Game machine

JP2023106096A5Active Publication Date: 2025-06-27UNIVERSAL ENTERTAINMENT CORP
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Patent Information

Application Number
JP2022007236
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2022-01-20
Publication Date
2025-06-27
Estimated Expiration
2042-01-20

AI Technical Summary

Technical Problem

Conventional gaming machines lack innovative methods to display the amount of game value acquired, which can enhance player engagement and enjoyment.

Method used

The gaming machine incorporates display means with variable columns for different patterns, stop operation mechanisms, lottery systems, sound and light effects, and external information transmission to dynamically display game value acquisition.

Benefits of technology

This configuration allows for a novel display of game value, enhancing player engagement and enjoyment by providing dynamic and engaging visual and auditory feedback.

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Abstract

To provide a game machine capable of executing a novel display for showing the amount of game value acquired in the game machine.SOLUTION: A sub-CPU 201 subtracts the number of supplied tokens from a total acquisition number counter from start of an additional specialization zone (SZ), starts adding the putout number of tokens to a count value of the total acquisition number counter, and displays information on the total acquisition number on a main display device 210 such that the total acquisition number displayed by the information on the total acquisition number does not become a negative value when displaying the information on the total acquisition number on the main display device 210 on the basis of the count value of the total acquisition number counter.SELECTED DRAWING: Figure 202
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Description

Technical field

[0001] The present invention relates to gaming machines such as pachislot machines and pachinko machines. [Background technology]

[0002] Among conventional gaming machines, there is a gaming machine that displays the number of medals actually increased (the number of medals won) on the display screen of the liquid crystal display device during the ART (see, for example, Patent Document 1). [Prior art documents] [Patent document]

[0003] [Patent document 1] Japanese Unexamined Patent Publication No. 2013-90643 (for example, paragraph 0520, Fig. 55, etc.) [Outline of the Invention] [Problems to be solved by the invention]

[0004] By the way, in order to make the player enjoy the game, there is room for improvement in the method of displaying the number of net increase in medals (the number of won medals) and the like.

[0005] SUMMARY OF THE INVENTION It is an object of the present invention to provide a game machine capable of implementing a novel display indicating the amount of game value acquired in the game machine. [Means for solving the problem]

[0006] In order to achieve the above object, according to the gaming machine according to the present embodiment, it is possible to provide a gaming machine having the following configuration.

[0007] The gaming machine according to this embodiment is Display means having a plurality of variable display columns for variably displaying a plurality of types of patterns, and stop operation means for stopping the variable display of each of the variable display columns based on a player's stop operation, all of the variable display columns. In a gaming machine in which a game value is given according to the symbol combination when is stopped, a lottery means for performing a lottery to determine which of a plurality of roles has been won; stop control means for performing stop control for each of the variable display columns based on the result of the lottery means and the operation of the stop operation means; stop symbol combination determination means for determining a symbol combination when all the variable display rows are stopped; granting means for granting the game value based on the determination result of the stop symbol combination determination means; volume setting means for setting the volume of the sound effect performed in accordance with the progress of the game; light amount setting means for setting the light amount of image effects performed in accordance with the progress of the game; External transmission means for transmitting information about games to the outside characterized by comprising

Effect of the invention

[0008] According to the gaming machine according to the present embodiment, it is possible to provide a gaming machine capable of implementing a novel display indicating the amount of game value acquired in the gaming machine. [Brief description of the drawing]

[0009]

Figure 1

Figure 2

[0010] A gaming machine according to the present embodiment will be described below with reference to the drawings. In this embodiment, a pachislot machine will be described as an example of a game machine.

[0011] [1.Structure of pachislot machines] First, the structure of the pachi-slot machine 1 will be described with reference to FIGS. 1 and 2. FIG. 1 is a diagram showing the external structure of the pachi-slot machine 1, and FIG. 2 is a diagram showing the internal structure of the pachi-slot machine 1. As shown in FIG. Also, for convenience of explanation, the following description of the external structure may include a portion of the internal structure, and the description of the internal structure may include a portion of the external structure.

[0012] [1-1. External structure] [1-1-1.Case] A pachi-slot machine 1 is composed of a rectangular box-shaped housing 2 . In addition, the housing 2 includes a metal cabinet G having a rectangular opening on the front side as a game machine main body, an upper door mechanism UD arranged in the upper front part of the cabinet G, and a door mechanism UD arranged in the lower front part of the cabinet G. It has a lower door mechanism DD.

[0013] The cabinet G has an intermediate support plate G1, a pair of left and right side walls G2, a rear wall G3, a top wall G4, and a bottom wall G5. 1 and 2, illustration of the rear wall G3 and the bottom wall G5 is omitted. Further, the top wall G4 of the cabinet G is formed with two openings G4a penetrating vertically at a predetermined interval in the horizontal direction. A wooden plate member G4b is attached to the top wall G4 so as to block each of the two openings G4a.

[0014] The plate member G4b is used to fix the pachislot machine 1 to a game island (not shown) when it is installed in a game hall. or integrally formed with the top wall G4. Moreover, as long as a certain strength is ensured for the cabinet G, part or all of each component can be made of wood or resin material.

[0015] Inside the cabinet G, an upper opening G101 is formed that opens forward on the upper side with the intermediate support plate G1 interposed therebetween, and a lower opening G101 opens forward on the lower side with the intermediate support plate G1 interposed therebetween. A side opening G102 is formed. That is, the interior of the cabinet G is partitioned into an upper space and a lower space with the intermediate support plate G1 interposed therebetween, and the intermediate support plate G1 functions as a partition plate that partitions the interior of the cabinet G into the upper space and the lower space. there is The upper space is a space on the rear side of the upper door mechanism UD inside the cabinet G, and accommodates a main display device 210 and the like, which will be described later. The lower space is a space on the rear side of the lower door mechanism DD inside the cabinet G, and accommodates a reel unit RU, a main control board 71, and the like, which will be described later.

[0016] Note that the cabinet G does not necessarily have to include the intermediate support plate G1. In other words, as long as each device and the like can be properly accommodated in the cabinet G, the upper space and the lower space may not be partitioned. In addition, the cabinet G can be simply referred to as a "box" or "main body", and functions as a frame that supports or fixes the upper door mechanism UD and the lower door mechanism DD. It can also be referred to as a "support", "support frame", or "fixed frame".

[0017] [1-1-2. Front door] The upper door mechanism UD and the lower door mechanism DD are formed so as to correspond to the shape and size of the opening of the cabinet G, and are provided so as to be able to block the upper and lower spaces of the opening in the cabinet G. That is, the upper door mechanism UD and the lower door mechanism DD function as front doors (front doors) provided on the front side of the pachi-slot machine 1. FIG.

[0018] Each of the upper door mechanism UD and the lower door mechanism DD is attached to the cabinet G so as to be openable and closable, for example, by an opening / closing mechanism (not shown) such as a hinge provided on the left side wall G2. Either one of the upper door mechanism UD and the lower door mechanism DD can be opened and closed by the opening and closing mechanism described above, and the other can be attached and detached only when one of the door mechanisms is in an open state. can also

[0019] The upper door mechanism UD has an effect display window UD1 provided in its central portion, and an upper lamp 23 provided above the effect display window UD1. The effect display window UD1 is configured as, for example, a transparent panel made of resin, and allows visual recognition of the effect image displayed on the screen device C that constitutes the main display device 210, which will be described later, provided on the rear side thereof. Note that, in this embodiment, the main display device 210 that performs effect display via the effect display window UD1 may be described as the main effect display section 21 in some cases.

[0020] The lower door mechanism DD has a main display window 4 provided substantially in the center of its upper portion, and a reel unit RU attached to the inside of the cabinet G behind the main display window 4. there is

[0021] The reel unit RU is mainly composed of three reels 3L (left reel), 3C (middle reel), and 3R (right reel). Each of the reels 3L, 3C, and 3R is composed of, for example, a cylindrical reel body and a translucent reel band attached to the peripheral surface of the reel body. ) are drawn at predetermined intervals along the direction of rotation of the reel. The reels 3L, 3C, and 3R are arranged in parallel (in a horizontal row) so that they can rotate in the vertical direction at a constant speed. The main display window 4 is configured as, for example, a transparent panel made of resin, and allows at least a portion (for example, three) of the symbols on the peripheral surfaces of the reels 3L, 3C, and 3R to be visible. Further, inside each reel 3L, 3C, 3R, a light source (reel lamp included in lamps and LEDs described later) is provided at least at a position where the pattern is visible from the main display window 4, at least each reel 3L, When 3C and 3R are rotating, they are illuminated from the inside with a certain brightness to ensure the visibility of the pattern.

[0022] Further, the lower door mechanism DD has a sub effect display section 22 provided on the left side of the main display window 4 and a effect button 10b provided on the right side of the main display window 4. As shown in FIG. The sub effect display section 22 displays a effect image displayed on a sub display device 220 which will be described later. It should be noted that the sub effect display section 22 can be configured as a touch panel, and can function not only as a function of displaying effects, but also as one of the effect buttons. The effect button 10b is an operation unit that receives a player's operation for effect (effect operation).

[0023] In addition, the lower door mechanism DD is provided on the substantially horizontal pedestal portion formed below the main display window 4, and the MAX bet button 6a, the 1 bet button 6b, and the checkout button 9 are provided on the left side, and are provided substantially in the center. and a medal slot 5 provided on the right side.

[0024] The MAX bet button 6a and the 1 bet button 6b are used to perform game operations (bet operations, "insertion operations" and "bet operations") performed by the player to use the medals deposited (credited) inside the pachislot machine 1. ”, etc.). When the MAX bet button 6a is operated, if the current bet number is less than the maximum bet number (for example, 3) and the number of credited medals is equal to or greater than the difference, the maximum bet number of medals is bet. be. On the other hand, if the credited medals are less than the difference, no medals are bet. Further, when the 1 bet button 6b is operated, if the current bet number is less than the maximum bet number and there is one or more credited medals, one medal is bet.

[0025] The settlement button 9 is an operation unit that receives a game operation (settlement operation) of the player for returning (settlement) credited medals. In addition, if the payment button 9 is operated while there are no credited medals, the medals to be inserted or paid out will be credited within the creditable number (for example, 50). A player's game operation (C / P mode selection operation) for enabling selection of either a mode (C mode) or a pay mode (P mode) in which the medals are not credited may be accepted. That is, the settlement button 9 can also function as a so-called C / P button. The effect button 10a is an operation unit that receives a player's operation for effect (effect operation).

[0026] The medal slot 5 accepts medals inserted into the pachi-slot machine 1 from the outside by a player. The received medals are detected by the selector 31, which will be described later, and it is determined whether or not they are proper medals. If the one accepted medal is not proper, the accepted medal is returned from a medal payout port 11, which will be described later. Also, if the accepted one medal is correct, and if the current bet number is less than the maximum bet number, then one medal is bet. If the current number of bets is the maximum number of bets and the credited medals have not reached the creditable number, one medal will be credited. On the other hand, when the credited medals have reached the creditable number, the accepted medals are returned from the medal payout port 11, which will be described later.

[0027] Further, the lower door mechanism DD has an information display device 14 provided between the main display window 4 and the above-described pedestal. The information display device 14 includes a plurality of lamps (LEDs) and 7-segment LEDs, and displays information about the game according to lighting modes thereof.

[0028] In addition, the lower door mechanism DD includes a start lever 7 provided on the left side, three stop buttons 8L, 8C, and 8R provided substantially in the center, and a button 8L, 8C, and 8R provided on the right side. A locking mechanism 15 is provided. The start lever 7 is an operation unit that is attached so as to be tiltable within a predetermined angle range and receives a game operation (start operation) by a player for starting a game. Each stop button 8L, 8C, 8R is provided corresponding to each reel 3L, 3C, 3R, and is an operation unit that receives a game operation (stop operation) of the player for stopping the respective rotation.

[0029] The locking mechanism 15 is composed of, for example, a key cylinder lock, and when the lower door mechanism DD is in the closed state, a manager on the amusement arcade side (for example, an amusement arcade clerk, etc.; the same shall apply hereinafter) inserts a door key (not shown) into the keyhole. ) is inserted and turned to the right to unlock, and the lower door mechanism DD is opened. The locking mechanism 15 may have a reset switch function in addition to the function of controlling the opening and closing of the door mechanism. For example, when an amusement arcade manager inserts a door key into a keyhole and turns it to the left, a reset operation similar to the reset switch 53 described later may be detectable. Further, in this embodiment, when the lower door mechanism DD is opened, the upper door mechanism UD can also be opened in conjunction with this. A separate mechanism may be provided so that the opening and closing can be managed independently.

[0030] In addition, the lower door mechanism DD includes a waist panel 13 provided in the lower central portion, a medal receiving tray 12 provided below the waist panel 13, and a medal payout opening 11 provided above the medal receiving tray 12. , and sound transmission holes 24 a and 24 b provided on the left and right sides of the medal payout port 11 .

[0031] The waist panel 13 includes, for example, a decorative panel on which model information such as a logo representing the name of the model and a character representing a motif is drawn, and a light source for illuminating this decorative panel from the back side (lamps and LEDs described later). Lumbar ramp included). The medal tray 12 stores the medals paid out from the medal payout port 11.例文帳に追加 The medal payout port 11 discharges medals paid out (or returned) from inside the pachi-slot machine 1 to the outside. The medals discharged from the medal payout port 11 are those paid out from a hopper device 32 described later and those returned from a selector 31 described later through a cancel chute (not shown). The sound transmission holes 24a and 24b are located on the rear side of each of the speakers 35a and 35b (the speaker 35a is omitted in FIG. 2) mounted on the inside of the cabinet G. Sound effects and sounds such as BGM are output. is transmitted toward the front side of the pachi-slot machine 1.

[0032] In this embodiment, the upper door mechanism UD and the lower door mechanism DD are provided in correspondence with the fact that the inside of the cabinet G is partitioned into an upper space and a lower space. As long as it can be opened and closed, it can be configured as a single door mechanism, or it can be configured as three or more door mechanisms. Further, it can be configured as a double door mechanism (for example, an outer door and an inner door) in the front-rear direction. Further, the upper door mechanism UD and the lower door mechanism DD can be simply referred to as "doors" or "doors", and since they function as members capable of opening and closing the opening in the cabinet G, they are called "opening / closing members" and "doors." It can also be called a "member", or a "door member" or the like.

[0033] [1-1-3. Fluctuation display part] As described above, the pachi-slot machine 1 includes reels 3L, 3C, 3R and a main display window 4. When the start lever 7 is operated (when the player performs a start operation), the reels 3L, 3C, and 3R start rotating by driving and controlling stepping motors 51L, 51C, and 51R, which will be described later. As a result, the symbols displayed in the main display window 4 are displayed in a variable manner. In addition, when the respective stop buttons 8L, 8C, 8R of the reels 3L, 3C, 3R are operated (when the player performs a stop operation), stepping motors 51L, 51C, 51R, which will be described later, are driven and controlled. to stop each rotation. As a result, the symbols displayed in the main display window 4 are stopped and displayed.

[0034] That is, each of the reels 3L, 3C, 3R and the main display window 4 has a variable display unit (means) capable of variably displaying (and stopping) a plurality of symbols in a plurality of rows, or variably displaying (and stopping) a plurality of symbols. ) configure a plurality of possible variable display units (means). Note that the variable display section (means) can also be called a "symbol display section (means)" or a "variable display section (means)". The pattern can also be referred to as a "picture" or "pattern", or as long as it is information visually identifiable by the player, it can also be referred to as "identification information" in that sense.

[0035] In addition, the main display window 4 is configured such that three symbols arranged in succession for each are displayed within its frame when the rotation of each of the reels 3L, 3C, and 3R is stopped. That is, the main display window 4 displays one pattern (three in total) in each of the upper, middle, and lower regions of each column (the frame of the main display window 4 has 3 rows x 3 columns). The pattern is displayed in the form of ). Note that the main display window 4 is sometimes referred to as a "design display area", a "window", or the like.

[0036] Also, in the main display window 4, a valid line is defined. The effective line is a line for determining whether or not a prescribed combination of symbols is displayed when symbols of all rows are stopped and displayed in response to a player's stop operation. In that sense, the activated line can also be referred to as a "win line" or a "decision line". Also, the effective line is configured as a line connecting any of the regions of each column. That is, when the main display window 4 is configured to display patterns in the form of 3 rows×3 columns, it is possible to define up to 27 effective lines. However, in practice, one or more of the lines can be defined as valid lines, and the other lines can be defined as invalid lines that are not valid lines.

[0037] For example, the line connecting the middle area of ​​the reel 3L, the middle area of ​​the reel 3C, and the middle area of ​​the reel 3R is the "center line", the upper area of ​​the reel 3L, the upper area of ​​the reel 3C, and the upper area of ​​the reel 3R. The connecting line is the "top line", the line connecting the lower area of ​​the reel 3L, the lower area of ​​the reel 3C, and the lower area of ​​the reel 3R is the "bottom line", the lower area of ​​the reel 3L, the middle area of ​​the reel 3C, and the reel 3R A line connecting the upper area is called a "cross-up line", a line connecting the upper area of ​​the reel 3L, the middle area of ​​the reel 3C, and the lower area of ​​the reel 3R is called a "cross-down line". One or more of these lines are often defined as effective lines because they are lines that connect each area in a straight line. However, as described above, a so-called irregular line that connects each region of each column with a polygonal line can also be defined as an effective line.

[0038] In addition, in order for the activated line to be activated, it is necessary to bet the required number of medals for the current game (the number of medals that can be used to start the game) prior to the player's start operation. The number of activated lines to be converted may be the same regardless of the number of bets, or may vary according to the number of bets. For example, assuming that the three types of lines mentioned above, the “center line”, the “top line”, and the “bottom line” are defined as valid lines, in the case of the former, the number of bets is any of 1 to 3. Even if the 'center line', 'top line', and 'bottom line' are enabled. On the other hand, in the latter case, if the number of bets is 1, only "Center Line" is activated, and if the number of bets is 2, "Center Line" and "Top Line" are activated, and the number of bets is 3. If (maximum number of bets), 'center line', 'top line' and 'bottom line' should be enabled.

[0039] In this embodiment, the variable display section has three reels 3L, 3C, and 3R, and a main display window 4 capable of displaying three symbols in each column. Although the symbols are displayed in the form of columns, the pattern display form in the variable display section is not limited to this. For example, the number of reels is 1, 2, or 4 or more, and the number of symbols displayed in each row is 1, 2, or 4 or more. You can also display the pattern with . In this case, the number of valid lines that can be defined also increases or decreases as appropriate.

[0040] Further, in the present embodiment, the variable display section variably displays the symbols by rotating the reels 3L, 3C, and 3R, but the configuration of the variable display section is not limited to this. For example, a configuration using an image display device similar to the main display device 210 and the sub display device 220, which will be described later, may be used, or a configuration using other display devices (eg, organic EL, 7-segment LED, etc.) may be used. . Also, for example, a configuration using other physical devices (for example, a belt or the like) may be used. Also, the arrangement, size, etc. of the variable display section can be changed as appropriate.

[0041] In addition, in the present embodiment, the variable display section is controlled by the main control circuit 100 described later and functions as a main side display section directly related to the game. A variable display section may be provided as a sub-side display section related to an effect not directly related to the game, which is controlled by the game. Note that the sub-side display section can be configured using the main display device 210 and the sub-display device 220, for example. That is, a variable display unit that variably displays symbols in accordance with a player's start operation (or other start conditions are met), and stops and displays symbols in response to a player's stop operation (or other stop conditions are met). As such, not only the main side display section but also the sub side display section may be provided. In this case, in order to allow the player to identify whether or not the variable display section is directly related to the game, characters such as "pachislot" or "main reel" are displayed near the main side display section. It is sufficient that an identification mark indicating is attached so that it is possible to identify that the variable display portion is the main side display portion. Note that such an identification display may be displayed on the main display device 210 or the sub display device 220. FIG.

[0042] [1-1-4. Medal slot] As described above, the pachi-slot machine 1 includes the medal slot 5 for receiving medals inserted into the pachi-slot machine 1 from the outside by a player. Note that the medal slot 5 and the selector 31, which will be described later, have the function of betting the number of medals required for one game in the same way as the MAX bet button 6a and the 1 bet button 6b. , for example, can be rephrased as a bet operation. Therefore, it can be said that the medal slot 5 is a betting operation detection unit (means) capable of detecting the player's betting operation. The shape, arrangement, size, etc. of the medal slot can be changed as appropriate. Further, when the pachi-slot machine 1 is configured as a medalless gaming machine, which will be described later, this configuration is not necessarily essential.

[0043] In the present embodiment, as an example of the game value that is used in the game or given according to the game result, medals are used as game media. It is not limited to this. For example, coins, game balls, game point data or tokens, etc. may be used. Also, the game value can be simply referred to as "value" or "game value".

[0044] [1-1-5. Operation part] The pachi-slot machine 1 includes, for example, the following operation units as operation units that can be operated by the player. It should be noted that each operation unit shown below is merely an example, and may be configured to include an operation unit different from these, or may be configured not to include an operation unit that is not necessarily essential among these. .

[0045] [1-1-5-1. BET button] As described above, the pachi-slot machine 1 is provided with the MAX bet button 6a and the 1 bet button 6b for receiving a player's bet operation for using medals deposited (credited) therein. Also, such a bet operation is detected by a bet switch 6S, which will be described later. Therefore, the MAX bet button 6a, the 1 bet button 6b, and the bet switch 6S constitute a bet operation detection section (means) capable of detecting the player's bet operation. It should be noted that the bet button only needs to be capable of detecting the player's betting operation, and its shape, arrangement, size, and the like can be changed as appropriate. Further, although the MAX bet button 6a and the 1-bet button 6b are provided in the present embodiment, only the MAX bet button 6a may be provided without providing the 1-bet button 6b. Also, a 2-bet button for betting two medals may be provided separately.

[0046] [1-1-5-2. Start lever] As described above, the pachi-slot machine 1 has a start lever 7 for receiving a player's start operation for starting a game. Also, such a start operation is detected by a start switch 7S, which will be described later. Therefore, the start lever 7 and the start switch 7S constitute a start operation detection section (means) capable of detecting the player's start operation. It should be noted that the start lever only needs to be able to detect the player's start operation, and its shape, arrangement, size, and the like can be changed as appropriate.

[0047] [1-1-5-3. Stop button] As described above, the pachi-slot machine 1 is provided with respective stop buttons 8L, 8C, 8R that are provided corresponding to the respective reels 3L, 3C, 3R and receive the player's stop operation for stopping the respective rotations. Also, such a start operation is detected by a stop switch 8S, which will be described later. Therefore, the respective stop buttons 8L, 8C, 8R and the stop switch 8S constitute a stop operation detection section (means) capable of detecting the player's stop operation. It should be noted that the stop button only needs to be able to detect the player's stop operation, and its shape, arrangement, size, and the like can be changed as appropriate.

[0048] [1-1-5-4.Payment button] As described above, the pachi-slot machine 1 is provided with the checkout button 9 that accepts the player's checkout operation (return operation) for returning (checkout) credited medals. Further, such a settlement operation is detected by a settlement switch 9S, which will be described later. Therefore, the settlement button 9 and the settlement switch 9S constitute a settlement operation detection section (means) capable of detecting the settlement operation of the player. It should be noted that the checkout button only needs to be able to detect the checkout operation of the player, and its shape, arrangement, size, and the like can be changed as appropriate.

[0049] [1-1-5-5. Production buttons] As described above, the pachi-slot machine 1 is provided with effect buttons 10a and 10b for receiving the player's effect operations. Incidentally, such an effect operation is detected by a detection switch (not shown) provided corresponding to each effect button. Therefore, the effect buttons 10a and 10b and the detection switch constitute a effect operation detection section (means) capable of detecting the effect operation of the player. It should be noted that the effect button only needs to be able to detect the player's effect operation, and its shape, arrangement, size, and the like can be changed as appropriate. In addition, in this embodiment, two production buttons 10a and 10b are provided, but it is possible to configure without providing any of them, or to provide only one of them. can. Also, it can be configured to provide three or more production buttons.

[0050] The main uses of the production buttons are to change the production mode when executing a specific production (for example, an operation-linked production described later), and to perform a selection / decision operation in the user menu described later. Therefore, it is also possible to provide a presentation button according to the application. For example, for the former purpose, the production buttons 10a and 10b are used, and for the latter purpose, the above-described touch panel may be used. For use in the latter application, a jog dial, a cross key, or the like that can accept selection / decision operations can be provided as separate production buttons.

