モードへの移行 (第 2特別遊技状態の発生)を実行するためのプログラムを RAM4 3から読み出して実行する処理とを実行する遊技機を挙げることができる。  [0230] Such a gaming machine 10 is a gaming machine 10 including a main CPU 41 (arithmetic processing unit), a RAM 43 (storage unit), and a symbol display unit that also has a reel 14 and a stepping motor 70 and the like. The main CPU 41 executes a lottery program stored in the RAM 43 to determine one combination selected from a plurality of types of predetermined combinations, and based on the execution result of the lottery program. Thus, when the combination of a plurality of symbols displayed on the winning line and a process of stopping the display after variably displaying a plurality of symbols by the symbol display device is a special combination “bonus game trigger”, A program for generating a bonus game (first special game state) is read from the RAM 43 and executed, and the balance of game media is accumulated each time a game is played. The process of counting, the process of determining whether or not the condition that the balance of gaming media is below the set value is satisfied, and the number of winning lines is relatively increased when it is determined that the above condition is satisfied. A gaming machine that executes a process for reading out and executing a program for executing the transition to the return mode (generation of the second special gaming state) from the RAM 43 can be given.
[0231] この遊技機 10は、抽選により役を決定する役決定手段 (例えばメイン CPU41)と、抽 選の結果に基づ 、て、複数のシンボルの変動表示と停止表示とを行うシンボル表示 手段 (例えばリール 14やステッピングモータ 70)と、入賞ライン上に停止表示される 複数のシンボルの組合せが特別の役「ボーナスゲームトリガー」であるとき、ボーナス ゲーム (第 1特別遊技状態)を発生させる手段 (例えばメイン CPU41)と、遊技が行わ れるごとに遊技媒体の収支を累積的に計数する手段 (例えばメイン CPU41)と、遊技 媒体の収支が設定値に達する条件が成立した力否かを判定する手段 (例えばメイン CPU41)と、上記条件が成立したと判定されたとき、入賞ラインの数が 5本に増加す る還元モードへの移行 (第 2特別遊技状態の発生)を行う手段 (例えばメイン CPU41 )と備えている。  [0231] The gaming machine 10 includes a combination determining means (for example, the main CPU 41) for determining a combination by lottery, and a symbol display unit for performing variable display and stop display of a plurality of symbols based on the lottery result. A means for generating a bonus game (first special game state) when a combination of symbols (for example, reel 14 or stepping motor 70) and a plurality of symbols stopped and displayed on the winning line is a special combination "bonus game trigger" (E.g., main CPU 41), means for cumulatively counting the balance of game media each time a game is played (e.g., main CPU 41), and determining whether the condition for reaching the set value of the balance of the game media is met Means (for example, the main CPU 41) and means for making a transition to the return mode (the occurrence of the second special gaming state) in which the number of winning lines is increased to five (for example, the main special game state) CPU4 1) and equipped.
[0232] コインの収支が設定値以下になったときに還元モードへの移行 (第 2特別遊技状態 の発生)が行われる遊技機 10において、メイン CPU41 (演算処理装置)は、累積的 に計数された遊技回数に応じた数のコインの払い出しが行われる還元モードへの移 行を行うためのプログラムを実行することが望ましい。すなわち、第 2特別遊技状態を 発生させる手段 (例えばメイン CPU41)は、上記第 2特別遊技状態において、該第 2 特別遊技状態を発生させるまでに累積的に計数された遊技回数に応じた数の遊技 媒体の払い出しを行うことが望まし 、。 [0232] In the gaming machine 10 in which the transition to the return mode (occurrence of the second special gaming state) is performed when the coin balance becomes less than the set value, the main CPU 41 (the processing unit) counts cumulatively. Transition to return mode where coins are paid out according to the number of games played It is desirable to run a program to do the line. In other words, the means for generating the second special game state (for example, the main CPU 41) has a number corresponding to the number of games cumulatively counted until the second special game state is generated in the second special game state. It is desirable to pay out game media.
[0233] このような遊技機 10によれば、例えば、還元モードに移行するまでに累積的に計数 された遊技回数が" 600"であれば、還元モードにおいて、その回数を 10倍した数に 相当する 6000枚のコインを払い出すと 、うように、遊技者が行った遊技回数に見合 つた利益を第 2特別遊技状態において遊技者に付与することができる。従って、多数 のコインを消費した遊技者が、遊技に対して不快感ゃ不信感を募らせたり、遊技に対 する興味や関心を失ったりすることを防止することができる。 [0233] According to such a gaming machine 10, for example, if the number of games accumulated cumulatively before entering the return mode is "600", in the return mode, the number is multiplied by ten. When the equivalent 6000 coins are paid out, it is possible to give the player a profit commensurate with the number of games played by the player in the second special game state. Therefore, it is possible to prevent a player who has consumed a large number of coins from feeling uncomfortable if the game is unpleasant or losing interest or interest in the game.
[0234] [第 2実施形態]  [0234] [Second Embodiment]
次に、第 2実施形態に係る遊技機について説明することとする。  Next, a gaming machine according to the second embodiment will be described.
第 2実施形態に係る遊技機は、累積的に計数される遊技回数が設定値に達する条 件が成立したとき、遊技者にとって有利な遊技状態である第 2特別遊技状態が発生 する遊技機である。第 2実施形態に係る遊技機において、上記第 2特別遊技状態は 、上記条件が成立したときにのみ発生する遊技状態である。  The gaming machine according to the second embodiment is a gaming machine in which a second special gaming state, which is a gaming state advantageous to the player, occurs when a condition is reached in which the cumulatively counted number of games reaches a set value. is there. In the gaming machine according to the second embodiment, the second special game state is a game state that occurs only when the above condition is satisfied.
[0235] なお、第 2実施形態に係る遊技機の外観及びハード構成は、第 1実施形態と略同様 であるから(図 1〜図 5参照)、ここでの説明は省略する。なお、第 2実施形態におい ては、第 1実施形態における構成要素と対応する構成要素には同一の符号を付した また、第 2実施形態に係る遊技機において行われる処理は、図 10に示したサブルー チンのステップ S20において呼び出されて実行される還元モード処理(図 17及び図 18)を除いて、第 1実施形態と略同様である。ここでは、還元モード処理について説 明することとし、他の処理については説明を省略する。  [0235] Note that the appearance and hardware configuration of the gaming machine according to the second embodiment are substantially the same as those of the first embodiment (see Figs. 1 to 5), so description thereof is omitted here. In the second embodiment, the same reference numerals are given to the components corresponding to the components in the first embodiment, and the processing performed in the gaming machine according to the second embodiment is shown in FIG. Except for the reduction mode process (FIGS. 17 and 18) that is called and executed in step S20 of the subroutine, it is substantially the same as the first embodiment. Here, the reduction mode process will be described, and the description of the other processes will be omitted.
[0236] 図 20は、第 2実施形態に係る還元モード処理のサブルーチンを示すフローチャート である。 FIG. 20 is a flowchart showing a subroutine of reduction mode processing according to the second embodiment.
第 2実施形態に係る還元モードでは、フリーゲームが行われる。上記フリーゲームで は、開始時にコインの総払出数が定められる。そして、上記フリーゲームは、上記総 払出数のコインが払いだされた時点で終了する。ただし、ボーナスゲームトリガーが 成立した場合には、予め定められた払出数が総払出数に追加される。従って、第 2実 施形態に係る還元モードでは、ボーナスゲームトリガーを成立させることにより、遊技 者はより多くのコインを獲得することができる。また、コインの払出数の少ない役が成 立するほど、遊技回数が増加するため、ボーナスゲームトリガーが成立する可能性を 高めることができる。 In the return mode according to the second embodiment, a free game is played. In the above free game, the total number of coins to be paid out is determined at the start. And the free game The process ends when the number of coins to be paid out is paid out. However, when a bonus game trigger is established, a predetermined number of payouts is added to the total number of payouts. Therefore, in the return mode according to the second embodiment, the player can acquire more coins by establishing the bonus game trigger. In addition, since the number of games increases as a combination with a small number of coins to be paid out, the possibility of establishing a bonus game trigger can be increased.
[0237] 図 20に示すサブルーチンは、メイン CPU41が、 RAM43に記憶された還元モード への移行 (第 2特別遊技状態の発生)を行うためのプログラムを実行することによって 行われる。上記プログラムは、還元モードに専用のプログラムであり、還元モードに移 行したときにのみ実行されるプログラムである。  The subroutine shown in FIG. 20 is performed by the main CPU 41 executing a program for shifting to the return mode (generation of the second special gaming state) stored in the RAM 43. The above program is a program dedicated to the return mode and is executed only when the mode is changed to the return mode.
[0238] まず、メイン CPU41は、制御装置 200から還元指令信号として送信され、 RAM43 に記憶されたコインの収支に基づいて、還元モードにおける総払出数 Pを決定する( ステップ S200)。第 2実施形態では、コインの収支の 50%に相当する数を、還元モ ードにおける総払出数 Pとする。例えば、コインの収支力 '— 10000"であれば、還元 モードにおける総払出数 Pを 5000とする。ただし、コインの収支に基づいて決定した 総払出数 Pが所定の下限値 (例えば 3000)に達しないときには、予め定められた所 定数を総払出数 Pとする。  First, the main CPU 41 determines the total payout number P in the return mode based on the balance of coins transmitted from the control device 200 as a return command signal and stored in the RAM 43 (step S200). In the second embodiment, the number corresponding to 50% of the balance of coins is set as the total payout number P in the reduction mode. For example, if the balance of coins is “—10000”, the total payout P in the return mode is set to 5000. However, the total payout P determined based on the balance of coins is set to a predetermined lower limit (for example, 3000). If not reached, the predetermined number P is the total number of payouts.
[0239] 次に、メイン CPU41は、抽選プログラムに含まれる乱数発生用プログラムを実行する ことにより、 0〜255の数値範囲の中から、 3つのリール 14の夫々に対応する乱数値 を選択する(ステップ S202)。次に、メイン CPU41は、 GAL54から出力されて RAM 43に記憶されたペイアウト率設定用データを参照し、選択された 3つの乱数値に基 づいて、各リール 14のコード No. (図 3参照)を決定する(ステップ S202)。  [0239] Next, the main CPU 41 executes a random number generation program included in the lottery program to select a random number value corresponding to each of the three reels 14 from a numerical range of 0 to 255 ( Step S202). Next, the main CPU 41 refers to the payout rate setting data output from the GAL 54 and stored in the RAM 43, and based on the selected three random numbers, the code number of each reel 14 (see FIG. 3). ) Is determined (step S202).
なお、上記ペイアウト率設定用データは、還元モードに専用のデータであり、還元モ ードに移行したときにのみ用いられるデータである。  Note that the payout rate setting data is data dedicated to the return mode, and is used only when shifting to the return mode.
ステップ S202において、役が決定されたことになる。  In step S202, the winning combination is determined.
[0240] ここで、第 2実施形態に係る還元モードにおける役について説明する。  [0240] Here, the combination in the reduction mode according to the second embodiment will be described.
図 21は、第 2実施形態に係る還元モードにおける複数種類の役と各役の成立可能 性及び払出数との関係を説明するための図である。なお、図中に示す成立可能性は 、シンボル重み付けデータを参照して 3つの乱数値に基づいて、各リール 14のコード No.を決定した場合に、当該役が成立する可能性を示すものである。すなわち、各 役に対して乱数値が対応付けられて 、るものではな!/、。 FIG. 21 is a diagram for explaining a relationship between a plurality of types of winning combinations, the possibility of establishment of each winning combination, and the number of payouts in the return mode according to the second embodiment. The possibility of establishment shown in the figure is The symbol weight data is referred to, and when the code number of each reel 14 is determined based on the three random values, this indicates the possibility that the combination is established. In other words, random numbers are not associated with each combination! /.
[0241] ボーナスゲームトリガーの成立可能性は、 0. 5%である。還元モードにおいてボーナ スゲームトリガーに当選すると、「APPLE」のシンボルが入賞ライン上に 3つ停止表示 され、払出数 pが総払出数 Pに追加される。ただし、コインの払い出しは行われず、ボ 一ナスゲームも発生しない。なお、第 2実施形態において、追加される払出数 pは、 予め 3000に定められている。  [0241] The probability of establishing a bonus game trigger is 0.5%. When the bonus game trigger is won in the return mode, three “APPLE” symbols are stopped on the winning line, and the number of payouts p is added to the total number of payouts P. However, no coins will be paid out and no bonus game will occur. In the second embodiment, the additional payout number p is set to 3000 in advance.
[0242] その他の役については、成立可能性が高い役ほど、払出数は多く設定されている。  [0242] For other combinations, the more the number of payouts is set, the higher the probability of establishment.
また、いずれの役も成立しない場合 (ハズレの場合)、払出数は、総払出数 Pから、還 元モードにおける累積払出数 Rを引いた数である。  If no winning combination is established (in case of a loss), the number of payouts is the total number of payouts P minus the cumulative payout number R in the refund mode.
[0243] 次に、メイン CPU41は、リールの回転制御処理を行う(ステップ S 203)。この処理は 、図 10に示したサブルーチンのステップ S 14の処理(図 13〜図 15参照)と同じ処理 であるから、ここでの説明は省略する。  Next, the main CPU 41 performs reel rotation control processing (step S 203). Since this process is the same as the process of step S14 of the subroutine shown in FIG. 10 (see FIGS. 13 to 15), description thereof is omitted here.
[0244] 複数種類の役と払出数との対応関係については、データとして RAM43に記憶され ている。このデータ(以下、払出数データともいう)は、還元モードに専用のデータで あり、還元モードに移行したときにのみ用いられるデータである。  [0244] The correspondence between the multiple types of winning combinations and the number of payouts is stored in the RAM 43 as data. This data (hereinafter also referred to as “payout number data”) is data dedicated to the return mode and is used only when the mode is changed to the return mode.
[0245] 次に、メイン CPU41は、ボーナスゲームトリガーが成立したか否か、すなわち、表示 窓 15内に「APPLE」が停止表示された力否かを判断する(ステップ S204)。ボーナ スゲームトリガーが成立したと判断した場合、メイン CPU41は、 RAM43に記憶され た払出数データ(図 21参照)を参照し、総払出数 Pに追加する払出数 pを決定する( ステップ S205)。続いて、メイン CPU41は、ステップ S200において決定されて RA M43に記憶された総払出数 Pを読み出し、ステップ S205において決定された払出 数 pを総払出数 Pに加算し、総払出数 Pを RAM43に記憶する (ステップ S206)。  Next, the main CPU 41 determines whether or not a bonus game trigger has been established, that is, whether or not “APPLE” is stopped and displayed in the display window 15 (step S204). When determining that the bonus game trigger has been established, the main CPU 41 refers to the number-of-payout data stored in the RAM 43 (see FIG. 21), and determines the number of payouts p to be added to the total number of payouts P (step S205). . Subsequently, the main CPU 41 reads the total payout number P determined in step S200 and stored in the RAM 43, adds the payout number p determined in step S205 to the total payout number P, and adds the total payout number P to the RAM 43. (Step S206).
