US20070123333A1 - Gaming machine - Google Patents

Gaming machine Download PDF

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Publication number
US20070123333A1
US20070123333A1 US11/395,271 US39527106A US2007123333A1 US 20070123333 A1 US20070123333 A1 US 20070123333A1 US 39527106 A US39527106 A US 39527106A US 2007123333 A1 US2007123333 A1 US 2007123333A1
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United States
Prior art keywords
internal
internal winning
symbols
unit
decided
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Abandoned
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US11/395,271
Inventor
Takashi Nozaki
Youichi Terui
Daijiro Tomoto
Shuuichi Oguchi
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Universal Entertainment Corp
Original Assignee
Aruze Corp
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Priority claimed from JP2005345399A external-priority patent/JP2007144035A/en
Priority claimed from JP2005345396A external-priority patent/JP2007144032A/en
Priority claimed from JP2005345400A external-priority patent/JP2007144036A/en
Priority claimed from JP2005345397A external-priority patent/JP2007144033A/en
Priority claimed from JP2005345401A external-priority patent/JP2007144037A/en
Priority claimed from JP2005345398A external-priority patent/JP2007144034A/en
Priority claimed from JP2005345395A external-priority patent/JP2007144031A/en
Application filed by Aruze Corp filed Critical Aruze Corp
Assigned to ARUZE CORP. reassignment ARUZE CORP. ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: NOZAKI, TAKASHI, OGUCHI, SHUUICHI, TERUI, YOUICHI, TOMOTO, DAIJIRO
Publication of US20070123333A1 publication Critical patent/US20070123333A1/en
Abandoned legal-status Critical Current

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    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/34Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements depending on the stopping of moving members in a mechanical slot machine, e.g. "fruit" machines

Definitions

  • the present invention relates to a gaming machine.
  • a gaming machine that is, a so-called pachi-slot machine, which includes: plural reels in which plural symbols are arranged on the respective circumferential surfaces; display windows which are provided in plural so as to correspond to the respective reels and display some of the plural symbols arranged on the circumferential surfaces of the respective reels so as to be visually recognizable by a player; a start switch which outputs signals for requesting rotations of the respective reels to be started based on an operation by the player (hereinafter, referred to as a “starting operation”) under a condition where a medial is dropped into the pachi-slot machine concerned; a stop switch which outputs signals for requesting the rotations of the reels to be stopped based on an operation by the player (hereinafter, referred to as a “stopping operation”); and a control unit which controls an operation of a stepping motor based on the signals outputted by the start switch and the stop switch, thereby starting and stopping the rotations of the respective reels.
  • start switch which outputs signals for
  • a gaming machine which is currently a main stream, performs an internal lottery (sortition) upon detecting the starting operation by the player.
  • the internal lottery is performed by determining whether or not a random number value extracted by random number sampling is included in any of plural numerical ranges defined in an internal sortition table. Then, in the gaming machine, the rotations of the reels are stopped based on a result of the lottery (hereinafter, the result of the internal lottery is referred to as an “internal winning combination”) and on timing of the stopping operation by the player (refer to Japanese Patent Publication No. H3-72313 (published in 1991)).
  • a control to stop hereinafter, referred to as a “stop control” the rotations of the reels is performed in response to the internal winning combination.
  • the rotations of the reels are stopped so as to establish the winning. If the internal winning combination relating to the winning has not been decided, then the rotations of the reels are stopped so as not to establish any winning. It is decided whether or not a certain prize such as payout of medals is won (winning is established) based on a combination of the symbols displayed on the display windows as a result of the stops of the reel rotations. If it is decided that the prize is won, then the prize is given to the player.
  • the internal combination and the stop control performed in response thereto are defined in a one-to-one relationship. Accordingly, for example, in the case where only one range is defined as a numerical range in which a predetermined type of internal winning combination (for example, losing) is decided, it has been possible that a combination of the symbols displayable in response to the internal winning combination lacks variations.
  • the gaming machine which is currently the main stream performs the internal lottery upon detecting the starting operation by the user, and stops the rotations of the reels based on the result of the lottery and on the timing of the stopping operation by the user (refer to Japanese Patent Laid-Open Publication No. 2000-237378).
  • the control to stop (hereinafter, referred to as the “stop control”) the rotations of the reels is performed in response to the internal winning combination. For example, if the internal winning combination relating to the winning has been decided by the above-described internal lottery, then the rotations of the reels are stopped so as to establish the winning. If the internal winning combination relating to the winning has not been decided, then the rotations of the reels are stopped so as not to establish any winning.
  • the prize such as the payout of the medals is won based on the combination of the symbols displayed on the display windows as a result of the stops of the reel rotations. If it is decided that the prize is won, then the prize is given to the player.
  • the internal lottery is performed by determining whether or not the random number value extracted by the random number sampling is included in any of the plural winning ranges defined in the sortition table.
  • the internal winning combination relating to non-winning (the so-called losing) is decided only in the case where it is determined that the random number value is not included in any of the plural winning ranges, and accordingly, the type of losing as the internal winning combination has been only one.
  • the internal winning combination and the stop control performed in response thereto have had the one-to-one relationship, and accordingly, it has been possible that the combination of the symbols displayable on the display windows lacks the variations.
  • the internal lottery is performed by determining whether or not the random number value extracted by the random number sampling is included in any of the plural winning ranges defined in the sortition table.
  • the internal winning combination relating to the non-winning (the so-called losing) is decided only in the case where it is determined that the random number value is not included in any of the plural winning ranges, and accordingly, the type of losing has been only one.
  • the internal winning combination and the stop control performed in response thereto have had the one-to-one relationship, and accordingly, it has been possible that the combination of the symbols displayable on the display windows lacks the variations.
  • the gaming machine Upon detecting the starting operation by the user, the gaming machine which is currently the mainstream performs the internal lottery by determining whether or not the random number value extracted by the random number sampling is included in any of the plural winning ranges defined in the sortition table, and stops the rotations of the reels based on the result of the lottery concerned and on the timing of the stopping operation by the player.
  • the control to stop (hereinafter, referred to as the “stop control”) the rotations of the reels is performed in response to the internal winning combination. For example, if the internal winning combination relating to the winning is decided by the above-described internal lottery, then the rotations of the reels are stopped so as to establish the winning.
  • the rotations of the reels are stopped so as not to establish any winning. Then, it is decided whether or not the prize such as the payout of the medals is won based on the combination of the symbols displayed on the display windows as a result of the stops of the reel rotations. If it is decided that the prize is won, then the prize is given to the player.
  • the internal winning combination relating to the bonus game is stored (that is, the internal winning combination is “carried over”) until the combination of the symbols, which relates to the bonus game, is displayed (refer to Japanese Patent Laid-Open Publication No. 2003-265688).
  • the internal winning combination relating to the bonus game is carried over, it is made possible to display the combination of the symbols, which relates to the bonus game, on the display windows even in the case where the internal winning combination relating to the non-winning (the so-called losing) is decided.
  • the combination of the symbols, which relates to the bonus game can not be displayed on the display windows (in the case where a so-called “capture missing” occurs) because the timing of the stopping operation by the player is bad
  • the combination of the symbols, which relates to the non-winning, the combination being also a combination of the symbols (referred to as a so-called “reach pattern”) displayable only in this case, is displayed on the display windows.
  • the reach pattern as described above is displayed on the display windows, thus making it possible for the player to sense that the internal winning combination relating to the bonus game is carried over.
  • a fourth problem to be solves is described.
  • the losing is decided only in the case where it is determined that the random number value is not included in any of the plural winning ranges defined in the internal winning table. Accordingly, the type of losing has been only one.
  • the internal winning combination and the stop control performed in response thereto have had the one-to-one relationship, and accordingly, it has been possible that the combination of the symbols displayable on the display windows lacks the variations.
  • the losing is decided and the capture missing occurs when the internal winning combination relating to the bonus game is carried over as described above, it has only been possible to display the above-described reach pattern, and it has been difficult to display other combinations of the symbols than the reach pattern.
  • the present invention has been made in order to solve the above-described problems. It is an object of the present invention to provide a gaming machine which achieves the variations of the combinations of the symbols displayable to the player.