[0051] [1-1-6. Medal payout slot] As described above, the pachi-slot machine 1 includes the medal payout port 11 for discharging medals paid out (or returned) from inside the pachi-slot machine 1 to the outside. When a prize is won and medals are paid out, the medal payout port 11 gives the player the medals paid out from the hopper device 32, which will be described later. It can be said that it is part of the means. Also, the shape, arrangement, size, etc. of the medal payout port can be changed as appropriate. Further, when the pachi-slot machine 1 is configured as a medalless gaming machine, which will be described later, this configuration is not necessarily essential.

[0052] [1-1-7. Medal tray] As described above, the pachi-slot machine 1 includes the medal receiving tray 12 for storing medals paid out from the medal payout port 11. As shown in FIG. That is, the medal receiving tray 12 constitutes a storage section (means) capable of storing the given game value. Note that the shape, arrangement, size, etc. of the medal receiving tray can be changed as appropriate. Further, when the pachi-slot machine 1 is configured as a medalless gaming machine, which will be described later, this configuration is not necessarily essential.

[0053] [1-1-8. Waist panel] As described above, the pachi-slot machine 1 includes, for example, a decorative panel on which model information is drawn and a waist panel 13 composed of a waist lamp for illuminating the decorative panel from the back side. The waist panel 13 basically indicates to the player what kind of model the pachislot machine 1 is. can also be configured as one of the effect executing means capable of executing the effect by configuring with an image display device or the like.

[0054] [1-1-9. Information display] As described above, the pachi-slot machine 1 is provided with the information display device 14 that displays game-related information according to its lighting mode. That is, the information display device 14 constitutes an information display section (means) capable of displaying information about games.

[0055] The information display device 14 includes, for example, an insert lamp, a start lamp, a replay lamp, a bet number lamp, a credit lamp, a payout number lamp, an instruction monitor, a limit lamp, and the like.

[0056] The insert lamp lights up to indicate that medals can be inserted. The start lamp indicates that the game can be started as the start lever 7 is operated by turning on. The replay lamp lights to indicate that medals have been automatically inserted due to the operation of the replay. The bet number lamp lights up to display the number of medals bet. The credit lamp displays the number of credited medals according to its lighting mode. The number-of-payouts lamp displays the number of medals (number of payouts) paid out according to the game result by its lighting mode.

[0057] Further, the instruction monitor includes a notification lamp (stop operation display section) and a section lamp (state display section). The notification lamp lights up in a manner that uniquely corresponds to the information of the stop operation to be notified under a situation where the information of the stop operation is notified to the player (for example, AT state), so that the information of the stop operation display. It should be noted that the ``mode uniquely corresponding to the information of the stop operation to be notified'' is, for example, the pressing order (in the present embodiment, this may be described as the ``hitting order''), 1st (the first stop operation is In the case of notifying the instruction monitor "1", and in the case of notifying the pressing order "2nd (performing the first stop operation to reel 3C)" Display the numerical value "2" on the instruction monitor, and display the numerical value "3" on the instruction monitor when notifying the push order "3rd (perform the first stop operation to reel 3R)". It's about. Note that the notification lamp may not necessarily be provided separately from the credit lamp and the payout number lamp. For example, either a credit lamp or a payout lamp may be used to display stop operation information.

[0058] As described above, in the present embodiment, under a situation where the information of the stop operation is notified to the player, the sub-side notification means (for example, the main effect display section 21) controlled by the sub-control circuit 200 which will be described later. In addition, the information of the stop operation is notified also by the instruction monitor as the main side notification means controlled by the main control circuit 100 which will be described later. The manner of notification by the main-side notification means and the manner of notification by the sub-side notification means may be different from each other. That is, the main-side notification means may perform notification in a manner that uniquely corresponds to the information on the stop operation to be notified, and does not necessarily need to directly notify the information on the stop operation. For example, when notifying the pressing order of "1st", even if the instruction monitor displays the numerical value "1", there is a possibility that the content of the notification cannot be specified depending on the player. On the other hand, the sub-side notification means may directly notify the information of the stop operation. For example, when notifying the pressing order "1st", the main effect display section 21 may directly notify instruction information for causing the reel 3L to perform the first stop operation.

[0059] In addition, the section lamp indicates that the current state is in an advantageous section, which will be described later, by turning on. For example, when transitioning from a non-advantageous section described later to an advantageous section, the section lamp lights up at an arbitrary timing until the game in the advantageous section starts, and the advantageous section ends and shifts to the non-advantageous section. , the lights are turned off at an arbitrary timing until the game in the non-advantageous section is started. Note that the lighting timing of the section lamp is not limited to this. For example, when shifting from the later-described production section (normal advantageous section) in the non-advantageous section or the advantageous section to the later-described increase section (AT state) in the advantageous section for the first time, any time until the game in the increase section is started It is good also as what lights up at timing. That is, the section lamp may indicate that it is in an advantageous section regardless of whether it is a production section or an increase section, or at least the advantageous section including this from the start of the first increase section It may be one that informs the period until the end of.

[0060] In addition, the limit lamp indicates that the limit processing described later has been executed or the possibility thereof, depending on its lighting mode. For example, by turning on when limit processing is executed, it informs the player that a state advantageous to the player (for example, AT state) has been forcibly terminated by execution of limit processing. In addition, for example, when the execution of the limit process is near, by blinking, it is reported that there is a high possibility that the advantageous state will be forcibly terminated by the execution of the limit process. In addition to these, other information related to the limit processing can be appropriately notified by providing a trigger for lighting, blinking, or extinguishing.

[0061] [1-1-10. Effects display part] As described above, the pachi-slot machine 1 includes the main effect display section 21 and the sub-effect display section 22 that display effect images. The main effect display unit 21 and the sub effect display unit 22 constitute a effect display unit (means) capable of performing effect display. In addition, it is configured as one of the effect execution means capable of executing the effect from a visual point of view on the player.

[0062] The main effect display unit 21 includes a main display device 210 that displays effects through the effect display window UD1. The main display device 210 includes a display unit A replaceably mounted on an intermediate support plate G1 in the cabinet G, an irradiation unit B for emitting irradiation light for image display, and irradiation from the irradiation unit B. It is configured as a so-called projection mapping device having a screen device C that makes an image appear by being irradiated with light. In the present embodiment, by configuring the main display device 210 in this way, it is possible to display a sophisticated and powerful effect, but the configuration of the main display device 210 is not limited to this. In other words, it is only necessary to be able to execute visual effects for the player, and it can be configured as an image display device such as a liquid crystal display device or organic EL, a display device such as a 7-segment LED, or a sub-reel. It can also be configured as a variable display device or a dot display device. Moreover, from such a point of view, the shape, arrangement, size, and the like can be changed as appropriate. In addition, if the pachi-slot machine 1 is, for example, a game that is mainly focused on entertaining players with so-called winning numbers, the main effect display section 21 may not be provided (the sub-effect display section 22 as well).

[0063] The sub effect display section 22 is configured including a sub display device 220 . Also, the sub-display device 220 is configured as a liquid crystal display device. Note that the sub-display device 220 can also be configured as another image display device or display device in the same manner as the main display device 210, or can be configured as a variable display device or a dot display device. Moreover, from such a point of view, the shape, arrangement, size, and the like can be changed as appropriate. In addition, since the main effect display section 21 is composed of a large screen, it mainly displays effects closely related to the current game, such as notification of the order of pressing, notification of winning, or continuous effects. 22 is composed of a small screen, so it is possible to divide the display content according to the purpose, such as mainly displaying effects that are not so closely related to the current game, such as game history. It is possible. Further, in the present embodiment, two effect display units, the main effect display unit 21 and the sub effect display unit 22, are provided. It is also possible to configure so as to provide only one of them. Also, it can be configured to provide three or more effect display units.

[0064] [1-1-11.Lamp] As described above, the pachi-slot machine 1, like the upper lamp 23 given as an example, has its light emission mode (not only lighting, blinking, or extinguishing, but also its brightness and emission color when configured as a full-color LED. ) is provided with one or a plurality of lamps (light emitting means) capable of producing an effect. Further, such a light emitting means is configured as one of the effect executing means capable of executing a visual effect for the player. From this point of view, the number, shape, arrangement, size, and the like can be changed as appropriate.

[0065] Other lamps included in the lamps and LEDs described later include, for example, side lamps provided on both side end surfaces of the upper door mechanism UD and both side end surfaces of the lower door mechanism DD, and operation units provided in each operation unit. A lamp etc. can be mentioned. The latter includes a function to notify the player whether or not each operation unit can be operated. , can be controlled to emit light according to a unique lighting mode.

[0066] [1-1-12.Speaker] As described above, the pachi-slot machine 1 includes speakers 35a and 35b for outputting sounds such as sound effects and BGM. The speakers 35a and 35b constitute audio output means capable of producing effects by outputting audio. In addition, it is configured as one of the effect executing means capable of executing the effect from an auditory viewpoint for the player. From this point of view, the number, shape, arrangement, size, and the like can be changed as appropriate.

[0067] [1-1-13. Other production equipment] Note that the pachi-slot machine 1 can be provided with an effect device other than the various effect devices (effect execution means) described above. For example, it is possible to provide effects such as a movable production device such as a so-called accessory, a vibration production device that produces production by vibration, or an air production device that produces production by injecting air. That is, an effect device capable of executing an effect that can appeal to any of the player's five senses (visual, auditory, tactile, taste, and olfactory) (allowing the player to recognize that the effect is being performed) Either of them can be used. Therefore, in the present embodiment, unless there is a special explanation, "executing a production" means that one or more of the various production devices (production execution means) described above is used to produce a production. indicates that it is permissible to execute

[0068] [1-2. Internal structure] [1-2-1. Selector] The selector 31 (reference numerals omitted in FIG. 2) is a downflow path for medals inserted from the medal slot 5, and is provided on the back side of the lower door mechanism DD. The selector 31 has, for example, a medal sensor 31S, which will be described later, and a sorting device.

[0069] The medal sensor 31S detects medals inserted from the medal slot 5 and determines whether or not the detected medals are appropriate medals. When the medal sensor 31S determines that the detected medal is an appropriate medal and the medal can be accepted, the sorting device sends the medal to the hopper device 32 described later. It is driven and controlled so as to be guided. In this case, 1 is added to the number of bets or the number of credits. On the other hand, when the medal sensor 31S determines that the detected medal is not an appropriate medal, or when the medal is not ready for acceptance, the sorting device allows the medal to pass through the cancel chute and pass through the medal payout opening 11. is driven and controlled to be returned from A selector error occurs when an abnormality occurs in medal detection by the medal sensor 31S. It should be noted that, in this case, the error state is released when the reset operation is performed after the cause of the abnormality (for example, medal clogging) is eliminated.

[0070] That is, the selector 31 constitutes a game medium detection unit (means) capable of detecting the inserted game medium. In addition, the selector 31 constitutes a judgment means capable of judging whether or not the inserted game medium is proper. Further, the selector 31 constitutes a sorting means for storing inside when the inserted game media are correct, and discharging them to the outside when the inserted game media are not correct. Also, the configuration, arrangement, size, etc. of the selector 31 can be changed as appropriate. Also, when the pachi-slot machine 1 is configured as a medalless gaming machine, which will be described later, this configuration is not necessarily essential.

[0071] [1-2-2. Hopper device] The hopper device 32 is provided in the lower space inside the cabinet G. The hopper device 32 includes, for example, a bucket section for storing medals inserted from the medal insertion slot 5 and guided by the selector 31, and a bottom section of the bucket section for agitating the medals stored in the bucket section. It has a disc portion that guides the medals to the discharge portion one by one, a discharge portion that discharges the medals guided by the disc portion one by one, and a count sensor that counts the medals discharged from the discharge portion.

[0072] The bucket section is configured to be able to store a fixed number of medals. Medals exceeding a certain number are guided to a medal auxiliary storage box 33, which will be described later, through a guide passage provided on the upper surface side. A hopper empty error occurs when the medals stored in the bucket become empty. In this case, after replenishing medals, the error state is released when the reset operation is performed.

[0073] The disc portion has a plurality of medal-shaped cutouts radially formed from the center, and the center shaft is driven to rotate according to a drive signal, thereby guiding the medals fitted in the cutouts one by one to the ejection portion. Note that the medals stored in the bucket section are agitated by the rotation of the disk section. Also, when an abnormality occurs in the rotation of the disk portion, a hopper jam error occurs. It should be noted that, in this case, the error state is released when the reset operation is performed after the cause of the abnormality (for example, medal clogging) is eliminated.

[0074] The count sensor detects the medals discharged from the discharge section and counts the number of medals. For example, when one medal is to be paid out, the disc portion starts rotating, and then the rotation of the disc portion stops when the count sensor counts the payout of one medal. In this manner, an appropriate number of medals are paid out.

[0075] That is, the hopper device 32 constitutes a game medium payout section (means) capable of paying out game media. Also, as described above, it can be said that it is a part of privilege giving means for giving a privilege to the player. Also, the configuration, arrangement, size, etc. of the hopper device 32 can be changed as appropriate. Also, when the pachi-slot machine 1 is configured as a medalless gaming machine, which will be described later, this configuration is not necessarily essential.

[0076] [1-2-3. Medal auxiliary storage] The medal auxiliary storage box 33 is provided in the lower space inside the cabinet G. The medal auxiliary storage box 33 is, for example, a storage unit for storing medals guided from the bucket unit of the hopper device 32, and a medal auxiliary storage unit provided near the storage unit for detecting the capacity of the medals stored in the storage unit. It has a storage switch 33S.

[0077] The storage section is configured to be able to store a certain number of medals. When it is determined by the medal auxiliary storage switch 33S that the predetermined number or more of medals have been stored, a medal auxiliary storage error occurs. In this case, the error state is released when the reset operation is performed after reducing the number of medals stored in the storage section to at least less than a certain number.

[0078] That is, the auxiliary medal storage box 33 constitutes a surplus game medium storage section (means) capable of storing surplus game media. Incidentally, the configuration, arrangement, size, etc. of the medal auxiliary storage box 33 can be changed as appropriate. Also, when the pachi-slot machine 1 is configured as a medalless gaming machine, which will be described later, this configuration is not necessarily essential.

[0079] [1-2-4. Power supply] The power supply device 34 is provided in the lower space inside the cabinet G. As shown in FIG. The power supply device 34 has, for example, a power board 34a and a power switch 34b, and supplies power to the pachi-slot machine 1 when the power switch 34b is turned on. In addition, the power supply device 34 converts the power of AC voltage 100V supplied from the power cable (not shown) to the power of DC voltage required for each part, and supplies the converted power to each part. do. In other words, the power supply device 34 constitutes a power supply section (means) capable of supplying necessary power to the gaming machine. Note that the configuration, arrangement, size, and the like of the power supply device 34 can be changed as appropriate.

[0080] In this embodiment, the setting key-type switch 52 and the reset switch 53, which will be described later, are provided on the main control board 71 (more specifically, on the main control board case, which will be described later). A switch can also be configured to be provided on the power supply 34 .

[0081] [1-2-5. Substrate] The pachi-slot machine 1 includes, for example, the following boards as boards necessary for various controls. Note that each substrate shown below is merely an example, and a configuration in which substrates different from these are provided may be employed, or a configuration in which non-essential substrates among these are not necessarily provided may be employed.

[0082] [1-2-5-1. Main control board] The main control board 71 is mounted inside the cabinet G on the rear side of the reel unit RU. In addition, the main control board 71 is a game control board that controls the game, and the main control board case (not shown) made of resin is configured to be transparent (or substantially transparent) so that the state can be visually recognized. are housed in The electrical configuration of the main control board 71 will be described later.

[0083] There are various restrictions on the specifications of the main control board 71, and basically various electronic components are DIP-mounted. implemented). Also, in this case, a test point may be provided for checking the operation using a tester or an oscilloscope. In addition, small electronic parts not exceeding 6 mm square may be used for some or all of the various electronic parts. Also, the board surface of the main control board 71 may be configured in multiple layers.

[0084] [1-2-5-2. Sub control board] The sub-control board 72 is mounted inside the cabinet G on the back side of the intermediate support plate G1. It should be noted that the sub-control board 72 is a production control board that controls production, and is housed in a sub-control board case (not shown) made of resin. The sub control board case can be configured as a case made of resin that is transparent (or substantially transparent) like the main control board case, or it can be made of other materials that are opaque (or substantially opaque). can also be configured as a case using The electrical configuration of the sub control board 72 will be described later.

[0085] [1-2-5-3. Other boards] (main relay board) The main relay board 73 (reference numerals are omitted in FIG. 2) is attached to a specific position in the cabinet G (for example, the back side of the lower door mechanism DD), and various devices etc. connected to the main relay board 73 and main control It is an intermediate control board for relaying between the board 71 and between the main control board 71 and the sub control board 72 . The main relay board 73 is configured as a board separate from the main control board 71 for convenience of control efficiency and wiring efficiency. A configuration in which the main relay board 73 is not provided can also be adopted. From this point of view, the main relay board 73 may be further divided into a plurality of relay boards to improve control efficiency and wiring efficiency. That is, a plurality of substrates may be provided as the main relay substrate.

[0086] (Secondary relay board) The sub-relay board 74 is attached to a specific position (for example, the back side of the lower door mechanism DD) inside the cabinet G, and is located between various devices connected to the sub-relay board 74 and the sub-control board 72, and It is an intermediate control board for relaying between the main control board 71 and the sub control board 72 . The sub-relay board 74 is configured as a board separate from the sub-control board 72 for convenience of control efficiency and wiring efficiency. A configuration in which the sub-relay board 74 is not provided can also be adopted. From this point of view, the sub relay board 74 may be further divided into a plurality of relay boards to improve control efficiency and wiring efficiency. That is, a plurality of substrates may be provided as sub-relay substrates.

[0087] (External collective terminal board) The external centralized terminal board 55 is attached at a specific position (for example, the back side of the lower space) inside the cabinet G, and transmits signals such as a medal insertion signal, a medal payout signal, external signals 1 to 4, and a security signal, for example. Output to the outside of pachislot machine 1. The output start condition and output end condition of the external signals 1 to 4 can be appropriately set, and the transition of the internal state of the pachi-slot machine 1 (for example, the bonus state or the AT state) can be externally controlled according to the game characteristics. Allows you to report. Since the external centralized terminal board 55 is normally connected to an external data display device or a hall computer, these devices can be used not only for inserting and dispensing medals in the pachislot machine 1 but also for error occurrence. , such internal state transition situations are recognizable.

[0088] (Interface board for testing machine) The first interface board for testing machine 301 and the second interface board for testing machine 302 are both relay boards used for outputting various game-related signals to the testing machine in the certification test (testing test) of the pachi-slot machine 1. (Incidentally, since these relay boards are not mounted on the Pachi-slot machine 1 as a released product for sale, the main control board 71 for sale includes the first interface board 301 for testing machine and the second interface board 301 for testing machine. Various electronic components required to connect to the interface board 302 are also not mounted). For example, a test signal for controlling the main operations related to the game (eg, internal lottery, reel stop control, etc.) is output via the tester first interface board 301, and is determined by the main control board 71. The test signal or the like related to the push order navigation thus obtained is output via the second interface board 302 for testing machine.

[0089] [2.Electrical Configuration of Pachislot Machine] Next, the electrical configuration of the pachi-slot machine 1 will be described with reference to FIG. 3 is a block diagram showing the electrical configuration of the pachi-slot machine 1. As shown in FIG.

[0090] As described above, the pachi-slot machine 1 has a main control board 71, a sub-control board 72, a main relay board 73, and a sub-relay board 74. The main control board 71 and the main relay board 73, the main relay board 73 and the sub-relay board 74, and the sub-relay board 74 and the sub-control board 72 are electrically connected. In addition, the main control board 71 and the sub control board 72 are electrically connected via the main relay board 73 and the sub relay board 74 so that one-way serial communication from the main control board 71 to the sub control board 72 is possible. properly connected.

[0091] The main control circuit board 71 is mounted with a main control circuit 100 as a game control unit that controls games. The main control circuit 100 includes, for example, a main CPU 101, a main ROM 102, a main RAM 103, a clock pulse generation circuit (not shown), a random number circuit (not shown), and the like. The main ROM 102 stores various control programs executed by the main CPU 101, various data tables, data for transmitting various control instructions (commands) to the sub control circuit 200, and the like. The main RAM 103 is provided with a storage area for storing various data such as an internal winning combination determined by executing the control program. The clock pulse generation circuit generates a clock pulse signal for main CPU 101 operation. The random number circuit generates random numbers within a predetermined range (eg, 0-65535 or 0-255, etc.). The main CPU 101 executes various control programs based on the generated clock pulse signal. Also, one or more values ​​are extracted as random numbers from the generated random numbers as needed. In this way, control relating to game operations in general is performed.

[0092] The sub-control board 72 is mounted with a sub-control circuit 200 as a production control unit that controls production. The sub control circuit 200 includes, for example, a sub CPU 201, a sub RAM 203, and the like. A ROM cartridge board 202 is connected to the sub control board 72 . ROM cartridge substrate 202 contains various control programs executed by sub CPU 201, various data tables, various performance data (for example, video data and drive data for main display device 210, video data for sub display device 220, lamp data, etc.). Lamp data related to the LED group, sound data related to the speaker group, etc.) are stored. The sub-RAM 203 has a storage area for registering performance contents and various performance data determined by executing the control program, a storage area for storing data related to various control instructions (commands) transmitted from the main control board 71, and the like. be provided. It should be noted that, for the random number for production related to the production, from among the random numbers in a predetermined range (eg, 0 to 32767, etc.), it may be generated and extracted within the sub CPU201, or the main control The generation and extraction may be performed by providing a random number circuit similar to the circuit 100 . Alternatively, the sub ROM may be included in the sub control circuit 200 instead of the ROM cartridge board 202, and various control programs may be stored in the sub ROM. Also, the ROM cartridge board 202 may store various effect data, and the sub ROM in the sub control circuit 200 may store various control programs and various data tables. In addition, the sub-control circuit 200 includes an image-dedicated microprocessor such as a GPU (for example, also referred to as “VDP”). may be configured to generate (edit)

[0093] Main control board 71 includes stepping motors 51L, 51C, 51R, setting key switch 52, reset switch 53, role ratio monitor device 54, external centralized terminal board 55, hopper device 32, medal auxiliary storage switch 33S, power supply Device 34 is electrically connected. In addition, on the main control board 71, the door opening / closing monitoring switch 56, the medal sensor 31S, the bed switch 6S, the start switch 7S, the stop switch 8S, the settlement switch 9S, and the information display device 14 are electrically connected via the main relay board 73. It is connected to the. If the tester first interface board 301 and the tester second interface board 302 are mounted, they are electrically connected to the main control board 71 via the main relay board 73, for example.

[0094] In addition, external centralized terminal board 55, hopper device 32, medal auxiliary storage switch 33S, power supply device 34, medal sensor 31S, bed switch 6S, start switch 7S, stop switch 8S, checkout switch 9S, information display device 14, testing machine Since the first interface board 301 for the tester and the second interface board 302 for the tester have already been described, description thereof will be omitted here.

[0095] Each stepping motor 51L, 51C, 51R is connected to each reel 3L, 3C, 3R via a gear having a predetermined reduction ratio, and is driven to rotate and stop each reel 3L, 3C, 3R. Since each reel 3L, 3C, 3R rotates at a constant angle each time one pulse is output to each stepping motor 51L, 51C, 51R, the main CPU 101 controls each stepping motor 51L, 51L, 51R. The number of times pulses are output to 51C and 51R is counted, and the symbol positions of the reels 3L, 3C and 3R are managed based on this count result. Each reel 3L, 3C, 3R is provided with a reel index (not shown) that determines the initial position for such management, and an index sensor (not shown) for detecting the position of the reel index. .