[0246] 一方、ステップ S204においてボーナスゲームトリガーが成立していないと判断した場 合、メイン CPU41は、成立した役(ノヽズレを含む)に応じた数 Qのコインの払い出しを 行う(ステップ S208)。ステップ S208におけるコインの払出数 Qは、 RAM43に記憶 された払出数データ(図 21参照)が参照されて決定される。 [0247] 続いて、メイン CPU41は、 RAM43に記憶された還元モードにおける累積払出数 R に、ステップ S208において決定された払出数 Qを加算することにより、還元モードに おける累積払出数 Rを更新し、 RAM43に記憶する (ステップ S209)。 [0246] On the other hand, if it is determined in step S204 that the bonus game trigger has not been established, the main CPU 41 pays out a number Q of coins according to the established combination (including nodding) (step S208). . The coin payout number Q in step S208 is determined by referring to the payout number data (see FIG. 21) stored in the RAM 43. [0247] Subsequently, the main CPU 41 updates the cumulative payout number R in the return mode by adding the payout number Q determined in step S208 to the cumulative payout number R in the return mode stored in the RAM 43. And stored in the RAM 43 (step S209).
[0248] ステップ S206又は S209の処理を実行した場合、メイン CPU41は、累積払出数尺が 総払出数 P以上であるか否かを判断する (ステップ S210)。累積払出数 Rが総払出 数 P以上ではないと判断した場合、ステップ S 201に処理を戻す。一方、累積払出数 Rが総払出数 P以上であると判断した場合、メイン CPU41は、還元モードフラグを" O FF"にセットし (ステップ S86)、本サブルーチンを終了する。  [0248] When the process of step S206 or S209 is executed, the main CPU 41 determines whether or not the cumulative payout number scale is equal to or greater than the total payout number P (step S210). If it is determined that the cumulative payout number R is not equal to or greater than the total payout number P, the process returns to step S201. On the other hand, when determining that the cumulative payout number R is equal to or greater than the total payout number P, the main CPU 41 sets the return mode flag to “OFF” (step S86), and ends this subroutine.
[0249] 以上、第 2実施形態に係る遊技機 10は、メイン CPU41 (演算処理装置)及び RAM4 3 (記憶装置)を備え、複数の遊技機 10の夫々における遊技回数を遊技機 10ごとに 累積的に計数する制御装置 200と通信回線 101を介して接続される遊技機 10であ つて、メイン CPU41は、 RAM43に記憶された抽選プログラムを実行することにより、 予め定められた複数種類の役の中から選択される役を決定する処理と、決定された 役が特別の役「ボーナスゲームトリガー」であるとき、ボーナスゲームを発生させるた めのプログラムを RAM43から読み出して実行する処理と、遊技が行われるごとに、 通信回線 101を介して、 RAM43に記憶された遊技機の識別情報を制御装置 200 に送信する処理と、遊技機の識別情報に基づいて制御装置 200によって累積的に 計数される遊技回数が、遊技回数との比較対象となる設定値に達する条件が成立し たときに、制御装置 200から送信される指令信号を受信する処理と、上記指令信号 に基づいて、還元モードに移行するためのプログラムを RAM43から読み出して実行 する処理(図 20及び図 21)とを実行する。  As described above, the gaming machine 10 according to the second embodiment includes the main CPU 41 (arithmetic processing device) and the RAM 43 (storage device), and the number of games in each of the plurality of gaming machines 10 is accumulated for each gaming machine 10. The main CPU 41 executes a lottery program stored in the RAM 43 to perform a plurality of predetermined combinations of roles. A process for determining a combination to be selected from among them, a process for reading out a program for generating a bonus game from the RAM 43 and executing it when the determined combination is a special combination `` bonus game trigger '', and a game Each time it is performed, the control device 200 counts cumulatively based on the process of transmitting the identification information of the gaming machine stored in the RAM 43 to the control device 200 via the communication line 101 and the identification information of the gaming machine. Game times However, when the condition for reaching the set value to be compared with the number of games is satisfied, the process for receiving the command signal transmitted from the control device 200 and the transition to the return mode based on the command signal The program (Fig. 20 and Fig. 21) is read out from the RAM 43 and executed.
[0250] この遊技機 10は、抽選により役を決定する役決定手段 (例えばメイン CPU41)と、決 定された役が特別の役であるとき、遊技者にとって有利な遊技状態である第 1特別遊 技状態を発生させる手段 (例えばメイン CPU41)と、遊技が行われるごとに、通信回 線 101を介して遊技機 10の識別情報を制御装置 200に送信する手段 (例えばメイン CPU41)と、遊技機の識別情報に基づいて制御装置 200によって累積的に計数さ れる遊技回数が、遊技回数との比較対象となる設定値に達する条件が成立したとき に上記制御装置から送信される指令信号を受信する手段 (例えばメイン CPU41)と、 上記指令信号に基づいて、遊技者にとって有利な遊技状態であり且つ上記条件が 成立したときにのみ発生する第 2特別遊技状態を発生させる手段 (例えばメイン CPU 41)とを備える。 [0250] The gaming machine 10 includes a role determining means (for example, the main CPU 41) for determining a role by lottery, and a first special state that is advantageous for a player when the determined role is a special role. Means for generating a gaming state (for example, the main CPU 41), means for transmitting identification information of the gaming machine 10 to the control device 200 via the communication line 101 each time a game is played (for example, the main CPU 41), A command signal transmitted from the control device is received when a condition is reached in which the number of games cumulatively counted by the control device 200 based on the machine identification information reaches a set value to be compared with the number of games. Means (e.g. main CPU41) Based on the command signal, there is provided means (for example, main CPU 41) for generating a second special game state which is a game state advantageous to the player and which is generated only when the above condition is satisfied.
[0251] 第 2実施形態に係る遊技機 10によれば、制御装置 200において計数される遊技回 数が設定値に達する条件が成立したとき、遊技者にとって有利な遊技状態である還 元モードに移行する。従って、長時間にわたってボーナスゲームが発生せずに多数 のコインを消費した場合等であっても、遊技回数が設定値に達するまで遊技を行え ば、還元モードに移行し、遊技者はその利益を得ることができる。また、還元モードは 、上記条件が成立したきにのみ発生するから、遊技回数が設定値に達するまで遊技 を行ったことに対する還元が行われることを遊技者に印象付けることができるとともに 、遊技の興趣性を高めることができる。その結果、多数のコインを消費した遊技者が、 遊技に対して不快感ゃ不信感を募らせたり、遊技に対する興味や関心を失ったりす ることを防止することができる。  [0251] According to the gaming machine 10 according to the second embodiment, when the condition that the number of games counted by the control device 200 reaches the set value is satisfied, the game machine 10 enters the return mode that is a gaming state advantageous to the player. Transition. Therefore, even if a large number of coins are consumed without generating a bonus game for a long time, if the game is played until the number of games reaches the set value, the player enters the return mode, and the player makes a profit. Obtainable. In addition, since the return mode occurs only when the above condition is satisfied, it is possible to impress the player that a return is made for the game played until the number of games reaches the set value. It can enhance interest. As a result, it is possible to prevent a player who has consumed a large number of coins from feeling uncomfortable if the game is unpleasant or losing interest in the game.
[0252] 第 2実施形態に係る遊技機 10は、通信回線 101を介して制御装置 200と接続され、 制御装置 200によって、遊技機 10における遊技回数の計数と、還元モードに移行す る力否力 (第 2特別遊技状態を発生させる力否か)の判定とが行われる。ただし、遊技 機 10は、必ずしも、ネットワークを利用したものである必要はなぐスタンドアロンであ つてもよい。  [0252] The gaming machine 10 according to the second embodiment is connected to the control device 200 via the communication line 101, and the control device 200 counts the number of games in the gaming machine 10 and determines whether or not it can shift to the return mode. Determination of power (whether or not to generate the second special gaming state) is performed. However, the gaming machine 10 does not necessarily need to use a network and may be a stand-alone.
[0253] 本発明に係るスタンドアロンの遊技機 10としては、メイン CPU41 (演算処理装置)及 び RAM43 (記憶装置)を備えた遊技機であって、メイン CPU41は、 RAM43に記憶 された抽選プログラムを実行することにより、予め定められた複数種類の役の中から 選択される役を決定する処理と、決定された役が特別の役「ボーナスゲームトリガー」 であるとき、ボーナスゲームを発生させるためのプログラムを RAM43から読み出して 実行する処理と、遊技が行われるごとに遊技回数を累積的に計数する処理と、遊技 回数が設定値に達する条件が成立したか否かを判定する処理と、上記条件が成立し たと判定されたとき、上記条件が成立したときにのみ発生する還元モードに移行させ るためのプログラムを RAM43から読み出して実行する処理とを実行する遊技機 10 を挙げることができる。 [0254] この遊技機 10は、抽選により役を決定する役決定手段 (例えばメイン CPU41)と、決 定された役が特別の役であるとき、遊技者にとって有利な遊技状態である第 1特別状 態を発生させる手段 (例えばメイン CPU41)と、遊技が行われるごとに、遊技回数を 累積的に計数する手段 (例えばメイン CPU41)と、上記遊技回数が上記遊技回数と の比較対象となる設定値に達する条件が成立した力否かを判定する判定手段 (例え ばメイン CPU41)と、上記条件が成立したと判定されたとき、遊技者にとって有利な 遊技状態であり且つ上記条件が成立したときにのみ発生する第 2特別遊技状態を発 生させる手段 (例えばメイン CPU41)とを備える。 [0253] The stand-alone gaming machine 10 according to the present invention is a gaming machine including a main CPU 41 (arithmetic processing unit) and a RAM 43 (storage unit), and the main CPU 41 executes a lottery program stored in the RAM 43. By executing, a process for determining a combination to be selected from a plurality of predetermined combinations, and when the determined combination is a special combination “bonus game trigger”, a bonus game is generated. A process for reading a program from the RAM 43 and executing it, a process for cumulatively counting the number of games each time a game is performed, a process for determining whether or not a condition for reaching the set number of games is satisfied, and the above conditions A game that executes a process for reading from the RAM 43 and executing a program for shifting to the reduction mode that occurs only when the above condition is satisfied. It can be mentioned 10. [0254] The gaming machine 10 includes a role determining means (for example, the main CPU 41) for determining a role by lottery, and a first special state that is advantageous for a player when the determined role is a special role. A means for generating a state (for example, the main CPU 41), a means for cumulatively counting the number of games each time a game is performed (for example, the main CPU 41), and a setting for comparing the number of games with the number of games. A means for determining whether or not the condition to reach the value is satisfied (for example, the main CPU 41), and when it is determined that the above condition is satisfied, the game state is advantageous to the player and the above condition is satisfied And a means (for example, main CPU 41) for generating a second special gaming state that occurs only in the game.
[0255] また、第 2実施形態に係る遊技機 10は、遊技回数が設定値に達したとき、還元モー ドへの移行 (第 2特別遊技状態の発生)が行われるものであるが、本発明は、この例 に限定されるものではない。  [0255] In addition, the gaming machine 10 according to the second embodiment, when the number of games reaches the set value, shifts to the return mode (occurrence of the second special gaming state). The invention is not limited to this example.
本発明の遊技機 10は、コインの収支が設定値以下になったとき、還元モードへの移 行 (第 2特別遊技状態の発生)が行われるものであってもよ 、。  The gaming machine 10 of the present invention may be switched to the return mode (generation of the second special gaming state) when the balance of coins becomes equal to or less than a set value.
[0256] このような遊技機 10は、メイン CPU41 (演算処理装置)及び RAM43 (記憶装置)を 備え、複数の遊技機 10の夫々におけるコインの収支を遊技機 10ごとに累積的に計 数する制御装置 200と通信回線 101を介して接続される遊技機 10であって、メイン C PU41は、 RAM43に記憶された抽選プログラムを実行することにより、予め定められ た複数種類の役の中から選択される役を決定する処理と、決定された役が特別の役 「ボーナスゲームトリガー」であるとき、ボーナスゲームを発生させるためのプログラム を RAM43から読み出して実行する処理と、遊技が行われるごとに、通信回線 101を 介して、 RAM43に記憶されたその回の遊技におけるコインの収支を遊技機の識別 情報とともに制御装置 200に送信する処理と、その回の遊技におけるコインの収支に 基づいて制御装置 200によって累積的に計数されるコインの収支が設定値以下にな る条件が成立したときに、制御装置 200から送信される指令信号を受信する処理と、 上記指令信号に基づ 、て、還元モードに移行するためのプログラムを RAM43から 読み出して実行する処理(図 20及び図 21)とを実行する。  [0256] Such a gaming machine 10 includes a main CPU 41 (arithmetic processing device) and a RAM 43 (storage device), and cumulatively counts the balance of coins in each of the plurality of gaming machines 10 for each gaming machine 10. A gaming machine 10 connected to the control device 200 via the communication line 101, and the main CPU 41 executes a lottery program stored in the RAM 43 to select from a plurality of types of predetermined roles. A process for determining a winning combination, a process for reading out and executing a program for generating a bonus game from the RAM 43 when the determined winning combination is a special bonus “bonus game trigger”, and , Based on the process of transmitting the balance of coins in the current game stored in the RAM 43 to the control device 200 together with the identification information of the gaming machine via the communication line 101 and the balance of coins in the current game. And a process of receiving a command signal transmitted from the control device 200 when a condition that the balance of coins cumulatively counted by the control device 200 is equal to or less than a set value is satisfied, and based on the command signal, Then, a process for reading out and executing a program for shifting to the reduction mode from the RAM 43 (FIGS. 20 and 21) is executed.