  • a first aspect of the present invention is summarized to be a gaming machine which is as below.
  • the gaming machine including: symbol display unit (for example, reels 3 L, 3 C and 3 R to be described later, and display windows 4 L, 4 C and 4 R to be described later) configured to display plural symbols; starting operation detecting unit (for example, a start switch 6 S to be described later) configured to detect a starting operation; random number value extracting unit (for example, a process of Step S 4 of FIG. 52 , which is performed by a CPU 31 to be described later) configured to extract a random number value based on the detection of the starting operation, which is performed by the starting operation detecting unit; internal winning combination deciding unit (for example, an internal sortition process of FIG.
  • symbol display unit for example, reels 3 L, 3 C and 3 R to be described later, and display windows 4 L, 4 C and 4 R to be described later
  • starting operation detecting unit for example, a start switch 6 S to be described later
  • random number value extracting unit for example, a process of Step S 4 of FIG. 52 , which is performed by a CPU 31 to be described later
  • stopping operation detecting unit for example, a stop switch 7 S to be described later
  • stop control unit for example, a reel stop control process of FIG. 62 , which is performed by the CPU 31 to be described later, and the reel control process of Step S 203 of FIG.
  • the CPU 31 configured to perform a stop control for the variation of the symbols, which is performed by the symbol varying unit, based on the detection of the stopping operation, which is performed by the stopping operation detecting unit, and on the internal winning combination decided by the internal winning combination deciding unit, wherein the internal sortition table defines a plurality of the numerical ranges in which predetermined types of the internal winning combinations (for example, internal winning combinations other than internal winning combinations relating to winning to be described later, that is, so-called losings) are decided by the internal winning combination deciding unit, and the stop control unit performs the stop control for the variation of the symbols so that combinations (for example, combinations of the symbols, which are shown in FIGS. 41A to 41 C to be described later) of the symbols, which are different from one another, can be displayed by the symbol display unit in response to the plurality of numerical ranges.
  • the internal sortition table defines a plurality of the numerical ranges in which predetermined types of the internal winning combinations (for example, internal winning combinations other than internal winning combinations relating to winning to be described later
  • the internal sortition table defines the plurality of numerical ranges in which the predetermined types of internal winning combinations are decided, and the stop control for the variation of the symbols is performed so that the combinations of the symbols, which are different from one another, can be displayed by the symbol display unit in response to the plurality of numerical ranges.
  • the combinations of the symbols, which are different from one another will be displayed by the symbol display unit in response to the numerical ranges in which the internal winning combinations are decided.
  • the combinations of the symbols to be displayed by the symbol display unit can be varied.
  • a second aspect of the present invention is summarized to be a gaming machine which is as below.
  • the gaming machine including: symbol display unit (for example, the reels 3 L, 3 C and 3 R to be described later, and the display windows 4 L, 4 C and 4 R to be described later) configured to display plural symbols; starting operation detecting unit (for example, the start switch 6 S to be described later) configured to detect a starting operation; random number value extracting unit (for example, the process of Step S 4 of FIG. 52 , which is performed by the CPU 31 to be described later) configured to extract a random number value based on the detection of the starting operation, which is performed by the starting operation detecting unit; numerical range deciding unit (for example, a process of Step S 97 of FIG.
  • symbol display unit for example, the reels 3 L, 3 C and 3 R to be described later, and the display windows 4 L, 4 C and 4 R to be described later
  • starting operation detecting unit for example, the start switch 6 S to be described later
  • random number value extracting unit for example, the process of Step S 4 of FIG. 52 , which is performed by the CPU 31 to be described later
  • symbol varying unit for example, the step ping motors 49 L, 49 C and 49 R to be described later, and the reel control process of Step S 203 of FIG. 63 , which is performed by the CPU 31 to be described later
  • stopping operation detection unit for example, the stop switch 7 S to be described later
  • stop control unit for example, the reel stop control process of FIG.
  • Step S 203 of FIG. 63 which is performed by the CPU 31 to be described later
  • the reel control process of Step S 203 of FIG. 63 which is performed by the CPU 31 to be described later
  • the internal sortition table defines a plurality of the numerical ranges in which predetermined types of the internal winning combinations (for example, the internal winning combinations other than the internal winning combinations relating to the winning to be described later, that is, the so-called losings) are decided by the internal winning combination deciding unit
  • the stop table deciding unit decides the stop tables (for example, a stop table for Special losing 1, a stop table for Special losing 2, and a stop table for Special losing 3, which are to be described later) which define the combinations of the symbols, the combinations being different from one another, in response
  • the internal sortition table defines the plurality of numerical ranges in which the predetermined types of internal winning combinations are decided, and the stop tables which define the combinations of the symbols, the combinations being different from one another, are decided in response to the plurality of numerical ranges.
  • the combinations oft he symbols, which are different from one another are displayed by the symbol display unit in response to the plurality of numerical ranges in which the predetermined types of internal winning combinations are decided.
  • the combinations of the symbols, which are different from one another will be displayed by the symbol display unit in response to the numerical ranges in which the internal winning combinations are decided.
  • the combinations of the symbols to be displayed by the symbol display unit can be varied.
  • the combinations of the symbols, which are different from one another, are displayed by the symbol display unit in response to the plurality of numerical ranges in which the predetermined types of internal winning combinations are decided, the combinations of the symbols to be displayed by the symbol display unit can be varied.
  • a third aspect of the present invention is summarized to be a gaming machine which is as below.
  • the gaming machine including: symbol display unit (for example, the reels 3 L, 3 C and 3 R to be described later, and the display windows 4 L, 4 C and 4 R to be described later) configured to display plural symbols; starting operation detecting unit (for example, the start switch 6 S to be described later) configured to detect a starting operation; random number value extracting unit (for example, a process of Step S 4 of FIG.
  • internal sortition table storing unit for example, a ROM 32 to be described later
  • internal sortition table which defines a numerical range (for example, the numerical range from the upper to lower limit values to be described later) in which an internal winning combination is decided
  • internal winning combination deciding unit for example, an internal sortition process of FIG.
  • symbol varying unit for example, the stepping motors 49 L, 49 C and 49 R to be described later, and the reel control process of Step S 203 of FIG. 63 , which is performed by the CPU 31 to be described later
  • stop ping operation detecting unit for example, the stop switch 7 S to be described later
  • stop control unit for example, the reel stop control process of FIG.
  • Step S 203 of FIG. 63 which is performed by the CPU 31 to be described later
  • the reel control process of Step S 203 of FIG. 63 which is performed by the CPU 31 to be described later
  • the stop control unit performs the stop control for the variation of the symbols so that combinations (for example, combinations of the symbols, which are shown in FIGS.
  • the internal sortition table storing unit stores at least a first internal sortition table (for example, an internal sortition table for a normal gaming state to be described later) and a second internal sortition table (for example, an internal sortition table for a specific condition establishment time to be described later), in each of which at least any of the plurality of numerical ranges having the predetermined types of internal winning combinations decided therein is different in size from the other, and when a specific condition is established, the internal winning combination deciding unit performs switching between the first and second internal sortition tables stored by the internal sortition table storing unit, and decides the internal winning combination based on the internal sortition table selected by the switching and on the random number value extracted by the random number value extracting unit.
  • a first internal sortition table for example, an internal sortition table for a normal gaming state to be described later
  • a second internal sortition table for example, an internal sortition table for a specific condition establishment time to be described later
  • the switching is performed between the first and second internal sortition tables in each of which at least any of the plurality of numerical ranges having the predetermined types of internal winning combinations decided therein is different in size from the other.
  • at least any of the plurality of numerical ranges in which the predetermined types of internal winning combinations are decided can be varied in size.
  • a probability at which the combination of the symbols, which corresponds to at least any of the plurality of numerical ranges, is displayed is made possible to give a bias to a frequency at which the combination of the symbols, which corresponds to at least any of the plurality of numerical ranges, is displayed by the symbol display unit, and accordingly, the interest of the game can be enhanced.
  • a fourth aspect of the present invention is summarized to be a gaming machine which is as below.