[0096] The setting key-shaped switch 52 is used when changing the setting values ​​of the pachi-slot machine 1 (for example, setting 1 to setting 6 in 6 steps) (setting change), or when checking the setting of the pachi-slot machine 1 (setting confirmation). used for Here, the set value indicates the degree of advantage of the player regarding the game, and normally, the lower the set value (for example, the closer to setting 1) the relatively the degree of advantage of the player. The higher the set value (for example, closer to setting 6), the higher the degree of advantage for the player. The setting key-type switch 52 is turned on when, for example, the manager of the amusement arcade inserts a setting key (not shown) into the keyhole and turns left from the initial position, and returns to the initial position after turning left. and turn off. When the power of the pachi-slot machine 1 is turned off, the settings can be changed by turning on the setting key-type switch 52 and then turning on the power. When the key-type switch 52 is turned on, the setting can be confirmed.

[0097] The reset switch 53 can detect a reset operation by an administrator of the game parlor. A reset operation is an operation for canceling various error states. In addition, the reset switch 53 can detect a setting value determination operation by the manager of the game parlor in a state in which the setting can be changed. Note that when the reset switch 53 is operated in a state in which the setting can be changed, the set value is sequentially increased by 1 each time it is operated (when reaching setting 6, the setting returns to setting 1 next). In this manner, setting value determination operation can be performed. Further, the set value determined in this manner is fixed when the start lever 7 is operated once thereafter. That is, the start switch 7S is capable of detecting setting value confirmation operation by the manager of the game parlor. In this way, when the setting is to be changed, the setting key-shaped switch 52 is turned on, the reset switch 53 is operated to select the set value, and the start lever 7 is operated to confirm the selected set value. After that, it is necessary to perform a setting change operation such as turning off the setting key-type switch 52 . It should be noted that this is an example of the setting change operation, and the configuration can be such that the setting can be changed by another operation. Also, when changing settings or confirming settings, for example, the current set value may be displayed in the credit lamp or payout number lamp described above.

[0098] The role ratio monitor device 54 is composed of, for example, a 4-digit 7-segment LED, and is provided inside the main control board case. The role ratio monitor device 54 sequentially displays various ratio information related to the game that is tallied and calculated by the main CPU 101 . These ratio information are used when the administrator of the gaming parlor confirms whether or not the pachislot machine 1 is illegally remodeled. Note that the role ratio monitor device 54 may be mounted on the main control board 71, or may be mounted on another board (for example, a ratio display board) connected to the main control board 71. may Moreover, as long as it is inside the cabinet G, it may be provided in another place. For example, it may be provided on the main control board case. Also, a management switch for starting the display on the role ratio monitor device 54 or switching the contents thereof may be provided in the cabinet G, and when this switch is operated, the various ratio information described above may be displayed. good. Further, on the assumption that such a management switch is used, for example, the information display device 14 may also be used as the role ratio monitor device 54. FIG. Also, immediately after the power is turned on or after a predetermined time (for example, about 10 seconds. The time to be a buffer considering the time required for starting up the main control circuit 100 and the sub control circuit 200), the role ratio monitor device 54 In order to make it possible to confirm that the 4-digit 7-segment LED is functioning normally, for example, a test pattern such as "8.8." (or blinking) is desirable.

[0099] In the role ratio monitor device 54, for example, the type of the ratio information is displayed in the upper two digits, and the value (%) indicating the ratio information is displayed in the lower two digits. Here, the various ratio information displayed on the role ratio monitor device 54 includes, for example, cumulative specific section ratio information, continuous role ratio information and role ratio information for the most recent 6000 games, and cumulative continuous role ratio information. and role item ratio information.

[0100] The specific section ratio information refers to the number of games played (for example, 175,000 games for "cumulative"; 6,000 games for "last 6,000 games"; hereinafter the same). is information indicating the ratio of the number of games played in the game section (for example, AT state) (or simply the number of games in the advantageous section) in which the information of . In addition, the continuous accessory ratio information is the number of medals paid out in the game section of the target number of games, while the first type special accessory (RB) is in operation (the continuous role related to the first type special accessory It is information indicating the ratio of the number of medals paid out (including during operation of the first class special role (RB) in the state where the operating device (BB) is operating). In addition, the accessory ratio information is the number of medals paid out in the game section of the target number of games, the first type special accessory (RB), the second type special accessory (CB), and the normal accessory (SB ) is information indicating the ratio of the number of medals paid out during the operation of the ), and the operation of the first class special accessory (RB) here means the continuous operation device for the first class special accessory ( BB) is operating, and the concept includes the operation of the first class special function (RB), and the second class special function (CB) is in operation. It is a concept that includes the operation of the second type special accessory (CB) in the state where the accessory continuous operation device (MB) is operating.

[0101] In addition, the game section (for example, AT state) in which the information of the stop operation that is advantageous to the player is being treated as the operation of the role object or the operation of the continuous operation device of the role object, and in the respective ratio information It can also be subject to aggregation and calculation. That is, the role ratio monitor device 54 may appropriately display the necessary ratio information, and various kinds of ratio information that can be displayed are not limited to these. Also, for example, when displaying continuous accessory ratio information on models that do not have first class special accessories (RB), or on models that do not have the advantageous section function (AT function), displaying specific section ratio information For models that do not have corresponding numerical information (corresponding information), the last two digits of the 4-digit 7-segment LED numerical information (% information indicating the ratio) are displayed when displaying the item. In the 7-segment LED of , for example, by lighting up the two vertical bars in the center, such as "- -", by performing an identification display for non-compatible information, it is confirmed that the model does not have compatible information. It is desirable to make it recognizable at a glance by a person.

[0102] The door opening / closing monitoring switch 56 is provided, for example, on the opening / closing side (right side) of the lower door mechanism DD. In addition, it may be configured to be provided on the back side of the lower door mechanism DD, or may be configured to be provided on the cabinet G side. Further, the upper door mechanism UD may also be provided with a similar door opening / closing monitoring switch. The door opening / closing monitoring switch 56 is turned on when the lower door mechanism DD is in the open state, and is turned off when the lower door mechanism DD is in the closed state, thereby monitoring the opening and closing of the lower door mechanism DD. A door open error occurs when the door open / close monitoring switch 56 is turned on. In this case, the error state is released when the lower door mechanism DD is closed.

[0103] The ROM cartridge board 202 , the main display device 210 and the sub display device 220 are electrically connected to the sub control board 72 . In addition, the sub control board 72 includes, via the sub relay board 74, a 24h door monitoring unit 61, production buttons such as production buttons 10a and 10b, lamps and LEDs such as the upper lamp 23, and speakers 35a and 35b. etc. are electrically connected.

[0104] Since the ROM cartridge board 202, the main display device 210, the sub-display device 220, the effect button group, the lamps / LEDs, and the speaker group have already been described, description thereof will be omitted here.

[0105] The 24h door monitoring unit 61, like the door opening / closing monitoring switch 56, is provided, for example, on the opening / closing side (right side) of the lower door mechanism DD. It is the same as the door opening / closing monitoring switch 56 in that it has a function of monitoring opening / closing of the lower door mechanism DD. The opening / closing history of the door mechanism DD can be saved for a certain period of time. The opening / closing history can be confirmed from the hall menu, which will be described later. Therefore, for example, if there is a history of opening after the manager of the amusement arcade has left outside business hours, or if there is a history of opening and closing for a long period of time during business hours, this may result in fraud. It is possible to recognize that there is a high possibility that the act has been committed.

[0106] [3. Pachislot machine function flow] Next, referring to FIG. 4, the functional flow of the pachi-slot machine 1 will be described. FIG. 4 is a diagram for explaining the function flow of the pachi-slot machine 1. As shown in FIG.

[0107] When the player inserts medals into the pachislot machine 1 (performs a bet operation) and operates the start lever 7 (performs a start operation), a random number is generated from a predetermined range (for example, 0 to 65535). One random number (in this embodiment, this may be described as an "internal lottery random number") is extracted.

[0108] The internal lottery means (the main CPU 101 that performs an internal lottery process, which will be described later) performs lottery based on the extracted random number value to determine an internal winning combination. By determining the internal winning combination, the combination of symbols permitted to be displayed on the active line is determined in advance. In addition, as for the type of combination of symbols, there are two types of combinations: medal payout, replay activation, bonus activation, etc. and related items are provided. In addition, a win related to the payout of medals is called a “small win”, a win related to replay is called a “replay win”, and a win related to the activation of a bonus (bonus state) is called a “bonus win”. called. Also, a winning combination that can be internally won (that is, a combination of symbols permitted to be established) is sometimes simply referred to as a "winning combination." Also, the internal winning combination may be referred to as a “winning combination”, a “predetermined result”, or a “derivation permissible condition”. In addition, the internal lottery means may be referred to as a ``winning combination determination means'', a ``winning combination determination means'', a ``prior determination means'', or a ``derivation allowable condition determination means''.

[0109] Further, when the start lever 7 is operated (a start operation is performed), a plurality of reels are rotated. After that, when the player operates the stop buttons (stop buttons 8L, 8C, 8R) corresponding to the reels (reels 3L, 3C, 3R) (stop operation is performed), reel stop control means (described later) The main CPU 101), which performs reel stop control processing, performs control to stop the rotation of the relevant reel based on the internal winning combination and the timing at which the stop button was pressed (or the order of the presses is included). In addition, the operation means for performing the start operation is not limited to a lever-shaped one such as the start lever 7, and any operation means can be used as long as the player can perform the start operation. good. Further, the operation means for performing the stop operation is not limited to button-shaped devices such as the stop buttons 8L, 8C, and 8R. It can be a means.

[0110] In the pachi-slot machine 1, basically, control is performed to stop rotation of the relevant reel within a specified time (190 msec) from when the stop button is pressed. In this embodiment, the number of symbols that move with the rotation of the reels within the specified time is referred to as "the number of sliding symbols". In this embodiment, when the prescribed period is 190 msec, the maximum number of sliding symbols (maximum number of sliding symbols) is set to four symbols.

[0111] When an internal winning combination that permits the display of a winning combination of symbols is determined, the reel stop control means normally displays the combination of symbols on the effective line within a specified time of 190 msec (for 4 symbols). Stop the rotation of the reel so that it is displayed at the top as much as possible. In addition, the reel stop control means stops the rotation of the reels by using the specified time so that the combination of symbols whose display is not permitted by the internal winning combination is not displayed on the effective line. The symbols displayed when the rotation of the reels is stopped are sometimes referred to as "stop display" or "display result". Further, the display of symbols when the rotation of the reels stops is sometimes referred to as "derivation of stop display" or "derivation of display result".

[0112] Further, the reel stop control means automatically stops each reel even if the player does not perform a stop operation when a predetermined automatic stop time elapses after the reels are rotated. Stop control may be performed. In this case, since the reels are stopped without intervention of the player's stop operation, even if any internal winning combination is determined, any winning symbol combination is valid. It is desirable to stop spinning the reels so that they are not displayed along the line.

[0113] In this way, when all the rotations of the plurality of reels are stopped, the winning determination means (main CPU 101 which performs a winning operation determination process to be described later) determines that the combination of symbols displayed on the activated line is related to the winning. (or other predetermined ones) is determined. That is, it is determined whether or not a winning combination of symbols (or other predetermined combination of symbols) has been established. Then, the combination of the displayed symbols is the one related to the winning (or other predetermined combination) by the winning determination means (that is, the combination of the symbols related to the winning (or other predetermined combination of symbols) When it is determined that ) is satisfied, a privilege such as payout of medals is given to the player, or various controls are performed with this as a trigger. In the pachi-slot machine 1, as an example, one game (unit game) is performed in the above series of flows.

[0114] Note that the winning determination means simply determines whether or not the combination of symbols displayed on the activated line corresponds to any combination of symbols among a plurality of predetermined combinations of symbols. Alternatively, it may be determined whether or not the symbol combination corresponds to the internal winning combination determined by the internal lottery means. That is, in the former, it may be determined whether or not there is a winning combination of symbols separately from the internal winning combination. In this case, as long as the stop control is appropriately performed by the reel stop control means, it is possible to sufficiently ensure the prevention of the occurrence of false winnings, so it is possible to reduce the control load related to detection of false winnings. On the other hand, in the latter, by making it possible to determine whether or not the combination of symbols related to winning is a combination of symbols for which winning was permitted, even if an erroneous winning occurs due to a problem with the reels, etc. can be detected, security can be improved.

[0115] In addition, in pachislot, in the flow of the series of game operations described above, the display of images by the display device (for example, the main display device 210 and the sub display device 220, etc.), the light by various lamps (for example, the upper lamp 23, etc.) , sound output from speakers (for example, speakers 35a, 35b, etc.), or a combination of these, various effects are performed. That is, these are the effect executing means for executing the effect. Incidentally, the content of the effect executed by the effect executing means may be determined by the main control circuit 100 side (main side), or may be determined by the sub control circuit 200 side (sub side). That is, any one of them can be the effect content determining means.

[0116] For example, when the start lever 7 is operated (a start operation is performed), a random number for effect is extracted separately from the random number for internal lottery. When the random number value for effect is extracted, the effect content determination means selects the effect to be executed this time from a plurality of types of effect contents associated with the internal winning combination by lottery (or according to predetermined determination conditions). decide.

[0117] Next, when the effect content is determined by the effect content determining means, the effect executing means performs a corresponding effect in conjunction with each opportunity such as when the reels start rotating, when each reel stops rotating, and when it is determined whether or not a prize is awarded. to run. In this way, in the pachi-slot machine 1, for example, by executing the effect contents associated with the internal winning combination, the determined internal winning combination (in other words, the combination of symbols to be aimed at, the pressing order to be operated, etc.) The player is provided with an opportunity to know or anticipate what is possible, and the interest of the player can be improved.

[0118] [4.Basic specifications related to playability of pachislot machines] Next, the basic specifications of the pachi-slot machine 1 relating to the gameplay will be explained.

[0119] [4-1. Design arrangement] As described above, the pachi-slot machine 1 is designed such that a game is played by displaying a plurality of symbols in a variable and stationary manner. Therefore, the main control circuit 100 needs to be configured to be able to grasp which symbol is arranged at which position in each of the reels 3L, 3C, 3R. For this reason, the main ROM 102 stores at least data for identifying the type of symbol at each symbol position on each of the reels 3L, 3C, and 3R. In addition, as long as such an object is achieved, various configurations can be adopted for the data configuration. In this embodiment, as an example thereof, a symbol arrangement table (see FIG. 9), which will be described later, is used.

[0120] The symbol arrangement table defines symbol position data (for example, "0" to "19") indicating each symbol position in each of the rotation directions of the reels 3L, 3C, and 3R. Further, data (for example, a symbol code) for specifying the type of symbol is associated with each symbol position data. Further, in the symbol arrangement table, the position of the symbol located in the middle area of ​​each reel within the frame of the main display window 4 when the reel index is detected is defined as "0". The number of symbols in each row, the number of types of symbols, or the maximum number of sliding symbols can be changed as appropriate.

[0121] [4-2. Pattern combination] As described above, the pachi-slot machine 1 is designed so that the combination of displayed symbols affects the game result. That is, the pachi-slot machine 1 grants various benefits, shifts the current state to a relatively advantageous state, or shifts the current state to a relatively disadvantageous state according to the combination of displayed symbols. It makes it possible to migrate. Therefore, the main control circuit 100 must be configured to be able to grasp such a combination of symbols. For this reason, the main ROM 102 defines data for specifying such a combination of symbols. In addition, as long as such an object is achieved, the data configuration can adopt various configurations. ing.

[0122] The symbol combination table defines data (for example, "display combination" or "winning operation flag") indicating the type of combination of a plurality of predetermined symbols among combinations of symbols that can be displayed on the activated line. ing. It should be noted that the symbols forming each combination of symbols can be specified using, for example, the above-described symbol code or the like. In addition, data indicating the type of privilege (for example, “payout etc.”) is associated with each combination of symbols. Also, the symbol combination table basically has a data configuration corresponding to a winning flag storage area, a winning operation flag storage area, and a symbol code storage area (see FIG. 17), which will be described later. It should be noted that the number of types of combinations of symbols, the content of benefits to be provided, and the like can be appropriately changed and stipulated.

[0123] [4-3. Internal winning role] As described above, the pachi-slot machine 1 has a specification in which which combination of symbols is allowed to be displayed (determined in advance) affects the game result. That is, the pachi-slot machine 1 determines the internal winning combination (that is, the type of combination of symbols that can be displayed (or the type of privilege that can be granted)) prior to the player's stop operation (in advance). It is possible. Therefore, the main control circuit 100 must be configured to be able to grasp such internal winning combinations. Therefore, the main ROM 102 defines data for specifying such an internal winning combination. Various configurations can be adopted for the data configuration as long as such an object is achieved. In this embodiment, an internal lottery table (see FIG. 10), which will be described later, is used as an example.

[0124] The internal lottery table contains data indicating the types of a plurality of predetermined internal winning combinations (for example, "No." or "winning number"), and lottery values ​​for determining each internal winning combination in each gaming state. is defined. Note that the lottery value may also vary depending on the set value. Also, each internal winning combination is associated with a type of combination of symbols permitted to be displayed (corresponding). In the pachi-slot machine 1, it is possible to associate a plurality of symbol combinations with one internal winning combination, and when such an internal winning combination is determined, which symbol combination is displayed? is determined by stop control.

[0125] Here, for example, in the later-described internal lottery process (see FIG. 26; more specifically, the internal winning combination determination process in S64) of the present embodiment, first, a numerical range predetermined by a random number circuit (for example, 0 ~65535) are sequentially added and updated with the lottery value specified for each internal winning combination. Next, it is determined whether or not the lottery result (lottery value+random number) has exceeded 65535 (whether or not the lottery result has overflowed). Then, in a predetermined internal winning combination, if the determination result exceeds 65535, the internal winning combination is won (the internal winning combination is determined). However, if none of the internal winning combinations exceeds 65535 even after the determination is performed for all the internal winning combinations, the internal winning combination in the current game is "lost". Note that this is just an example of internal lottery processing, and various methods can be employed for the lottery processing as long as an appropriate lottery is performed according to the lottery value (winning probability). For example, the extracted random numbers are sequentially subtracted and updated with the lottery values ​​specified for each internal winning combination, and then it is determined whether the subtraction result (lottery result) is less than 0 (lottery result underflows). or not) to determine an internal winning combination.

[0126] In this way, in the internal lottery table, the probability (winning probability) of an internal winning combination having a larger defined lottery value is higher. The winning probability of each internal winning combination can be represented by "the lottery value defined for each winning number / the number of all possible random numbers to be extracted (random number denominator: 65536)".

[0127] [4-4. Stop control] As described above, in the pachi-slot machine 1, among the combination of symbols permitted to be displayed by the determination of the internal winning combination, which combination of symbols is finally displayed by the player's stop operation is the game result. It is a specification that affects the That is, the pachi-slot machine 1 finally displays not only the type of the determined internal winning combination, but also the player's stop operation timing and pressing order (also referred to as "stop operation mode" or "stop operation procedure"). It is possible to perform control (stop control) to vary (determine) the type of combination of symbols to be played. Therefore, the main control circuit 100 needs to be configured to be able to grasp in what manner the stop control is to be performed for each internal winning combination according to the player's stop operation manner. For this reason, the main ROM 102 defines data for specifying such a mode of stop control. As long as such a purpose is achieved, various configurations can be adopted for the data configuration. there is

[0128] In the stop table, data indicating the amount of symbol movement (for example, "number of sliding symbols") is defined for each symbol position data of each reel 3L, 3C, 3R. For example, assume that a predetermined stop table is selected in a game in which a predetermined internal winning combination is determined. Next, it is assumed that a stop operation is performed on the rotating reel 3L. At this time, it is assumed that the stop start position (symbol position data in the middle area of ​​the reel 3L when the stop operation is performed) is "0". Assume that the number of sliding symbols defined in the symbol position data "0" is "4" in the predetermined stop table. Then, the main control circuit 100 controls to stop the reel 3L at the symbol position moved by 4 symbols (the position of the symbol position data "4") (predicted stop position becomes "4"). In this way, the stop table defines data (the number of sliding symbols) that enables direct determination of the stop position. Note that such a data configuration is also just an example. Further, performing stop control using such a stop table is generally called "table control".

[0129] In the attraction priority table, when there are multiple combinations of symbols permitted to be displayed, data indicating which symbol combination should be preferentially displayed (whether to be attracted) (for example, "attraction priority ”) is stipulated. For example, assume that a predetermined attraction priority table is selected in a game in which a predetermined internal winning combination is determined. Here, the predetermined internal winning combination permits the display of the symbol combination A and the symbol combination B, and the predetermined pull-in priority table allows the symbol combination B to be preferentially displayed over the symbol combination A. An order of priority shall be specified. Next, it is assumed that a stop operation is performed on the rotating reel 3L. Assume that the stop start position is "0" at this time.

[0130] Then, the main control circuit 100 determines whether the symbols that make up the symbol combination A and the symbols that make up the symbol combination B for each symbol position within the range of the maximum number of sliding symbols (for example, "4") including the stop start position. search to see if there is If neither pattern is available, the stop position is determined according to a predetermined rule (for example, stop at a closer position, stop at a farther position, etc.). If there is only a symbol that constitutes the symbol combination A, it is determined to stop at the position corresponding to the symbol. If there is only a symbol that constitutes the symbol combination B, it is determined to stop at the position corresponding to the symbol. If there are both symbols, the symbol combination B is preferentially displayed over the symbol combination A, so it is decided to stop at the position corresponding to the symbols constituting the symbol combination B. The attraction priority may be stored for all symbol positions during the rotation of the target reel according to the selected attraction priority table, or the target reel may be stopped. Each symbol position within the range of the maximum number of sliding symbols including the stop start position may be stored. Also, such a data configuration is merely an example. Moreover, performing stop control using such a pull-in priority table is generally called "control control."

[0131] In this embodiment, it is possible to adopt a configuration in which stop control is executed by performing only "table control", or a configuration in which stop control is executed by performing only "control control". Alternatively, first perform "table control" to tentatively determine the stop position, then perform "control control" to search for a more appropriate stop position, and change the stop position depending on the search results. It can also be configured to execute stop control that enables to

[0132] As described above, in the pachi-slot machine 1, which symbol combination is finally displayed on the activated line is determined based on, for example, the following three factors.

[0133] The first element is the determined internal winning combination (lottery result of internal lottery processing). For example, if the result of the internal lottery process is "lost", any combination of symbols related to the replay hand, the combination of symbols related to the small hand, or the combination of symbols related to the bonus hand will finally be on the active line. It is never displayed. Note that "lose" can be regarded as one of the internal winning combinations, or can be regarded as a lottery result in which no internal winning combination is determined.

[0134] The second factor is the timing of the player's stop operation (the position of the symbol (pressed position) when the player operates one of the stop buttons). For example, in the present embodiment, since the maximum number of sliding symbols is set to 4 symbols, display is permitted even if one of the internal winning combinations is won as a result of the internal lottery process. If the symbols that make up the combination of symbols are arranged in excess of 4 symbols on the active line (each active line if there are multiple), the combination of the symbols may be changed depending on the timing of the player's stop operation. may not be displayed. This is so-called "dropping".

[0135] The third element is the player's pressing order (the order in which the player operates the stop buttons). For example, in this embodiment, there is a case where an internal winning combination associated with a combination of multiple symbols is determined, and in this case, it is finally displayed on the activated line according to the player's pressing order. The combination of symbols to be played may change. Such an internal winning combination is called a "push-order combination", and if it is a replay combination, it is sometimes called a "push-order replay", and if it is a small combination, it is called a "push-order small combination". It is sometimes called

[0136] [4-5. Game status] In the pachi-slot machine 1, it is possible to provide various game states as states in which the game is played in order to vary the degree of advantage of the player or to achieve the intended game characteristics. An example of the game state will be described below.

[0137] [4-5-1. Bonus status] In the pachi-slot machine 1, when a bonus combination is won and a combination of symbols related to the bonus combination is displayed on the active line, it is possible to shift to the bonus state (activate the bonus state). It should be noted that it is also possible to configure so that such a bonus state is not provided. Also, by providing a plurality of types of bonus combinations, it is possible to provide a plurality of bonus states. When a bonus combination is won, a state (carry-over state) occurs in which the bonus combination is carried over as an internal winning combination over a plurality of games until the combination of symbols related to the bonus combination is displayed on the activated line. Such a bonus combination is sometimes referred to as a "carryover combination". In addition, such carryover state is sometimes referred to as "between (bonus) flags", "(bonus) inside", and the like.