[0257] この遊技機 10は、抽選により役を決定する役決定手段 (例えばメイン CPU41)と、決 定された役が特別の役であるとき、遊技者にとって有利な遊技状態である第 1特別遊 技状態を発生させる手段 (例えばメイン CPU41)と、遊技が行われるごとに、通信回 線 101を介して遊技機 10の識別情報を制御装置 200に送信する手段 (例えばメイン CPU41)と、遊技機の識別情報に基づいて制御装置 200によって累積的に計数さ れる遊技媒体の収支が設定値以下になる条件が成立したときに上記制御装置から 送信される指令信号を受信する手段 (例えばメイン CPU41)と、上記指令信号に基 づいて、遊技者にとって有利な遊技状態であり且つ上記条件が成立したときにのみ 発生する第 2特別遊技状態を発生させる手段 (例えばメイン CPU41)とを備える。 [0257] The gaming machine 10 includes a role determining means (for example, the main CPU 41) for determining a role by lottery, and a first special state that is advantageous for the player when the determined role is a special role. Play Means for generating a skill state (for example, the main CPU 41), means for transmitting identification information of the gaming machine 10 to the control device 200 via the communication line 101 each time a game is played (for example, the main CPU 41), and a gaming machine Means for receiving a command signal transmitted from the control device when the condition that the balance of the gaming media counted cumulatively by the control device 200 based on the identification information is less than a set value is satisfied (for example, the main CPU 41) And a means (for example, main CPU 41) for generating a second special game state that is a game state advantageous to the player and that occurs only when the above condition is satisfied based on the command signal.
[0258] このような遊技機 10によれば、制御装置 200において計数されるコインの収支が設 定値以下になる条件が成立したとき、遊技者にとって有利な遊技状態である還元モ ードに移行する。従って、長時間にわたってボーナスゲームが発生せずに多数のコ インを消費した場合等であっても、コインの収支が設定値以下になるまで遊技を行え ば、還元モードに移行し、遊技者はその利益を得ることができる。また、還元モードは 、上記条件が成立したきにのみ発生するから、コインの収支が設定値以下になるまで 遊技を行ったことに対する還元が行われることを遊技者に印象付けることができるとと もに、遊技の興趣性を高めることができる。その結果、多数のコインを消費した遊技 者が、遊技に対して不快感ゃ不信感を募らせたり、遊技に対する興味や関心を失つ たりすることを防止することができる。  [0258] According to such a gaming machine 10, when the condition that the balance of coins counted in the control device 200 is equal to or less than the set value is established, the game machine 10 shifts to a return mode that is a gaming state advantageous to the player. To do. Therefore, even if a large number of coins are consumed without a bonus game for a long period of time, if the game can be played until the balance of coins falls below the set value, the player enters the return mode and the player You can get that benefit. In addition, since the return mode occurs only when the above condition is satisfied, it is possible to impress the player that the return will be made for the game that has been played until the balance of coins is below the set value. In addition, it is possible to enhance the fun of the game. As a result, it is possible to prevent a player who has consumed a large number of coins from feeling unpleasant if the game is unpleasant or losing interest in the game.
[0259] 上述した遊技機 10は、通信回線 101を介して制御装置 200と接続され、制御装置 2 00によって、遊技機 10におけるコインの収支の計数と、還元モードに移行するか否 力 (第 2特別遊技状態を発生させる力否か)の判定とが行われる。ただし、遊技機 10 は、必ずしも、ネットワークを利用したものである必要はなぐスタンドアロンであっても よい。  [0259] The gaming machine 10 described above is connected to the control device 200 via the communication line 101, and the control device 200 counts the balance of coins in the gaming machine 10 and whether or not to shift to the return mode (first 2) A determination is made as to whether or not a special game state is generated. However, the gaming machine 10 does not necessarily have to use a network and may be a stand-alone.
[0260] このような遊技機 10としては、メイン CPU41 (演算処理装置)及び RAM43 (記憶装 置)を備えた遊技機であって、メイン CPU41は、 RAM43に記憶された抽選プロダラ ムを実行することにより、予め定められた複数種類の役の中から選択される役を決定 する処理と、決定された役が特別の役「ボーナスゲームトリガー」であるとき、ボーナス ゲームを発生させるためのプログラムを RAM43から読み出して実行する処理と、遊 技が行われるごとにコインの収支を累積的に計数する処理と、コインの収支が設定値 以下になる条件が成立したか否かを判定する処理と、上記条件が成立したと判定さ れたとき、上記条件が成立したときにのみ発生する還元モードに移行させるためのプ ログラムを RAM43から読み出して実行する処理とを実行する遊技機 10を挙げること ができる。 [0260] Such a gaming machine 10 is a gaming machine including a main CPU 41 (arithmetic processing unit) and a RAM 43 (storage unit), and the main CPU 41 executes a lottery program stored in the RAM 43. Therefore, a program for generating a bonus game when the determined combination is a special combination “bonus game trigger” is determined. Processing that is read from the RAM 43 and executed, processing that cumulatively counts the coin balance each time a game is played, and the coin balance A process for determining whether or not the following condition is satisfied, and a program for switching to the reduction mode that occurs only when the above condition is satisfied from the RAM 43 when it is determined that the above condition is satisfied. A gaming machine 10 that executes processing that is read and executed can be cited.
[0261] この遊技機 10は、抽選により役を決定する役決定手段 (例えばメイン CPU41)と、決 定された役が特別の役であるとき、遊技者にとって有利な遊技状態である第 1特別状 態を発生させる手段 (例えばメイン CPU41)と、遊技が行われるごとに、遊技媒体の 収支を累積的に計数する手段 (例えばメイン CPU41)と、遊技媒体の収支が設定値 以下になる条件が成立したか否かを判定する判定手段 (例えばメイン CPU41)と、上 記条件が成立したと判定されたとき、遊技者にとって有利な遊技状態であり且つ上記 条件が成立したときにのみ発生する第 2特別遊技状態を発生させる手段 (例えばメイ ン CPU41)とを備える。  [0261] This gaming machine 10 has a role determining means (for example, the main CPU 41) for determining a role by lottery, and a first special state that is advantageous for the player when the determined role is a special role. There are means for generating a state (for example, the main CPU 41), means for cumulatively counting the balance of game media each time a game is played (for example, the main CPU 41), and a condition that the balance of the game media is below a set value. A determination means (for example, the main CPU 41) for determining whether or not the condition is satisfied, and when it is determined that the above condition is satisfied, the game state is advantageous for the player and is generated only when the above condition is satisfied. 2 A means for generating a special gaming state (for example, main CPU 41) is provided.
[0262] コインの収支が設定値以下になったときに還元モードへの移行 (第 2特別遊技状態 の発生)が行われる遊技機 10において、メイン CPU41 (演算処理装置)は、累積的 に計数された遊技回数に応じた数のコインの払い出しが行われる還元モードへの移 行を行うためのプログラムを実行することが望ましい。すなわち、第 2特別遊技状態を 発生させる手段 (例えばメイン CPU41)は、上記第 2特別遊技状態において、該第 2 特別遊技状態を発生させるまでに累積的に計数された遊技回数に応じた数の遊技 媒体の払い出しを行うことが望まし 、。  [0262] In the gaming machine 10 in which the transition to the return mode (occurrence of the second special gaming state) is performed when the coin balance becomes less than the set value, the main CPU 41 (the arithmetic processing unit) counts cumulatively. It is desirable to execute a program for shifting to the return mode in which the coins corresponding to the number of games played are paid out. In other words, the means for generating the second special game state (for example, the main CPU 41) has a number corresponding to the number of games cumulatively counted until the second special game state is generated in the second special game state. It is desirable to pay out game media.
[0263] このような遊技機 10によれば、例えば、還元モードに移行するまでに累積的に計数 された遊技回数が" 600"であれば、還元モードにおいて、その回数を 10倍した数に 相当する 6000枚のコインを払い出すと 、うように、遊技者が行った遊技回数に見合 つた利益を第 2特別遊技状態において遊技者に付与することができる。従って、多数 のコインを消費した遊技者が、遊技に対して不快感ゃ不信感を募らせたり、遊技に対 する興味や関心を失ったりすることを防止することができる。  [0263] According to such a gaming machine 10, for example, if the number of games cumulatively counted until the transition to the return mode is "600", the number of times in the return mode is multiplied by ten. When the equivalent 6000 coins are paid out, it is possible to give the player a profit commensurate with the number of games played by the player in the second special game state. Therefore, it is possible to prevent a player who has consumed a large number of coins from feeling uncomfortable if the game is unpleasant or losing interest or interest in the game.
[0264] 第 2実施形態においては、還元モードにおける遊技の種類力 該還元モード専用で あり、記憶装置としての RAM43に、還元モード専用のプログラムが記憶される場合 について説明した。ただし、本発明はこの例に限定されるものではない。 例えば、還元モードにおける演出力 該還元モード専用であってもよい。このようにす る場合、記憶装置 (例えば RAM43)には、還元モード専用の演出用データが記憶さ れる。上記演出用データとしては、例えば、画像データ、音データ、ランプや LED等 の点灯パターンを規定するデータを挙げることができる。 [0264] In the second embodiment, the case has been described where the type power of the game in the return mode is dedicated to the return mode, and the program dedicated to the return mode is stored in the RAM 43 as the storage device. However, the present invention is not limited to this example. For example, performance output in the reduction mode may be dedicated to the reduction mode. In this case, the storage device (for example, RAM 43) stores presentation data dedicated to the return mode. Examples of the production data include image data, sound data, and data defining lighting patterns such as lamps and LEDs.
[0265] また、還元モードにおける役と遊技媒体の払出数との関係が、該還元モード専用で あってもよい。このようにする場合、記憶装置(例えば RAM43)には、還元モード専 用の払出数データ (役と遊技媒体の払出数との関係を示すデータ)が記憶される。 また、還元モードにおける役の成立可能性力 該還元モード専用であってもよい。こ のようにする場合、 GAL54は、所定のデータが入力されたときに、還元モード専用の ペイアウト率設定用データを出力するように構成される。  [0265] Further, the relationship between the winning combination in the return mode and the number of game media paid out may be dedicated to the return mode. In this case, the storage device (for example, the RAM 43) stores payout number data dedicated to the return mode (data indicating the relationship between the winning combination and the number of game media payouts). Further, the possibility of establishing a winning combination in the return mode may be dedicated to the return mode. In this case, the GAL 54 is configured to output payout rate setting data dedicated to the return mode when predetermined data is input.
[0266] 具体的に、本発明においては、例えば、以下のような構成を採用することができる。  Specifically, in the present invention, for example, the following configuration can be adopted.
例えば、第 1特別遊技状態としてのボーナスゲームにおいて、ミステリーボーナスが 行われ、第 2特別遊技状態としての還元モードにおいて、該還元モード専用の演出 画像が下側画像表示パネル 16に表示されるミステリーボーナスが行われることとして ちょい。  For example, in the bonus game as the first special gaming state, a mystery bonus is performed, and in the return mode as the second special gaming state, a mystery bonus is displayed on the lower image display panel 16 in the effect image dedicated to the reduction mode. As soon as it is done.
また、第 1特別遊技状態としてのボーナスゲームにおいて、フリーゲームが行われ、 第 2特別遊技状態としての還元モードにおいて、残りゲーム数が所定数に達したとき に演出態様が変化するフリーゲームが行われることとしてもよい。残りゲーム数が所 定数に達したときに演出態様が変化するフリーゲームとしては、例えば、残りゲーム 数が 30ゲームに達したときに、リール 14の前方に設けられた下側画像表示パネル( 透明液晶パネル) 16の明るさが増すフリーゲームを挙げることができる。また、ベリー ガラス 34の裏側に LEDやランプ等を設置し、フリーゲームの残りゲーム数が 30ゲー ムに達したときに、これらの LEDやランプ等を点灯又は点滅させてベリーガラス 34に おける演出を行うこととしてもよい。  In addition, a free game is played in the bonus game as the first special gaming state, and in the return mode as the second special gaming state, when the remaining number of games reaches a predetermined number, a free game whose presentation mode changes is performed. It is also possible that As a free game whose direction of play changes when the remaining number of games reaches a certain number, for example, when the remaining number of games reaches 30, the lower image display panel (transparent) provided in front of the reel 14 LCD panel) 16 free games that increase the brightness. In addition, LEDs and lamps are installed on the back of the berry glass 34, and when the remaining number of free games reaches 30 games, these LEDs and lamps are lit or blinked to produce effects on the berry glass 34. It is good also as performing.
また、第 2特別遊技状態としての還元モードにおいて、第 1特別遊技状態としてのボ 一ナスゲームと役の成立可能性を一定としたまま、演出画像のみを変更することして ちょい。  Also, in the return mode as the second special game state, change only the production image while keeping the possibility of establishing the bonus game and the combination as the first special game state.
また、第 1特別遊技状態としてのボーナスゲームにおいて、フリーゲームのみが行わ れ、第 2特別遊技状態としての還元モードでは、複数種類の遊技の中から 1種類の 遊技が選択され、選択された遊技が行われることとしてもょ 、。 In the bonus game as the first special gaming state, only free games are played. In the return mode as the second special game state, one type of game is selected from a plurality of types of games, and the selected game is played.
[0267] また、第 1、第 2実施形態では、還元モードが" ON"にセットされると、その後、何らか の条件の成立を契機とすることなぐ還元モードに移行する場合について説明した。 ただし、本発明は、この例に限定されず、例えば、還元モードフラグが" ON"にセット された後、所定の条件が満たされたときに、還元モードへ移行することとしてもよい。 このようにする場合、還元モードへ移行する契機となる所定の条件としては、特に限 定されるものではなぐ例えば、ボーナストリガーが成立したこと、シンボルが所定の 組合せで停止表示されたこと等を挙げることができる。  Further, in the first and second embodiments, the case has been described in which, when the reduction mode is set to “ON”, the mode is subsequently shifted to the reduction mode without triggering the establishment of any condition. However, the present invention is not limited to this example. For example, after the reduction mode flag is set to “ON”, the mode may be shifted to the reduction mode when a predetermined condition is satisfied. In this case, the predetermined conditions that trigger the transition to the return mode are not particularly limited, for example, that a bonus trigger has been established, that symbols have been stopped and displayed in a predetermined combination, etc. Can be mentioned.
[0268] また、第 1、第 2実施形態では、還元モードフラグが" ON"にセットされると、その後、 停止表示されるシンボルの組合せに拘わらず、還元モードに移行する場合にっ ヽて 説明した。ただし、本発明は、この例に限定されるものではない。例えば、還元モード への移行を示すシンボルの組合せを予め設定しておき、当該組合せでシンボルを停 止表示させた後に、還元モードに移行することとしてもよい。  [0268] Also, in the first and second embodiments, when the return mode flag is set to "ON", after that, regardless of the combination of symbols to be stopped and displayed, the mode is changed to the return mode. explained. However, the present invention is not limited to this example. For example, a combination of symbols indicating the transition to the return mode may be set in advance, and after the symbols are stopped and displayed with the combination, the transition to the return mode may be performed.