  • the gaming machine including: symbol display unit (for example, the reels 3 L, 3 C and 3 R to be described later, and the display windows 4 L, 4 C and 4 R to be described later) configured to display plural symbols; starting operation detecting unit (for example, the start switch 6 S to be described later) configured to detect a starting operation; random number value extracting unit (for example, the process of Step S 4 of FIG.
  • Step S 100 of FIG. 59 to be described later configured to decide an internal winning combination based on the numerical range decided by the numerical range deciding unit
  • stop table deciding unit for example, a process of Step S 7 of FIG.
  • symbol varying unit for example, the stepping motors 49 L, 49 C and 49 R to be described later, and the reel control process of Step S 203 of FIG. 63 , which is performed by the CPU 31 to be described later
  • stopping operation detecting unit for example, the stop switch 7 S to be described later
  • stop control unit for example, the reel stop control process of FIG.
  • Step S 203 of FIG. 63 which is performed by the CPU 31 to be described later
  • the reel control process of Step S 203 of FIG. 63 which is performed by the CPU 31 to be described later
  • the internal sortition table defines a plurality of the numerical ranges in which predetermined types of the internal winning combinations (for example, the internal winning combinations other than the internal winning combinations relating to the winning to be described later, that is, the so-called losings) are decided by the internal winning combination deciding unit
  • the stop table deciding unit decides the stop tables (for example, a stop table for Special losing 1, a stop table for Special losing 2, and a stop table for Special losing 3, which are to be described later) which define the combinations of the symbols, the combinations being different from one another, in response to the
  • the internal sortition table defines the plurality of numerical ranges in which the predetermined types of internal winning combinations are decided, and the stop tables which define the combinations of the symbols, the combinations being different from one another, are decided in response to the plurality of numerical ranges.
  • the combinations of the symbols, which are different from one another are displayed by the symbol display unit in response to the plurality of numerical ranges in which the predetermined types of internal winning combinations are decided.
  • the combinations of the symbols, which are different from one another will be displayed by the symbol display unit in response to the numerical ranges in which the internal winning combinations are decided.
  • the combinations of the symbols to be displayed by the symbol display unit can be varied.
  • the switching is performed between the first and second internal sortition tables in each of which at least any of the plurality of numerical ranges having the predetermined types of internal winning combinations decided therein is different in size from the other.
  • at least any of the plurality of numerical ranges in which the predetermined types of internal winning combinations are decided can be varied in size.
  • the combinations of the symbols, which are different from one another, are displayed by the symbol display unit in response to the plurality of numerical ranges in which the predetermined types of internal winning combinations are decided, the combinations of the symbols to be displayed by the symbol display unit can be varied.
  • a fifth aspect of the present invention is summarized to be a gaming machine which is as below.
  • the gaming machine including: symbol display unit (for example, the reels 3 L, 3 C and 3 R to be described later, and the display windows 4 L, 4 C and 4 R to be described later) configured to display plural symbols; starting operation detecting unit (for example, the start switch 6 S to be described later) configured to detect a starting operation; random number value extracting unit (for example, the process of Step S 4 of FIG. 52 , which is performed by the CPU 31 to be described later) configured to extract a random number value based on the detection of the starting operation, which is performed by the starting operation detecting unit; numerical range deciding unit (for example, the process of Step S 97 of FIG.
  • stop table deciding unit (for example, the process of Step S 7 of FIG. 52 , which is performed by the CPU 31 to be described later) configured to decide, based on the numerical range decided by the numerical range deciding unit, a stop table which defines a combination of the symbols to be displayed by the symbol display unit; symbol varying unit (for example, the stepping motors 49 L, 49 C and 49 R to be described later, and the reel control process of Step S 203 of FIG.
  • stopping operation detecting unit for example, the stop switch 7 S to be described later
  • stop control unit for example, the reel stop control process of FIG. 62 , which is performed by the CPU 31 to be described later, and the reel control process of Step S 203 of FIG.
  • the stop table deciding unit decides the stop tables (for example, the stop table for Special losing 1, the stop table for Special losing 2, and the stop table for Special losing 3, which are to be described later) which define the combinations of the symbols, the combinations being different from one another, in response to the plurality of numerical ranges (for example, the winning numbers 6 to 8 to be described later) in which the internal winning combinations relating to the non-winning are decided, and decides a stop table (for example, the stop table for Special losing 1 to be described later) common to the numerical ranges (for example, for the winning number 6 to be described later) in which the internal winning combinations relating to the non-winning are decided and to the numerical range (for example, the winning number 2 to be described later) in
  • the internal sortition table defines the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided, and the stop tables which define the combinations of the symbols, the combinations being different from one another, are decided in response to the plurality of numerical ranges.
  • the combinations of the symbols, which are different from one another are displayed by the symbol display unit in response to the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided.
  • the combinations of the symbols, which are different from one another will be displayed by the symbol display unit in response to the numerical ranges in which the internal winning combinations are decided.
  • the combinations of the symbols to be displayed by the symbol display unit can be varied.
  • the stop table is decided, which is common to the numerical ranges in which the internal winning combinations relating to the non-winning are decided and to the numerical range in which the internal winning combination relating to the winning is decided. Accordingly, as compared with the case where the stop tables different from one another are decided, it is made possible to reduce the number of stop tables. Hence, it is made possible to prevent, to the maximum, a data capacity relating to the stop tables from being increased, while providing variety of the combinations of the symbols to be displayed by the symbol display unit.
  • a sixth aspect of the present invention is summarized to be a gaming machine which is as below.
  • the gaming machine in the fifth aspect further including: symbol specifying unit (for example, a symbol counter to be described later, and a symbol arrangement table to be described later) configured to specify the symbols at predetermined positions (for example, a center line 8 c to be described later) based on the detection of the stopping operation, which is performed by the stopping operation detecting unit, wherein, when the internal winning combination (for example, Watermelon of a winning number 2 to be described later) relating to the winning is decided by the internal winning combination deciding unit, the stop control unit performs the stop control for the variation of the symbols so that the symbols applying to the internal winning combination relating to the winning can be displayed by the symbol display unit when the symbols applying to the internal winning combination relating to the winning are included in the symbols within a predetermined range (for example, a range up to four symbols as the maximum number of sliding symbols, which is to be described later) from the symbols specified by the symbol specifying unit, and performs the stop control for the variation of the symbols based on the stop table (for example, the stop table for Special losing
  • the stop control for the variation of the symbols is performed so that the symbols applying to the internal winning combination relating to the winning can be displayed by the symbol display unit.
  • the stop control is performed so that the symbols applying to the internal winning combination relating to the winning can be displayed by the symbol display unit. Accordingly, it is made possible not to hinder the decision of the winning.
  • the stop control for the variation of the symbols is performed based on the common stop table to the case where the internal winning combination relating to the non-winning is decided. Accordingly, it becomes unnecessary to provide a stop table dedicated to the above-described case, and it is made possible to prevent, to the maximum, the data capacity relating to the stop tables from being increased.
  • the combinations of the symbols, which are different from one another, are displayed by the symbol display unit in response to the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided, and accordingly, the combinations of the symbols to be displayed by the symbol display unit can be varied.
  • a seventh aspect of the present invention is summarized to be a gaming machine which is as below.
  • the gaming machine including: symbol display unit (for example, the reels 3 L, 3 C and 3 R to be described later, and the display windows 4 L, 4 C and 4 R to be described later) configured to display plural symbols; starting operation detecting unit (for example, the start switch 6 S to be described later) configured to detect a starting operation; random number value extracting unit (for example, the process of Step S 4 of FIG. 52 , which is performed by the CPU 31 to be described later) configured to extract a random number value based on the detection of the starting operation, which is performed by the starting operation detecting unit; numerical range determining unit (for example, the process of Step S 97 of FIG.
  • symbol varying unit for example, the stepping motors 49 L, 49 C and 49 R to be described later, and the reel control process of Step S 203 of FIG. 63 , which is performed by the CPU 31 to be described later
  • stopping operation detecting unit for example, the stop switch 7 S to be described later
  • stop control unit for example, the reel stop control process of FIG.