[0138] In the bonus state, it is possible to change the lottery mode of small wins (including the winning probability and its contents, or the mode of stop control, etc.; the same shall apply hereinafter) with respect to the state in which the bonus state is not activated (non-bonus state). (Because it is also possible to change the lottery mode of the replay combination, the bonus state can be regarded as one mode of the RT state described later). Therefore, when such a lottery mode becomes a relatively advantageous lottery mode for the player, the bonus state becomes a more advantageous game state than the non-bonus state. On the other hand, if such a lottery mode becomes a relatively disadvantageous lottery mode for the player, the bonus state becomes a game state more disadvantageous than the non-bonus state.

[0139] As a bonus role, for example, the first type special role (RB), the role continuous operation device (BB) related to the first type special role, the second type special role (CB) (but not the carryover role) , Accessory continuous operation device (MB) related to the second type special accessory, and ordinary accessory (SB) (but not carryover role) etc. can be mentioned. Also, for example, the bonus state corresponding to each bonus combination is configured as follows. The RB state is a game state that ends when a predetermined number of winnings (for example, the upper limit is 8 times) or a predetermined number of games (for example, the upper limit is 12 times) is played. Configured. The BB state is configured as a gaming state that ends when the payout of medals exceeds an arbitrary predetermined number of payouts (for example, the upper limit is 285).

[0140] The CB state is configured as a game state that ends when one game is played. The MB state is configured as a game state that ends when a predetermined number of payouts (for example, the upper limit is 153) is exceeded, or when RB or SB is won during the MB state. be. The SB state is configured as a game state that ends when one game is played.

[0141] Note that the operating condition of the bonus state is not limited to the fact that the combination of symbols for the bonus combination is displayed on the active line. For example, during the operation of the accessory continuous operation device (BB) related to the first class special accessory, at the start of operation of the accessory continuous operation device (BB) related to the first class special accessory, It can also be configured to automatically activate the first class special role (RB) at the start of the game when the object is not in operation, or at the end of the operation of the first class special role. That is, it is also possible to control so that RB is always in operation while BB is in operation without defining the combination of symbols related to RB. Here, the RB during BB operation is sometimes referred to as "JAC" or the like, and such a specification in which the RB during BB operation automatically operates is sometimes referred to as "auto JAC" or the like. In addition, while BB is in operation, it is also possible to control so that RB is in operation when a prescribed combination of symbols related to RB is displayed on the active line. The specification in which RB operates based on the display of a combination of corresponding symbols in this way is sometimes referred to as "manual JAC" or the like. In addition, the same applies to the relationship between the role product continuous operating device (MB) related to the second type special role product and the second type special role product (CB). In other words, without specifying the combination of symbols related to CB, it is possible to control so that CB is always in operation during MB operation, and during MB operation, the specified CB symbols It is also possible to control so that the CB is in operation when the combination is displayed on the effective line.

[0142] [4-5-2. RT status] In the pachi-slot machine 1, it is possible to shift to the RT state (activate the RT state) when a predetermined transition condition is satisfied. Note that it is also possible to configure so that such an RT state is not provided. It can also be configured to provide multiple RT states. The RT state is a state in which the lottery mode of the replay combination can be varied with respect to the state in which the RT state is not activated (non-RT state). Therefore, when such a lottery mode becomes a relatively advantageous lottery mode for the player, the RT state becomes a more advantageous gaming state than the non-RT state. On the other hand, when such a lottery mode becomes a relatively disadvantageous lottery mode for the player, the RT state becomes a game state more disadvantageous than the non-RT state. In addition, when a plurality of RT states are provided, the same applies to between the plurality of RT states. In this case, the RT state in which the lottery mode of the replay combination (in particular, the winning probability) is relatively advantageous to the player is called a "high RT state" or a "high probability replay state". The RT state in which the mode (particularly, the winning probability) is relatively disadvantageous to the player is sometimes called a "low RT state" or a "low probability replay state".

[0143] The RT state can be transitioned, for example, by satisfying any of the following transition conditions. In addition, when a plurality of RT states are provided, the same applies to between the plurality of RT states. (1) When winning RB, BB or MB (2) When a combination of symbols related to RB, BB or MB is displayed (3) When RB state, BB state or MB state ends (4) When a specific combination of symbols is displayed when RB, BB or MB is not won (not carried over), and the player is not in RB, BB or MB status. (5) When a predetermined number of games have been played after the transition condition of (3) or (4) has been established.

[0144] [4-5-3.AT status] In the pachi-slot machine 1, it is possible to shift to the AT state (activate the AT state) when a predetermined transition condition is satisfied. It should be noted that it is also possible to configure so that such an AT state is not provided. It can also be configured to provide a plurality of AT states. The AT state is more advantageous than the state in which the AT state is not activated (non-AT state), for example, by notifying the player of the information of the stop operation that is advantageous to the player when winning the above-mentioned pushing order. It is a game state configured as a state.

[0145] In addition, if multiple AT states are provided, the game period of each AT state (including the ease of extension, etc., if the period can be extended (or "additional"; the same applies hereinafter)), The degree of advantage of the player can be varied by varying the type of the notification target combination for which the stop operation information is notified, or the probability of occurrence of the notification of the stop operation information. In addition, the AT state transition condition and end condition can be appropriately set according to the game (however, the end due to the execution of limit processing described later is excluded). Also, the AT state may be treated in the same way as the bonus state described above, and in this case may be referred to as a "pseudo-bonus state" or the like.

[0146] In addition, the AT state game period may be managed by the number of games (number of games played) as long as the period is appropriately managed (game number management). may be managed by (set number management). Also, it may be managed by the number of payouts in the AT state or the number of net increases (number of differences) (number of payouts management, difference number management). In addition, it may be managed by the number of times (navigation count) performed (for example, push order navigation at the time of winning the push order minor role) that affects the payout of medals in the AT state (navigation count management). The same applies when the AT state is extended. Also, the game period given when shifting to the AT state and the game period given when the AT state is extended may be managed by different management methods. Moreover, when providing a plurality of AT states, they may be managed by the same management method, or may be managed by different management methods.

[0147] [4-5-4.ART state] In the pachi-slot machine 1, when a predetermined transition condition is established, it is possible to shift to the ART state (activate the ART state) by combining the high RT state and the AT state described above. That is, since the ART state means the AT state performed in the high RT state, at least the low RT state and the high RT state are provided as the RT state, and the state is shifted to the high RT state (or to the low RT state). Although it is different from the AT state in that the control is performed, the basic control is the same as the AT state (the information of the stop operation that is advantageous to the player is notified, resulting in a high RT If it transitions to a state (or avoids transitioning to a low RT state), it can be said to be synonymous with the AT state). It should be noted that, if the ART state transition conditions are met, it may first transition to the AT state and then transition to the high RT state to transition to the ART state, or simultaneously to the high RT state and the AT state ( Alternatively, the state may be shifted to the ART state by shifting at approximately the same time.

[0148] [4-5-5. Other game status] Incidentally, the pachi-slot machine 1 can also be provided with game states other than the various game states described above. For example, each mode in the advantageous section (see FIGS. 5 and 6), which will be described later, is also a state in which the player plays the game, and the advantage of whether or not to shift to the AT state as a pseudo-bonus state Since the degree can be changed, these can be regarded as game states. Also, from the same point of view, for example, it is possible to provide a game state in which the degree of advantage of whether or not to shift to a bonus state can be varied. For example, when a bonus hand is won (carried over), the game state in which the combination of symbols related to the bonus hand is likely to be displayed by the stop control and the combination of symbols related to the bonus hand are relative to this. By providing a game state that is difficult to be displayed on the screen, it is possible to change the degree of advantage of the player. Also, for example, a game state in which a bonus combination is won with a predetermined probability (easy to win) and a game state in which the bonus combination is won with a probability lower than the predetermined probability (relatively difficult to win) are provided. By doing so, it is possible to configure such that the degree of advantage of the player can be varied.

[0149] In addition, as a method that can change the degree of advantage of whether or not to transition to AT state (including whether to extend the game period of the AT state in AT state, the same applies hereinafter), the following method is adopted. You can also For example, a "special combination" can be determined as an internal winning combination. For the specific combination, the number of medals awarded varies depending on the player's stop operation mode (stop operation timing, pressing order, or a combination thereof). (For example, if the stop operation mode is appropriate (correct answer), 8 coins will be paid out, and if it is inappropriate (wrong answer), 1 coin will be paid out or no coin will be paid out).

[0150] Then, if the specific combination is won in a specific game state, if 8 coins are paid out, whether to change the advantage degree of whether to shift to the AT state in this game to an advantageous one or not The determination of (whether to directly transfer to AT state, or whether to directly extend the game period of the AT state may also be included. Hereinafter described as "advantageous determination") is not performed. On the other hand, if there is no payout of 8 cards, the advantageous decision is made in this game. Alternatively, if the specific combination is won in the specific game state described above, and 8 coins are paid out, the advantageous decision is made in the current game. On the other hand, if there are no 8 payouts, the advantageous decision is not made in this game.

[0151] In this way, when a player plays a game in a specific game method, there are cases where an advantageous decision is made in the current game as a result of the game, and where the advantageous decision is not made (advantageous decision is restricted) may be configured). In addition, the player may change between the current game and the next game, and if such restrictions continue after the next game, the (next) player may suffer a significant disadvantage. Therefore, it is desirable that such restrictions be limited to the current game and not to continue after the next game. Such restrictions are also sometimes referred to as "penalties."

[0152] [4-6. Play section] In the pachi-slot machine 1, in order to prevent gambling from becoming excessively high, it is possible to provide various game intervals as states in which the game is played with a concept different from the game state described above. An example of the game section will be described below. The game section is roughly divided into a non-advantageous section and an advantageous section.

[0153] (Non-advantageous section) The non-advantageous section is configured as a game period in which it is not possible to notify the player of a stop operation mode that is advantageous to the player, and has the following requirements. The following requirements are only examples, and if at least one of the requirements is relaxed or tightened, it can be changed accordingly.

[0154] (1) It is not possible to notify the player of advantageous stop operation modes (for example, push order navigation, etc.). Therefore, it cannot be controlled to the above-mentioned AT state or ART state. (2) When the setting value is changed (changed in setting), or when an initialization condition such as "RAM abnormality" described later is satisfied, the non-advantageous interval is set as the initial state. (3) When the limit processing described later is executed in the advantageous interval (that is, a predetermined value updated as the game progresses during the advantageous interval (for example, the advantageous interval game number counter and the advantageous interval payout counter described later) value) reaches a specified value (for example, 1500 games or 2400 cards), a non-advantageous section is set as an initial state. Note that the predetermined value may be referred to, and if the predetermined value reaches a specific update value even before the predetermined value reaches the specified value, the non-advantageous section may be set on that condition. In addition, if a predetermined end condition is met during the advantageous section and the end is decided (for example, if the lottery for the end of the advantageous section is performed and the winner is won, etc.), that condition will be used. A non-advantageous section may be set. (4) In a non-advantageous section, processing related to an advantageous section (for example, processing for determining whether or not to transition to an advantageous section) can only be performed by referring to the determined internal winning combination. It is not possible to perform processing referring to various parameters other than the internal winning combination, such as result display (combination of symbols) and the number of games in the non-advantageous section (or the advantageous section before transition). To determine which internal winning combination has been determined, it is possible to refer to data directly indicating the internal winning combination, such as the winning number, or sub-flag (multiple roles) generated or converted from the data of the internal winning combination. as one determination target data), etc., it is also possible to refer to data indirectly indicating the internal winning combination. (5) A non-advantageous section is basically one state, and multiple states cannot be set within the non-advantageous section. For example, it is not possible to set different states such that the non-advantageous section A after the end of the advantageous section is the non-advantageous section A, and the non-advantageous section B is the non-advantageous section after the setting change.

[0155] (advantageous section) The advantageous section is configured as a game period in which it is possible to notify the player of a stop operation mode that is advantageous to the player, and has the following requirements. The following requirements are only examples, and if at least one of the requirements is relaxed or tightened, it can be changed accordingly.

[0156] (1) It is possible to notify the player of an advantageous stop operation mode (for example, push order navigation, etc.). Therefore, it can be controlled to the above-described AT state or ART state. (2) When the set value is changed (changed in setting), or when an initialization condition such as "RAM abnormality" described later is met, the advantageous section cannot be set as the initial state. (3) If the limit process described later is executed in an advantageous section, it is necessary to end the advantageous section. (4) In the advantageous section, the processing related to the advantageous section (for example, whether or not to shift the game state (mode) during the advantageous section, or whether to extend a specific game state (mode), etc.) , not only processing referring to the determined internal winning combination, but also processing referring to various parameters other than the internal winning combination, such as the derived result display (combination of symbols) and the number of games in the advantageous interval. . Other examples of the various parameters that can be referenced include, for example, privilege information such as points that can be given according to the various parameters described above, the type of bonus state, the type of RT state, and the stop operation timing of one of the reels. , or the order of pressing. (5) Multiple states can be set within the advantageous section. For example, it is possible to set a state such as a normal state that is disadvantageous to the player, a CZ state that easily shifts to the AT state, or an AT state that increases the expected value of increasing medals when a stop operation is performed according to the notification. Also, for example, in response to the fact that the CZ state transition is determined in the normal state, it is set as a standby state until the transition to the CZ state actually occurs, and the CZ precursor that suggests the transition to the CZ state can be performed. Depending on whether the AT state transition is determined in the state, normal state or CZ state, it is set as a waiting state until the actual transition to the AT state, and a premonition effect suggesting the transition to the AT state can be performed. A state such as an AT precursor state can also be set according to game characteristics. (6) By turning on the section lamp (status display unit) that can notify whether it is a non-advantageous section or an advantageous section, it is possible to notify that it is in an advantageous section (the section lamp is not lit). If you do, you can notify that you are in a non-advantageous section). It should be noted that the lighting start timing of the section lamp can be set to some arbitrary timing as described above. Basically, lighting may be started when a non-advantageous section transitions to an advantageous section, and lighting may continue until the transition to a non-advantageous section. However, if the transitioned advantageous section is in the normal state, the lighting may not be started, and the lighting may be started when the AT state is first entered. In addition, if the transitioned advantageous section is in the AT state, lighting may be started from that time.

[0157] [4-7. Limiter] In the pachislot machine 1, an upper limit (restriction) is set for the period in which the advantageous section continues continuously in order to prevent gambling from becoming excessively high due to the advantageous section continuing too long. is possible. Such an upper limit is called a "limiter". Further, in the present embodiment, the termination of the advantageous section by such a limiter is described as execution of limit processing or actuation of the limiter. An example of the limiter will be described below.

[0158] (game number limiter) The number-of-games limiter is configured as a limiter that executes limit processing when the number of games (the number of games played) in the advantageous interval reaches "1500". For example, the later-described advantage interval game number counter starts counting when the advantage interval starts, and increments the count by one each time one game is completed. Then, based on the value of the advantageous section game number counter reaching a specified value (for example, "1500" or more), the advantageous section is forcibly played (for example, even if the game period in the AT state remains) Terminate it and move to a non-advantageous section. It should be noted that the number of games for which the game number limiter is activated can be set to an arbitrary number of games up to the upper limit of "1500". Also, if the requirement for such a game number limiter is relaxed or tightened, it can be changed accordingly. Also, the gambling aspect may be suppressed step by step according to the number of games in the advantageous section.

[0159] (Payout number limiter) The payout number limiter is configured as a limiter that executes limit processing when the number of payout medals in the advantageous section reaches "2400". For example, the advantageous section payout number counter, which will be described later, starts counting when the advantageous section starts, and each time medals are paid out, the corresponding number of medals (more specifically, the number of payouts minus the number of bets) A few minutes) counting up. Then, based on the value of the advantageous section payout number counter becoming a specified value (for example, "2400" or more), the advantageous section is forcibly executed (for example, even if the game period in the AT state remains) Terminate it and move to a non-advantageous section. The number of payouts for which the number-of-payouts limiter operates can be set to an arbitrary number of payouts as long as the number of payouts is equal to or less than the upper limit of "2400". Also, if the requirements for such a payout number limiter are relaxed or tightened, it can be changed accordingly. Alternatively, the gambling aspect may be suppressed in stages according to the number of medals paid out during the advantageous section.

[0160] Also, for example, the advantageous section payout number counter, which will be described later, counts the plus amount from the most recent lowest point, with the lowest point (starting point) at which the absolute number of medals has decreased the most from the start of the advantageous section. (That is, if there is no payout, the count may be decremented, etc.). In other words, the number of payout limiter is executed when the number of medals increases during the advantageous section (for example, when the AT state starts) and when a maximum of "2400" medals have been paid out. It can also be configured as a limiter that Further, for example, the advantageous section payout number counter, which will be described later, may simply count the actual payout number (that is, the number of payouts without subtracting the number of bets) instead of the above-described net increase.

[0161] The pachi-slot machine 1 may execute limit processing in the advantageous section using only the number-of-games limiter, or limit processing in the advantageous section using only the number-of-payout limiter. Both of the number limiters may be used to limit the advantageous section. When both limiters are used, it is desirable to end the advantageous interval when the operation condition of one of the limiters is satisfied after the advantageous interval starts.

[0162] Also, the types of limiters are not limited to the game number limiter and payout number limiter described above. For example, the number of times of navigating the push-order minor combination during the AT state (that is, the number of times the information of the stop operation that is advantageous to the player for the combination related to the payout of medals has been notified) is a predetermined number (for example, "400" times). A navigation count limiter may be provided for executing limit processing when the number of times of navigation is reached. That is, as long as the gambling aspect can be appropriately suppressed, it is possible to execute limit processing using various game-related conditions.

[0163] [4-8.External signal] As described above, the pachi-slot machine 1 is designed to be capable of outputting a plurality of types of external signals to the outside. For example, if the external signal 1 is turned on when the bonus state is started, and is turned off when the bonus state is terminated, the external data display device will also be in this state. It is possible to perform an effect during the linked bonus state. Further, for example, the external signal 1 is turned on based on the start of the BB state, the external signal 1 is turned off based on the termination of the BB state, and the external signal 1 is turned off based on the start of the MB state. If the external signal 2 is turned on at the end of the MB state, and the external signal 2 is turned off based on the termination of the MB state, not only the above-mentioned effect during the bonus state is performed on the external data display machine, but also the bonus The number of times can be counted by type.

[0164] Further, for example, if the external signal 1 is turned on based on the start of the AT state, and turned off based on the end of the AT state, the external data display device You can perform an effect during the AT state linked to this. Further, for example, the external signal 1 is turned on based on the start of a predetermined AT state, the external signal 1 is turned off based on the end of the predetermined AT state, and the specific AT state is turned on. If the external signal 2 is turned on when the AT state is started, and turned off when the specific AT state is finished, the external data display can also be set to the above-mentioned AT state. In addition to performing effects, the number of ATs can be counted by type.

[0165] Also, for example, the AT state is configured as an AT state for managing the number of sets, the external signal 1 is turned on based on the start of the AT state of the first set, and the set starts from the second set onwards. If the external signal 2 is turned on each time, the number of first hits in the AT state and the number of extensions in the AT state can also be counted on the external data display. It should be noted that the timing to turn on and the timing to turn off each external signal can be set as appropriate. That is, as long as the situation can be appropriately recognized by an external data display device, hall computer, or the like, the output mode of each external signal can be appropriately set. For example, the period from the OFF state to the ON state to the OFF state again can adopt various conditions such as a predetermined time, one game, and a state change.

[0166] [4-9. Command] As described above, the pachi-slot machine 1 is designed so that a plurality of types of commands can be transmitted from the main control circuit 100 to the sub-control circuit 200. FIG. In addition, in the pachi-slot machine 1, the main control circuit 100 and the sub-control circuit 200 cannot communicate with each other, and it is a requirement that communication is performed only in one direction from the main control circuit 100 to the sub-control circuit 200. ing. Therefore, the main control circuit 100 needs to timely transmit information (commands) for reporting changes in the state of the pachi-slot machine 1 to the sub-control circuit 200. FIG. An example of such a command is described below.

[0167] The main control circuit 100 transmits an initialization command to the sub control circuit 200, for example, when a setting change operation is performed. The initialization command includes parameters specifying setting values, game states, and the like. Also, for example, when a bet operation is performed, a medal insertion command is transmitted. The medal insertion command includes parameters for specifying the number of bets and the like. Also, for example, when a start operation is performed, a start command is transmitted. The start command includes parameters specifying internal winning combinations, game states, and the like. Also, for example, when a lock effect is performed, a lock command is transmitted. The lock command includes parameters specifying the contents of the lock effect. Also, for example, when the reels 3L, 3C, and 3R start to rotate, a reel rotation start command is transmitted. The reel rotation start command includes parameters specifying that the rotation of the reels has started.

[0168] Also, for example, when a stop operation is performed, a reel stop command is transmitted. The reel stop command includes parameters specifying the reel to be stopped, the position at which the reel is to be stopped, and the like. Further, for example, when all the reels are stopped and the display combination (winning operation flag) is determined, the winning operation command is transmitted. The winning operation command includes parameters specifying the type of display combination, the content of the privilege to be given, and the like. Also, for example, when starting an advantageous interval, an advantageous interval start command is transmitted. The advantageous interval start command includes parameters for specifying the start of the advantageous interval, the mode (game state), and the like. Also, for example, when ending the advantageous section, an advantageous section end command is transmitted. The advantageous section end command includes parameters for specifying the termination of the advantageous section, the cause of the termination, and the like. Further, for example, when a settlement operation is performed, a settlement command is transmitted. The settlement command includes parameters for specifying the number of returned items and the like. Note that these are merely examples, and commands other than these can be transmitted as necessary, and unnecessary commands among these can be prevented from being transmitted.

[0169] [4-10. Direction] As described above, in the pachi-slot machine 1, various effects are executed using various effect devices in order to increase the interest in the game, to inform the player of useful information, or to achieve the desired game characteristics. It is possible. An example of such effects will be described below.

[0170] [4-10-1. Main effect] In the pachi-slot machine 1, for example, the following effects can be performed under the control of the main control circuit 100 side (main side). As described above, the pachi-slot machine 1 is capable of informing information about the stop operation by means of the instruction monitor, which is also included in production in a broad sense.

[0171] k performance) In the pachi-slot machine 1, when a predetermined execution condition is satisfied, an effect of stopping the progress of the game for a predetermined period (invalidating the game operation of the player for a predetermined period) can be performed. Such an effect is called a “lock effect (or simply “lock”)” and is also called a “freeze effect (or simply “freeze”)”. It should be noted that it is possible to configure such that such a lock effect is not performed, and it is also possible to configure so that a plurality of types of lock effects can be performed.

[0172] Also, the game operation to be invalidated may be, for example, a start operation, a stop operation, or any other operation. For example, when the start operation is disabled for a predetermined period of time, the progress of the game is stopped for a predetermined period of time after all stop operations have been performed. Further, for example, when the stop operation is disabled for a predetermined period of time, the progress of the game is stopped for a predetermined period of time after the start operation is performed. In addition, when multiple types of lock effects are provided, the period during which the progress of the game is stopped (the period during which the player's game operation is disabled), the type of game operation to be disabled, etc. are set for each lock effect. You can do so.

[0173] (reel production) In the pachi-slot machine 1, when a predetermined execution condition is satisfied, the effect display mode of each reel 3L, 3C, 3R during execution of the lock effect (not only the variable display mode but also the combination with the stop display mode) including ) can be performed. Such an effect is called a "reel effect", and is also called a "symbol effect" or the like. It should be noted that it is possible to construct such a reel effect so as not to be performed, and it is also possible to construct so that a plurality of types of reel effect can be performed. In addition, the case of "executing (executing) a lock effect" includes both cases in which reel effects are performed and cases in which reel effects are not performed.

[0174] In short, the reel effect is to rotate or stop (temporarily stop) each reel 3L, 3C, 3R without depending on the game operation of the player during the period in which the game operation of the player is invalidated. The performance is performed in Therefore, it is possible to set an operation pattern for performing such an effect operation without considering the rotation speed, the maximum number of sliding symbols, and the like. Also, by setting a plurality of operation patterns, it is possible to provide a plurality of types of reel effects. Also, by combining multiple types of reel effects and multiple types of lock effects, a wider variety of effects patterns can be set. It should be noted that any one of the reels 3L, 3C, and 3R may be used for the reel effect, or any two of them may be used, or all three of them may be used.