[0269] 第 1、第 2実施形態では、シンボルが停止表示され(図 10、ステップ S14)、停止表示 されたシンボルの組合せに基づく処理(図 10、ステップ S15〜S20)が行われた後、 遊技回数の計数(図 10、ステップ S22)が行われる場合について説明した。しかし、 本発明において、遊技回数の計数が行われるタイミングは、特に限定されるものでは ない。例えば、コインの BETが行われたタイミング(図 10、ステップ S 10又は S 11の後 )であってもよぐスピンボタンが ONされたタイミング(図 10、ステップ S12の後)であ つてもよい。また、シンボルの変動表示が開始されてから、シンボルが停止表示され、 停止表示されたシンボルの組合せに基づく処理が行われるまでの所定のタイミング( 例えば、シンボルが停止表示されたタイミング)で、遊技回数の計数が行われることと してもよい。なお、遊技媒体の収支を計数するタイミングについても、上述したものを 採用することが可能である。  [0269] In the first and second embodiments, after symbols are stopped and displayed (Fig. 10, step S14), processing based on the combination of stopped symbols (Fig. 10, steps S15 to S20) is performed. The case where the number of games is counted (FIG. 10, step S22) has been described. However, in the present invention, the timing at which the number of games is counted is not particularly limited. For example, it may be the timing when the coin is betted (Fig. 10, after step S10 or S11) or the spin button is turned on (Fig. 10, after step S12). . In addition, at a predetermined timing (for example, timing at which symbols are stopped and displayed) from when the symbol change display is started until symbols are stopped and displayed based on the combination of the symbols that have been stopped and displayed. The number of times may be counted. It is possible to use the above-mentioned timing for counting the balance of game media.
[0270] 第 1、第 2実施形態では、還元モードフラグが" ON"にセットされてから(図 10、ステツ プ S22)、還元モードへの移行(図 10、ステップ S20)が行われるまでの間に、特別の 役「ボーナスゲームトリガー」が成立した場合(図 10、ステップ S 15)、ボーナスゲーム を発生させた後(図 10、ステップ S16)、さらに還元モードへの移行を行う遊技機 10 について説明した。すなわち、第 1、第 2実施形態に係る遊技機は、遊技回数が設定 値に達してから、第 2特別遊技状態を発生させるまでの間に、特別の役が成立した場 合には、上記特別の役に基づく第 1特別遊技状態を発生させ、さらに第 2特別遊技 状態を発生させるものである。 [0270] In the first and second embodiments, after the reduction mode flag is set to "ON" (Fig. 10, step S22), the transition to the reduction mode (Fig. 10, step S20) is performed. In the meantime, if the special role “Bonus Game Trigger” is established (Fig. 10, Step S15), the bonus game The game machine 10 that makes a transition to the return mode after generating the game (FIG. 10, step S16) has been described. That is, in the gaming machine according to the first and second embodiments, if a special role is established between the time when the number of games reaches the set value and the time when the second special gaming state is generated, A first special gaming state based on a special role is generated, and a second special gaming state is further generated.
[0271] ただし、本発明は、この例に限定されるものではない。例えば、遊技回数が設定値に 達してから、第 2特別遊技状態を発生させるまでの間に、特別の役が成立した場合に は、第 1特別遊技状態のみを発生させることとしてもよい。上記形態を採用した場合、 遊技者は、遊技回数が設定値に達するまで遊技を行ったとき、必ず、第 1特別遊技 状態又は第 2特別遊技状態によって利益を得ることができる。上記形態も、本発明の 形態の一つである。 [0271] However, the present invention is not limited to this example. For example, if a special combination is established between the time when the number of games reaches a set value and the time when the second special game state is generated, only the first special game state may be generated. When the above form is adopted, the player can always benefit from the first special game state or the second special game state when playing until the number of games reaches the set value. The above form is also one form of the present invention.
上記形態を遊技機 10に採用する場合、図 10に示した処理にかえて、例えば、以下 の処理を行うこととすればょ 、。  When the above form is adopted for the gaming machine 10, for example, the following processing is performed instead of the processing shown in FIG.
[0272] 図 22は、遊技実行処理のサブルーチンの他の一例を示すフローチャートである。図 22に示したフローチャートにおいて、図 10に示したフローチャートのステップと同様 の処理をするステップには同一の符号を付した。  FIG. 22 is a flowchart illustrating another example of the game execution process subroutine. In the flowchart shown in FIG. 22, steps that perform the same processing as the steps in the flowchart shown in FIG.
[0273] ステップ S10〜ステップ S14の処理を実行した後、メイン CPU41は、ボーナスゲーム トリガーが成立したか否かを判断し (ステップ S 15)、ボーナスゲームトリガーが成立し たと判断した場合には、ボーナスゲーム処理を実行する (ステップ S 16)。その後、還 元モードフラグが" ON"にセットされているか否かを判断し (ステップ S25)、還元モー ドフラグが" ON"にセットされている場合には、還元モードフラグを" OFF"にセットす る(ステップ S26)。そして、ステップ S21の処理を行い、本サブルーチンを終了する。 他の処理については、図 10を用いて説明した処理と同様の処理であるから、ここで の説明は省略する。なお、図 22に示すサブルーチンにおいても、図 10に示したサブ ルーチンと同様に、コインが BETされた後(ステップ S10)、スピンボタン 23が ONさ れた力否かの判断 (ステップ S 12)を行い、スピンボタン 23が ONされたと判断した場 合 (ステップ S12: YES)、クレジット数を減算する処理 (ステップ SI 1)を行うこととして ちょい。 [0274] ここで、設定値が 600であるとして、図 22に示した処理について具体的に説明する。 ステップ S22において、遊技回数が 600回に達し、還元モードフラグが成立した場合 、 601回目の遊技でボーナスゲームトリガーが成立すると (ステップ S15)、ボーナス ゲームが発生するが(ステップ S16)、還元モードへの移行は行われない(ステップ S 25、 S26)。一方、 601回目の遊技でボーナスゲームトリガーが成立しなかった場合 には、還元モードへの移行が行われる(ステップ S 19、 S20)。 [0273] After executing the processing of step S10 to step S14, the main CPU 41 determines whether or not a bonus game trigger is established (step S15), and if it is determined that a bonus game trigger is established, A bonus game process is executed (step S16). Thereafter, it is determined whether or not the reduction mode flag is set to “ON” (step S25). If the reduction mode flag is set to “ON”, the reduction mode flag is set to “OFF”. (Step S26). Then, the process of step S21 is performed, and this subroutine is terminated. The other processes are the same as those described with reference to FIG. 10, and a description thereof is omitted here. In the subroutine shown in FIG. 22, as in the subroutine shown in FIG. 10, after the coin is betted (step S10), it is determined whether or not the spin button 23 is turned on (step S12). If it is determined that the spin button 23 has been turned on (step S12: YES), the process of subtracting the number of credits (step SI 1) should be performed. Here, assuming that the set value is 600, the process shown in FIG. 22 will be specifically described. In step S22, when the number of games reaches 600 times and the return mode flag is established, a bonus game is generated in the 601st game (step S15), but a bonus game is generated (step S16). Is not transferred (steps S 25 and S 26). On the other hand, when the bonus game trigger is not established in the 601st game, a transition to the return mode is performed (steps S19 and S20).
従って、図 22に示した処理が行われる場合、遊技回数が設定値に達すると、必ず、 ボーナスゲームが発生するか又は還元モードへの移行が行われるのである。  Therefore, when the processing shown in FIG. 22 is performed, whenever the number of games reaches the set value, a bonus game is generated or a shift to the return mode is performed.
[0275] また、本発明にお 、ては、遊技回数が設定値に達してから、第 2特別遊技状態を発 生させるまでの間に、特別の役が成立した場合には、第 2特別遊技状態のみを発生 させることとしてもよぐ第 1特別遊技状態及び第 2特別遊技状態のいずれか 1を遊技 状況等に応じて選択し、発生させることとしてもよい。  [0275] In the present invention, if a special combination is established between the time when the number of games reaches the set value and the time when the second special game state is generated, the second special Only one of the first special gaming state and the second special gaming state, which may be generated only in the gaming state, may be selected and generated according to the gaming situation or the like.
[0276] なお、遊技媒体の収支に応じて第 2特別遊技状態を発生させる場合についても、上 述した形態と同様の形態を採用することができる。すなわち、遊技媒体の収支が設定 値以下となつてから、第 2特別遊技状態を発生させるまでの間に、特別の役が成立し た場合には、第 1特別遊技状態のみを発生させることとしてもよぐ第 2特別遊技状態 のみを発生させることとしてもよぐ第 1特別遊技状態及び第 2特別遊技状態のいず れか 1を遊技状況等に応じて選択し、発生させることとしてもよ 、のである。  [0276] It should be noted that, in the case where the second special game state is generated according to the balance of the game media, the same form as described above can be adopted. In other words, if a special role is established between the time when the balance of the game medium falls below the set value and the time when the second special game state is generated, only the first special game state is generated. It may be possible to generate only the second special gaming state or the first special gaming state or the second special gaming state 1 depending on the gaming situation etc. That's it.
[0277] 第 2特別遊技状態としての還元モードにおける遊技者への還元形態としては、単に、 遊技回数が設定値に達する条件が成立したとき、上記条件が成立したときの専用の ボーナスとして、所定数の遊技媒体の払い出しを行うこととしてもよい。また、遊技回 数が設定値に達する条件が成立したとき、フリーゲーム、セカンドゲーム、ミステリー ボーナス等の第 1特別遊技状態と同様の形態での特典を遊技者に付与する第 2特 別遊技状態としての還元モードを設定可能に構成し、これらの形態のいずれかによ つて、所定数の遊技媒体の払い出しを行うこととしてもよい。ただし、この場合には、 第 2特別遊技状態で行われる形態が、第 1特別遊技状態では行われな!/、ようにし、 該形態による払い出しを、上記条件が成立したときの専用のボーナスとする必要があ る。 上述した両態様は、本発明における第 2特別遊技状態に相当する。 [0277] As a form of return to the player in the return mode as the second special game state, a predetermined bonus as a dedicated bonus when the above condition is satisfied when the condition that the number of games reaches the set value is satisfied. A number of game media may be paid out. In addition, a second special gaming state in which a privilege in the same form as the first special gaming state, such as a free game, a second game, a mystery bonus, etc., is given to the player when the condition for the number of games to reach the set value is established. The return mode may be configured to be settable, and a predetermined number of game media may be paid out in any of these forms. However, in this case, the form performed in the second special game state is not performed in the first special game state! /, And the payout according to the form is a bonus for exclusive use when the above condition is satisfied. There is a need to. Both aspects described above correspond to the second special gaming state in the present invention.
[0278] また、所定数の遊技媒体の払い出しを行うタイミングとしては、ミステリーボーナスのよ うに、単位ゲームが終了してシンボルが停止表示されたタイミングに限定されるもので はなぐ例えば、遊技回数が設定値に達したとき、直ちに遊技媒体の払い出しを行う こととしてちよい。 [0278] Also, the timing of paying out a predetermined number of game media is not limited to the timing at which the unit game is terminated and the symbol is stopped and displayed, such as a mystery bonus. When the set value is reached, the game media may be paid out immediately.
[0279] さらに、所定数の遊技媒体の払い出し方法としても、特に限定されるものではなぐ例 えば、実際にコインを払い出すこととしてもよぐクレジット数を増カロさせることとしても よぐバーコード付きチケット等のチケットを発行することとしてもよい。  [0279] Further, the method for paying out a predetermined number of game media is not particularly limited. For example, a bar code that can be used to actually increase the number of credits that can be used for paying out coins. Tickets such as attached tickets may be issued.
[0280] しかしながら、遊技者が通常の遊技やボーナスゲーム (第 1特別遊技状態)による払 い出しを受けたのか、還元モード (第 2特別遊技状態)による払い出しを受けたのかを 区別して認識することができるようにするためには、以下のようにする必要がある。す なわち、還元モード (第 2特別遊技状態)におけるミステリーボーナスで実際にコイン を払い出す場合には、そのタイミングを、通常の遊技やボーナスゲーム (第 1特別遊 技状態)とは異なるタイミングで払い出す必要がある。また、通常の遊技やボーナスゲ ーム (第 1特別遊技状態)での払 、出しを実際のコインで行 、、還元モード (第 2特別 遊技状態)での払い出しを前述したようなチケットで行う必要がある。このようにするこ とによって、通常の遊技やボーナスゲーム (第 1特別遊技状態)の遊技での払い出し と、還元モード (第 2特別遊技状態)での払い出しとを差別ィ匕することができる。  [0280] However, a distinction is made as to whether the player has received a payout in a normal game or bonus game (first special game state) or in a return mode (second special game state). In order to be able to do this, it is necessary to do the following: In other words, when the coins are actually paid out with the mystery bonus in the return mode (second special game state), the timing is different from the normal game or bonus game (first special game state). Need to pay out. In addition, it is necessary to pay in and out of normal games and bonus games (first special game state) with actual coins, and to pay out in return mode (second special game state) with the above-mentioned ticket There is. By doing so, it is possible to discriminate between payouts in normal games and bonus games (first special game state) and payouts in return mode (second special game state).
[0281] 以上、本発明の実施形態を説明したが、具体例を例示したに過ぎず、特に本発明を 限定するものではなぐ各手段等の具体的構成は、適宜設計変更可能である。また、 本発明の実施形態に記載された効果は、本発明から生じる最も好適な効果を列挙し たに過ぎず、本発明による効果は、本発明の実施形態に記載されたものに限定され るものではない。  [0281] The embodiment of the present invention has been described above, but only specific examples are illustrated, and the specific configuration of each means and the like that are not particularly limited to the present invention can be appropriately changed in design. Further, the effects described in the embodiments of the present invention only list the most preferable effects resulting from the present invention, and the effects of the present invention are limited to those described in the embodiments of the present invention. It is not a thing.
図面の簡単な説明  Brief Description of Drawings
[0282] [図 1]第 1実施形態に係る遊技システムの全体構成を示す概略図である。 FIG. 1 is a schematic diagram showing an overall configuration of a gaming system according to a first embodiment.
[図 2]第 1実施形態に係る遊技機を模式的に示す斜視図である。  FIG. 2 is a perspective view schematically showing the gaming machine according to the first embodiment.
[図 3]各リールの外周面に描かれたシンボルの列を示した模式図である。  FIG. 3 is a schematic diagram showing a row of symbols drawn on the outer peripheral surface of each reel.