  • Step S 203 of FIG. 63 which is performed by the CPU 31 to be described later
  • the reel control process of Step S 203 of FIG. 63 which is performed by the CPU 31 to be described later
  • the internal winning combination deciding unit decides whether the random number value extracted by the random number value extracting unit is not included in any of the plurality of numerical ranges (for example, numerical ranges corresponding to winning numbers 1 to 8 to be described later) defined by the internal sortition table, or in a case where the random umber value extracted by the random number value extracting unit is included in a predetermined numerical range (for example, any of numerical ranges corresponding to the winning numbers 6 to 8 to be described later) among the plurality of numerical ranges defined by the internal sortition table, the internal winning combination deciding unit decides whether the random number value extracted by the random number value extracting unit is not included in any of the plurality of numerical ranges (for example, numerical ranges corresponding to winning numbers 1 to 8 to be described later) defined by the internal sortition table, or in a case where the random um
  • the combinations being different from each other can be displayed by the symbol display unit in response to the case where the random number value extracted by the random number value extracting unit is not included in any of the plurality of numerical ranges defined by the internal sortition table and to the case where the random number value extracted by the random number value extracting unit is included in the predetermined numerical range among the plurality of numerical ranges defined by the internal sortition table.
  • the predetermined type of internal winning combination is decided, and the stop control for the variation of the symbols is performed so that the combinations of the symbols, which are different from each other, can be displayed by the symbol display unit in response to the above-described cases.
  • the combinations of the symbols to be displayed by the symbol display unit can be varied.
  • an eighth aspect of the present invention is summarized to be a gaming machine which is as below.
  • the gaming machine including: symbol display unit (for example, the reels 3 L, 3 C and 3 R to be described later, and the display windows 4 L, 4 C and 4 R to be described later) configured to display plural symbols; starting operation detecting unit (for example, the start switch 6 S to be described later) configured to detect a starting operation; random number value extracting unit (for example, the process of Step S 4 of FIG. 52 , which is performed by the CPU 31 to be described later) configured to extract a random number value based on the detection of the starting operation, which is performed by the starting operation detecting unit; numerical range determining unit (for example, the process of Step S 97 of FIG.
  • a stop table which defines a combination of the symbols to be displayed by the symbol display unit
  • symbol varying unit for example, the stepping motors 49 L, 49 C and 49 R to be described later, and the reel control process of Step S 203 of FIG. 63 , which is performed by the CPU 31 to be described later
  • stopping operation detecting unit for example, the stop switch 7 S to be described later
  • stop control unit for example, the reel stop control process of FIG.
  • Step S 203 of FIG. 63 which is performed by the CPU 31 to be described later
  • the reel control process of Step S 203 of FIG. 63 which is performed by the CPU 31 to be described later
  • the reel control process of Step S 203 of FIG. 63 which is performed by the CPU 31 to be described later
  • the predetermined type of the internal winning combination is decided.
  • the stop tables are decided, which define the combinations of the symbols, the combinations being different from each other, in response to the above-described cases.
  • the combinations of the symbols to be displayed by the symbol display unit can be varied.
  • the predetermined type of internal winning combination is decided. Moreover, in response to the above-described cases, the combinations of the symbols, which are different from each other, are displayed. Accordingly, the combinations of the symbols to be displayed by the symbol display unit can be varied.
  • a ninth aspect of the present invention is summarized to be a gaming machine which is as below.
  • the gaming machine including: symbol display unit (for example, the reels 3 L, 3 C and 3 R to be described later, and the display windows 4 L, 4 C and 4 R to be described later) configured to display plural symbols; starting operation detecting unit (for example, the start switch 6 S to be described later) configured to detect a starting operation; random number value extracting unit (for example, a process of Step S 4 of FIG.
  • internal sortition table storing unit (for example, the ROM 32 to be described later) configured to store an internal sortition table which defines a plurality of numerical ranges (for example, the numerical ranges from the upper to lower limit values to be described later) in which internal winning combinations are decided: internal winning combination deciding unit (for example, an internal sortition process of FIG.
  • symbol varying unit for example, the stepping motors 49 L, 49 C and 49 R to be described later, and the reel control process of Step S 203 of FIG. 63 , which is performed by the CPU 31 to be described later
  • stopping operation detecting unit for example, the stop switch 7 S to be described later
  • stop control unit for example, the reel stop control process of FIG.
  • Step S 62 which is performed by the CPU 31 to be described later, and the reel control process of Step S 203 of FIG. 63 , which is performed by the CPU 31 to be described later) configured to perform a stop control for the variation of the symbols, the variation being performed by the symbol varying unit, based on the detection of the stopping operation, which is performed by the stopping operation detecting unit, and on the internal winning combination decided by the internal winning combination deciding unit, winning deciding unit (for example, a displayed combination retrieval process of Step S 11 of FIG. 54 , which is performed by the CPU 31 to be described later) configured to decide whether or not a prize is won based on a combination of the symbols to be displayed by the symbol display unit; and repeated gaming unit (for example, a process of Step S 52 of FIG.
  • the internal sortition table storing unit stores a first internal sortition table (for example, the internal sortition table for the normal gaming state to be descried later) which defines, as a first size (for example, a numerical range “6556 to 15535” to be described later), a numerical range (for example, a numerical range corresponding to a winning number 4 to be described later) in which an internal winning combination relating to the repeated game is decided, and a second internal sortition table (for example, an internal sortition table for RT to be described later) which defines, as a second size (for example, a numerical range “6556 to 50235” to be described later) larger than the first size, the numerical range in which the internal winning combination relating to the repeated game is decided, each of the first and second internal sortition tables defining a plurality of numerical ranges in which internal
  • the combinations being different from one another, can be displayed by the symbol display unit in response to the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided, and when a combination (for example, “Star-Star-Star” to be described later) of the symbols, the combination corresponding to a predetermined numerical range (for example, a numerical range corresponding to a winning number 5 to be described later) among the plurality of numerical ranges in which the internal winning combinations relating to non-winning are decided, is displayed by the symbol display unit, the internal winning combination deciding unit changes the first internal sortition table to the second internal sortition table, and decides the internal winning combination based on the second internal sortition table and the random number value extracted by the random number value extracting unit.
  • a combination for example, “Star-Star-Star” to be described later
  • a predetermined numerical range for example, a numerical range corresponding to a winning number 5 to be described later
  • the internal sortition table defines the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided, and the stop control for the variation of the symbols is performed so that the combinations of the symbols, which are different from one another, can be displayed by the symbol display unit in response to the plurality of numerical ranges.
  • the combinations of the symbols, which are different from one another will be displayed by the symbol display unit in response to the numerical ranges in which the internal winning combinations are decided.
  • the combinations of the symbols to be displayed by the symbol display unit can be varied.
  • the internal sortition table is changed from the first internal sortition table to the second internal sortition table having the larger numerical range in which the internal winning combination relating to the repeated game is decided.
  • the combination of the symbols which corresponds to the predetermined numerical range among the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided, is displayed by the symbol display unit, it is made possible to increase an opportunity at which the internal winning combination relating to the repeated game is decided.
  • the repeated game unit the following.
  • the detection of the starting operation is performed by detecting a preset number of game mediums by dropping operation detecting unit for detecting a dropping operation for dropping the game mediums
  • game mediums corresponding to the number of game mediums used in this unit game are dropped automatically (specifically, without performing the detection of the dropping operation by the dropping operation detecting unit) in the next unit game.
  • the repeated game is performed, thus making it possible for the player to play the next unit game without consuming the game mediums.
  • the opportunity at which the internal winning combination relating to the repeated game is decided is increased, it is made possible to increase an opportunity at which the player plays the next unit game without consuming the game mediums.
  • a tenth aspect of the present invention is summarized to be a gaming machine which is as below.
  • the gaming machine including: symbol display unit (for example, the reels 3 L, 3 C and 3 R to be described later, and the display windows 4 L, 4 C and 4 R to be described later) configured to display plural symbols; starting operation detecting unit (for example, the start switch 6 S to be described later) configured to detect a starting operation; random number value extracting unit (for example, the process of Step S 4 of FIG.
  • symbol varying unit for example, the stepping motors 49 L, 49 C and 49 R to be described later, and the reel control process of Step S 203 of FIG. 63 , which is performed by the CPU 31 to be described later
  • stopping operation detecting unit for example, the stop switch 7 S to be described later
  • stop control unit for example, the reel stop control process of FIG.