[0175] (pseudo game) In the pachi-slot machine 1, when a predetermined execution condition is established, an effect of performing a pseudo game can be performed during the execution of the above-described lock effect. Such an effect is called a "pseudo game". It should be noted that it is possible to construct such a pseudo-game so as not to be performed, it is also possible to construct so as to be able to perform a plurality of types of pseudo-game. In addition, in the case of "executing (executing) the lock effect", in addition to this, both the case where the pseudo game is performed and the case where it is not performed are included.

[0176] In short, the pseudo game accepts the game operation of the player in a pseudo manner during the period in which the game operation of the player is invalidated, thereby rotating or stopping (temporarily stopping) the reels 3L, 3C, 3R. It is a thing that directs by doing. In other words, the above-described reel effect is further effected by intervening the player's game operation. In addition, for example, the MAX bet button 6a, the 1 bet button 6b, the start lever 7, the respective stop buttons 8L, 8C, 8R, and the checkout button 9 are basically provided for the purpose of being used for game operations. Therefore, it is inherently undesirable to use it for purposes other than this. However, in the pseudo-game, it is possible to accept these operations on the premise that measures are taken so that the player does not misunderstand that the actual game is being played.

[0177] Here, an example is given and demonstrated about the flow of a pseudo-game. Pseudo-games, for example, are performed in the following flow. (1) The player's actual start operation (where the execution condition is satisfied and the pseudo-game starts) (2) Pseudo-rotation of each reel (during pseudo-game) (3) Receiving a pseudo stop operation, which temporarily stops each reel (during pseudo game) (4) After going through random delay processing, each reel actually starts spinning (simulated game ends and actual game starts)

[0178] The random delay process is, for example, a state in which specific symbols are displayed side by side in the above situation (3), and when each reel starts rotating normally in the above situation (4), the player can make it easier to stop using a specific pattern as a mark (it may help the so-called "eye-pressing"), so to correct this, a random delay period is set for each reel. This is a process for starting the rotation after generating it (such a delay period is also called a "rearrangement period"). In addition, when each reel is temporarily stopped in the above situations (3) and (4), the phase signal in the excitation control of each stepping motor must always be a predetermined value so as not to misunderstand that it is completely stopped. It is desirable to alternate the reels forward and reverse for less than a period of time (eg, 500 ms).

[0179] As one of the above measures, for example, if any combination of symbols is temporarily stopped in the above situation (3) (when the third reel is temporarily stopped and all reels are temporarily stopped), Until the random delay process is started in the above situation (4), each reel may be slightly vibrated (swayed) up and down. As long as the phase signal changes in less than the above-mentioned predetermined time, when the first reel is temporarily stopped, when the second reel is temporarily stopped, such swinging is not performed. can be

[0180] Also, as one of the above-mentioned measures, for example, a pseudo-game lamp is provided to notify that a pseudo-game is in progress, and after the pseudo-game is started in the above (1) situation, the above (4 ) until the random delay process is started in the situation, the pseudo-game lamp can be lit. In addition, the pseudo-game lamp is preferably installed above the operation unit that receives the game operation of the player and at a position that can be visually recognized during the game. Also, the pseudo-game lamp is an independent lamp that is not used for other purposes, and it is desirable that the entire display portion of the pseudo-game lamp is covered with a monochromatic border. In addition, it is desirable that the pseudo-game lamp has a certain surface area (for example, one side exceeds 10 mm and the surface area exceeds 642 square mm, etc.), including the explanation part of the pseudo-game lamp. In addition, the description part of the pseudo-game lamp is a description that can be recognized as a lamp for notifying that the pseudo-game lamp is in the pseudo-game (for example, "FREEPLAY", "pseudo-game production", or " It is desirable that the description such as "reel automatic production is in progress"), and it is desirable that such a description portion occupies 1 / 3 or more of the surface area. It should be noted that the pseudo-game lamp may be controlled by the main control circuit 100 or by the sub-control circuit 200.

[0181] In addition, as one of the above-mentioned measures, for example, the pseudo-game display to inform that it is in the pseudo-game, after the pseudo-game is started in the above (1) situation, the above-mentioned (4 ), the main display device 210 or the sub display device 220 (or both) may be used until the random delay process is started. In addition, it is desirable that the pseudo-game display is displayed above the operation unit that receives the game operation of the player and at a position that can be seen during the game (in this embodiment, the main display device 210 and the sub display device Since all of 220 are above the operation part, either can be used). In addition, the pseudo-game display has a certain surface area including the explanation part (for example, one side exceeds 10 mm, and if the display screen is less than 7 inches, the surface area exceeds 642 square mm) , if the display screen is 7 inches or more, the surface area should be 8.2% or more of the entire screen, etc.). In addition, the description part of the pseudo-game display is a description that can be recognized as a display to inform that the pseudo-game display is in progress (for example, "FREEPLAY", "pseudo-game production", Alternatively, it is desirable to have a description such as "reel automatic effect is in progress"), and it is desirable to have a size that the player can read without being concealed.

[0182] Also, for example, during the pseudo-game (for example, after the pseudo-game is started in the situation of (1) above until the random delay process is started in the situation of (4) above), in the instruction monitor It is desirable to configure so that the information of the stop operation is not notified (if it is necessary to display the information of the stop operation on the instruction monitor in the game, the display is started at the timing when the random delay process is started). In this way, it is possible to further prevent the player from erroneously recognizing that the actual game is being played during the pseudo-game. It should be noted that, if any of the above-described measures are taken, during the pseudo-game, even if the sub-side effect device (for example, the main display device 210 or the sub display device 220) is notified of the stop operation information good. Similarly, during the pseudo-game, the sub-side effect device may perform an effect (interlocked with the pseudo-game operation) according to the game result of the pseudo-game.

[0183] In addition, in an actual game, a test signal corresponding to the player's game operation or the state in which the game operation becomes possible is output via the first interface board 301 for the test machine. , no test signal corresponding to the player's pseudo game operation or the state in which the pseudo game operation is possible is output. Therefore, during the pseudo-game, a test signal (pseudo-game signal) may be output so that the tester can recognize that the game is in the pseudo-game. In addition, the first interface board 301 for the testing machine, when receiving a pseudo-game signal from the main control board 71, by outputting a signal for pseudo-game progress control to the main control board 71, simulated on the main control board 71 side A game may progress (that is, the first test machine interface board 301 may have a pseudo-game progress function). In addition, when the first interface board for testing machine 301 is provided with such a pseudo game progress function, a changeover switch capable of switching on and off of the function may be provided. As a result, it is possible to arbitrarily set whether or not to confirm the performance contents of the pseudo game in the certification test (test shooting test) of the pachi-slot machine 1.

[0184] [4-10-2. Sub side production] In the pachi-slot machine 1, for example, the following effects can be performed by the control of the sub control circuit 200 side (sub side). As described above, in the pachi-slot machine 1, the main display device 210 or the like is capable of informing information about the stop operation, which is also included in production in a broad sense.

[0185] (Normal production) In the pachi-slot machine 1, when a predetermined execution condition is satisfied, an effect that the current game is completed (that is, the game ends in one game) can be performed. Such an effect is called a "normal effect", and is also called a "single effect" or the like. It should be noted that it is possible to configure such that such a normal effect is not performed, and it is also possible to configure so that a plurality of types of normal effect can be performed.

[0186] (Continuous production) In the pachi-slot machine 1, when a predetermined execution condition is established, an effect that continues over multiple games (that is, continues during multiple games) can be performed. Such an effect is called a “continuous effect”, as well as a “continuous effect”. It should be noted that it is possible to configure such that such continuous effects are not performed, and it is also possible to configure so that a plurality of types of continuous effects can be performed.

[0187] (Operation linked production) In the pachi-slot machine 1, when a predetermined execution condition is established, an effect can be performed in which the contents of the effect can be changed according to the player's effect operation. Such an effect is called an "operation-linked effect", and is also called a "button effect" or the like. It should be noted that it is possible to construct such an operation-linked effect not to be performed, or to perform a plurality of types of operation-linked effect. Also, the operation-linked effect can be configured as a normal effect, or can be configured as a continuous effect. Also, the effect operation can include not only the operation to the effect button group but also various game operations.

[0188] Note that the various effects described above can be used for various purposes. For example, it can be used to suggest or notify a set value, an internal winning combination, a game state, a game section, details of awarding of a privilege, a period until the awarding of a privilege, and the like. It can also be used to suggest or notify the degree of advantage. Moreover, these uses are only examples.

[0189] (Other performances) The pachi-slot machine 1 can perform effects other than the various effects described above. For example, various notifications to players or game parlors (for example, addiction prevention notification, forgotten item prevention notification, error state notification, demonstration state notification, etc.) are also included in production in a broad sense as what is used for purposes other than the above. . As for the immersion prevention notification, for example, when the advantageous section ends, a warning or the like to that effect can be notified. In addition, for example, when an advantageous section ends or when a checkout operation is performed, a warning or the like indicating that fact can be notified. Further, the error state notification may be such that a warning or the like indicating the error is notified from the occurrence of the error until the error is resolved. In addition, the demonstration state notification can be made such that an empty machine or the like is notified when the period during which no game has been played reaches a predetermined period or when a settlement operation is performed.

[0190] [5. First game machine] Next, with reference to FIGS. 5 to 22, a specific example of specifications relating to the game characteristics of the pachi-slot machine 1 will be described as a "first game machine". It should be noted that various specifications, functions, etc., described as the first gaming machine in the present embodiment can be partially or wholly applied to other gaming machines described in the present embodiment, and Various specifications, functions, etc. described as other gaming machines in the present embodiment can be partially or wholly applied to the first gaming machine described in the present embodiment. In other words, an appropriate combination of these can be used as the invention according to the present embodiment.

[0191] First, in the first gaming machine, the active line is defined as only one line of the above-mentioned "center line". Further, in the first gaming machine, a non-bonus state and a bonus state are provided as game states. In addition, the non-bonus state is between the 2BB flags where the later-described "F_2BB" (a bonus role that can be won only in a two-bet state. Hereinafter, it may be simply referred to as "2BB") is carried over, and the later-described Between the 3BB flags where ``F_3BB'' (a bonus hand that can be won only in a 3-card bet state; hereinafter sometimes simply referred to as ``3BB'') is carried over, and no bonus hand is won (carried over) not flagged). In addition, the bonus state includes a 2BB state that transitions when a combination of symbols related to 2BB is displayed, and a 3BB state that transitions when a combination of symbols related to 3BB is displayed. be.

[0192] In addition, in the first gaming machine, it is possible to play a game with two medals bet (two bet state) and three medals bet (three bet state). there is Note that "bet" means that the player inserts 2 or 3 medals into the medal insertion slot 5 for use in the game, or that the player operates the MAX bet button 6a or the 1 bet button 6b. This includes both placing 2 or 3 medals from the credits and automatically placing 2 or 3 medals by winning a replay role.

[0193] [5-1. Playability of the first gaming machine] Next, the game flow in the first gaming machine will be described with reference to FIGS. 5 to 8. FIG. FIG. 5 is a diagram showing an example of a game state transition flow in a non-advantageous section and an advantageous section in the first gaming machine, and FIG. 6 is for explaining an example of each mode in the first gaming machine. FIG. 7 and FIG. 8 are diagrams showing examples of various tables in the first gaming machine.

[0194] As shown in FIG. 5, in the first gaming machine, the state in which a player plays a game is roughly divided into a non-advantageous section and an advantageous section. Increased sections (advantageous sections / pseudo bonuses) are provided. The non-advantageous section is a game state (non-AT state) in which information about a stop operation that is advantageous to the player is not notified, and is a game state that is disadvantageous to the player. The effect section is a game state (non-AT state) in which information on the stop operation that is advantageous to the player is not notified, and is the same as the non-advantageous section in that it is a game state that is disadvantageous to the player. , differs from the non-advantageous section in that mode transition is performed.

[0195] That is, the non-advantageous section is the initial state that is controlled when the game in the advantageous section is completed, when a setting change operation is performed, when other initialization conditions are satisfied, or when the factory is shipped. The effect section is a control state as a normal state in which the player can play a normal game by making the degree of expectation of the increase section transition (given) variable by mode transition or the like.

[0196] On the other hand, the increasing interval is a game state (AT state) in which information of a stop operation that is advantageous to the player is notified, and is a game state that is advantageous to the player. That is, the increase interval is a control state as an advantageous state in which the player can increase medals. Note that both the performance section and the increase section are advantageous sections, and a series of advantageous sections are formed by mutually shifting between these sections.

[0197] In addition, in the first gaming machine, as shown in FIG. 7(a), in the non-advantageous section, a non-advantageous section sub-flag as secondary information (sub-flag) according to the internal winning combination (see FIG. 10 described later) is determined. It should be noted that the sub-flags indicate internal winning combinations that play similar roles (whether or not the winning combination is a lottery target combination, the winning probability thereof, etc.) in various types of lotteries (various processes related to advantageous sections) related to game characteristics by the main control circuit 100. By grouping and assigning the same information, it is information for making the group identifiable. Since this eliminates the need to provide various data tables for each internal winning combination, the amount of data can be compressed, and pressure on the capacity of the main ROM 102 can be avoided. In the non-advantageous section, lottery using this non-advantageous section sub-flag is performed.

[0198] The non-advantageous section sub-flag "Ripbell" has internal winning roles "F_ Replay A" (No. "3"), "F_ Replay B" (No. "4"), and "F_ Bell 123A1" ~ " F_bell 321B2" (No."10" to No."33") is determined. The non-advantageous interval sub-flag “Weak Che” is determined when the internal winning combination is “F_Cherry” (No. “5”). The non-advantageous section sub-flag “Watermelon” is determined when the internal winning combination is “F_Watermelon” (No. “9”). The non-advantageous section sub-flag ``fixed combination'' is determined when the internal winning combination is either ``F_fixed cherry'' (No. ``6'') or ``F_reach'' (No. ``8''). be. The non-advantageous interval sub-flag “middle che” is determined when the internal winning combination is “F_middle cherry” (No. “7”). It should be noted that, in the non-advantageous section, as in the advantageous section, the winning sub-flag and the winning sub-flag can be determined. Moreover, these correspondence relationships are not limited to those described above.

[0199] Further, in the first gaming machine, as shown in (a) of FIG. 7, in the advantageous section, an advantageous section winning time sub-flag as secondary information (sub-flag) according to the internal winning combination (see FIG. 10 described later) is determined. Furthermore, in the advantageous section, an advantageous section winning time sub-flag is determined as secondary information (sub-flag) according to the combination of displayed symbols. In the advantageous section, a lottery is performed using these sub-flags for winning an advantageous section and sub-flags for winning an advantageous section.

[0200] Advantageous section winning sub-flag "Bell" is determined when the internal winning combination is one of "F_Bell 123A1" ~ "F_Bell 321B2" (No. "10" ~ No. "33") . The sub-flag “Weak Che” at the time of advantageous section winning is determined when the internal winning combination is “F_Cherry” (No. “5”). The sub-flag "Watermelon" at the time of winning the advantageous section is determined when the internal winning combination is "F_Watermelon" (No. "9"). Advantageous section winning sub-flag "Determined" is determined when the internal winning combination is either "F_Definite Cherry" (No. "6") or "F_Reach" (No. "8") be done. The sub-flag “middle che” at the time of advantageous section winning is determined when the internal winning combination is “F_middle cherry” (No. “7”).

[0201] Advantageous section winning sub-flag ``Tsutaribu 1'' is when the internal winning combination is either ``F_Replay A'' (No. ``3'') or ``F_Replay B'' (No. ``4''), It is determined when the combination of symbols of "rising to the right" is displayed (that is, when the winning combination is "rising to the right"). Advantageous section winning sub-flag ``Tsuru Lip 2'' is when the internal winning combination is either ``F_Replay A'' (No. ``3'') or ``F_Replay B'' (No. ``4''), It is determined when the symbol combination of "parallel lips" is displayed (that is, when the winning combination is "parallel lips").

[0202] Here, in the first gaming machine, as will be described later, when the internal winning combination is "F_Replay A" (No. "3"), between the 3BB flags, the symbol combination of "rising to the right" is displayed, and between 2BB flags and between non-flags, a combination of "parallel lips" patterns is displayed.

[0203] That is, when the internal winning combination is "F_Replay A" (No. "3"), between the 3BB flags, "Tori 1" is determined as a sub-flag when winning the advantageous section, and between the 2BB flags and between non-flags "Tori 2" is determined as a sub-flag when winning an advantageous section. Then, in the first gaming machine, when the sub-flags at the time of winning the advantageous section are different in this way, various lotteries to be described later (for example, a pseudo-bonus transition lottery using a pseudo-bonus transition lottery table shown in (c) of FIG. The degree of advantage in the mode transition lottery using the mode transition lottery table shown in 8(f) is varied.

[0204] In addition, in the first gaming machine, for example, depending on whether it is between 3BB flags or between 2BB flags, "F_Replay A" (No. "3 ”) is described as an example, but the manner in which the sub-flags fluctuate during the winning of the advantageous section is not limited to this. For example, as will be described later, when the internal winning combination is "F_Bell 123B1" (No. "12"), the stop control should be different between the 3BB flags and the 2BB flags. Therefore, when such a combination is won, the number of medals to be paid out is not changed (or may be changed), and the combination of displayed symbols is changed, thereby winning a different advantageous section. An hour sub-flag may be determined. Then, the degree of advantage in various lotteries, which will be described later, may be changed in accordance with the difference in the sub-flag at the time of winning the advantageous section.

[0205] Also, for example, as will be described later, when the internal winning combination is "F_watermelon" (No. "9"), regardless of which flag (between non-flags) the pressed position (stop operation If the timing is appropriate, the combination of "watermelon" symbols will be displayed, and if the pressed position is not appropriate, a dropout will occur and the combination of "watermelon spill" symbols will be displayed. Different advantageous zone winning sub-flags may be determined depending on whether a winning combination is won, when a prize can be won without any omissions, and when omissions occur. Then, the degree of advantage in various lotteries, which will be described later, may be changed in accordance with the difference in the sub-flag at the time of winning the advantageous section.

[0206] Also, for example, when the internal winning combination is "F_Replay A" (No. "3"), between the 3BB flags, the stop operation is in a specific manner (this particular If it is performed in a manner in which the hitting order (correct order of pressing) is appropriate, a manner in which the pressing position (timing of the stop operation) is appropriate, or a manner in which these are combined) A combination of 'parallel lip' symbols is displayed, and if it is not performed in a specific manner, a combination of 'upper right lip' symbols is displayed. You may do so. Then, the degree of advantage in various lotteries, which will be described later, may be changed in accordance with the difference in the sub-flag at the time of winning the advantageous section.

[0207] That is, in the first gaming machine, it is possible for the final stop display mode to differ depending on the number of bets, the game state, the mode of the stop operation, or a combination of any of these regarding the specific combination, It is possible to apply all modes that make it possible to determine different secondary information according to different stop display modes, thereby varying the degree of advantage.

[0208] Returning to the description of the game properties of the first gaming machine. In the non-advantageous section, an advantageous section transition lottery is performed for each game. Specifically, the advantageous section transition lottery table shown in (b) of FIG. 7 is referred to, the internal winning combination is determined, and the non-advantageous section sub-flag is determined according to the internal winning combination. At a predetermined timing, a transition destination mode or the like is determined according to the non-game section sub-flag. In addition, when making this decision, if only the type of mode when transitioning to the advantageous section is determined ("advantageous section start" in Fig. 5), it is also possible to transition to a pseudo bonus in addition to the type of mode. There is a case where it is determined (in FIG. 5, “advantageous section start+pseudo bonus start”). However, in the non-advantageous section, it is also possible to have a specification in which it is not decided to shift to the pseudo bonus.

[0209] Here, with reference to FIG. 6, each mode in the first gaming machine will be described. In the first gaming machine, the mode is control information (which may be called a game state or a control state) for varying the degree of expectation of transition (granting) to the increase section (pseudo bonus) in the production section (normal game). Yes, in the production section (normal game), according to this mode, it is decided whether or not to transition to a pseudo bonus, to maintain the advantageous section, or to end the advantageous section and move to the non-advantageous section It is designed to

[0210] The start mode is a relatively disadvantageous mode because it is easy to stay when transitioning from a non-advantageous section to an advantageous section (production section), and the expectation of transitioning to a pseudo-bonus is relatively low (Fig. 7 (c)), and the likelihood of shifting to a more advantageous mode is relatively low (see FIG. 8 (f) described later). Although not shown, the number of ceiling games is set to "965 games" in the start mode. The number of ceiling games is used to forcibly shift to the pseudo bonus when the period during which the transition to the pseudo bonus is not made reaches a certain period. Therefore, the smaller the number of ceiling games, the more advantageous the player, and the larger the number of ceiling games, the more disadvantageous the player.

[0211] Normal A mode is the easiest mode for players to stay in the game and is a relatively disadvantageous mode, and the expectation of shifting to a pseudo bonus is relatively low ((c) ), and the likelihood of shifting to a more advantageous mode is relatively low (see (f) of FIG. 8 described below). In the normal A mode, the number of ceiling games is set to "965 games". In addition, in Figure 6, "about 999 G after the pseudo bonus" means that after the pseudo bonus ends, the game will transition to the end A mode or end B mode described later, and 32 games will be played without transitioning to the pseudo bonus in that mode. After a game has been played and once shifted to a non-advantageous section, if this normal A mode is selected when transitioning from a non-advantageous section to an advantageous section, the apparent ceiling number of games is "965 games" + end A This is expressed because it is the game period "32 games" in the mode or the end B mode + the number of games required to shift from the non-advantageous section to the advantageous section. Hereinafter, the same applies to normal B mode, heaven preparation mode, and chance mode.

[0212] Normal B mode is relatively easy for players to stay in the game, and it is a relatively disadvantageous mode, but it is a mode that is more advantageous than normal A mode, and the degree of expectation to shift to a pseudo bonus It is relatively low (see (c) in FIG. 7 described below), and the degree of expectation for shifting to a more advantageous mode is also relatively low (see (f) in FIG. 8 described below). In the normal B mode, the number of ceiling games is set to "965 games".

[0213] In heaven preparation mode, although the expectation of shifting to a pseudo bonus is relatively low (see (c) in Fig. 7 below), the number of ceiling games is set to "466 games", and when shifting to a pseudo bonus , and after that, it is confirmed that the mode will shift to heaven mode (see (f) in FIG. 8, which will be described later), so in that sense, it is a relatively advantageous mode.

[0214] Chance mode has a relatively high expectation of transitioning to a pseudo-bonus (see (c) in Fig. 7 below), and the number of ceiling games is set to "222 games", so it is relatively advantageous in that sense mode. However, the expectations for shifting to heaven mode are not high (see (f) in Fig. 8 below).

[0215] Exit A mode is a relatively disadvantageous mode, and it is relatively unfavorable to stay if you do not transition to heaven mode (including heaven preparation mode) after transitioning to a pseudo bonus, and expect to transition to a pseudo bonus. degree is the lowest (see (c) in FIG. 7 described later), and the degree of expectation for shifting to a more advantageous mode is also relatively low (see (f) in FIG. 8 described later). In the end A mode, when 32 games are played without shifting to the pseudo bonus after the pseudo bonus ends, the advantageous section itself ends and shifts to the non-advantageous section.

[0216] End B mode is a relatively disadvantageous mode that is relatively unfavorable, but more advantageous than End A mode. mode, and the expectation of moving to a pseudo-bonus is relatively low (see (c) in Figure 7 below), and the expectation of moving to a more advantageous mode is relatively low (see the figure below (see (f) of 8). In the end B mode, as in the end A mode, when 32 games are played without shifting to the pseudo bonus after the end of the pseudo bonus, the advantageous section itself ends and shifts to the non-advantageous section. Note that the end A mode and the end B mode can also be collectively referred to as "end mode".

[0217] Security mode is a mode to stay when heaven C mode ends, and the expectation of moving to a pseudo-bonus is relatively high (see (c) in Fig. 7 below), and the number of ceiling games is "32 games". , so it is a relatively advantageous mode in that sense. However, the expectations for shifting to heaven mode are not high (see (f) in Fig. 8 below). That is, when Heaven C mode ends, it is positioned as a mode that tries to maintain (guarantee) a relatively advantageous state for a certain period of time in order to prevent a decline in interest due to that.