[図 4]図 2に示した遊技機の内部構成を示すブロック図である。 [図 5]第 1実施形態に係る制御装置の内部構成を示すブロック図である。 4 is a block diagram showing an internal configuration of the gaming machine shown in FIG. FIG. 5 is a block diagram showing an internal configuration of a control device according to the first embodiment.
[図 6]遊技機識別番号と遊技履歴との対応表の一例を模式的に示す図である。  FIG. 6 is a diagram schematically showing an example of a correspondence table between gaming machine identification numbers and gaming history.
[図 7]図 4に示したマザ一ボードとゲーミングボードとによるゲームプログラム及びゲー ムシステムプログラムの認証読取処理の手順を示したチャートである。  FIG. 7 is a chart showing a procedure of authentication reading processing of the game program and game system program by the mother board and gaming board shown in FIG. 4.
[図 8]遊技モード選択処理のサブルーチンを示すフローチャートである。  FIG. 8 is a flowchart showing a subroutine of game mode selection processing.
[図 9] (a)〜 (b)は、遊技モード選択処理が実行されるときに下側画像表示パネルに 表示される画像の一例を示す図である。  [FIG. 9] (a) to (b) are diagrams showing examples of images displayed on the lower image display panel when the game mode selection process is executed.
[図 10]遊技実行処理のサブルーチンを示すフローチャートである。  FIG. 10 is a flowchart showing a subroutine of game execution processing.
[図 11]抽選処理のサブルーチンを示すフローチャートである。  FIG. 11 is a flowchart showing a lottery processing subroutine.
[図 12]第 1実施形態における複数種類の役と各役の成立可能性及び払出数との関 係を説明するための図である。  FIG. 12 is a diagram for explaining the relationship between a plurality of types of combinations, the possibility of establishment of each combination, and the number of payouts in the first embodiment.
[図 13]リール回転制御処理のサブルーチンを示すフローチャートである。  FIG. 13 is a flowchart showing a subroutine for reel rotation control processing.
[図 14] (a)〜(d)は、リールの回転動作について説明するための側面図である。  [FIG. 14] (a) to (d) are side views for explaining the reel rotation operation.
[図 15]ステップ数とコード No.との対応表を示した模式図である。  FIG. 15 is a schematic diagram showing a correspondence table between the number of steps and a code number.
[図 16]ボーナスゲーム処理のサブルーチンを示すフローチャートである。  FIG. 16 is a flowchart showing a subroutine of bonus game processing.
[図 17]還元モード処理のサブルーチンを示すフローチャートである。  FIG. 17 is a flowchart showing a subroutine of reduction mode processing.
[図 18] (a)〜 (c)は、還元モード移行時 (第 2特別遊技状態発生時)に下側画像表示 パネルに表示される画像の一例を示す図である。  [FIG. 18] (a) to (c) are diagrams showing examples of images displayed on the lower image display panel when shifting to the return mode (when the second special gaming state occurs).
[図 19]計数処理のサブルーチンを示すフローチャートである。  FIG. 19 is a flowchart showing a counting process subroutine.
[図 20]第 2実施形態に係る還元モード処理のサブルーチンを示すフローチャートで ある。  FIG. 20 is a flowchart showing a subroutine of reduction mode processing according to the second embodiment.
[図 21]第 2実施形態に係る還元モードにおける複数種類の役と各役の成立可能性及 び払出数との関係を説明するための図である。  FIG. 21 is a diagram for explaining a relationship between a plurality of types of combinations, the possibility of establishment of each combination, and the number of payouts in the return mode according to the second embodiment.
[図 22]遊技実行処理のサブルーチンの他の一例を示すフローチャートである。 符号の説明  FIG. 22 is a flowchart showing another example of a game execution process subroutine. Explanation of symbols
10 遊技機(スロットマシン) 10 Pachislot machines (slot machines)
11 キャビネット 11 Cabinet
12 トップボックス メインドア12 Top box Main door
(14L、 14C、 14R) リール(15L、 15C、 15R) 表示窓 下側画像表示パネル コイントレイ (14L, 14C, 14R) Reel (15L, 15C, 15R) Display window Lower image display panel Coin tray
コイン払出口  Coin payment exit
コントローノレノ ネノレ コイン受入口  Contoroleno Nenore Coin entrance
紙幣識別器  Bill validator
スピンボタン  Spin button
チェンジボタン  Change button
キャッシュアウトボタン 1 BETボタン  Cash out button 1 BET button
最大 BETボタン スピーカ  Maximum BET button Speaker
ランプ  Lamp
クレジット数表示部 ペイアウト数表示部 上側画像表示パネル ベリーガラス  Credit number display area Payout number display area Upper image display panel Very glass
チケットプリンタ  Ticket printer
カード受入口  Card entry
データ表示器  Data display
キーパッド  key pad
バーコード付チケット マザ一ボード  Ticket Motherboard with barcode
メイン CPU Main CPU
ROM RAM ROM RAM
通信インターフェイス  Communication interface
電源ユニット  Power supply unit
ゲーミングボード  Gaming board
CPU  CPU
ブート ROM  Boot ROM
メモリカード  Memory card
GAL  GAL
本体 PCB  Main body PCB
サブ CPU  Sub CPU
モータ駆動回路  Motor drive circuit
FPGA  FPGA
ドライバ  The driver
インデックス検出回路  Index detection circuit
ホッノヽ^ ~  Hono ヽ ^ ~
コイン検出部  Coin detector
グラフィックボード  Graphic board
タツチパネル Touch panel
(70L、 70C、 70R) ステッピングモータ 位置変更検出回路 (70L, 70C, 70R) Stepping motor position change detection circuit
ドア PCB  Door pcb
冷陰極管  Cold cathode tube
遊技システム  Game system
制御装置  Control device

Claims

請求の範囲  The scope of the claims
[1] 抽選により役を決定する役決定手段と、  [1] A role determining means for determining a role by lottery,
決定された役が特別の役であるとき、遊技者にとって有利な遊技状態である第 1特別 遊技状態を発生させる手段と、  Means for generating a first special gaming state, which is a gaming state advantageous to the player when the determined combination is a special combination;
遊技が行われるごとに累積的に計数される遊技回数が前記遊技回数との比較対象 となる設定値に達する条件が成立したとき、遊技者にとって有利な遊技状態であり且 つ前記条件が成立したときにのみ発生する第 2特別遊技状態を発生させる手段と を備えたことを特徴とする遊技機。  When a condition is reached in which the number of games counted cumulatively every time a game is played reaches a set value to be compared with the number of games, the game state is advantageous to the player and the condition is satisfied. And a means for generating a second special gaming state that occurs only at times.
[2] 複数の遊技機の夫々における遊技回数を遊技機ごとに累積的に計数する制御装置 と通信回線を介して接続される遊技機であって、 [2] A gaming machine connected via a communication line to a control device that cumulatively counts the number of games in each of a plurality of gaming machines for each gaming machine,
抽選により役を決定する役決定手段と、  A role determining means for determining a role by lottery;
決定された役が特別の役であるとき、遊技者にとって有利な遊技状態である第 1特別 遊技状態を発生させる手段と、  Means for generating a first special gaming state, which is a gaming state advantageous to the player when the determined combination is a special combination;
遊技が行われるごとに、前記通信回線を介して遊技機の識別情報を前記制御装置 に送信する手段と、  Means for transmitting identification information of a gaming machine to the control device via the communication line each time a game is performed;
前記遊技機の識別情報に基づいて前記制御装置によって累積的に計数される遊技 回数が、前記遊技回数との比較対象となる設定値に達する条件が成立したときに前 記制御装置から送信される指令信号を受信する手段と、  Sent from the control device when a condition that the number of games cumulatively counted by the control device based on the identification information of the gaming machine reaches a set value to be compared with the number of games is satisfied. Means for receiving a command signal;
前記指令信号に基づいて、遊技者にとって有利な遊技状態であり且つ前記条件が 成立したときにのみ発生する第 2特別遊技状態を発生させる手段と  Based on the command signal, means for generating a second special gaming state that is a gaming state advantageous to the player and that occurs only when the condition is satisfied;
を備えたことを特徴とする遊技機。  A gaming machine characterized by comprising:
[3] 抽選により役を決定する役決定手段と、 [3] A role determination means for determining a role by lottery,
決定された役が特別の役であるとき、遊技者にとって有利な遊技状態である第 1特別 状態を発生させる手段と、  Means for generating a first special state, which is a game state advantageous to the player when the determined combination is a special combination;
遊技が行われるごとに、遊技回数を累積的に計数する手段と、  Means for cumulatively counting the number of games each time a game is played;
前記遊技回数が前記遊技回数との比較対象となる設定値に達する条件が成立した か否かを判定する判定手段と、  Determining means for determining whether or not a condition for reaching the set value to be compared with the number of games is satisfied;
前記条件が成立したと判定されたとき、遊技者にとって有利な遊技状態であり且つ前 記条件が成立したときにのみ発生する第 2特別遊技状態を発生させる手段と を備えたことを特徴とする遊技機。 When it is determined that the above condition is satisfied, the game state is advantageous to the player and And a means for generating a second special game state that occurs only when the above conditions are met.
[4] 前記第 2特別遊技状態を発生させる手段は、前記第 2特別遊技状態にお 、て、該第 2特別遊技状態を発生させるまでに累積的に計数された遊技媒体の収支に応じた数 の遊技媒体の払い出しを行うことを特徴とする請求項 1〜3の 、ずれか 1に記載の遊 技機。 [4] The means for generating the second special game state corresponds to a balance of game media that is cumulatively counted until the second special game state is generated in the second special game state. The gaming machine according to claim 1, wherein a number of gaming media are paid out.
[5] 1回の遊技に対して所定の上限値まで遊技媒体の投入を受け入れることが可能な受 入手段を備え、  [5] It has a receiving means capable of accepting input of game media up to a predetermined upper limit for one game,
前記第 2特別遊技状態を発生させる手段は、前記遊技回数が前記設定値に達する 条件が成立したとき、その回の遊技に対する遊技媒体の投入数が前記上限値であつ た場合に、第 2特別遊技状態を発生させることを特徴とする請求項 1〜3のいずれか 1に記載の遊技機。  The means for generating the second special game state is the second special game state when the condition that the number of games reaches the set value is satisfied, and the number of game media inserted for that game is the upper limit value. The gaming machine according to any one of claims 1 to 3, wherein a gaming state is generated.