  • Step S 203 of FIG. 63 which is performed by the CPU 31 to be described later
  • the reel control process of Step S 203 of FIG. 63 which is performed by the CPU 31 to be described later
  • winning deciding unit for example, the displayed combination retrieval process of Step S 11 of FIG.
  • the internal sortition table storing unit stores a first internal sortition table (for example, the internal sortition table for the normal gaming state to be descried later) which defines, as a first size (for example, the numerical range “6556 to 15535” to be described later), a numerical range (for example, the numerical range corresponding to the winning number 4 to be described later) in which an internal winning combination relating to the repeated game is decided, and a second internal sortition table (for example, the internal sortition table for RT to be described later) which defines, as a second size (for example, the numerical range “6556
  • the internal sortition table defines the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided, and the stop tables which define the combinations of the symbols, the combinations being different from one another, are decided in response to the plurality of numerical ranges.
  • the internal sortition table is changed from the first internal sortition table to the second internal sortition table having the larger numerical range in which the internal winning combination relating to the repeated game is decided.
  • the combination of the symbols which corresponds to the predetermined numerical range among the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided, is displayed by the symbol display unit, it is made possible to increase the opportunity at which the internal winning combination relating to the repeated game is decided.
  • the repeated game unit the following.
  • the game mediums corresponding to the number of game mediums used in this unit game are dropped automatically (specifically, without performing the detection of the dropping operation by the dropping operation detecting unit) in the next unit game.
  • the repeated game is performed, thus making it possible for the player to play the next unit game without consuming the game mediums.
  • the opportunity at which the internal winning combination relating to the repeated game is decided is increased, it is made possible to increase the opportunity at which the player plays the next unit game without consuming the game mediums.
  • the combinations of the symbols, which are different from one another, are displayed by the symbol display unit in response to the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided. Accordingly, the combinations of the symbols to be displayed by the symbol display unit can be varied.
  • an eleventh aspect of the present invention is summarized to be a gaming machine which is as below.
  • the gaming machine including: symbol display unit (for example, the reels 3 L, 3 C and 3 R to be described later, and the display windows 4 L, 4 C and 4 R to be described later) configured to display plural symbols; starting operation detecting unit (for example, the start switch 6 S to be described later) configured to detect a starting operation; random number value extracting unit (for example, the process of Step S 4 of FIG.
  • internal sortition table storing unit (for example, the ROM 32 to be described later) configured to store an internal sortition table which defines a plurality of numerical ranges (for example, the numerical ranges from the upper to lower limit values to be described later) in which internal winning combinations are decided; internal winning combination deciding unit (for example, the internal sortition process of FIG.
  • symbol varying unit for example, the stepping motors 49 L, 49 C and 49 R to be described later, and the reel control process of Step S 203 of FIG. 63 , which is performed by the CPU 31 to be described later
  • stopping operation detecting unit for example, the stop switch 7 S to be described later
  • stop control unit for example, the reel stop control process of FIG.
  • Step S 203 of FIG. 63 which is performed by the CPU 31 to be described later
  • the reel control process of Step S 203 of FIG. 63 which is performed by the CPU 31 to be described later
  • winning deciding unit for example, the displayed combination retrieval process of Step S 11 of FIG.
  • the internal sortition table storing unit stores a first internal sortition table (for example, the internal sortition table for the normal gaming state to be descried later) which defines, as a first size (for example, the numerical range “6556 to 15535” to be described later), a numerical range (for example, the numerical range corresponding to the winning number 4 to be described later) in which an internal winning combination relating to the repeated game is decided, and a second internal sortition table (for example, the internal sortition table for RT to be described later)
  • the symbols can be displayed by the symbol display unit in response to the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided, when a combination (for example, “Star-Star-Star” to be described later) of the symbols, which corresponds to a predetermined numerical range (for example, the numerical range corresponding to the winning number 5 to be described later) among the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided, is displayed by the symbol display unit, the internal winning combination deciding unit changes the first internal sortition table to the second internal sortition table, and decides the internal winning combination based on the second internal sortition table and the random number value extracted by the random number value extracting unit, the second internal sortition table performs the definition so that the predetermined numerical range (for example, a numerical range “50236 to 50535” to be described later) among the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are
  • the internal sortition table defines the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided, and the stop control for the variation of the symbols is performed so that the combinations of the symbols, which are different from one another, can be displayed by the symbol display unit in response to the plurality of numerical ranges.
  • the internal sortition table is changed from the first internal sortition table to the second internal sortition table having the larger numerical range in which the internal winning combination relating to the repeated game is decided.
  • the combination of the symbols which corresponds to the predetermined numerical range among the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided, is displayed by the symbol display unit, it is made possible to increase the opportunity at which the internal winning combination relating to the repeated game is decided.
  • the repeated game unit the following.
  • the game mediums corresponding to the number of game mediums used in this unit game are dropped automatically (specifically, without performing the detection of the dropping operation by the dropping operation detecting unit) in the next unit game.
  • the repeated game is performed, thus making it possible for the player to play the next unit game without consuming the game mediums.
  • the opportunity at which the internal winning combination relating to the repeated game is decided is increased, it is made possible to increase the opportunity at which the player plays the next unit game without consuming the game mediums.
  • the second internal sortition table performs the definition so that the predetermined numerical range among the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided can be entirely included in the numerical range in which the internal winning combination relating to the repeated game is decided. Specifically, when the extracted random number value is included in the above-described predetermined numerical range, both of the internal winning combination relating to the non-winning and the internal winning combination relating to the repeated game are decided. Still further, the priority table defines, as the highest one, the priority given to the internal winning combination relating to the repeated game.
  • the combination of the symbols which relates to the repeated game, is preferentially displayed by the symbol display unit.
  • the combination of the symbols which corresponds to the above-described numerical range and brings an occasion of such decision of the internal winning combination relating to the repeated game.
  • a twelfth aspect of the present invention is summarized to be a gaming machine which is as below.
  • the gaming machine including: symbol display unit (for example, the reels 3 L, 3 C and 3 R to be described later, and the display windows 4 L, 4 C and 4 R to be described later) configured to display plural symbols; starting operation detecting unit (for example, the start switch 6 S to be described later) configured to detect a starting operation; random number value extracting unit (for example, the process of Step S 4 of FIG.
  • symbol varying unit for example, the stepping motors 49 L, 49 C and 49 R to be described later, and the reel control process of Step S 203 of FIG. 63 , which is performed by the CPU 31 to be described later
  • stopping operation detecting unit for example, the stop switch 7 S to be described later
  • stop control unit for example, the reel stop control process of FIG.
  • Step S 203 of FIG. 63 which is performed by the CPU 31 to be described later
  • the reel control process of Step S 203 of FIG. 63 which is performed by the CPU 31 to be described later
  • winning deciding unit for example, the displayed combination retrieval process of Step S 11 of FIG.
  • the internal sortition table storing unit stores a first internal sortition table (for example, the internal sortition table for the normal gaming state to be described later) which defines, as a first size (for example, the numerical range “6556 to 15535” to be described later), a numerical range (for example, the numerical range corresponding to the winning number 4 to be described later) in which an internal winning combination relating to the repeated game is decided, and a second internal sortition table (for example, the internal sortition table for RT to be described later) which
  • the internal sortition table defines the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided, and the stop tables which define the combinations of the symbols, the combinations being different from one another, are decided in response to the plurality of numerical ranges.
  • the internal sortition table is changed from the first internal sortition table to the second internal sortition table having the larger numerical range in which the internal winning combination relating to the repeated game is decided.
  • the combination of the symbols which corresponds to the predetermined numerical range among the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided, is displayed by the symbol display unit, it is made possible to increase the opportunity at which the internal winning combination relating to the repeated game is decided.
  • the repeated game unit the following.
  • the game mediums corresponding to the number of game mediums used in this unit game are dropped automatically (specifically, without performing the detection of the dropping operation by the dropping operation detecting unit) in the next unit game.
  • the repeated game is performed, thus making it possible for the player to play the next unit game without consuming the game mediums.
  • the opportunity at which the internal winning combination relating to the repeated game is decided is increased, it is made possible to increase the opportunity at which the player plays the next unit game without consuming the game mediums.