[0218] Heaven A mode can also include the extension (addition) in the case of specification that the pseudo bonus continues (AT state continues by determining extension (addition) during AT state). The same applies below), and the expectation of moving to a pseudo-bonus is relatively high (see (c) in Fig. 7 below), and the number of ceiling games is set to "32 games". It is a relatively advantageous mode with a moderate probability of maintaining the mode (heaven mode loop rate). Although not shown in FIG. 6, for example, the ceiling mode loop rate may have a set difference. For example, when the set values ​​are odd numbers (1, 3, 5), the ceiling mode loop rate is about 75%, and when the set values ​​are even numbers (2, 4, 6), the ceiling mode loop rate is about 67%. The lottery value can also be set such that the higher the set value, the higher the ceiling mode loop rate. The same applies to Heaven B mode and Heaven C mode, which will be described later.

[0219] Heaven B mode is a mode where you can expect a series of pseudo bonuses, and the expectation of shifting to pseudo bonuses is relatively high (see (c) in Fig. 7 below), and the number of ceiling games is 32 games. ”, and the probability that the ceiling mode is maintained (heaven mode loop rate) is set high, making it a relatively advantageous mode. That is, in terms of ceiling mode loop rate, this mode is more advantageous than Heaven A mode.

[0220] Heaven C mode is a mode where you can expect a series of pseudo bonuses, and the expectation of shifting to a pseudo bonus is relatively high (see (c) in Fig. 7 below), and the number of ceiling games is 32 games. ”, and the probability of maintaining the ceiling mode (heaven mode loop rate) is set to be relatively high, making it a relatively advantageous mode. That is, in terms of the ceiling mode loop rate, this mode is more advantageous than Heaven A mode and Heaven B mode. Heaven A mode, heaven B mode, and heaven C mode can be collectively referred to as "heaven mode".

[0221] Each of the modes described above is merely an example, and the configuration of the mode is not limited to this. Modes other than the above-described modes can be set, and some of the above-described modes can be set not to be set.

[0222] Further, although the non-advantageous section has been described as being relatively less advantageous than the advantageous section, the relationship between the non-advantageous section and the advantageous section is not limited to this aspect. For example, when it is a non-advantageous section, the transition rate to the increased section is higher than when at least one or more modes are set in the advantageous section, or the average number of games required to transition to the increased section is shorter. It is also possible to set a specification such as that the non-advantageous section is most likely to be an increase section. By doing so, an incentive to play a game is generated even in a state where the non-advantageous section is confirmed after a setting change or the like. In addition, even if the lighting of the section lamp ends 32 games after the end of the pseudo-bonus, the most unfavorable state is not confirmed, so even in such a case, there is a motivation to continue playing. becomes. Also, so far, the presentation section has been described as a game state in which the information of the stop operation, which is advantageous for the player, is not notified. ), it is also possible to set the game state in which the information of the stop operation is notified.

[0223] Returning to the description of the game properties of the first gaming machine. In the performance section (normal game), first, a pseudo-bonus shift lottery (at the time of winning) is performed with reference to the sub-flag at the time of winning the advantageous section for each game. Specifically, the pseudo-bonus transition lottery table shown in (c) of FIG. 7 is referred to, the internal winning combination is determined, and during the game after the advantageous zone winning sub-flag is determined according to the internal winning combination. At a predetermined timing, it is determined whether or not to shift to a pseudo bonus according to the sub-flag at the time of advantageous section winning. In addition, in (c) of FIG. 7, "non-winning" means not to shift to a pseudo-bonus, and "winning (this time game)" means to shift to a pseudo-bonus from this game. "Winning (next game)" means shifting to a pseudo-bonus from the next game.

[0224] In addition, in the first gaming machine, when "winning (current game)" is determined, at the start of the current game, when "winning (next game)" is determined, at the start of the next game After the operation (stop operation) is disabled for a certain period of time, and during the disabled period, a reel effect (“red 7 matching” effect) is performed in which “red 7” symbols are displayed in alignment on the main display window 4. , In a game in which a pseudo-bonus has started and the effect of "red 7 matching" has been performed, if it is necessary to notify the information of the stop operation, at least the invalid period ends and the game operation (stop operation) is valid When (before that, but not before the start of the above-described random delay process), information about the stop operation is notified.

[0225] In the performance section (normal game), as a result of the pseudo-bonus transition lottery (at the time of winning), when it is determined to shift to the pseudo-bonus, a mode transition lottery (at the time of winning) is performed. Specifically, the mode transition lottery table shown in (f) of FIG. 8 is referred to, and the transition destination mode is determined according to the current mode and the advantageous section winning sub-flag. Note that this transition destination mode may be a mode including a pseudo-bonus, or a mode after the pseudo-bonus is finished. Also, as a result of the pseudo bonus transition lottery (at the time of winning), it is decided to shift to the pseudo bonus, and if the mode transition lottery (at the time of winning) is performed, the pseudo bonus transition lottery (at the time of winning) and the mode transition lottery described later (at the time of winning) and mode transition lottery (at the ceiling) will not be performed.

[0226] In the production section (normal game), as a result of the pseudo-bonus transition lottery (at the time of winning), if it is not decided to move to the pseudo-bonus, for each game (more specifically, "F_ Replay A" or "F _Replay B”), a pseudo bonus transition lottery (at the time of winning) is performed with reference to the sub-flag at the time of winning the advantageous section. Specifically, the pseudo-bonus transition lottery table shown in (c) of FIG. At a predetermined timing (before the start of the game), it is determined whether or not to shift to a pseudo-bonus according to the advantageous section winning sub-flag.

[0227] In addition, in the pseudo-bonus transition lottery table shown in (c) of FIG. 7, "Tsutaribu 2" is determined as a sub-flag when winning an advantageous section rather than when "Tsutaribu 1" is determined as a sub-flag when winning an advantageous section. The percentage of decisions to shift to a pseudo-bonus is higher in the case of However, this is not the only way to give preferential treatment to “Tori 2” over “Tori 1”. For example, if "Tsurugi 2" is determined as a sub-flag when winning an advantageous section, it may be decided to shift to a pseudo-bonus with a predetermined probability, but "Tsuruibu 1" is determined as a sub-flag when winning an advantageous section. In this case, the transition to the pseudo-bonus may not be decided.

[0228] In the production section (normal game), as a result of the pseudo-bonus transition lottery (at the time of winning), when it is determined to shift to the pseudo-bonus, a mode transition lottery (at the time of winning) is performed. Specifically, the mode transition lottery table shown in (f) of FIG. 8 is referred to, and the transition destination mode is determined according to the current mode and the advantageous zone winning sub-flag. Note that this transition destination mode may be a mode including a pseudo-bonus, or a mode after the pseudo-bonus is finished. Also, as a result of the pseudo-bonus transition lottery (at the time of winning), it is decided to shift to the pseudo-bonus, and when the mode transition lottery (at the time of winning) is performed, the later-described mode transition lottery (at the ceiling) is not performed.

[0229] In addition, in the mode transition lottery table shown in (f) of FIG. 8, "Tsutaribu 2" was determined as a sub-flag when winning an advantageous section rather than when "Tsutaribu 1" was determined as a sub-flag when winning an advantageous section. In this case, the rate at which it is decided to shift to a mode that is relatively advantageous to the player is high. However, this is not the only way to give preferential treatment to “Tori 2” over “Tori 1”. For example, when the sub-flag at the time of winning the advantageous section is determined to be ``Common 2'', it can be determined to shift to a relatively advantageous mode for the player with a predetermined probability, but the sub-flag at the time of winning the advantageous section It may be arranged such that, when the first response is determined, it cannot be determined to shift to a mode that is relatively advantageous to the player.

[0230] In the production section (normal game), as a result of the pseudo-bonus transition lottery (at the time of winning), if it is not decided to move to the pseudo-bonus, the number of ceiling games is updated (additional method or subtraction method), ceiling game When the number reaches the number of ceiling games associated with the current mode (or previously determined at the time of transition to an advantageous section, etc.), it is decided to shift to a pseudo bonus. In this case, it is possible to make sure that the "win (current game)" is determined, or that the "win (next game)" is always determined. Alternatively, any one of these may be determined by lottery.

[0231] In the effect section (normal game), when it is determined to shift to a pseudo bonus due to the number of ceiling games being reached, a mode transition lottery (at the ceiling) is performed. Specifically, the mode transition lottery table shown in (f) of FIG. 8 is referred to, and the transition destination mode is determined according to the current mode. Note that this transition destination mode may be a mode including a pseudo-bonus, or a mode after the pseudo-bonus is finished.

[0232] The processing related to the pseudo-bonus transition lottery (at the time of winning) and the pseudo-bonus transition lottery (at the time of winning) differ only in the type of sub-flag, and the rest is the same processing content, so the same lottery table and control flow can be controlled using In addition, the processing related to the mode transition lottery (at the time of winning) and the mode transition lottery (at the time of winning) differ only in the type of sub-flag, and the rest is the same processing content, so the same lottery table and control flow are used. can be controlled by

[0233] Further, if "winning (current game)" is not provided as the type of winning of the pseudo-bonus, at the timing when the advantageous zone winning sub-flag is determined, the advantageous zone winning sub-flag has already been determined, Since the number of ceiling games can also be updated, the pseudo-bonus transition lottery (at the time of winning), the pseudo-bonus transition lottery (at the time of winning), and the pseudo-bonus transition process when reaching the ceiling can be performed together in one process. can. Similarly, the mode transition lottery (at the time of winning), the mode transition lottery (at the time of winning), and the mode transition lottery (at the ceiling) can be collectively performed in one process.

[0234] Returning to the description of the game properties of the first gaming machine. As described above, in the production section (normal game), it is decided to shift to the pseudo bonus, and when the pseudo bonus is started (in FIG. 5, "pseudo bonus start"), the transition to the increase section (pseudo bonus) . Also, as described above, in the production section (normal game), if the end A mode or the end B mode is controlled and 32 games are completed without transitioning to the pseudo bonus (in FIG. 5, "advantageous section end (Via end A and B)”), move to a non-advantageous section. In addition, when the conditions for the limit processing shown in FIG. 16, which will be described later, are met, the advantageous section is forcibly ended ("advantageous section end (limit processing)" in FIG. 5), and as a result, Move to a non-advantageous section.

[0235] In the increase section (pseudo-bonus), when the pseudo-bonus is started, a ceiling-shortening lottery is performed. Specifically, the ceiling reduction lottery table shown in (e) of FIG. 8 is referred to, and whether or not to reduce the number of ceiling games after the end of the pseudo-bonus is determined according to the current mode. In addition, in (e) of FIG. 8, "non-winning" means that the ceiling game number is not shortened, and "winning (ceiling game number = 0 update)" means that after the pseudo bonus ends, regardless of the mode , means that the set ceiling game number is set to "0" (shortened). Note that the ceiling shortening lottery can be performed not only when the pseudo bonus is started, but also every game during the pseudo bonus.

[0236] As a result of the ceiling shortening lottery, if it is decided not to shorten the number of ceiling games, when the pseudo bonus ends, if you do not have the 1G consecutive stock described later, the number of ceiling games will be reduced according to the current mode is set (in the end mode, it is not set because the advantageous section ends (cleared accordingly) after 32 games have elapsed, but the number of ceiling games may be temporarily set here) , the pseudo-bonus ends ("pseudo-bonus ends" in FIG. 5), and shifts to the production section (normal game). On the other hand, if it is decided to reduce the number of ceiling games as a result of the ceiling reduction lottery, "0 games" is set as the number of ceiling games when the pseudo-bonus ends. As a result, the pseudo bonus is started again from the next game after the pseudo bonus is finished. In this case, since the pseudo bonus is started when the ceiling game number is reached, the mode transition lottery (at the ceiling) is performed.

[0237] In the increase section (pseudo bonus), a mode transition lottery (at the time of winning) is performed for each game (more specifically, in the game in which "fixed hand" or "medium check" is determined as a sub-flag when winning an advantageous section). . Specifically, the mode transition lottery table shown in (f) of FIG. 8 is referred to, and the transition destination mode is determined according to the current mode and the sub-flags at the time of advantageous section winning. It should be noted that the transition destination mode may be determined even when a sub-flag at the time of winning an advantageous section other than the above is determined, but in this case, in principle, a relatively disadvantageous mode than the current mode will be transitioned. In order not to be determined as the first mode, another mode transition lottery table having a lottery value different from the mode transition lottery table shown in (f) of FIG. 8 may be referred to.

[0238] In the increase section (pseudo bonus), a mode transition lottery (at the time of winning) is performed for each game (more specifically, in the game in which "F_replay A" or "F_replay B" is won). Specifically, the mode transition lottery table shown in (f) of FIG. 8 is referred to, and the transition destination mode is determined according to the current mode and the advantageous zone winning sub-flag. In this case, as in the above case, in principle, the mode transition lottery table shown in FIG. A different mode transition lottery table may be referred to.

[0239] In the increase section (pseudo bonus), 1G consecutive lottery is performed for each game. Specifically, the 1G run lottery table shown in (d) of FIG. 7 is referred to, and whether or not to generate a 1G run is determined according to the current mode and the sub-flag at the time of winning the advantageous section or the sub-flag at the time of winning the advantageous section. be done. In addition, in (d) of FIG. 7, "non-winning" means not generating 1G ream, and "winning (1G ream + 1)" means that the right to generate 1G ream (1G ream stock) is 1 It means that 1 is given (1G ream stock counter is incremented by 1). In addition, it is possible to stock (store) a plurality of 1G ream stocks (up to 255) by the 1G ream stock counter. Therefore, multiple 1G consecutive stocks may be granted during one pseudo-bonus. Also, the 1G-run lottery table can be configured so that a plurality of 1G-run stocks can be awarded in one 1G-run lottery.

[0240] When the pseudo bonus ends, if the value of the 1G-ren stock counter is 1 or more (that is, if you have 1G-ren stock), one 1G-ren stock will be consumed (1G-ren stock counter will 1 is subtracted), and the pseudo bonus is started again from the next game after the pseudo bonus ends. In this case, the above-mentioned mode transition lottery will not be performed because the pseudo bonus will start according to the right of 1G consecutive stock. On the other hand, when the pseudo bonus ends, if the value of the 1G consecutive stock counter is not 1 or more (that is, if you do not have 1G consecutive stock), and if you have not won the above-mentioned ceiling reduction lottery, The number of ceiling games is set according to the current mode (in the case of end mode, the advantageous section ends after 32 games (cleared accordingly), so it is not set, but here the number of ceiling games is tentative. may be set), the pseudo-bonus ends ("pseudo-bonus ends" in FIG. 5), and the production section (normal game) is entered.

[0241] In addition, if you win the ceiling shortening lottery and also have 1G consecutive stock, the result of the ceiling shortening lottery will be prioritized, and after the pseudo bonus according to the ceiling shortening is executed, the pseudo bonus according to the 1G consecutive stock will be given. Alternatively, the 1G ream stock may be prioritized, and after the pseudo bonus corresponding to the 1G ream stock is executed, the pseudo bonus corresponding to the ceiling reduction may be executed. In the latter case, it is sufficient to separately store information that can carry over the fact that the ceiling is shortened.

[0242] In the first game machine, as an example of the configuration of the increase section (pseudo-bonus), it continues for ``55 games'' and a maximum of 275 cards can be obtained, but the configuration of the pseudo-bonus is limited to this. do not have. For example, the pseudo-bonus is configured as "Pseudo-BB (Big Bonus)", and "Pseudo-RB (Regular Bonus)", which is a pseudo-bonus that lasts for "22 games" and allows up to 110 cards to be obtained, is installed. You may do so. In this case, when it is decided to move to a pseudo-bonus (grant rights) in the above-mentioned pseudo-bonus transition lottery, when reaching the ceiling, and in the 1G consecutive lottery, the type (for example, "pseudo-BB" and or “pseudo RB”) is determined with a predetermined probability (for example, each 50%). It should be noted that the value of "pseudo RB" differs from that of "pseudo BB" (more specifically, the value of "pseudo BB" is lower than that of "pseudo BB"). BB", but by lowering the bernavi rate (probability of notifying stop operation information), it is possible to make a difference in the maximum obtainable number and make the value different. In addition, when the "pseudo RB" is started, a reel effect in which "BAR" symbols are displayed together in the main display window 4, or a reel effect in which "Red 7-Red 7-BAR" is displayed is performed. You should do it like this. Furthermore, the increasing section is not limited to being configured as a pseudo bonus. For example, it can also be configured as an AT state or an ART state in which the number of games to be continued (game period) can be changed.

[0243] Also, during the pseudo-bonus, if the conditions for executing limit processing shown in FIG. ), resulting in transition to a non-advantageous section.

[0244] In addition, in the first gaming machine, the above-described game flow is based on the premise that the game is basically played in a 3-coin bet state. Therefore, when a game is played with two bets, for example, various lotteries using (a) to (d) in FIG. 7, (e) and (f) in FIG. 8, etc. are not performed. The number of ceiling games is not updated either. In addition, when a game is played with two coins bet during the pseudo bonus, the medals are not increased during the pseudo bonus because the medals are not increased in the two bet state. That is, in the first gaming machine, the player is basically at a disadvantage when playing a game with two bets.

[0245] Here, when a game is played in a two-bet state, lotteries related to advantageous intervals (AT) (for example, (a) to (d) in FIG. 7, (e) and (f) in FIG. 8, etc. are used. Although various lotteries and processing (for example, updating the ceiling game number, etc.) are not performed, the advantageous section game number counter for the above-mentioned game number limiter and the advantageous section payout number counter for the above-mentioned payout number limiter are updated. should be carried out. These limiters have the function of appropriately suppressing gambling by limiting the number of games you can stay in the advantageous section and the number of cards you can win, so if you bet two cards, these counters will not be updated As a result, there may be cases where the upper limit of the number of staying games and the number of winning cards in the set advantageous section is exceeded due to the intervening game with two bets, and as a result, the gambling aspect cannot be suppressed appropriately in order to obtain Therefore, the limiter counter is desirably configured so that it can be updated every game regardless of the number of bets.

[0246] Further, in the first gaming machine, the above-described game flow is basically based on the premise that the game is played in the non-bonus state. Therefore, when a game is played in the bonus state (2BB state and 3BB state), for example, various lotteries using (a) to (d) in FIG. 7, (e) and (f) in FIG. It is not performed, and the number of ceiling games is not updated. In addition, if the bonus state occurs during the pseudo-bonus, the bonus state is configured as a state in which the expected increase in medals is lower than in the non-bonus state (more specifically, in the non-bonus state with three bets). , In some cases, the pseudo bonus does not become an increase section. In other words, the first gaming machine is configured so that the player may be at a disadvantage when playing the game in the bonus state.

[0247] Therefore, in the first gaming machine, it is recommended to play the game in a 3-coin bet state between the 2BB flags (in this embodiment, the 3-coin bet state between the 2BB flags is the "recommended game state”, and other states may be described as “non-recommended gaming states”). That is, in the first gaming machine, 2BB is a bonus combination that is won only when 2 cards are bet, and between the 2BB flags, the combination of symbols related to 2BB wins only when 2 cards are bet, and wins when 3 cards are bet. It is configured not to In addition, 3BB is a bonus combination that is won only when 3 cards are bet, and between 3BB flags, the combination of symbols related to 3BB wins only when 3 cards are bet, and does not win when 2 cards are bet. In addition, there is no case where 3BB wins between 2BB flags, and there is no case where 2BB wins between 3BB flags.

[0248] Then, in the first gaming machine, using these configurations, for example, 2BB is won in a 2-card bet state between non-flags (2BB is not won), and after 2BB flags, 3-card bet state If the game is played in , the game can be played in the above-described recommended game state without worrying about whether or not the bonus combination is won.

[0249] As described above, in the first gaming machine, the ceiling reduction lottery is performed during the pseudo bonus. Here, looking at the ceiling shortening lottery table shown in FIG. While the ceiling reduction lottery is won with a probability of / 8 (32 / 256), the ceiling reduction lottery is not won in other modes. In other words, in the case of a mode with a ceiling game number of "32 games", the "32 games" may be shortened to "0 games", and in the case of a mode with a higher number of ceiling games, There is no case where the number of ceiling games is shortened.

[0250] In addition, even if the number of ceiling games is more than "32 games", the probability (for example, 1 / 64) that the number of ceiling games is lower than the mode with "32 games" may be determined to be shortened.

[0251] Also, the manner in which the number of ceiling games is shortened is not limited to that described above. For example, if you shorten "32 games" to a smaller predetermined number of games (0 to 31 games), the same effect can be achieved, so when you win the ceiling reduction lottery, the number of games to be shortened will be further determined. Alternatively, in the ceiling reduction lottery, the number of games to be shortened may be determined in advance.

[0252] Further, the trigger for performing the ceiling reduction lottery is not limited to the above. For example, during the pseudo-bonus, a ceiling-shortening lottery may be performed for each game. Also, in the advantageous section (normal game), when the current mode is one of the security mode, heaven A mode, heaven B mode, and heaven C mode, a ceiling shortening lottery will be performed for each game. can be In these cases, the sub-flag for advantageous section winning and the sub-flag for advantageous section winning may be referenced to determine whether or not the ceiling reduction lottery is won.

[0253] Further, as described above, in the first gaming machine, a 1G consecutive lottery is performed during the pseudo bonus. Here, looking at the 1G consecutive lottery table shown in (d) of FIG. 7, 1G consecutive stock may be granted regardless of the current mode. That is, the right to continue the pseudo-bonus can be granted regardless of whether the mode is the ceiling game number of "32 games" or not.

[0254] Note that the mode of granting the right is not limited to the above. For example, when the number of ceiling games is "32 games", considering that the ceiling short lottery will be performed, the 1G consecutive lottery is not performed, and the number of ceiling games is more than "32 games" By performing the 1G consecutive lottery when , it is possible to prevent the gambling aspect of the game from becoming excessively high.

[0255] Also, the trigger for performing the 1G consecutive lottery is not limited to the above. For example, a 1G consecutive lottery may be performed even in an advantageous section (production section) other than the pseudo-bonus, and the 1G consecutive stock stocked as a result may be consumed in the next pseudo-bonus.

[0256] Although not shown in FIGS. 5 to 8, in the first gaming machine, when the current mode is heaven mode at the start of the pseudo bonus or during the pseudo bonus, it is in an advantageous state. A special bonus mid-effect for suggesting something is executed with a predetermined probability. Therefore, when the special bonus middle effect is executed, it is possible to expect that the ceiling reduction lottery will be executed. Also, this special bonus effect may be executed with a probability of 100% when the ceiling reduction lottery is won. In this way, for example, when the special bonus mid-effect is executed at the start of the pseudo-bonus, it is suggested that the player is staying in the heaven mode at least, and furthermore, it is expected that the player may have won the ceiling reduction lottery. can make you feel. Also, this special bonus effect may be executed at a predetermined probability or at a probability of 100% even when the 1G consecutive lottery is won during the pseudo bonus. In this way, (1) heaven mode only, (2) heaven mode + ceiling short winning, (3) heaven mode + 1G consecutive winning, (4) heaven mode + ceiling short winning + 1G consecutive winning, (5) Various possibilities such as only 1G consecutive lottery can be suggested, and the interest in the game can be improved.

[0257] In this way, in the first gaming machine, when it is confirmed that the advantageous state (for example, pseudo bonus) will be controlled again within a predetermined period (for example, 32 games) after the end of the advantageous state (for example, , Heaven mode), the period can be further shortened, so even if the game period of a series of advantageous sections is limited (for example, when limit processing is executed), the player can It is possible to prevent the loss of interest in the game by allowing the game to be played in a state in which the degree of advantage is as high as possible.

[0258] In addition, in the first gaming machine, even if it is not confirmed that the advantageous state will be controlled again within a predetermined period after the advantageous state ends (for example, in the end mode), the right (for example, , 1G consecutive stock) may start the advantageous state again, so that the player's expectation can be increased and the interest in the game can be improved.

[0259] In addition, although illustration is omitted in FIGS. 5 to 8, in the first gaming machine, when "fixed combination" is determined as a sub-flag at the time of winning the advantageous section (that is, "F_ confirmed cherry" or " F_ reach" is determined as an internal winning combination), and as a result of the above-mentioned mode transition lottery, if it is decided to shift to heaven C mode, the probability of 1 / 2 (this probability is optional), a special lock effect can be executed. It should be noted that even when the advantageous section winning sub-flag "Medium Che" is determined (that is, when "F_middle cherry" is determined as the internal winning combination), the player can set the advantageous section winning sub-flag "Confirm Since it is possible to receive the same benefits as when the winning combination is determined, if the sub-flag "Medium Che" is determined at the time of winning the advantageous section, if the sub-flag at the time of winning the advantageous section is determined as "fixed hand" Similarly, a special lock effect may be made executable.