[6] 抽選により役を決定する役決定手段と、 [6] A role determination means for determining a role by lottery,
前記抽選の結果に基づ 、て、複数のシンボルの変動表示と停止表示とを行うシンポ ル表示手段と、  Based on the result of the lottery, symbol display means for performing a change display and a stop display of a plurality of symbols,
前記シンボル表示手段に規定される入賞ライン上に停止表示される複数のシンボル の組合せが特別の役であるとき、遊技者にとって有利な遊技状態である第 1特別遊 技状態を発生させる手段と、  Means for generating a first special game state, which is a game state advantageous to a player, when a combination of a plurality of symbols stopped and displayed on the winning line defined by the symbol display means is a special role;
遊技が行われるごとに累積的に計数される遊技回数が前記遊技回数との比較対象 となる設定値に達する条件が成立したとき、前記シンボル表示手段に規定される入 賞ラインの数が相対的に増加する第 2特別遊技状態を発生させる手段と  When a condition is reached in which the number of games cumulatively counted every time a game is played reaches a set value to be compared with the number of games, the number of winning lines defined in the symbol display means is relatively A means for generating a second special gaming state that increases
を備えたことを特徴とする遊技機。  A gaming machine characterized by comprising:
[7] 複数の遊技機の夫々における遊技回数を遊技機ごとに累積的に計数する制御装置 と通信回線を介して接続される遊技機であって、 [7] A gaming machine connected via a communication line to a control device that cumulatively counts the number of games in each of a plurality of gaming machines for each gaming machine,
抽選により役を決定する役決定手段と、  A role determining means for determining a role by lottery;
前記抽選の結果に基づ 、て、複数のシンボルの変動表示と停止表示とを行うシンポ ル表示手段と、  Based on the result of the lottery, symbol display means for performing a change display and a stop display of a plurality of symbols,
前記シンボル表示手段に規定される入賞ライン上に停止表示される複数のシンボル の組合せが特別の役であるとき、遊技者にとって有利な遊技状態である第 1特別遊 技状態を発生させる手段と、 A plurality of symbols stopped and displayed on the winning line defined by the symbol display means Means for generating a first special game state, which is a game state advantageous to the player when the combination of
遊技が行われるごとに、前記通信回線を介して遊技機の識別情報を前記制御装置 に送信する手段と、  Means for transmitting identification information of a gaming machine to the control device via the communication line each time a game is performed;
前記遊技機の識別情報に基づいて前記制御装置によって累積的に計数される遊技 回数が、前記遊技回数との比較対象となる設定値に達する条件が成立したときに前 記制御装置から送信される指令信号を受信する手段と、  Sent from the control device when a condition that the number of games cumulatively counted by the control device based on the identification information of the gaming machine reaches a set value to be compared with the number of games is satisfied. Means for receiving a command signal;
前記指令信号に基づ 、て、前記シンボル表示手段に規定される入賞ラインの数が相 対的に増加する第 2特別遊技状態を発生させる手段と  Based on the command signal, means for generating a second special gaming state in which the number of pay lines defined in the symbol display means is relatively increased;
を備えたことを特徴とする遊技機。  A gaming machine characterized by comprising:
[8] 抽選により役を決定する役決定手段と、 [8] A role determining means for determining a role by lottery,
前記抽選の結果に基づ 、て、複数のシンボルの変動表示と停止表示とを行うシンポ ル表示手段と、  Based on the result of the lottery, symbol display means for performing a change display and a stop display of a plurality of symbols,
前記シンボル表示手段に規定される入賞ライン上に停止表示される複数のシンボル の組合せが特別の役であるとき、遊技者にとって有利な遊技状態である第 1特別状 態を発生させる手段と、  Means for generating a first special state which is a game state advantageous to the player when a combination of a plurality of symbols stopped and displayed on the winning line defined by the symbol display means is a special role;
遊技が行われるごとに、遊技回数を累積的に計数する手段と、  Means for cumulatively counting the number of games each time a game is played;
前記遊技回数が前記遊技回数との比較対象となる設定値に達する条件が成立した か否かを判定する判定手段と、  Determining means for determining whether or not a condition for reaching the set value to be compared with the number of games is satisfied;
前記条件が成立したと判定されたとき、前記シンボル表示手段に規定される入賞ライ ンの数が相対的に増加する第 2特別遊技状態を発生させる手段と  Means for generating a second special game state in which the number of winning lines defined in the symbol display means is relatively increased when it is determined that the condition is satisfied;
を備えたことを特徴とする遊技機。  A gaming machine characterized by comprising:
[9] 演算処理装置及び記憶装置を備えた遊技機であって、 [9] A gaming machine comprising an arithmetic processing unit and a storage device,
前記演算処理装置は、  The arithmetic processing unit includes:
前記記憶装置に記憶された抽選プログラムを実行することにより、予め定められた複 数種類の役の中から選択される 1つの役を決定する処理と、  A process of determining one combination selected from a plurality of predetermined combinations by executing a lottery program stored in the storage device;
決定された役が特別の役であるとき、遊技者にとって有利な遊技状態である第 1特別 遊技状態を発生させるためのプログラムを、前記記憶装置から読み出して実行する 処理と、 When the determined combination is a special combination, a program for generating the first special gaming state, which is a gaming state advantageous for the player, is read from the storage device and executed. Processing,
遊技が行われるごとに累積的に計数される遊技回数が、前記遊技回数との比較対象 となる設定値に達する条件が成立したとき、遊技者にとって有利な遊技状態であり且 つ前記条件が成立したときにのみ発生する第 2特別遊技状態を発生させるためのプ ログラムを、前記記憶装置から読み出して実行する処理と  When a condition is reached in which the number of games counted cumulatively every time a game is played reaches a set value to be compared with the number of games, the game state is advantageous for the player and the condition is satisfied. A process for reading out and executing a program for generating the second special gaming state that occurs only when
を実行することを特徴とする遊技機。  A game machine characterized by executing
[10] 演算処理装置及び記憶装置を備え、複数の遊技機の夫々における遊技回数を遊技 機ごとに累積的に計数する制御装置と通信回線を介して接続される遊技機であって 前記演算処理装置は、 [10] A gaming machine comprising an arithmetic processing unit and a storage device and connected via a communication line to a control device that cumulatively counts the number of games in each of a plurality of gaming machines for each gaming machine, wherein the arithmetic processing The device
前記記憶装置に記憶された抽選プログラムを実行することにより、予め定められた複 数種類の役の中から選択される 1つの役を決定する処理と、  A process of determining one combination selected from a plurality of predetermined combinations by executing a lottery program stored in the storage device;
決定された役が特別の役であるとき、遊技者にとって有利な遊技状態である第 1特別 遊技状態を発生させるためのプログラムを、前記記憶装置から読み出して実行する 処理と、  When the determined combination is a special combination, a program for generating a first special gaming state, which is a gaming state advantageous for the player, is read from the storage device and executed;
遊技が行われるごとに、前記通信回線を介して、前記記憶装置に記憶された遊技機 の識別情報を前記制御装置に送信する処理と、  A process of transmitting the identification information of the gaming machine stored in the storage device to the control device via the communication line each time a game is performed;
前記遊技機の識別情報に基づいて前記制御装置によって累積的に計数される遊技 回数が、前記遊技回数との比較対象となる設定値に達する条件が成立したときに、 前記制御装置から送信される指令信号を受信する処理と、  Sent from the control device when a condition is reached in which the number of games cumulatively counted by the control device based on the identification information of the gaming machine reaches a set value to be compared with the number of games. Processing to receive a command signal;
前記指令信号に基づいて、遊技者にとって有利な遊技状態であり且つ前記条件が 成立したときにのみ発生する第 2特別遊技状態を発生させるためのプログラムを、前 記記憶装置から読み出して実行する処理と  Based on the command signal, a process for reading from the storage device and executing a program for generating a second special gaming state that is a gaming state advantageous to the player and that occurs only when the condition is satisfied When
を実行することを特徴とする遊技機。  A game machine characterized by executing
[11] 演算処理装置及び記憶装置を備えた遊技機であって、 [11] A gaming machine comprising an arithmetic processing unit and a storage device,
前記演算処理装置は、  The arithmetic processing unit includes:
前記記憶装置に記憶された抽選プログラムを実行することにより、予め定められた複 数種類の役の中から選択される 1つの役を決定する処理と、 決定された役が特別の役であるとき、遊技者にとって有利な遊技状態である第 1特別 遊技状態を発生させるためのプログラムを、前記記憶装置から読み出して実行する 処理と、 A process of determining one combination selected from a plurality of predetermined combinations by executing a lottery program stored in the storage device; When the determined combination is a special combination, a program for generating a first special gaming state, which is a gaming state advantageous for the player, is read from the storage device and executed;
遊技が行われるごとに、遊技回数を累積的に計数する処理と、  A process of cumulatively counting the number of games each time a game is played,
遊技回数が前記遊技回数との比較対象となる設定値に達する条件が成立したか否 かを判定する処理と、  A process for determining whether or not a condition for reaching the set value to be compared with the number of games is satisfied;
前記条件が成立したと判定されたとき、遊技者にとって有利な遊技状態であり且つ前 記条件が成立したときにのみ発生する第 2特別遊技状態を発生させるためのプログ ラムを、前記記憶装置から読み出して実行する処理と  When it is determined that the condition is satisfied, a program for generating a second special game state that is a gaming state advantageous to the player and that occurs only when the condition is satisfied is stored in the storage device. Process to read and execute
を実行することを特徴とする遊技機。  A game machine characterized by executing
[12] 前記演算処理装置は、  [12] The arithmetic processing unit includes:
第 2特別遊技状態を発生させるまでに累積的に計数された遊技媒体の収支に応じた 数の遊技媒体の払い出しが行われる第 2特別遊技状態を発生させるためのプロダラ ムを実行することを特徴とする請求項 9〜11の 、ずれか 1に記載の遊技機。  A program for generating a second special game state is executed in which a number of game media are paid out according to the balance of game media counted cumulatively until the second special game state is generated. The gaming machine according to any one of claims 9 to 11.
[13] 前記演算処理装置は、  [13] The arithmetic processing unit includes:
前記遊技回数が前記設定値に達する条件が成立したとき、その回の遊技に対する 遊技媒体の投入数が、予め定められた 1回の遊技に対する遊技媒体の投入数の上 限値であった場合に、第 2特別遊技状態を発生させるためのプログラムを実行するこ とを特徴とする請求項 9〜 11の 、ずれか 1に記載の遊技機。  When the condition for the number of games to reach the set value is satisfied, and the number of game media inserted for that game is a predetermined upper limit of the number of game media input for one game 12. The gaming machine according to claim 9, wherein a program for generating a second special gaming state is executed.
[14] 演算処理装置、記憶装置、及び、複数のシンボルの変動表示と停止表示とを行うこと が可能なシンボル表示装置を備えた遊技機であって、  [14] A gaming machine including an arithmetic processing device, a storage device, and a symbol display device capable of performing variable display and stop display of a plurality of symbols,
前記演算処理装置は、  The arithmetic processing unit includes:
前記記憶装置に記憶された抽選プログラムを実行することにより、予め定められた複 数種類の役の中から選択される 1つの役を決定する処理と、  A process of determining one combination selected from a plurality of predetermined combinations by executing a lottery program stored in the storage device;
前記抽選プログラムの実行結果に基づいて、前記シンボル表示装置により、複数の シンボルを変動表示させた後に停止表示させる処理と、  Based on the execution result of the lottery program, the symbol display device causes a plurality of symbols to be variably displayed and then stopped and displayed,
前記シンボル表示装置に規定される入賞ライン上に停止表示される複数のシンボル の組合せが特別の役であるとき、遊技者にとって有利な遊技状態である第 1特別遊 技状態を発生させるためのプログラムを、前記記憶装置から読み出して実行する処 理と、 When a combination of a plurality of symbols stopped and displayed on the winning line defined by the symbol display device has a special role, the first special game is a game state advantageous to the player. A process for reading out and executing a program for generating a skill state from the storage device;
遊技が行われるごとに累積的に計数される遊技回数が、前記遊技回数との比較対象 となる設定値に達する条件が成立したとき、入賞ラインの数が相対的に増加する第 2 特別遊技状態を発生させるためのプログラムを、前記記憶装置から読み出して実行 する処理と The second special gaming state in which the number of winning lines is relatively increased when a condition is reached in which the number of games cumulatively counted every time a game is played reaches a set value to be compared with the number of games. A process for reading out and executing a program for generating
を実行することを特徴とする遊技機。 A game machine characterized by executing
演算処理装置、記憶装置、及び、複数のシンボルの変動表示と停止表示とを行うこと が可能なシンボル表示装置を備え、複数の遊技機の夫々における遊技回数を遊技 機ごとに累積的に計数する制御装置と通信回線を介して接続される遊技機であって 前記演算処理装置は、 Arithmetic processing device, storage device, and symbol display device that can perform variable display and stop display of multiple symbols, and cumulatively count the number of games in each of multiple gaming machines for each gaming machine A gaming machine connected to a control device via a communication line, wherein the arithmetic processing unit is
前記記憶装置に記憶された抽選プログラムを実行することにより、予め定められた複 数種類の役の中から選択される 1つの役を決定する処理と、 A process of determining one combination selected from a plurality of predetermined combinations by executing a lottery program stored in the storage device;
前記抽選プログラムの実行結果に基づいて、前記シンボル表示装置により、複数の シンボルを変動表示させた後に停止表示させる処理と、 Based on the execution result of the lottery program, the symbol display device causes a plurality of symbols to be variably displayed and then stopped and displayed,
前記シンボル表示装置に規定される入賞ライン上に停止表示される複数のシンボル の組合せが特別の役であるとき、遊技者にとって有利な遊技状態である第 1特別遊 技状態を発生させるためのプログラムを、前記記憶装置から読み出して実行する処 理と、 A program for generating a first special game state that is a game state advantageous to a player when a combination of a plurality of symbols stopped and displayed on a winning line defined in the symbol display device is a special role Is read from the storage device and executed, and
遊技が行われるごとに、前記通信回線を介して、前記記憶装置に記憶された遊技機 の識別情報を前記制御装置に送信する処理と、 A process of transmitting the identification information of the gaming machine stored in the storage device to the control device via the communication line each time a game is performed;
前記遊技機の識別情報に基づいて前記制御装置によって累積的に計数される遊技 回数が、前記遊技回数との比較対象となる設定値に達する条件が成立したときに、 前記制御装置から送信される指令信号を受信する処理と、 Sent from the control device when a condition is reached in which the number of games cumulatively counted by the control device based on the identification information of the gaming machine reaches a set value to be compared with the number of games. Processing to receive a command signal;
前記指令信号に基づいて、入賞ラインの数が相対的に増加する第 2特別遊技状態 を発生させるためのプログラムを、前記記憶装置から読み出して実行する処理と を実行することを特徴とする遊技機。 [16] 演算処理装置、記憶装置、及び、複数のシンボルの変動表示と停止表示とを行うこと が可能なシンボル表示装置を備えた遊技機であって、 Based on the command signal, a process for reading out and executing a program for generating a second special game state in which the number of winning lines is relatively increased from the storage device is executed. . [16] A gaming machine comprising an arithmetic processing device, a storage device, and a symbol display device capable of performing variable display and stop display of a plurality of symbols,
前記演算処理装置は、  The arithmetic processing unit includes:
前記記憶装置に記憶された抽選プログラムを実行することにより、予め定められた複 数種類の役の中から選択される 1つの役を決定する処理と、  A process of determining one combination selected from a plurality of predetermined combinations by executing a lottery program stored in the storage device;
前記抽選プログラムの実行結果に基づいて、前記シンボル表示装置により、複数の シンボルを変動表示させた後に停止表示させる処理と、  Based on the execution result of the lottery program, the symbol display device causes a plurality of symbols to be variably displayed and then stopped and displayed,
前記シンボル表示装置に規定される入賞ライン上に停止表示される複数のシンボル の組合せが特別の役であるとき、遊技者にとって有利な遊技状態である第 1特別遊 技状態を発生させるためのプログラムを、前記記憶装置から読み出して実行する処 理と、  A program for generating a first special game state that is a game state advantageous to a player when a combination of a plurality of symbols stopped and displayed on a winning line defined in the symbol display device is a special role Is read from the storage device and executed, and
遊技が行われるごとに、遊技回数を累積的に計数する処理と、  A process of cumulatively counting the number of games each time a game is played,
遊技回数が前記遊技回数との比較対象となる設定値に達する条件が成立したか否 かを判定する処理と、  A process for determining whether or not a condition for reaching the set value to be compared with the number of games is satisfied;
前記条件が成立したと判定されたとき、入賞ラインの数が相対的に増加する第 2特別 遊技状態を発生させるためのプログラムを、前記記憶装置から読み出して実行する 処理と  A process for reading out and executing a program for generating a second special gaming state in which the number of winning lines is relatively increased when it is determined that the condition is satisfied, from the storage device;
を実行することを特徴とする遊技機。  A game machine characterized by executing
[17] 抽選により役を決定する役決定手段と、 [17] A role determining means for determining a role by lottery,
決定された役が特別の役であるとき、遊技者にとって有利な遊技状態である第 1特別 遊技状態を発生させる手段と、  Means for generating a first special gaming state, which is a gaming state advantageous to the player when the determined combination is a special combination;
遊技が行われるごとに累積的に計数される遊技媒体の収支が前記遊技媒体の収支 との比較対象となる設定値以下になる条件が成立したとき、遊技者にとって有利な遊 技状態であり且つ前記条件が成立したときにのみ発生する第 2特別遊技状態を発生 させる手段と  When a condition is established in which the balance of the game media that is counted cumulatively every time a game is performed is equal to or less than a set value to be compared with the balance of the game media, the game state is advantageous to the player and Means for generating a second special gaming state that occurs only when the condition is satisfied;
を備えたことを特徴とする遊技機。  A gaming machine characterized by comprising:
[18] 複数の遊技機の夫々における遊技媒体の収支を遊技機ごとに累積的に計数する制 御装置と通信回線を介して接続される遊技機であって、 抽選により役を決定する役決定手段と、 [18] A gaming machine connected via a communication line to a control device that cumulatively counts the balance of gaming media in each of a plurality of gaming machines for each gaming machine, A role determining means for determining a role by lottery;
決定された役が特別の役であるとき、遊技者にとって有利な遊技状態である第 1特別 遊技状態を発生させる手段と、  Means for generating a first special gaming state, which is a gaming state advantageous to the player when the determined combination is a special combination;
遊技が行われるごとに、前記通信回線を介して、その回の遊技における遊技媒体の 収支を遊技機の識別情報とともに、前記制御装置に送信する手段と、  Means for transmitting the balance of game media in the game of the time, together with the identification information of the gaming machine, to the control device via the communication line each time a game is performed;
前記遊技機の識別情報とその回における遊技媒体の収支とに基づいて前記制御装 置によって累積的に計数される遊技媒体の収支が、前記遊技媒体の収支との比較 対象となる設定値以下になる条件が成立したときに前記制御装置力 送信される指 令信号を受信する手段と、  Based on the identification information of the gaming machine and the balance of the game medium at that time, the balance of the game medium that is cumulatively counted by the control device is less than or equal to a set value to be compared with the balance of the game medium. Means for receiving an instruction signal transmitted by the control device force when the following condition is satisfied;
前記指令信号に基づいて、遊技者にとって有利な遊技状態であり且つ前記条件が 成立したときにのみ発生する第 2特別遊技状態を発生させる手段と  Based on the command signal, means for generating a second special gaming state that is a gaming state advantageous to the player and that occurs only when the condition is satisfied;
を備えたことを特徴とする遊技機。  A gaming machine characterized by comprising:
[19] 抽選により役を決定する役決定手段と、 [19] A role determining means for determining a role by lottery,
決定された役が特別の役であるとき、遊技者にとって有利な遊技状態である第 1特別 状態を発生させる手段と、  Means for generating a first special state, which is a game state advantageous to the player when the determined combination is a special combination;
遊技が行われるごとに、遊技媒体の収支を累積的に計数する手段と、  Means for cumulatively counting the balance of game media each time a game is played;
前記遊技媒体の収支が前記遊技媒体の収支との比較対象となる設定値以下になる 条件が成立したか否かを判定する判定手段と、  Determining means for determining whether or not a condition that the balance of the game medium is equal to or less than a set value to be compared with the balance of the game medium;
前記条件が成立したと判定されたとき、遊技者にとって有利な遊技状態であり且つ前 記条件が成立したときにのみ発生する第 2特別遊技状態を発生させる手段と を備えたことを特徴とする遊技機。  And a means for generating a second special gaming state that is a gaming state advantageous to the player when it is determined that the condition is satisfied and that occurs only when the condition is satisfied. Gaming machine.