  • the second internal sortition table performs the definition so that the predetermined numerical range among the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided can be entirely included in the numerical range in which the internal winning combination relating to the repeated game is decided. Specifically, when the extracted random number value is included in the above-described predetermined numerical range, both of the internal winning combination relating to the non-winning and the internal winning combination relating to the repeated game are decided.
  • the stop control unit performs the stop control for the variation of the symbols so that the combination of the symbols, which relates to the repeated game, can be displayed by the symbol display unit more preferentially than the combination of the symbols, which is defined in the stop table corresponding to the predetermined numerical range among the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided.
  • the stop control unit performs the stop control for the variation of the symbols so that the combination of the symbols, which relates to the repeated game, can be displayed by the symbol display unit more preferentially than the combination of the symbols, which is defined in the stop table corresponding to the predetermined numerical range among the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided.
  • the combinations of the symbols, which are different from one another, are displayed by the symbol display unit in response to the plurality of numerical ranges in which the predetermined types of internal winning combinations are decided, and accordingly, the combinations of the symbols to be displayed by the symbol display unit can be varied.
  • a thirteenth aspect of the present invention is summarized to be a gaming machine which is as below.
  • the gaming machine including: symbol display unit (for example, the reels 3 L, 3 C and 3 R to be described later, and the display windows 4 L, 4 C and 4 R to be described later) configured to display plural symbols; starting operation detecting unit (for example, the start switch 6 S to be described later) configured to detect a starting operation; random number value extracting unit (for example, a process of Step S 4 of FIG. 55 , which is performed by the CPU 31 to be described later) configured to extract a random number value based on the detection of the starting operation, which is performed by the starting operation detecting unit; internal winning combination deciding unit (for example, an internal sortition process of FIG.
  • symbol display unit for example, the reels 3 L, 3 C and 3 R to be described later, and the display windows 4 L, 4 C and 4 R to be described later
  • starting operation detecting unit for example, the start switch 6 S to be described later
  • random number value extracting unit for example, a process of Step S 4 of FIG. 55 , which is performed by the CPU 31 to be described later
  • stopping operation detecting unit for example, the stop switch 7 S to be described later
  • stop control unit for example, the reel stop control process of FIG. 62 , which is performed by the CPU 31 to be described later, and the reel control process of Step S 203 of FIG.
  • advantageous state operating unit for example, a bonus operation check process of Step S 16 of FIG. 55 , which is performed by the CPU 31 to be described later
  • carryover unit for example, a process of Step S 100 of FIG.
  • the stop control unit performs the stop control for the variation of the symbols so that combinations (for example, combinations of the symbols, which are shown in FIGS.
  • 45A to 45 D to be described later of the symbols, which are different from one another, can be displayed by the symbol display unit in response to the plurality of numerical ranges (for example, winning numbers 5 to 7 to be described later) when the carryover of the specific internal winning combination is performed by the carryover unit.
  • the internal sortition table defines the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided, and the stop control for the variation of the symbols is performed so that the combinations of the symbols, which are different from one another, can be displayed by the symbol display unit in response to the plurality of numerical ranges when the carryover of the specific internal winning combination is performed.
  • a fourteenth aspect of the present invention is summarized to be a gaming machine which is as below.
  • the gaming machine including: symbol display unit (for example, the reels 3 L, 3 C and 3 R to be described later, and the display windows 4 L, 4 C and 4 R to be described later) configured to display plural symbols; starting operation detecting unit (for example, the start switch 6 S to be described later) configured to detect a starting operation; random number value extracting unit (for example, the process of Step S 4 of FIG. 55 , which is performed by the CPU 31 to be described later) configured to extract a random number value based on the detection of the starting operation, which is performed by the starting operation detecting unit; numerical range deciding unit (for example, a process of Step S 97 of FIG.
  • symbol display unit for example, the reels 3 L, 3 C and 3 R to be described later, and the display windows 4 L, 4 C and 4 R to be described later
  • starting operation detecting unit for example, the start switch 6 S to be described later
  • random number value extracting unit for example, the process of Step S 4 of FIG. 55 , which is performed by the CPU 31 to be described later
  • symbol varying unit for example, the stepping motors 49 L, 49 C and 49 R to be described later, and the reel control process of Step S 203 of FIG. 63 , which is performed by the CPU 31 to be described later
  • stopping operation detecting unit for example, the stop switch 7 S to be described later
  • stop control unit for example, the reel stop control process of FIG.
  • Step S 203 of FIG. 63 which is performed by the CPU 31 to be described later
  • the reel control process of Step S 203 of FIG. 63 which is performed by the CPU 31 to be described later
  • advantageous state operating unit for example, the bonus operation check process of Step S 16 of FIG.
  • Step S 100 of FIG. 61 which is performed by the CPU 31 to be described later
  • carryover unit for example, the process of Step S 100 of FIG. 61 , which is performed by the CPU 31 to be described later
  • the internal sortition table defines a plurality of numerical ranges in which internal winning combinations relating to non-winning are decided by the internal winning combination deciding unit
  • the stop table deciding unit decides the stop tables (for example, the stop table for Special losing 1 to be described later, the stop table for Special losing 2 to be described later, and the stop table for Special losing 3 to be described later) which define the combinations of the symbols, which are different from one another, in response to the plurality of numerical ranges (for example, the winning numbers 5 to 7 to be described later) in which the
  • the internal sortition table defines the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided, and when the carryover of the specific internal winning combination is performed, the stop tables which define the combinations of the symbols, the combinations being different from one another, are displayed by the symbol display unit in response to the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided.
  • the combinations of the symbols are displayed by the symbol display unit in response to the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided. Accordingly, the combinations of the symbols to be displayed by the symbol display unit can be varied.
  • FIG. 1 is a perspective view showing an outline of a gaming machine 1 according to first to seventh embodiments of the present invention.
  • FIG. 2 is a view showing symbols arrayed on reels 3 L, 3 C and 3 R according to the first to fourth embodiments of the present invention.
  • FIG. 3 is a view showing symbols arrayed on reels 3 L, 3 C and 3 R according to the fifth and seventh embodiments of the present invention.
  • FIG. 4 is a view showing symbols arrayed on reels 3 L, 3 C and 3 R according to the sixth embodiment of the present invention.
  • FIG. 5 is a block diagram showing a configuration of an electric circuit of the gaming machine 1 according to the first to seventh embodiments of the present invention.
  • FIG. 6 is a view showing a symbol arrangement table of the gaming machine 1 according to the first to fourth embodiments of the present invention.
  • FIG. 7 is a view showing a symbol arrangement table of the gaming machine 1 according to the fifth and seventh embodiments of the present invention.
  • FIG. 8 is a view showing a symbol arrangement table of the gaming machine 1 according to the sixth embodiment of the present invention.
  • FIG. 9 is a view showing an internal sortition table decision table of the gaming machine 1 according to the first to seventh embodiments of the present invention.
  • FIGS. 10A and 10B are views showing internal sortition tables of the gaming machine 1 according to the first embodiment.
  • FIGS. 11A to 11 D are views showing internal sortition tables of the gaming machine 1 according to the second embodiment of the present invention.
  • FIGS. 12A and 12B are views showing internal sortition tables of the gaming machine 1 according to the third embodiment of the present invention.
  • FIGS. 13A and 13B are views showing internal sortition tables of the gaming machine 1 according to the fourth embodiment of the present invention.
  • FIGS. 14A to 14 C are views showing internal sortition tables of the gaming machine 1 according to the fifth embodiment of the present invention.
  • FIGS. 15A and 15B are views showing internal sortition tables of the gaming machine 1 according to the sixth embodiment of the present invention.
  • FIGS. 16A to 16 C are views showing internal sortition tables of the gaming machine 1 according to the seventh embodiment of the present invention.
  • FIG. 17 is a view showing an internal winning combination decision table of the gaming machine 1 according to the first, third and fourth embodiments of the present invention.
  • FIG. 18 is a view showing an internal winning combination decision table of the gaming machine 1 according to the second and fifth to seventh embodiments of the present invention.
  • FIG. 19 is a view conceptually showing winning areas of the respective winning numbers of the gaming machine 1 according to the first embodiment of the present invention.