[0260] Here, since the "fixed combination" is a combination in which the transition to the pseudo-bonus is also confirmed (see (c) in FIG. 7), when the special lock effect is executed, the player can transition to the pseudo-bonus and heaven C mode. It is possible to recognize that there was a problem, and the interest of the player is greatly increased. The special lock effect is configured as, for example, an effect in which the game operation (stop operation) is disabled for about 20 seconds at the start of the game. During this period, a special reel effect may be performed in which each reel vibrates or rotates in the reverse direction, or a special image or the like that is not normally displayed may be displayed on the main effect display section 21. can be Also, a special piece of music that is not normally output may be output. Of course, it is also possible to produce an effect by combining these. In addition, although the game operation is not invalidated, these effects can be performed until the player performs the next game operation (that is, the effect can be executed to the end or canceled in the middle). The player may be allowed to decide whether to proceed with the game).

[0261] However, in the first gaming machine, as shown in FIG. 16 described later, for example, even if you stay in Heaven C mode, the execution of the limit process may forcibly end the advantageous section. , it may not be desirable to perform the special lock effect described above many times.

[0262] Therefore, in the first gaming machine, the special lock effect is executed only once within the same series of advantageous sections. Specifically, in a series of advantageous sections, when it is decided to execute a special lock effect first, the special lock effect is executed, but after that, within the same series of advantageous sections, the same conditions apply. To control so that a special lock performance is not executed even when it is established. In addition, as a method, when the special lock effect is executed once, information indicating that fact is stored, and after that, if the information is stored in the same series of advantageous sections, the special lock effect is performed in the first place. The decision as to whether or not to execute the effect may not be made, or the decision may be made, but when the information is stored, the result of the decision indicates that the effect is to be executed. may be rewritten to indicate that it is not executed. Then, the stored information may be cleared when the advantageous section ends.

[0263] Note that the manner in which execution of the special lock effect is restricted is not limited to the above. For example, the upper limit number of times that the execution of the special lock effect is limited may be set as "two times" or "three times" instead of "one time". That is, the execution of the special lock effect is limited, but the upper limit may be set as multiple times. This can be appropriately set according to the expected value of the number of balls to be released per special lock effect.

[0264] Further, the conditions for determining whether or not the special lock effect is to be executed are not limited to those described above. That is, in the above, the mode transition is performed with the winning of the "fixed combination" as a trigger, and it is determined whether or not the special lock effect is executed on the condition that the mode is Heaven C mode. However, for example, since there are cases where the mode is shifted to Heaven C mode due to a trigger other than winning the "fixed role" (see (f) in FIG. 8), the special lock effect is executed in these cases as well. A special lock effect is executed with a predetermined probability (the probability may be the same as in the case of winning the “fixed hand”, or the probability may be different). It may be determined that

[0265] Further, for example, it is assumed that, with the winning of the "fixed combination" as a trigger, first, whether or not the special lock effect is to be executed is determined, and when it is determined that the special lock effect is to be executed, the heaven You may make it shift to C mode. That is, the special lock effect may be executed in response to the determination to shift to the heaven C mode, or the heaven C mode may be executed in response to the determination to perform the special lock effect. You may make it shift to .

[0266] Further, for example, the degree of progress of the game during the advantageous section may be employed as the condition for determining whether or not the special lock effect is to be executed. For example, when the value of the advantageous section game number counter or control game number counter described later is less than "750", or when the value of the advantageous section payout number counter or control game number counter described later is less than "1201" , As described above, it is determined whether or not the special lock effect is to be executed, and when the value of the advantageous section game number counter or the control game number counter described later becomes "750" or more, or when the advantageous game number counter described later When the value of the section payout number counter or the payout number counter for control reaches '1201' or more, it is not determined whether or not the special lock performance is to be executed in the same series of advantageous sections thereafter. can also

[0267] Thus, in the first gaming machine, the game period of a series of advantageous sections is limited to a fixed period (see FIG. 16 described later). In the same series of advantageous sections, even if control information with a high degree of advantage for the player (for example, heaven C mode) is set multiple times, a special effect (for example, a special lock effect) is generated each time. is controlled so as not to occur. Therefore, it is possible to prevent the game from becoming less interesting while preventing the gambling aspect of the game from becoming excessively high.

[0268] Further, in the first gaming machine, in a series of advantageous sections, it is determined that control is performed in an advantageous state (for example, a pseudo-bonus) triggered by the winning of a specific role (for example, a "fixed role"). , control information that is highly advantageous to the player (for example, Heaven C mode) may be set. Even if such a case occurs multiple times within the same series of advantageous sections, control is performed so that the special effect (for example, special lock effect) is not performed each time. Therefore, it is possible to prevent the game from becoming less interesting while preventing the gambling aspect of the game from becoming excessively high.

[0269] Further, in the first gaming machine, it is possible to determine secondary information (for example, a sub-flag at the time of advantageous section winning) according to the determined internal winning combination, and secondary information ( For example, it is possible to determine the advantageous section winning sub flag), and whether or not to give an advantageous state (for example, pseudo bonus) in which information about the player's stop operation is notified according to the determined secondary information It is determinable.

[0270] As described above, in the first gaming machine, not only when the internal winning combination is determined, but also when the combination of symbols is displayed, it is possible to give a sense of expectation regarding the provision of an advantageous state. It is possible to diversify the playability related to giving.

[0271] In addition, in the first gaming machine, since information corresponding to the determined internal winning combination and information corresponding to the combination of displayed symbols are both managed as common secondary information, an advantageous state can be obtained. It is possible to suppress an increase in the control load and the amount of information regarding provision.

[0272] In addition, in the first gaming machine, when the bet gaming value is the first amount (for example, 3), the first special role (for example, 3BB) can be won, while the second special role (for example, , 2BB) cannot be won. Further, when the gaming value bet is the second amount (for example, 2), the second special role is allowed to be won, but the first special role is not allowed to be won. Also, if you win a specific role (eg, "F_Replay A"), if the first special permission state (eg, between 3BB flags), a combination of predetermined symbols (eg, "Right Rising Rip") is displayed, If the second special permission state (for example, between 2BB flags), it is possible to display a combination of specific symbols (for example, "parallel lips") (see FIG. 15 described later).

[0273] In the first gaming machine, different secondary information can be determined depending on whether the combination of predetermined symbols is displayed or the combination of specific symbols is displayed. That is, in the first gaming machine, even if the same special combination is determined, depending on which special permission state it is, it is possible to change the determination content regarding the granting of the advantageous state. It is possible to further diversify the playability while suppressing an increase in the control load and the amount of information regarding the provision of states.

[0274] Further, in the first gaming machine, it is possible to decide whether or not to give an advantageous state at least when a specific combination is won and a combination of specific symbols is displayed.

[0275] Here, in the first gaming machine, since both the combination of the predetermined symbols and the combination of the specific symbols are combinations of symbols related to the replay, even if either one is displayed, it is called the operation of the replay. The same benefits will be granted.

[0276] Note that the manner in which the same privilege is granted is not limited to the above. For example, the specific winning combination is configured as a specific small winning combination for giving a game value. Then, if you win a specific minor combination, for example, if you are in the first special permission state, 1 card (this value is arbitrary, and it may be another value below the bet gaming value, or bet Display a combination of predetermined symbols (combination of symbols pertaining to the granting of game value equivalent to "rising to the right") to which a game value is given (which may be a value exceeding the game value of the second special permission). If it is, display the combination of specific symbols (combination of symbols related to the granting of game value equivalent to "parallel lip") that gives the same number of game values ​​as when the combination of predetermined symbols is displayed. may

[0277] In addition, both the combination of predetermined symbols and the combination of specific symbols are combinations of “lost” symbols (however, since it is possible to determine whether or not to give an advantageous state, a different pattern from the case of pure “losing” A combination of identifiable symbols may be used). Even in this case, the value remains the same.

[0278] In this way, in the first gaming machine, even if the same special combination is determined, depending on which special permission state it is in, it is possible to change the determination content regarding the granting of the advantageous state. , it is possible to diversify the playability while suppressing an increase in the control load and the amount of information regarding the provision of the advantageous state. In addition, in a game in which a specific combination is determined, the same privilege is granted regardless of the special permission state, so even if the game characteristics are changed, the player will not be directly disadvantaged. It is possible to prevent it from being covered.

[0279] Further, in the first gaming machine, when a specific combination is won, when the second special permission state is established, when a stop operation is performed in a specific manner, it is possible to display a combination of specific symbols. It may be configured so as not to allow the combination of specific symbols to be displayed when the stop operation is not performed in the mode.

[0280] Then, it may be possible to decide whether or not to give an advantageous state at least when a specific combination is won and a combination of specific symbols is displayed. If the specific combination is determined as an internal winning combination, even if it is possible to make the degree of advantage in giving an advantageous state different between when the combination of specific symbols is displayed and when the combination of specific symbols is not displayed. good.

[0281] In addition, when a specific combination is won, if it is in the first special permission state, a combination of predetermined symbols is displayed regardless of the stop operation mode, and if it is in the second special permission state, the stop operation is performed in a specific mode. is performed, a combination of specific symbols may be displayed, and when a stop operation is not performed in a specific mode, a combination of predetermined symbols may be displayed.

[0282] In this case, when the timing of the stop operation is appropriate for at least one reel (in this embodiment, this may be described as "pressing position ○" or "correct pressing position", etc.). When a combination of specific symbols is displayed and the timing of the stop operation is not appropriate (in this embodiment, this may be described as "pressed position x" or "incorrect pressed position"), the combination of predetermined symbols is displayed. Can be configured as displayed. As a result, the degree of advantage in giving an advantageous state can be varied due to (the timing of) the player's stop operation, so the player can concentrate more on the game, and the interest in the game can be improved. can.

[0283] Also, as described above, the specific combination can be configured as a specific small combination, and in this case, in at least one reel, when the timing of the stop operation is appropriate (in the case of the pressed position ○), the specific symbol A combination is displayed and a predetermined number of game values ​​are given, and when the timing of the stop operation is not appropriate (when the pressed position is x), a combination of predetermined symbols is displayed and a specific number of game values ​​are given. can do. In this case, the predetermined number may be the same as the specific number (that is, the same privilege). Also, a predetermined number of game values ​​may be awarded that is greater than the specific number. Alternatively, a predetermined number of game values ​​may be awarded that is smaller than the specific number. Also, at least one of the combination of the specific symbols and the combination of the predetermined symbols may be used as the combination of symbols when a failure occurs. That is, either the predetermined number or the specific number may be set to "0". As a result, it is possible not only to change the degree of advantage related to the provision of an advantageous state due to (the timing of) the player's stop operation, but also to change the content of the direct privilege, so that the player can The player can concentrate more on the game, further diversify the playability, and improve the amusement of the game.

[0284] Also, if there is only one type of special combination, the timing at which the stop operation is appropriate is also limited. Therefore, it is desirable to provide a plurality of special combinations with different timings at which the stop operation is appropriate. For example, in one reel, when the timing of the stop operation is the first timing, an appropriate stop operation is performed and a combination of specific symbols is displayed, and when the timing is other than the first timing, the appropriate stop operation When the timing of the stop operation is the second timing different from the first timing, the combination of the specific symbols is displayed as an appropriate stop operation. However, when the timing is other than the second timing, the second specific combination is not displayed without an appropriate stop operation, and the timing of the stop operation is the first timing and the second timing. When the third timing is different, an appropriate stop operation is performed and the specific symbol combination is displayed, and when the timing is other than the third timing, the appropriate stop operation is not performed and the specific symbol combination is not displayed. A third specific combination may be provided, and these may be won with the same winning probability.

[0285] Also, in this case, for the specific combination, a combination of specific symbols is displayed when the batting order is appropriate (in the case of correct pressing order), and a combination of predetermined symbols is displayed when the batting order is not appropriate (in the case of incorrect pressing order). Can be configured as displayed. As a result, the player can concentrate more on the game, and the interest in the game can be improved because the degree of advantage regarding the provision of the advantageous state can be changed due to the player's stop operation (procedure). can.

[0286] In addition, the specific combination can be configured as a specific small combination as described above. In this case, when the batting order is appropriate (in the case of the correct pressing order), a combination of specific symbols is displayed and a predetermined number of games are played. Values ​​are awarded, and when the batting order is not appropriate (incorrect answer pressing order), a combination of predetermined symbols is displayed and a specific number of game values ​​are awarded. In this case, the predetermined number may be the same as the specific number (that is, the same privilege). Also, a predetermined number of game values ​​may be awarded that is greater than the specific number. Alternatively, a predetermined number of game values ​​may be awarded that is smaller than the specific number. Also, at least one of the combination of the specific symbols and the combination of the predetermined symbols may be used as the combination of symbols when a drop occurs. That is, either the predetermined number or the specific number may be set to "0". As a result, it is possible not only to change the degree of advantage related to the provision of an advantageous state due to the player's stop operation (procedure), but also to directly change the content of the privilege, so that the player can The player can concentrate more on the game, further diversify the playability, and improve the amusement of the game.

[0287] Also, if there is only one specific combination, the appropriate batting order is also limited, so it is desirable to provide a plurality of specific combinations with different appropriate batting orders. For example, when it is the first stop on the left, an appropriate stop operation is performed and a combination of specific symbols is displayed, and when it is the first stop on the middle and right, an appropriate stop operation is not performed and the combination of specific symbols is not displayed. When it is the 1st specific role and the middle 1st stop, the combination of specific symbols is displayed as an appropriate stop operation, and when it is the left and right 1st stop, the specific symbol is displayed without an appropriate stop operation. The combination is not displayed, and when it is the 1st stop on the right, it becomes an appropriate stop operation and the combination of specific symbols is displayed, and when it is the 1st stop on the left and middle, it is not an appropriate stop operation. A third specific combination in which the combination of specific symbols is not displayed is provided, and these can be won with the same winning probability.

[0288] Up to this point, in the unit game in which the specific role is won, due to the stop operation mode (at least one or both of the timing of the stop operation and the batting order), the transition determination process to the advantageous section in the non-advantageous section, and the advantageous section I mentioned that the decision processing related to the granting of an advantageous state in (including pseudo-bonus transition lottery, mode transition lottery, and other processing for changing the advantage of the game situation in the advantageous section) is changed. Of these, changes that are relatively disadvantageous to the player (which may be disadvantageous as a result) can be regarded as the penalties described above. Therefore, when such a change occurs, the configuration may be such that an arbitrary effect (warning notification) for calling attention can be generated.

[0289] In addition, in the first gaming machine, when a specific combination is won, there is a higher possibility that an advantageous state is given when a combination of specific symbols is displayed than when a combination of predetermined symbols is displayed. It's becoming That is, assuming that you bet 3 cards, the second special permission state (for example, between 2BB flags) is a state in which an advantageous state is given more preferentially than the first special permission state (for example, between 3BB flags) is.

[0290] Also, in the first gaming machine, when a predetermined combination (for example, "push order bell B" described later) is won, if it is in the first special permission state, the combination of given symbols (for example, 8 payouts) regardless of the batting order While the combination of symbols that becomes) is displayed, in the second special permission state, if the batting order is the predefined correct answer pressing order, the combination of granted symbols is displayed, but the batting order is predefined If it is not in the given correct order of pressing, the combination of given symbols is not displayed, and the game value is not given, or only a smaller amount of game value is given than when the combination of given symbols is displayed. It is configured to display a combination of symbols (for example, a combination of symbols for one payout). That is, if the operation of the advantageous state is not taken into consideration, the first special permission state is a state in which the giving of game value is given more preferential treatment than the second special permission state.

[0291] In other words, even if the player is in the non-recommended gaming state, if the player plays the game with 3 bets between the 3BB flags, the probability of giving the advantageous state will not be given preferential treatment, but the game value when the advantageous state is not activated Since the award probability is given preferential treatment, the game can be played in a state in which the difference in slope value between when the advantageous state is activated and when it is not activated is relatively small. In this way, a state in which the player's game value is less likely to decrease, although the possibility of the player's game value being able to increase rapidly decreases, can be defined as, for example, a "stable state".

[0292] On the other hand, if the player plays the game in the recommended game state, the probability of giving the advantageous state is preferential, but the probability of giving the game value when the advantageous state is not activated is not favored, so the advantageous state is activated. The game can be played in a state in which the difference in the tilt value between when it is activated and when it is not activated is relatively large. In this way, a state in which the player is likely to be able to rapidly increase the game value, but the game value of the player is likely to decrease can be defined as, for example, a “stormy state”.

[0293] Here, the method for creating the two states of the stable state and the rough sea state is not limited to the above. For example, in the "stable state", in the above-mentioned pseudo-bonus transition lottery, while raising the probability of transition of the pseudo-bonus more than "rough sea state", in the above-mentioned mode transition lottery, the probability of transition to heaven mode is higher than "rough sea state" Lower. In addition, in the "rough sea state", in the above-mentioned pseudo-bonus transition lottery, while lowering the transition probability of the pseudo-bonus than in the "stable state", in the above-mentioned mode transition lottery, the transition probability of heaven mode Increase. In this way, it is possible to create a state in which it is easy to hit the pseudo-bonus at the beginning in the "stable state" but it is difficult to make a succession. state can be created. As described above, the predetermined combination stop control may vary between the 2BB flags and between the 3BB flags, or may be different (that is, no preferential treatment between the 3BB flags).

[0294] [5-2. Symbol arrangement configuration of the first gaming machine] Next, referring to FIG. 9, the symbol arrangement configuration of the first gaming machine will be described. FIG. 9 is a diagram showing an example of a symbol arrangement table of the first gaming machine. As shown in FIG. 9, in the first gaming machine, "red 7", "BAR", "replay", "bell", "watermelon", "cherry", "red blank", "yellow blank", " 10 kinds of symbols of "white blank 1" and "white blank 2" are arranged at the positions shown in FIG. 9 on each of the reels 3L, 3C and 3R. Also, as shown in the symbol code table, symbol codes 1 to 10 are assigned to each symbol.

[0295] [5-3. Internal winning combination configuration of the first gaming machine] Next, the internal winning combination configuration of the first gaming machine will be described with reference to FIGS. 10 to 15. FIG. FIG. 10 is a diagram showing an example of an internal lottery table of the first gaming machine. 11 to 14 are diagrams showing an example of the symbol combination table of the first gaming machine. Also, FIG. 15 is a diagram showing an example of the correspondence relationship between the internal winning combination, the stop operation mode, the display combination, etc. of the first gaming machine. That is, hereinafter, which symbol is selected according to the type of internal winning combination that is drawn in the first gaming machine, and the stop operation mode (that is, the batting order, stop operation timing, etc.) when each internal winning combination is won. (which can also be rephrased as a display combination, a winning combination, a stop display mode, a display result, etc.) will be displayed.

[0296] First, in the first gaming machine, in the internal lottery process (see FIG. 26), which will be described later, each internal winning combination shown in FIG. 10 is won with the probability shown in FIG. Combinations of symbols permitted to be displayed when each internal winning combination is won are as shown in "corresponding symbol combination" in FIG. In addition, in FIGS. 11 to 14, "BB" indicates a combination of symbols relating to a bonus role, "REP" indicates a combination of symbols relating to a replay role, and "FRU" indicates a combination of symbols relating to a minor role. is shown.

[0297] "F_2BB" can be determined as an internal winning combination when a game is played in a non-bonus state (more specifically, between non-flags) with a 2-coin bet state, while a game is played with a 3-coin bet state. It is configured not to be determined as an internal winning combination when the winning combination is determined. In a game where ``F_2BB'' is won in a 2-bet state, or a game where ``losing'' between 2BB flags, ``BB01'' is displayed if the pressed position is ○ for each reel, and 2BB status (based on 2BB (bonus state). On the other hand, even between 2BB flags, there is no case where "BB01" is displayed when 3 cards are bet.

[0298] "F_3BB" can be determined as an internal winning combination when a game is played in a non-bonus state (more specifically, between non-flags) with a 3-coin bet state, while a game is played with a 2-coin bet state. It is configured not to be determined as an internal winning combination when the winning combination is determined. In a game in which "F_3BB" is won in a 3-bet state, or a game in which the 3BB flag is "missed", if the pressed position is ○ for each reel, "BB02" is displayed and the 3BB state (based on 3BB) is displayed. (bonus state). On the other hand, even between 3BB flags, "BB02" will not be displayed when 2 cards are bet.

[0299] In the 2BB state and the 3BB state, the lottery value in the "Bonus state" column in FIG. 10 is referred to determine the internal winning combination (only 3 bets are allowed to start the game). During the 2BB state and 3BB state, it is always controlled to the state (RB state) in which RB, which is a first class special accessory, is operating. In the RB state, the control is repeated such that when two wins occur or two games are played after being activated, the control is once terminated and then activated again. In addition, in the first gaming machine, the condition for ending the 2BB state is that more than one medal has been paid out in the 2BB state, and the condition for ending the 3BB state is that more than 176 medals have been paid out in the 3BB state. has been paid out.

[0300] Here, when the 2BB state or 3BB state ends, special mode transition processing is performed. For example, when transitioning to the bonus state (since the mode transition is not performed during the bonus state, it is synonymous with when the bonus state ends), that is, if the current mode is "start mode", the transition destination mode is "start mode". Also, if the current mode is one of the "normal A mode", "normal B mode", "heaven preparation mode", and "chance mode", the transition destination mode will be the "normal A mode". Also, if the current mode is either "end A mode" or "end B mode", the transition destination mode is "end A mode". Also, if the current mode is any one of "guaranteed mode", "heaven A mode", "heaven B mode", and "heaven C mode", the destination mode will be "guaranteed mode".

[0301] "F_Replay A" is configured to be determined as an internal winning combination regardless of the number of bets in the non-bonus state. If it is determined as an internal winning combination, between non-flags and between 2BB flags, regardless of the stop operation mode, one of "REP64" to "REP72" Since these are displayed, they can be collectively called "parallel lips".In addition, "REP64" to "REP71" can be collectively called "lower stage lips", and "REP72" is the "middle row ) is displayed, and replay is granted. On the other hand, between the 3BB flags, regardless of the stop operation mode, "REP73" (because this is to display the "replay" pattern upward to the right, it can be called a "replay to the right"). It is displayed and replay is granted.

[0302] "F_Replay B" is configured to be determined as an internal winning combination regardless of the number of bets in the non-bonus state. It should be noted that the internal winning combination can be determined in the 3-card bet state, but it can be configured so that the internal winning combination is not determined in the 2-card bet state. When the internal winning combination is determined, "parallel replay" is displayed regardless of the stop operation mode in any state, and a replay is awarded.

[0303] "F_Cherry" is configured to be determined as an internal winning combination regardless of the number of bets in the non-bonus state. It should be noted that the internal winning combination can be determined in the 3-card bet state, but it can be configured so that the internal winning combination is not determined in the 2-card bet state. When it is determined as an internal winning combination, in the 2-card bet state, the "middle stage reply" is displayed regardless of the stop operation mode, and a replay is given. In the 3-card bet state, if the pressed position is ○ at least for the left reel 3L, one of "REP28", "REP60" to "REP63" (these are to display the "cherry" symbol on the left reel 3L at the bottom) For this reason, these can be collectively referred to as "cherry lips") are displayed, and replay is granted. On the other hand, if the pressed position is x, other replies (for example, "REP57" to "REP59") are displayed and a replay is given.

[0304] "F_definite cherry" is configured to be determined as an internal winning combination regardless of the number of bets in the non-bonus state. It should be noted that the internal winning combination can be determined in the 3-card bet state, but it can be configured so that the internal winning combination is not determined in the 2-card bet state. When it is determined as an internal winning combination, in the 2-card bet state, the "middle stage reply" is displayed regardless of the stop operation mode, and a replay is given. In the 3-card bet state, if the pressing order is any of "batting order 1" to "batting order 4", at least for the left reel 3L, if the pressing position is ○, it will be any of "REP42" to "REP56" (these are The symbol "Cherry" is displayed in the lower part of the left reel 3L. For example, symbols such as "REP42" are also displayed on the other reels so that the player can increase their expectations. (which can be collectively referred to as "determined cherry slip") is displayed, and replay is granted. On the other hand, if the pressed position is x, other replies (for example, the above-mentioned "cherry reply" or "REP29" to "REP41") are displayed, and a replay is granted. Also, when the pressing order is either "Bating order 5" or "Bating order 6", the "middle stage reply" is displayed regardless of the stop operation mode, and a replay is awarded.