[20] 前記第 2特別遊技状態を発生させる手段は、前記第 2特別遊技状態において、該第 2特別遊技状態を発生させるまでに累積的に計数された遊技回数に応じた数の遊技 媒体の払い出しを行うことを特徴とする請求項 17〜 19のいずれか 1に記載の遊技機 [20] The means for generating the second special game state includes a number of game media corresponding to the number of games cumulatively counted until the second special game state is generated in the second special game state. The gaming machine according to any one of claims 17 to 19, wherein payout is performed.
[21] 1回の遊技に対して所定の上限値まで遊技媒体の投入を受け入れることが可能な受 入手段を備え、 [21] With a receiving means capable of accepting the input of game media up to a predetermined upper limit for one game,
前記第 2特別遊技状態を発生させる手段は、前記遊技媒体の収支が前記設定値以 下になる条件が成立したとき、その回の遊技に対する遊技媒体の投入数が前記上限 値であった場合に、第 2特別遊技状態を発生させることを特徴とする請求項 17〜19 の!、ずれか 1に記載の遊技機。 The means for generating the second special game state has a balance of the game medium that is not less than the set value. The second special game state is generated when the condition to be satisfied is satisfied, and the number of game media inserted for that game is the upper limit, the! The gaming machine described in 1.
[22] 抽選により役を決定する役決定手段と、 [22] A role determining means for determining a role by lottery,
前記抽選の結果に基づ 、て、複数のシンボルの変動表示と停止表示とを行うシンポ ル表示手段と、  Based on the result of the lottery, symbol display means for performing a change display and a stop display of a plurality of symbols,
前記シンボル表示手段に規定される入賞ライン上に停止表示される複数のシンボル の組合せが特別の役であるとき、遊技者にとって有利な遊技状態である第 1特別遊 技状態を発生させる手段と、  Means for generating a first special game state, which is a game state advantageous to a player, when a combination of a plurality of symbols stopped and displayed on the winning line defined by the symbol display means is a special role;
遊技が行われるごとに累積的に計数される遊技媒体の収支が前記遊技媒体の収支 との比較対象となる設定値以下になる条件が成立したとき、前記シンボル表示手段 に規定される入賞ラインの数が相対的に増加する第 2特別遊技状態を発生させる手 段と  When the condition that the balance of the game media that is counted cumulatively every time the game is played is less than or equal to the set value to be compared with the balance of the game media is satisfied, the winning line defined in the symbol display means A means for generating a second special gaming state in which the number increases relatively;
を備えたことを特徴とする遊技機。  A gaming machine characterized by comprising:
[23] 複数の遊技機の夫々における遊技媒体の収支を遊技機ごとに累積的に計数する制 御装置と通信回線を介して接続される遊技機であって、 [23] A gaming machine connected via a communication line to a control device that cumulatively counts the balance of gaming media in each of a plurality of gaming machines for each gaming machine,
抽選により役を決定する役決定手段と、  A role determining means for determining a role by lottery;
前記抽選の結果に基づ 、て、複数のシンボルの変動表示と停止表示とを行うシンポ ル表示手段と、  Based on the result of the lottery, symbol display means for performing a change display and a stop display of a plurality of symbols,
前記シンボル表示手段に規定される入賞ライン上に停止表示される複数のシンボル の組合せが特別の役であるとき、遊技者にとって有利な遊技状態である第 1特別遊 技状態を発生させる手段と、  Means for generating a first special game state, which is a game state advantageous to a player, when a combination of a plurality of symbols stopped and displayed on the winning line defined by the symbol display means is a special role;
遊技が行われるごとに、前記通信回線を介してその回の遊技における遊技媒体の収 支を遊技機の識別情報とともに、前記制御装置に送信する手段と、  Means for transmitting the balance of game media in the game of the time, together with the identification information of the gaming machine, to the control device via the communication line each time a game is played;
前記遊技機の識別情報とその回における遊技媒体の収支とに基づいて前記制御装 置によって累積的に計数される遊技媒体の収支が、前記遊技媒体の収支との比較 対象となる設定値以下になる条件が成立したときに前記制御装置力 送信される指 令信号を受信する手段と、 前記指令信号に基づ 、て、前記シンボル表示手段に規定される入賞ラインの数が相 対的に増加する第 2特別遊技状態を発生させる手段と Based on the identification information of the gaming machine and the balance of the game medium at that time, the balance of the game medium that is cumulatively counted by the control device is less than or equal to a set value that is to be compared with the balance of the game medium. Means for receiving an instruction signal transmitted by the control device force when the following condition is satisfied; Based on the command signal, means for generating a second special gaming state in which the number of winning lines defined in the symbol display means is relatively increased;
を備えたことを特徴とする遊技機。  A gaming machine characterized by comprising:
[24] 抽選により役を決定する役決定手段と、 [24] A role determining means for determining a role by lottery,
前記抽選の結果に基づ 、て、複数のシンボルの変動表示と停止表示とを行うシンポ ル表示手段と、  Based on the result of the lottery, symbol display means for performing a change display and a stop display of a plurality of symbols,
前記シンボル表示手段に規定される入賞ライン上に停止表示される複数のシンボル の組合せが特別の役であるとき、遊技者にとって有利な遊技状態である第 1特別状 態を発生させる手段と、  Means for generating a first special state which is a game state advantageous to the player when a combination of a plurality of symbols stopped and displayed on the winning line defined by the symbol display means is a special role;
遊技が行われるごとに、遊技媒体の収支を累積的に計数する手段と、  Means for cumulatively counting the balance of game media each time a game is played;
前記遊技媒体の収支が前記遊技媒体の収支との比較対象となる設定値以下になる 条件が成立したか否かを判定する判定手段と、  Determining means for determining whether or not a condition that the balance of the game medium is equal to or less than a set value to be compared with the balance of the game medium;
前記条件が成立したと判定されたとき、前記シンボル表示手段に規定される入賞ライ ンの数が相対的に増加する第 2特別遊技状態を発生させる手段と  Means for generating a second special game state in which the number of winning lines defined in the symbol display means is relatively increased when it is determined that the condition is satisfied;
を備えたことを特徴とする遊技機。  A gaming machine characterized by comprising:
[25] 演算処理装置及び記憶装置を備えた遊技機であって、 [25] A gaming machine comprising an arithmetic processing unit and a storage device,
前記演算処理装置は、  The arithmetic processing unit includes:
前記記憶装置に記憶された抽選プログラムを実行することにより、予め定められた複 数種類の役の中から選択される 1つの役を決定する処理と、  A process of determining one combination selected from a plurality of predetermined combinations by executing a lottery program stored in the storage device;
決定された役が特別の役であるとき、遊技者にとって有利な遊技状態である第 1特別 遊技状態を発生させるためのプログラムを、前記記憶装置から読み出して実行する 処理と、  When the determined combination is a special combination, a program for generating a first special gaming state, which is a gaming state advantageous for the player, is read from the storage device and executed;
遊技が行われるごとに累積的に計数される遊技媒体の収支が、前記遊技媒体の収 支との比較対象となる設定値以下になる条件が成立したとき、遊技者にとって有利な 遊技状態であり且つ前記条件が成立したときにのみ発生する第 2特別遊技状態を発 生させるためのプログラムを、前記記憶装置から読み出して実行する処理と を実行することを特徴とする遊技機。  The game state is advantageous to the player when the condition that the balance of the game media that is counted cumulatively every time the game is played is equal to or less than the set value to be compared with the balance of the game media is satisfied. And a process for reading out and executing a program for generating a second special game state that is generated only when the condition is satisfied from the storage device.
[26] 演算処理装置及び記憶装置を備え、複数の遊技機の夫々における遊技媒体の収支 を遊技機ごとに累積的に計数する制御装置と通信回線を介して接続される遊技機で あって、 [26] The balance of game media in each of a plurality of gaming machines provided with an arithmetic processing unit and a storage device A gaming machine connected via a communication line to a control device that cumulatively counts the number of each gaming machine,
前記演算処理装置は、 The arithmetic processing unit includes:
前記記憶装置に記憶された抽選プログラムを実行することにより、予め定められた複 数種類の役の中から選択される 1つの役を決定する処理と、 A process of determining one combination selected from a plurality of predetermined combinations by executing a lottery program stored in the storage device;
決定された役が特別の役であるとき、遊技者にとって有利な遊技状態である第 1特別 遊技状態を発生させるためのプログラムを、前記記憶装置から読み出して実行する 処理と、 When the determined combination is a special combination, a program for generating a first special gaming state, which is a gaming state advantageous for the player, is read from the storage device and executed;
遊技が行われるごとに、前記通信回線を介して、前記記憶装置に記憶されたその回 の遊技における遊技媒体の収支を遊技機の識別情報とともに、前記制御装置に送 信する処理と、 Each time a game is performed, a process of transmitting the game medium balance in the game stored in the storage device to the control device together with the identification information of the gaming machine through the communication line;
前記遊技機の識別情報とその回における遊技媒体の収支とに基づいて前記制御装 置によって累積的に計数される遊技媒体の収支が、前記遊技媒体の収支との比較 対象となる設定値以下になる条件が成立したときに、前記制御装置から送信される 指令信号を受信する処理と、 Based on the identification information of the gaming machine and the balance of the game medium at that time, the balance of the game medium that is cumulatively counted by the control device is less than or equal to a set value that is to be compared with the balance of the game medium. A process of receiving a command signal transmitted from the control device when the following condition is satisfied;
前記指令信号に基づいて、遊技者にとって有利な遊技状態であり且つ前記条件が 成立したときにのみ発生する第 2特別遊技状態を発生させるためのプログラムを、前 記記憶装置から読み出して実行する処理と Based on the command signal, a process for reading from the storage device and executing a program for generating a second special gaming state that is a gaming state advantageous to the player and that occurs only when the condition is satisfied When
を実行することを特徴とする遊技機。 A game machine characterized by executing
演算処理装置及び記憶装置を備えた遊技機であって、 A gaming machine comprising an arithmetic processing unit and a storage device,
前記演算処理装置は、 The arithmetic processing unit includes:
前記記憶装置に記憶された抽選プログラムを実行することにより、予め定められた複 数種類の役の中から選択される 1つの役を決定する処理と、 A process of determining one combination selected from a plurality of predetermined combinations by executing a lottery program stored in the storage device;
決定された役が特別の役であるとき、遊技者にとって有利な遊技状態である第 1特別 遊技状態を発生させるためのプログラムを、前記記憶装置から読み出して実行する 処理と、 When the determined combination is a special combination, a program for generating a first special gaming state, which is a gaming state advantageous for the player, is read from the storage device and executed;
遊技が行われるごとに、遊技媒体の収支を累積的に計数する処理と、 A process of cumulatively counting the balance of game media each time a game is played,
遊技媒体の収支が前記遊技媒体の収支との比較対象となる設定値以下になる条件 が成立したか否かを判定する処理と、 A condition that the balance of the game medium is equal to or less than a set value to be compared with the balance of the game medium A process for determining whether or not
前記条件が成立したと判定されたとき、遊技者にとって有利な遊技状態であり且つ前 記条件が成立したときにのみ発生する第 2特別遊技状態を発生させるためのプログ ラムを、前記記憶装置から読み出して実行する処理と  When it is determined that the condition is satisfied, a program for generating a second special game state that is a gaming state advantageous to the player and that occurs only when the condition is satisfied is stored in the storage device. Process to read and execute
を実行することを特徴とする遊技機。  A game machine characterized by executing
[28] 前記演算処理装置は、  [28] The arithmetic processing unit comprises:
第 2特別遊技状態を発生させるまでに累積的に計数された遊技媒体の収支に応じた 数の遊技媒体の払い出しが行われる第 2特別遊技状態を発生させるためのプロダラ ムを実行することを特徴とする請求項 25〜27の 、ずれか 1に記載の遊技機。  A program for generating a second special game state is executed in which a number of game media are paid out according to the balance of the game media that are cumulatively counted until the second special game state is generated. The gaming machine according to any one of claims 25 to 27.
[29] 前記演算処理装置は、  [29] The arithmetic processing unit includes:
前記遊技媒体の収支が前記設定値以下になる条件が成立したとき、その回の遊技 に対する遊技媒体の投入数が、予め定められた 1回の遊技に対する遊技媒体の投 入数の上限値であった場合に、第 2特別遊技状態を発生させるためのプログラムを 実行することを特徴とする請求項 25〜27の 、ずれか 1に記載の遊技機。  When the condition that the balance of the game media is equal to or less than the set value is satisfied, the number of game media input for that game is a predetermined upper limit value of the game media input for one game. 28. The gaming machine according to claim 25, wherein a program for generating a second special gaming state is executed in the event of a failure.