  • FIGS. 20A and 20B are views conceptually showing winning areas of the respective winning numbers of the gaming machine 1 according to the second embodiment of the present invention.
  • FIG. 21 is a view conceptually showing winning areas of the respective winning numbers of the gaming machine 1 according to the third embodiment of the present invention.
  • FIG. 22 is a view conceptually showing winning areas of the respective winning numbers of the gaming machine 1 according to the fourth embodiment of the present invention.
  • FIG. 23 is a view conceptually showing winning areas of the respective winning numbers of the gaming machine 1 according to the fifth embodiment of the present invention.
  • FIG. 24 is a view conceptually showing winning areas of the respective winning numbers of the gaming machine 1 according to the sixth embodiment of the present invention.
  • FIGS. 25A and 25B are views conceptually showing winning areas of the respective winning numbers of the gaming machine 1 according to the seventh embodiment of the present invention.
  • FIG. 26 is a view showing a stop table decision table of the gaming machine 1 according to the first to third embodiments of the present invention.
  • FIG. 27 is a view showing a stop table decision table of the gaming machine 1 according to the second, fifth and seventh embodiments of the present invention.
  • FIG. 28 is a view showing a stop table decision table of the gaming machine 1 according to the fourth embodiment of the present invention.
  • FIG. 29 is a view showing a stop table decision table of the gaming machine 1 according to the sixth embodiment of the present invention.
  • FIG. 30 is a view showing a stop table of the gaming machine 1 according to the third embodiment of the present invention.
  • FIG. 31 is a view showing a stop table of the gaming machine 1 according to the first to fourth embodiments of the present invention.
  • FIG. 32 is a view showing a stop table of the gaming machine 1 according to the fifth and seventh embodiments of the present invention.
  • FIG. 33 is a view showing a stop table of the gaming machine 1 according to the sixth embodiment of the present invention.
  • FIG. 34 is a view showing a stop table of the gaming machine 1 according to the first to third, fifth, and seventh embodiments of the present invention.
  • FIG. 35 is a view showing a stop table of the gaming machine 1 according to the fourth embodiment of the present invention.
  • FIG. 36 is a view showing a stop table of the gaming machine 1 according to the sixth embodiment of the present invention.
  • FIG. 37 is a view showing a stop table of the gaming machine 1 according to the sixth embodiment of the present invention.
  • FIG. 38 is a view showing a stop table of the gaming machine 1 according to the first to fourth embodiments of the present invention.
  • FIG. 39 is a view showing a stop table of the gaming machine 1 according to the fifth and seventh embodiments of the present invention.
  • FIG. 40 is a view showing a stop table of the gaming machine 1 according to the sixth embodiment of the present invention.
  • FIGS. 41A to 41 C are views showing display examples of combinations of the symbols based on the stop table on display windows 4 L, 4 C and 4 R according to the first and second embodiments of the present invention.
  • FIGS. 42A to 42 D are views showing display examples of combinations of the symbols based on the stop table on the display windows 4 L, 4 C and 4 R according to the third embodiment of the present invention.
  • FIGS. 43A to 43 C are views showing display examples of combinations of the symbols based on the stop table on the display windows 4 L, 4 C and 4 R according to the fourth embodiment of the present invention.
  • FIGS. 44A to 44 C are views showing display examples of combinations of the symbols based on the stop table on the display windows 4 L, 4 C and 4 R according to the fifth and seventh embodiments of the present invention.
  • FIGS. 45A to 45 D are views showing display examples of combinations of the symbols based on the stop table on the display windows 4 L, 4 C and 4 R according to the sixth embodiment of the present invention.
  • FIG. 46 is a view showing a capture priority table of the gaming machine 1 according to the first to seventh embodiments of the present invention.
  • FIG. 47 is a view showing a symbol combination table of the gaming machine 1 according to the first to seventh embodiments of the present invention.
  • FIG. 48 is a view showing an internal winning combination storage area of a RAM 33 of a main control circuit 71 according to the first to seventh embodiments of the present invention.
  • FIG. 49 is a view showing a carryover combination storage area of the RAM 33 of the main control circuit 71 according to the first to seventh embodiments of the present invention.
  • FIG. 50 is a view showing symbol storage areas of the RAM 33 of the main control circuit 71 according to the first to fourth and sixth embodiments of the present invention.
  • FIG. 51 is a view showing symbol storage areas of the RAM 33 of the main control circuit 71 according to the fifth and seventh embodiments of the present invention.
  • FIG. 52 is a view showing a flowchart of a reset intervention process performed by the main control circuit 71 according to the first, third and fourth embodiments of the present invention.
  • FIG. 53 is a view showing a flowchart of the reset intervention process performed by the main control circuit 71 according to the second embodiment of the present invention.
  • FIG. 54 is a view showing a flowchart of the reset intervention process performed by the main control circuit 71 according to the fifth and seventh embodiments of the present invention.
  • FIG. 55 is a view showing a flowchart of the reset intervention process performed by the main control circuit 71 according to the sixth embodiment of the present invention.
  • FIG. 56 is a view showing a flowchart of a medal receiving/start check process by the main control circuit 71 according to the first to fourth and sixth embodiments of the present invention.
  • FIG. 57 is a view showing a flowchart of the medal reception/start check process by the main control circuit 71 according to the fifth and seventh embodiments of the present invention.
  • FIG. 58 is a view showing a flowchart of an internal sortition process by the main control circuit 71 according to the first, third and fourth embodiments of the present invention.
  • FIG. 59 is a view showing a flowchart of an internal sortition process by the main control circuit 71 according to the second embodiment of the present invention.
  • FIG. 60 is a view showing a flowchart of an internal sortition process by the main control circuit 71 according to the fifth and seventh embodiments of the present invention.
  • FIG. 61 is a view showing a flowchart of an internal sortition process by the main control circuit 71 according to the sixth embodiment of the present invention.
  • FIG. 62 is a view showing a flowchart of a reel stop control process by the main control circuit 71 according to the first to seventh embodiments of the present invention.
  • FIG. 63 is a view showing a flowchart of an intervention process in a cycle of 1.1173 msec by the main control circuit 71 according to the first to seventh embodiments of the present invention.
  • FIG. 64 is a view showing a flowchart of a specific condition establishment check process by the main control circuit 71 according to the second embodiment of the present invention.
  • FIG. 65 is a view showing a flowchart of an RT operation check process by the main control circuit 71 according to the fifth and seventh embodiments of the present invention.
  • FIG. 66 is a view showing a flowchart of an RT ending check process by the main control circuit 71 according to the fifth and seventh embodiments of the present invention.
  • a cabinet 1 a which houses reels 3 L, 3 C and 3 R, a main control circuit 71 (refer to FIG. 5 ) to be described later, and the like, and a front door 1 b attached to the cabinet 1 a so as to be openable.
  • the three reels 3 L, 3 C and 3 R are provided horizontally in line. On circumferential surfaces of the respective reels 3 L, 3 C and 3 R, plural types of symbols are arranged continuously in a rotation direction of the reels.
  • the respective reels 3 L, 3 C and 3 R are controlled by the main control circuit 71 to be described later so as to be rotated at a constant speed (for example, 80 revolutions per minute), and the plural symbols arranged on the circumferential surfaces of the reels 3 L, 3 C and 3 R are varied following the rotations of the reels.
  • a panel display unit 2 as a substantially vertical surface is formed.
  • three vertically rectangular display windows 4 L, 4 C and 4 R are provided as symbol display areas.
  • the respective display windows 4 L, 4 C and 4 R are provided to be located in front of the respective reels 3 L, 3 C and 3 R corresponding thereto. Through the respective display windows 4 L, 4 C and 4 R, it can be observed that the respective reels 3 L, 3 C and 3 R are rotated and stopped.
  • one symbol is displayed on each of display areas of upper, middle and lower stages thereof.
  • three symbols are displayed among the symbols arranged on the circumferential surface of the reel corresponding thereto.
  • a top line 8 b a center line 8 c , a bottom line 8 d , a cross up line 8 a , and a cross down line 8 e are provided.
  • the center line 8 c is a line which connects the middle stages of the respective display windows 4 L, 4 C and 4 R to one another.