[0305] "F_middle cherry" is configured to be determinable as an internal winning combination regardless of the number of bets in the non-bonus state. It should be noted that the internal winning combination can be determined in the 3-card bet state, but it can be configured so that the internal winning combination is not determined in the 2-card bet state. When it is determined as an internal winning combination, in the 2-card bet state, the "middle stage reply" is displayed regardless of the stop operation mode, and a replay is given. In the 3-card bet state, if the pressing order is any of "batting order 1" to "batting order 4", at least for the left reel 3L, if the pressing position is ○, any of "REP15" to "REP19" (these are Since the "cherry" symbol is displayed in the middle row on the left reel 3L, these can be collectively called "middle stage cherry lips") are displayed, and a replay is given. On the other hand, if the pressed position is x, other replies (for example, "REP20" to "REP27") are displayed, and a replay is given. Also, when the pressing order is either "Bating order 5" or "Bating order 6", the "middle stage reply" is displayed regardless of the stop operation mode, and a replay is awarded.

[0306] "F_reach" is configured to be determined as an internal winning combination regardless of the number of bets in the non-bonus state. It should be noted that the internal winning combination can be determined in the 3-card bet state, but it can be configured so that the internal winning combination is not determined in the 2-card bet state. When it is determined as an internal winning combination, in the 2-card bet state, the "middle stage reply" is displayed regardless of the stop operation mode, and a replay is given. In the 3-bet state, if the pressing order is any of "batting order 1" to "batting order 4", regardless of the stop operation mode, any of "REP01" to "REP14" (these are customary for players It is configured as a combination of symbols that can confirm (or suggest) the transition to a state that is advantageous to Granted. Also, when the pressing order is either "Bating order 5" or "Bating order 6", the "middle stage reply" is displayed regardless of the stop operation mode, and a replay is awarded.

[0307] "F_Watermelon" is configured to be determined as an internal winning combination regardless of the number of bets in the non-bonus state. If it is determined as an internal winning combination, if the pressed position is ○ for each reel, one of "FRU10" to "FRU12" (because these are for displaying "watermelon" symbols side by side, these "Watermelon") is displayed, and if 3 medals are bet, 3 medals are paid out, and if 2 medals are bet, 2 medals are paid out. On the other hand, if the pressed position is x, either "FRU08" or "FRU09" (since these are not displayed with "watermelon" symbols side by side, they can be collectively called "watermelon spill") is displayed and one medal is paid out. In addition, in the case of the pressed position x, it is also possible to cause a dropout to occur so that no medals are paid out.

[0308] "F_bell 123A1", "F_bell 123A2", "F_bell 132A1", "F_bell 132A2", "F_bell 213A1", "F_bell 213A2", "F_bell 231A1", " F_Bell 231A2", "F_Bell 312A1", "F_Bell 312A2", "F_Bell 321A1" and "F_Bell 321A2" are internal wins regardless of the number of bets in the non-bonus state. configured to be determinable. It should be noted that these can be collectively referred to as "push order bell A".

[0309] As shown in FIG. 15, "push order bell A" is a small push order role with 6 options (any one of "batting order 1" to "batting order 6" is the correct pushing order). , and if it is determined as an internal winning combination, and if the stop operation is performed in the corresponding correct order, the "downward bell" ("FRU03"), "upper bell" ("FRU01" and "FRU02") ), "middle bell" ("FRU04"), "right rising bell" ("FRU05"), "mountain bell" ("FRU06"), and "lower bell" ("FRU07") is displayed, and 8 medals are paid out if 3 are bet, and 2 medals are paid out if 2 are bet. On the other hand, when the stop operation is not performed in the corresponding correct order of pressing, if the first stop operation is correct, the rest of the stop operations have a probability of 1 / 2 at the pressed position ○, and at the pressed position ○ If there is, any one of the winning "1-card roles" ("FRU13" to "FRU116") is displayed, and one medal is paid out. On the other hand, if the pressed position is x, a drop occurs and medals are not paid out. Also, if the first stop operation is not correct, the remaining stop operation has a probability of 1 / 8 that the pressed position will be ○, and if the pressed position is ○, which one of the winning "one-card roles" will be displayed. , 1 medal is paid out. On the other hand, if the pressed position is x, a drop occurs and medals are not paid out.

[0310] "F_bell 123B1", "F_bell 123B2", "F_bell 132B1", "F_bell 132B2", "F_bell 213B1", "F_bell 213B2", "F_bell 231B1", " F_Bell 231B2", "F_Bell 312B1", "F_Bell 312B2", "F_Bell 321B1" and "F_Bell 321B2" are internal wins regardless of the number of bets in the non-bonus state. configured to be determinable. It should be noted that these can be collectively referred to as "push order bell B".

[0311] As shown in FIG. 15, "push order bell B" does not have a small push order win between the 3BB flags in the 2-bet state and the 3-bet state. If it is determined as an internal winning combination, one of the above "bells" will be displayed regardless of the stop operation mode, and if 3 medals are bet, 8 medals will be paid out, and if 2 medals are bet, 2 medals will be paid out. medals are paid out.

[0312] Also, as shown in FIG. 15, the "push order bell B" is pressed in states other than between the 3BB flags in the 3-card bet state (between non-flags in the 3-card bet state and between 2BB flags in the 3-card bet state). If it is determined as an internal winning combination, and if the stop operation is performed in the corresponding correct order, one of the above "bells" will be displayed and 8 medals will be awarded. paid out. On the other hand, when the stop operation is not performed in the corresponding correct order of pressing, if the first stop operation is correct, the rest of the stop operations have a probability of 1 / 2 at the pressed position ○, and at the pressed position ○ If there is, which one of the winning "1-card roles" is displayed, and one medal is paid out. On the other hand, if the pressed position is x, a drop occurs and medals are not paid out. Also, if the first stop operation is not correct, the remaining stop operation has a probability of 1 / 8 that the pressed position will be ○, and if the pressed position is ○, which one of the winning "one-card roles" will be displayed. , 1 medal is paid out. On the other hand, if the pressed position is x, a drop occurs and medals are not paid out.

[0313] "F_RB role 8" is configured to be determined as an internal winning combination in the bonus state. When the internal winning combination is determined, one of the above-described "bells" is displayed regardless of the stop operation mode, and 8 medals are paid out.

[0314] "One F_RB combination" is configured to be determinable as an internal winning combination in the bonus state. If it is determined as an internal winning combination, one of the above-mentioned "1-card combinations" (more specifically, "FRU117" to "FRU120" are added) is displayed regardless of the stop operation mode, and 1 card medals are paid out.

[0315] The internal lottery table shown in FIG. 10, the symbol combination table shown in FIGS. 11 to 14, and the correspondence relationship between the internal winning combination, the stop operation mode, and the display combination shown in FIG. It is not limited to the embodiment.

[0316] For example, in the first gaming machine, in a 2-bet state in which ``BB01'' can be displayed when ``losing'', ``BB02'' can be displayed when ``BB01'' is missed and becomes ``losing''. In the 3-bet state, if you miss "BB02" and become "losing", if you become "losing" due to being 3-bet between 2BB flags, it is 2-betting between 3BB flags "Loss" may occur in various situations, such as when "losing" due to an event, or "losing" due to missing a "lower winning combination". Therefore, in order to make the combinations of symbols displayed as "lost" different in some or all of these cases, combinations of these different symbols are defined in advance in the symbol combination table, and the determined internal winning combinations are determined. By allowing these to be displayed as ``combination of corresponding symbols'' depending on the condition, the combination of symbols related to ``missing'' to be displayed according to the state or the like can be changed.

[0317] [5-4. Limit processing configuration of the first gaming machine] Next, with reference to FIG. 16, the limit processing configuration of the first gaming machine will be described. FIG. 16 is a diagram for explaining an example of each limit process in the first gaming machine. As shown in FIG. 16, in the first gaming machine, normal limit processing (number of games), normal limit processing (number of payouts), special limit processing (number of games), special limit processing (number of payouts), semi-limit processing ( Number of games) and semi-limit processing (number of payouts) are executed. Note that this is an example of executable limit processing, and limit processing other than each of these limit processing can be executed. You can also prevent it from happening.

[0318] The normal limit process (the number of games) is executed when the value of the advantageous interval game number counter becomes "1500" or more (that is, when the game in the advantageous interval is played 1500 times in succession). In addition, the advantageous section game number counter starts counting the number of games when the advantageous section (including the effect section) starts, and when the advantageous section ends (including the end due to the operation of the limit process) It is designed to be cleared (initialized) after finishing the counting. Also, the number-of-games-in-advantage-zone counter counts whether the number of bets is 2 or 3. In addition, the number-of-games-in-advantage-section counter also counts in the 2BB state and the 3BB state.

[0319] When normal limit processing (number of games) is executed (activated), regardless of whether it is during the production section or during the increase section (pseudo bonus), the advantageous section is forcibly ended, and the non-advantageous section move to Also, at this time, information on the advantageous section (for example, information for controlling to the production section or the increase section, information on the current mode, information on the pseudo bonus game period, number of ceiling games, ceiling reduction) Information, various information obtained during the advantageous interval such as the value of the 1G ream stock counter, and various information necessary to control the advantageous interval) are all cleared (initialized).

[0320] The normal limit process (number of payouts) is executed when the value of the advantageous section payout number counter is "2401" or more (that is, when the number of medals paid out during the advantageous section exceeds 2400). The advantageous section payout number counter starts counting the number of medals paid out (here, for example, "net increase (difference number)") from the start of the advantageous section (including the production section). When the section ends (including the end due to the operation of the limit processing), the count is ended and cleared (initialized). Also, the advantageous section payout number counter counts both when the number of bets is 2 and 3. Also, the advantageous section payout number counter counts in the 2BB state and the 3BB state as well. In addition, the advantageous section payout number counter counts appropriately according to the actual number of payouts (for example, "-2" or "-3") when, for example, "missing" or "dropout" occurs during the advantageous section. value is subtracted. Therefore, if the medals do not increase and decrease after the advantageous section starts, the value may be negative (or if the value is negative, "0" is always maintained. can also be configured to be That is, the advantageous section payout number counter can count from the lowest point of the number of medals paid out in the advantageous section to the defined highest point (difference number: 2400 medals).

[0321] When normal limit processing (number of payouts) is executed (actuated), regardless of whether it is in the production section or in the increase section (pseudo bonus), the advantageous section is forcibly ended, and the non-advantageous section move to Also, at this time, all the information regarding the above-mentioned advantageous section is cleared (initialized).

[0322] The special limit process (the number of games) is executed when the value of the control game number counter becomes "1445" or more (that is, when the games in the advantageous section are played 1445 times consecutively). In addition, the control game number counter starts counting the number of games played when the advantageous section (including the effect section) starts, and when the advantageous section ends (including the end due to the operation of the limit process) It is designed to be cleared (initialized) after finishing the counting. Also, the control game number counter counts when the number of bets is 3, and does not count when the number of bets is 2. In addition, the control game number counter counts in the non-bonus state, and does not count in the 2BB state and 3BB state. Of course, the control game number counter may have the same configuration as the advantageous section game number counter.

[0323] When the special limit processing (the number of games) is executed (actuated), if it is during the pseudo bonus (that is, if it is during the increase section), the pseudo bonus is performed without forcibly ending the pseudo bonus in the middle. is terminated, the advantageous section is forcibly terminated and shifted to the non-advantageous section. Also, at this time, all the information regarding the above-mentioned advantageous section is cleared (initialized).

[0324] On the other hand, if it is not during the pseudo-bonus (that is, if it is during the performance section), first, it is forced to shift to the pseudo-bonus. That is, even if the pseudo-bonus transfer lottery is not won, the special limit process (the number of games) is executed to transfer to the pseudo-bonus. Then, when the transferred pseudo-bonus is finished, the advantageous section is forcibly ended and transferred to the non-advantageous section. Also, at this time, all the information regarding the above-mentioned advantageous section is cleared (initialized).

[0325] Here, the value of the advantageous section game number counter in which normal limit processing (number of games) is executed (actuated) is "1500", while special limit processing (number of games) is executed (actuated). Focusing on the fact that the value of the control game number counter is "1445", the maximum number of games (continuable period) during the pseudo bonus is "55 games" in the first gaming machine (Fig. 5), this difference takes into consideration the playable period during the pseudo-bonus.

[0326] That is, the normal limit processing (the number of games) is executed when the game is played for a predetermined regulation period in the advantageous section in order to suppress the gambling nature of the game from becoming excessively high. However, for example, if this normal limit processing (the number of games) is executed immediately after or during the start of the pseudo-bonus, the player will have a sense of distrust and loss, and the interest in the game will decrease. Sometimes. Therefore, in the first gaming machine, the special limit processing (number of games) is performed in the game that is before the continuation period (55 games) per increase section from the game in which the normal limit processing (number of games) is executed. By executing this, it is possible to prevent the player from having a sense of distrust or a sense of loss due to the fact that the pseudo bonus ends in the middle.

[0327] From this point of view, the timing at which the special limit process (the number of games) is executed (activated) is not limited to the above. For example, special limit processing (number of games) is executed for games that are before normal limit processing (number of games) by the continuation period (55 games x 2 sets = 110 games) per 2 increases. may be made. Also, for example, in order to give a slight grace period, the continuation possible period (55 games) + grace period (2 games) per increase section than the game in which the normal limit processing (number of games) is executed Special limit processing (the number of games) may be executed in the game. Also, for example, in the case of specifications such as passing through a precursor state before moving to a pseudo bonus, and if the maximum number of games in this precursor state is "4 games", normal limit processing (number of games) is executed The special limit process (the number of games) may be executed in a game that is before the game that is set by the continuation possible period (55 games) per increase section + the maximum sign period (4 games). That is, the timing at which the special limit processing (number of games) is executed (actuated) may be any timing before the timing at which the normal limit processing (number of games) is executed. It is assumed that it can be set as appropriate according to the game specifications.

[0328] The special limit process (number of payouts) is executed when the value of the control payout counter becomes "2126" or more (that is, when the number of medals paid out during the advantageous interval exceeds 2125). Note that the payout number counter for control starts counting the number of medals paid out (here, for example, "net increase (difference number)") from the start of the advantageous section (including the effect section). When the section ends (including the end due to the operation of the limit processing), the count is ended and cleared (initialized). Also, the control payout counter counts when the number of bets is 3, and does not count when the number of bets is 2. In addition, the control payout number counter performs the counting in the non-bonus state, and does not perform the counting in the 2BB state and 3BB state.

[0329] In addition, the control payout counter is decremented by a value that is appropriately counted according to the actual payout number (for example, "-3", etc.) when a "loss" occurs during the advantageous interval. However, the control payout number counter does not cause a "dropout" (or a difference) when a "dropout" occurs during an advantageous section (at least when a difference occurs from the maximum number of medals paid out). count the number of medals paid out. Specifically, for example, in a game where ``push order bell A'' is won with a 3-coin bet, if the batting order is appropriate, the number of medals paid out (maximum value) is ``8'' (the difference is `` +5"), but if the batting order is not appropriate, if the pressing position is appropriate, the number of medals paid out will be "1" ("-2" as the difference), and the pressing position must be appropriate. If a drop occurs, the number of medals paid out will be "0" ("-3" as the difference number), but the control payout counter will show the difference number in any case in the game. Count "+5".

[0330] Also, for example, when the value of the advantageous section payout counter becomes larger than the value of the control payout counter due to the activation of the 2BB state or the 3BB state, etc., the value of the control payout counter becomes the advantageous Corrected to the value of the section payout number counter. It should be noted that the control payout number counter may have the same configuration as the advantageous section payout number counter.

[0331] When the special limit processing (the number of payouts) is executed (operated), if it is during the pseudo bonus (that is, if it is in the increasing section), the pseudo bonus is not forcibly terminated in the middle. is terminated, the advantageous section is forcibly terminated and shifted to the non-advantageous section. Also, at this time, all the information regarding the above-mentioned advantageous section is cleared (initialized).

[0332] On the other hand, if it is not during the pseudo-bonus (that is, if it is during the performance section), first, it is forced to shift to the pseudo-bonus. That is, even if the pseudo-bonus transfer lottery is not won, the special limit process (the number of payouts) is executed to transfer to the pseudo-bonus. Then, when the transferred pseudo-bonus is finished, the advantageous section is forcibly ended and transferred to the non-advantageous section. Also, at this time, all the information regarding the above-mentioned advantageous section is cleared (initialized).

[0333] Here, the value of the advantageous section payout number counter for which normal limit processing (payout number) is executed (operated) is "2401", while special limit processing (payout number) is executed (operated). Focusing on the fact that the value of the control game number counter is ``2126,'' the maximum number of cards obtained in the pseudo bonus (amount of game value that can be given) is ``275'' in the first gaming machine. (See FIG. 5), this difference takes into consideration the amount of game value that can be given in the pseudo bonus.

[0334] That is, the normal limit processing (the number of payouts) is executed when a predetermined amount of regulated game value is granted in the advantageous section in order to suppress the gambling nature of the game from becoming excessively high. However, for example, if this normal limit processing (payout number) is executed immediately after the start of the pseudo-bonus or during it, the player will have a sense of distrust and loss, and the interest in the game will decrease. may be lost. Therefore, in the first gaming machine, a game value amount that is less than the game value amount for which the normal limit processing (payout number) is executed is given by the amount of game value that can be given per increase section (275 coins). By executing special limit processing (the number of payouts) at times, it is possible to prevent the player from having a sense of distrust or loss due to the fact that the pseudo bonus ends prematurely.

[0335] From this point of view, the timing at which the special limit process (number of payouts) is executed (actuated) is not limited to the above. For example, when the amount of game value that can be granted per 2 increase intervals (275 coins x 2 sets = 550 coins) is less than the amount of game value for which normal limit processing (number of payouts) is executed. Special limit processing (the number of payouts) may be executed at . Also, for example, in order to give a slight grace period, it is equivalent to the amount of game value that can be granted per increase section (275 coins) + grace period, rather than the amount of game value for which normal limit processing (number of payouts) is executed. The special limit process (the number of games) may be executed when a game value amount that is less than the game value amount (8 cards) to be played is awarded. That is, the timing at which the special limit processing (payout amount) is executed (actuated) may be any timing before the timing at which the normal limit processing (payout amount) is executed. It is assumed that it can be set as appropriate according to the game specifications.

[0336] In semi-limit processing (number of games), the value of the control game number counter is added to the value of the 1G consecutive counter (if the ceiling reduction lottery is won and the ceiling is shortened, "1" is added. ) is multiplied by “55” (that is, the period during which the pseudo bonus can be continued), and the result is “1390” or more. For example, if the value of the 1G consecutive counter is "1" and "with ceiling shortening", the value of the latter is "55 x 2 = 110", so the value of the control game number counter is "1280". , semi-limit processing (the number of games) is executed (activated).

[0337] In semi-limit processing (number of payouts), the value of the control payout counter is added to the value of the 1G counter. ) is multiplied by “275” (that is, the amount of gaming value that can be imparted with the pseudo bonus), and is executed when the result of addition becomes “1851” or more. For example, if the value of the 1G counter is "1" and "with ceiling reduction", the value of the latter is "275 × 2 = 550", so the value of the payout number counter for control is "1301" ”, the quasi-limit process (number of payouts) will be executed (operated). In addition, semi-limit processing (number of games) and semi-limit processing (payout number) both regulate the same content, so after one operating condition is satisfied and activated, the other operating condition Even if is established, it is not necessary to operate redundantly.

[0338] When semi-limit processing (number of games) or preparation limit processing (number of payouts) is executed (actuated), the above-mentioned 1G consecutive lottery and ceiling reduction lottery are executed during the pseudo bonus in the subsequent series of advantageous sections. will not be. That is, the extension of the game period in the increasing interval is suppressed. Note that the method of suppressing the extension of the game period in the increasing interval is not limited to this. For example, in the above-mentioned 1G run lottery, the winning probability of the 1G run may be lower than usual, and in the above-mentioned ceiling reduction lottery, the winning probability of the ceiling reduction may be lower than usual. . That is, although the above-described 1G consecutive lottery and ceiling reduction lottery itself are executed, it may be made difficult to win these lotteries. Further, for example, in the effect section after execution of the semi-limit process (the number of games), the lottery value to be won in the pseudo-bonus shift lottery may be lowered to make it difficult to shift to the pseudo-bonus. Alternatively, the lottery value for determining a mode transition advantageous to the player in the mode transition lottery may be lowered to make it difficult for the pseudo bonuses to continue.

[0339] Also, when semi-limit processing (number of games) or semi-limit processing (number of payouts) is executed (actuated), in a series of subsequent advantageous sections, during the production section, the "fixed hand" (( Special processing is performed when a) is won. In the following, this special processing will be described by taking as an example a case where the "fixed hand" is "F_fixed cherry" (hereinafter sometimes simply referred to as "fixed cherry").

[0340] When neither the semi-limit process (number of games) nor the semi-limit process (number of payouts) is activated, if the "fixed cherry" is won during the production section (may be during the increase section), a pseudo-bonus transition lottery "winning (next game)" is determined in (see (c) of FIG. 7). In addition, in the first gaming machine, since the "cherry" symbol on the left reel 3L is a symbol with high expectations for the player, in a game in which the information of the stop operation is not reported, the player may It is a common procedure to perform a stop operation with one stop and aiming at the "cherry" symbol (aiming at the "BAR" symbol as a guideline). Therefore, when a game is played according to a general procedure, when a "fixed cherry" is won, first, the "cherry" symbol is stopped on the lower stage of the left reel 3L at the left firs...

Claims

【Claim 1】 In a gaming machine, a display means; a door mechanism detachably attached to the gaming machine body; an opening / closing detection means for detecting the opening / closing state of the door mechanism; a setting key-type switch; an operating means provided on the door mechanism and operable from the front side of the gaming machine; a maintenance processing means for performing maintenance processing related to maintenance that can be carried out in the gaming machine; a speaker; a production button for receiving an operation for the player's production; comprising: the maintenance processing means: in the maintenance processing, based on the establishment of a predetermined condition that the door mechanism is in an open state and the setting key-type switch at the time of power-on is on, a predetermined maintenance corresponding to a predetermined maintenance menu screen including at least a first predetermined maintenance related to the output confirmation of the speaker and a second predetermined maintenance related to the operation confirmation of the production button, which is a part of a plurality of types of maintenance that can be carried out in the gaming machine, is displayed on the display means; in the maintenance processing, based on the establishment of a specific condition that the setting key-type switch changes from off to on after power-on and the door mechanism is in an open state, a specific maintenance processing including displaying a specific maintenance menu screen corresponding to a specific maintenance that is a part of a plurality of types of maintenance that can be carried out in the gaming machine and is different from the predetermined maintenance is performed, and when a condition that the setting key-type switch becomes off is established during the execution of the specific maintenance processing, the specific maintenance processing is terminated; in the change of the opening / closing state of the door mechanism, there is no change in the processing from the display of the specific maintenance menu screen to the end of the specific maintenance processing in the specific maintenance processing; there is no overlapping maintenance between the predetermined maintenance menu screen and the specific maintenance menu screen; in the predetermined maintenance processing, even if the predetermined condition is established, if the detection result by the opening / closing detection means remains in the open state of the door mechanism without becoming the closed state of the door mechanism after the establishment of the predetermined condition, the predetermined maintenance menu screen is not displayed on the display means; In the predetermined maintenance process, when the predetermined condition is satisfied and, after the predetermined condition is satisfied, the detection result by the opening / closing detection means remains in the closed state of the door mechanism while the setting key-type switch is on, the predetermined maintenance menu screen is displayed on the display means. When the predetermined maintenance menu screen is displayed, the predetermined maintenance can be executed according to an operation on the operation means. The maintenance processing means can execute the second predetermined maintenance during the execution of the first predetermined maintenance. When a special condition is satisfied, a user menu screen for setting the volume of the speaker is displayed on the display means, and as a volume setting range that can be set by a player displayed on the user menu screen, the maximum volume set on the maintenance menu screen and the maximum volume at which the speaker can produce sound are displayed. A gaming machine characterized by the above.