[30] 演算処理装置、記憶装置、及び、複数のシンボルの変動表示と停止表示とを行うこと が可能なシンボル表示装置を備えた遊技機であって、  [30] A gaming machine comprising an arithmetic processing device, a storage device, and a symbol display device capable of performing variable display and stop display of a plurality of symbols,
前記演算処理装置は、  The arithmetic processing unit includes:
前記記憶装置に記憶された抽選プログラムを実行することにより、予め定められた複 数種類の役の中から選択される 1つの役を決定する処理と、  A process of determining one combination selected from a plurality of predetermined combinations by executing a lottery program stored in the storage device;
前記抽選プログラムの実行結果に基づいて、前記シンボル表示装置により、複数の シンボルを変動表示させた後に停止表示させる処理と、  Based on the execution result of the lottery program, the symbol display device causes a plurality of symbols to be variably displayed and then stopped and displayed,
前記シンボル表示装置に規定される入賞ライン上に停止表示される複数のシンボル の組合せが特別の役であるとき、遊技者にとって有利な遊技状態である第 1特別遊 技状態を発生させるためのプログラムを、前記記憶装置から読み出して実行する処 理と、  A program for generating a first special game state that is a game state advantageous to a player when a combination of a plurality of symbols stopped and displayed on a winning line defined in the symbol display device is a special role Is read from the storage device and executed, and
遊技が行われるごとに累積的に計数される遊技媒体の収支が、前記遊技媒体の収 支との比較対象となる設定値以下になる条件が成立したとき、入賞ラインの数が相対 的に増加する第 2特別遊技状態を発生させるためのプログラムを、前記記憶装置か ら読み出して実行する処理と The number of winning lines is relatively increased when the condition that the balance of the game media that is cumulatively counted each time the game is played is less than or equal to the set value to be compared with the balance of the game media is satisfied. A program for generating a second special gaming state to be stored in the storage device; To read and execute from
を実行することを特徴とする遊技機。  A game machine characterized by executing
[31] 演算処理装置、記憶装置、及び、複数のシンボルの変動表示と停止表示とを行うこと が可能なシンボル表示装置を備え、複数の遊技機の夫々における遊技媒体の収支 を遊技機ごとに累積的に計数する制御装置と通信回線を介して接続される遊技機で あって、  [31] An arithmetic processing device, a storage device, and a symbol display device capable of performing variable display and stop display of a plurality of symbols are provided, and the balance of gaming media in each of the plurality of gaming machines is determined for each gaming machine. A gaming machine connected via a communication line to a control device for cumulative counting,
前記演算処理装置は、  The arithmetic processing unit includes:
前記記憶装置に記憶された抽選プログラムを実行することにより、予め定められた複 数種類の役の中から選択される 1つの役を決定する処理と、  A process of determining one combination selected from a plurality of predetermined combinations by executing a lottery program stored in the storage device;
前記抽選プログラムの実行結果に基づいて、前記シンボル表示装置により、複数の シンボルを変動表示させた後に停止表示させる処理と、  Based on the execution result of the lottery program, the symbol display device causes a plurality of symbols to be variably displayed and then stopped and displayed,
前記シンボル表示装置に規定される入賞ライン上に停止表示される複数のシンボル の組合せが特別の役であるとき、遊技者にとって有利な遊技状態である第 1特別遊 技状態を発生させるためのプログラムを、前記記憶装置から読み出して実行する処 理と、  A program for generating a first special game state that is a game state advantageous to a player when a combination of a plurality of symbols stopped and displayed on a winning line defined in the symbol display device is a special role Is read from the storage device and executed, and
遊技が行われるごとに、前記通信回線を介して、前記記憶装置に記憶されたその回 の遊技における遊技媒体の収支を遊技機の識別情報とともに、前記制御装置に送 信する処理と、  Each time a game is performed, a process of transmitting the game medium balance in the game stored in the storage device together with the identification information of the gaming machine to the control device via the communication line;
前記遊技機の識別情報とその回における遊技媒体の収支とに基づいて前記制御装 置によって累積的に計数される遊技媒体の収支が、前記遊技媒体の収支との比較 対象となる設定値以下になる条件が成立したときに、前記制御装置から送信される 指令信号を受信する処理と、  Based on the identification information of the gaming machine and the balance of the game medium at that time, the balance of the game medium that is cumulatively counted by the control device is less than or equal to a set value to be compared with the balance of the game medium. A process of receiving a command signal transmitted from the control device when the following condition is satisfied;
前記指令信号に基づいて、入賞ラインの数が相対的に増加する第 2特別遊技状態 を発生させるためのプログラムを、前記記憶装置から読み出して実行する処理と を実行することを特徴とする遊技機。  Based on the command signal, a process for reading out and executing a program for generating a second special game state in which the number of winning lines is relatively increased from the storage device is executed. .
[32] 演算処理装置、記憶装置、及び、複数のシンボルの変動表示と停止表示とを行うこと が可能なシンボル表示装置を備えた遊技機であって、 [32] A gaming machine including an arithmetic processing device, a storage device, and a symbol display device capable of performing variable display and stop display of a plurality of symbols,
前記演算処理装置は、 前記記憶装置に記憶された抽選プログラムを実行することにより、予め定められた複 数種類の役の中から選択される 1つの役を決定する処理と、 The arithmetic processing unit includes: A process of determining one combination selected from a plurality of predetermined combinations by executing a lottery program stored in the storage device;
前記抽選プログラムの実行結果に基づいて、前記シンボル表示装置により、複数の シンボルを変動表示させた後に停止表示させる処理と、  Based on the execution result of the lottery program, the symbol display device causes a plurality of symbols to be variably displayed and then stopped and displayed,
前記シンボル表示装置に規定される入賞ライン上に停止表示される複数のシンボル の組合せが特別の役であるとき、遊技者にとって有利な遊技状態である第 1特別遊 技状態を発生させるためのプログラムを、前記記憶装置から読み出して実行する処 理と、  A program for generating a first special game state that is a game state advantageous to a player when a combination of a plurality of symbols stopped and displayed on a winning line defined in the symbol display device is a special role Is read from the storage device and executed, and
遊技が行われるごとに、遊技媒体の収支を累積的に計数する処理と、  A process of cumulatively counting the balance of game media each time a game is played,
遊技媒体の収支が前記遊技媒体の収支との比較対象となる設定値以下になる条件 が成立したか否かを判定する処理と、  A process for determining whether or not a condition that the balance of gaming media is equal to or less than a set value to be compared with the balance of gaming media is satisfied;
前記条件が成立したと判定されたとき、入賞ラインの数が相対的に増加する第 2特別 遊技状態を発生させるためのプログラムを、前記記憶装置から読み出して実行する 処理と  A process for reading out and executing a program for generating a second special gaming state in which the number of winning lines is relatively increased when it is determined that the condition is satisfied, from the storage device;
を実行することを特徴とする遊技機。  A game machine characterized by executing
[33] 抽選の結果に基づ!/、て、遊技者に対して利益を付与する手段と、 [33] Based on the result of the lottery! /, A means to give a profit to the player,
遊技者が行った遊技回数が所定の条件を満たしたとき、該条件が満たされたときに のみ付与される利益をその遊技者に付与する手段と  Means for granting a player a profit that is given only when the number of games played by a player satisfies a predetermined condition;
を備えたことを特徴とする遊技機。  A gaming machine characterized by comprising:
[34] 抽選の結果に基づ!/、て入賞ライン上に停止表示されるシンボルの組合せに応じて、 遊技者に利益を付与する手段と、 [34] Based on the result of the lottery! /, According to the combination of symbols stopped and displayed on the winning line, means for giving the player a profit,
遊技者が行った遊技回数が所定の条件を満たしたとき、前記入賞ラインの数を増加 させる手段と  Means for increasing the number of winning lines when the number of games played by a player satisfies a predetermined condition;
を備えたことを特徴とする遊技機。  A gaming machine characterized by comprising:
[35] 抽選の結果に基づ!/、て、遊技者に対して利益を付与する手段と、 [35] Based on the result of the lottery! /, Means to give the player a profit,
遊技者の遊技媒体の収支が所定の条件を満たしたとき、該条件が満たされたときに のみ付与される利益をその遊技者に付与する手段と  Means for granting a player a profit that is given only when the balance of the game medium of the player satisfies a predetermined condition;
を備えたことを特徴とする遊技機。 [36] 抽選の結果に基づ!/、て入賞ライン上に停止表示されるシンボルの組合せに応じて、 遊技者に利益を付与する手段と、 A gaming machine characterized by comprising: [36] Based on the results of the lottery! /, According to the combination of symbols that are stopped and displayed on the winning line, means for giving the player a profit,
遊技者の遊技媒体の収支が所定の条件を満たしたとき、前記入賞ラインの数を増加 させる手段と  Means for increasing the number of winning lines when a player's balance of game media satisfies a predetermined condition;
を備えたことを特徴とする遊技機。  A gaming machine characterized by comprising:
[37] 抽選の結果に基づいて、遊技者に対して利益を付与するステップと、 [37] providing a profit to the player based on the result of the lottery;
遊技者が行った遊技回数が所定の条件を満たしたとき、該条件が満たされたときに のみ付与される利益をその遊技者に付与するステップと  When the number of games played by a player satisfies a predetermined condition, a step of granting the player a profit that is granted only when the condition is satisfied;
を備えたことを特徴とする遊技制御方法。  A game control method comprising:
[38] 抽選の結果に基づ!/、て入賞ライン上に停止表示されるシンボルの組合せに応じて、 遊技者に利益を付与するステップと、 [38] Based on the result of the lottery! /, Giving the player a profit according to the combination of symbols stopped and displayed on the winning line;
遊技者が行った遊技回数が所定の条件を満たしたとき、前記入賞ラインの数を増加 させるステップと  Increasing the number of winning lines when the number of games played by a player satisfies a predetermined condition;
を備えたことを特徴とする遊技制御方法。  A game control method comprising:
[39] 抽選の結果に基づいて、遊技者に対して利益を付与するステップと、 [39] providing a profit to the player based on the result of the lottery;
遊技者の遊技媒体の収支が所定の条件を満たしたとき、該条件が満たされたときに のみ付与される利益をその遊技者に付与するステップと  When a player's game medium balance satisfies a predetermined condition, a profit that is granted only when the condition is satisfied is given to the player;
を備えたことを特徴とする遊技制御方法。  A game control method comprising:
[40] 抽選の結果に基づ!/、て入賞ライン上に停止表示されるシンボルの組合せに応じて、 遊技者に利益を付与するステップと、 [40] Based on the result of the lottery! /, Giving the player a profit according to the combination of symbols stopped and displayed on the winning line;
遊技者の遊技媒体の収支が所定の条件を満たしたとき、前記入賞ラインの数を増加 させるステップと  A step of increasing the number of winning lines when a player's balance of game media satisfies a predetermined condition;
を備えたことを特徴とする遊技制御方法。  A game control method comprising:
[41] 遊技機と制御装置とを備えた遊技システムであって、 [41] A gaming system comprising a gaming machine and a control device,
前記制御装置は、  The controller is
前記遊技機において遊技者が行った遊技回数が所定の条件を満たしたときに前記 遊技機に信号を送信する手段を備え、  Means for transmitting a signal to the gaming machine when the number of games played by the player in the gaming machine satisfies a predetermined condition;
前記遊技機は、 抽選の結果に基づ!、て、遊技者に対して利益を付与する手段と、 The gaming machine is Based on the result of the lottery !, means to give a profit to the player,
前記制御装置から受信した前記信号に基づいて、前記条件が満たされたときにのみ 付与される利益をその遊技者に付与する手段とを備えた  Means for granting the player a profit that is given only when the condition is satisfied, based on the signal received from the control device.
ことを特徴とする遊技システム。  A gaming system characterized by that.
[42] 遊技機と制御装置とを備えた遊技システムであって、  [42] A gaming system comprising a gaming machine and a control device,
前記制御装置は、  The controller is
前記遊技機において遊技者が行った遊技回数が所定の条件を満たしたときに前記 遊技機に信号を送信する手段を備え、  Means for transmitting a signal to the gaming machine when the number of games played by the player in the gaming machine satisfies a predetermined condition;
前記遊技機は、  The gaming machine is
抽選の結果に基づいて入賞ライン上に停止表示されるシンボルの組合せに応じて、 遊技者に利益を付与する手段と、  A means for giving a profit to the player in accordance with a combination of symbols stopped and displayed on the winning line based on the result of the lottery;
前記制御装置から受信した前記信号に基づ!/、て、前記入賞ラインの数を増加させる 手段と  Based on the signal received from the control device! /, Means for increasing the number of winning lines;
を備えたことを特徴とする遊技システム。  A gaming system characterized by comprising:
[43] 遊技機と制御装置とを備えた遊技システムであって、 [43] A gaming system comprising a gaming machine and a control device,
前記制御装置は、  The controller is
前記遊技機における遊技者の遊技媒体の収支が所定の条件を満たしたときに前記 遊技機に信号を送信する手段を備え、  Means for transmitting a signal to the gaming machine when the balance of the game medium of the player in the gaming machine satisfies a predetermined condition;
前記遊技機は、  The gaming machine is
抽選の結果に基づ!、て、遊技者に対して利益を付与する手段と、  Based on the result of the lottery !, means to give a profit to the player,
前記制御装置から受信した前記信号に基づいて、前記条件が満たされたときにのみ 付与される利益をその遊技者に付与する手段とを備えた  Means for granting to the player a benefit that is given only when the condition is satisfied, based on the signal received from the control device.
ことを特徴とする遊技システム。  A gaming system characterized by that.
[44] 遊技機と制御装置とを備えた遊技システムであって、 [44] A gaming system comprising a gaming machine and a control device,
前記制御装置は、  The controller is
前記遊技機における遊技者の遊技媒体の収支が所定の条件を満たしたときに前記 遊技機に信号を送信する手段を備え、  Means for transmitting a signal to the gaming machine when the balance of the game medium of the player in the gaming machine satisfies a predetermined condition;
前記遊技機は、 抽選の結果に基づいて入賞ライン上に停止表示されるシンボルの組合せに応じて、 遊技者に利益を付与する手段と、 The gaming machine is A means for giving a profit to the player in accordance with a combination of symbols stopped and displayed on the winning line based on the result of the lottery;
前記制御装置から受信した前記信号に基づ!/、て、前記入賞ラインの数を増加させる 手段と Based on the signal received from the control device! /, Means for increasing the number of winning lines;
を備えたことを特徴とする遊技システム。 A gaming system characterized by comprising:
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