  • the top line 8 b is a line which connects the upper stages of the respective display windows 4 L, 4 C and 4 R.
  • the bottom line 8 d is a line which connects the lower stages of the respective display windows 4 L, 4 C and 4 R.
  • the cross up line 8 a is a line which connects the lower stage of the left display window 4 L, the middle stage of the center display window 4 C, and the upper stage of the right display window 4 R to one another.
  • the cross down line 8 e is a line which connects the upper stage of the left display window 4 L, the middle stage of the center display window 4 C, and the lower stage of the right display window 4 R to one another.
  • These paylines 8 a to 8 e are basically activated by operating any of a 1-BET button 11 , a 2-BET button 12 , and a maximum-BET button 13 , which are to be described later, or by dropping a medal into a medal insertion slot 22 to be described later (hereinafter, the activated payline is referred to as an “activated line”).
  • a base portion 10 as a horizontal plane is formed below the display windows 4 L, 4 C and 4 R.
  • a liquid crystal display device 5 is provided between the base portion 10 and the display windows 4 L, 4 C and 4 R.
  • On a display screen 5 a of the liquid crystal display device 5 information regarding a game is displayed.
  • the medal insertion slot 22 for dropping the medal therefrom into the gaming machine 1 is provided.
  • the activated payline is referred to as the activated line.
  • the medals of which number exceeds three are continuously dropped from the medal insertion slot 22 .
  • the medals are reserved (that is, credited) in the gaming machine 1 .
  • the medals are used as game mediums; however, the game mediums are not limited to the medals, and a card which stores information regarding the amount of medals, and the like are also applicable besides coins, gaming balls, tokens, and the like.
  • the 1-BET button 11 On the left side of the liquid crystal display device 5 , there are provided the 1-BET button 11 , the 2-BET button 12 , and the maximum-BET button 13 for deciding the number of medals to be dropped in a unit game from the credited medals.
  • the unit game is one game from the start of the rotations of the reels to a time when the rotations of the reels are stopped and a result of the game is obtained.
  • One medal is dropped from the credited medals by operating the 1-BET button 11 , two medals are dropped therefrom by operating the 2-BET button 12 , and three medals are dropped therefrom by operating the maximum-BET button 13 .
  • a 1-BET lamp 9 a On the left side of the display windows 4 L, 4 C and 4 R, a 1-BET lamp 9 a , a 2-BET lamp 9 b , and a maximum-BET lamp 9 c are provided.
  • the 1-BET lamp 9 a , the 2-BET lamp 9 b , and the maximum-BET lamp 9 c are turned on in response to the number of medals dropped in the unit game (hereinafter, referred to as a “dropped number”).
  • the 1-BET lamp 9 a is turned on when the dropped number is one
  • the 2-BET lamp 9 b is turned on when the dropped number is two
  • the maximum-BET lamp 9 c is turned on when the dropped number is three.
  • the information display portion 18 is composed of a 7-segment LED, and on the information display portion 18 , there are displayed the number of medals reserved (that is, “credited”) in the gaming machine 1 , the number of medals to be paid out to a player (hereinafter, referred to as a “payout number”), and the like.
  • an operation unit 17 composed of a cross key, a selection button, and a decision button is provided. Based on an operation of the operation unit 17 by the player, information regarding the game, such as a gaming history, is displayed on the display screen 5 a of the liquid crystal display device 5 .
  • a C/P button 14 for switching the credit and the payout (Pay) of the medals is provided on the left side from the center on a front face of the base portion 10 .
  • the medals equivalent to the payout number are paid out from a payout opening 15 on a lower portion of the front of the gaming machine 1 , and are reserved in a medal receiving portion 16 .
  • the medals equivalent to the payout number are credited.
  • the payout and credit of the medals are generically referred to simply as “payout”.
  • a start lever 6 for rotating the reels 3 L, 3 C and 3 R and starting variations of the symbols displayed on the display windows 4 L, 4 C and 4 R by a starting operation.
  • stop buttons 7 L, 7 C and 7 R for stopping the rotations of the respective reels 3 L, 3 C and 3 R are provided.
  • the stop buttons 7 L, 7 C and 7 R are provided so as to correspond to the respective reels 3 L, 3 C and 3 R.
  • a stopping operation to be performed first when all of the reels 3 L, 3 C and 3 R are rotated (that is, a pressing operation for the stop buttons 7 L, 7 C and 7 R by the player) is referred to as a “first stopping operation”.
  • a stopping operation to be performed when two of the reels are rotated, the stopping operation being performed subsequently to the first stopping operation, is referred to as a “second stopping operation”.
  • an LED 101 and a lamp 102 are provided on an upper portion of the front door 1 b .
  • light is emitted in a light emission pattern corresponding to a circumstance of the game, and an effect regarding the game is thus performed.
  • speakers 21 L and 21 R are provided on the right and left above the medal receiving portion 16 . Sounds such as effect sounds and music which correspond to the circumstance of the game are outputted from the speakers 21 L and 21 R, and the effect regarding the game is thus performed.
  • Red 7 (a symbol 61 ), Watermelon (a symbol 62 ), Bell (a symbol 63 ), Replay (a symbol 64 ), or Cherry (a symbol 65 ) is arranged on each of the regions.
  • Red 7 (the symbol 61 ), Watermelon (the symbol 63 ), Replay (the symbol 64 ), Cherry (the symbol 65 ), or Star (a symbol 66 ) is arranged on each of the regions.
  • the respective reels 3 L, 3 C and 3 R are rotated in an arrow direction shown in FIG. 2 , FIG. 3 , and FIG. 4 .
  • the main control circuit 71 includes, as a main constituent, a microcomputer 30 disposed on a circuit board, and is composed by adding a circuit for random number sampling thereto.
  • the microcomputer 30 is composed of a CPU 31 , and a ROM 32 and a RAM 33 which are storing unit.
  • the clock pulse generator circuit 34 generates a reference clock pulse. Based on the reference clock pulse thus generated, an intervention process to be described later is performed.
  • the random number generator 36 generates random numbers within a fixed range (for example, 0 to 65535).
  • the sampling circuit 37 extracts (samples) one random number value from the random numbers generated by the random number generator 36 . By using the extracted random number value, an internal winning process to be described later is performed, and predetermined information (for example, a winning number to be described later) is decided.
  • the ROM 32 of the microcomputer 30 there are stored programs relating to the process of the CPU 31 (for example, refer to FIG. 52 , FIG. 56 , FIG. 58 , FIG. 62 , and FIG. 63 , which are to be described later), various tables such as stop tables and internal sortition tables, which are to be described later (for example, refer to FIG. 6 , FIG. 9 , FIGS. 10A and 10B , FIG. 17 , FIG. 26 , FIG. 31 , FIG. 34 , FIG. 38 , FIG. 46 , and FIG. 47 , which are to be described later), various control instructions (commands) for transmitting the programs and the tables to the sub-control circuit 72 , and the like.
  • programs relating to the process of the CPU 31 for example, refer to FIG. 52 , FIG. 56 , FIG. 58 , FIG. 62 , and FIG. 63 , which are to be described later
  • various tables such as stop tables and internal sortition tables, which are to be described later (for example
  • the ROM 32 of the microcomputer 30 there are stored programs relating to the process of the CPU 31 (for example, refer to FIG. 53 , FIG. 56 , FIG. 59 , and FIG. 62 to FIG. 64 , which are to be described later), various tables such as stop tables to be described later (for example, refer to FIG. 6 , FIG. 9 , FIGS. 11A to 11 D, FIG. 18 , FIG. 27 , FIG. 31 , FIG. 34 , FIG. 38 , FIG. 46 , and FIG. 47 , which are to be described later), various control instructions (commands) for transmitting the programs and the tables to the sub-control circuit 72 , and the like.
  • various tables such as stop tables to be described later (for example, refer to FIG. 6 , FIG. 9 , FIGS. 11A to 11 D, FIG. 18 , FIG. 27 , FIG. 31 , FIG. 34 , FIG. 38 , FIG. 46 , and FIG. 47 , which are to be described later), various control instructions (commands
  • the ROM 32 of the microcomputer 30 there are stored programs relating to the process of the CPU 31 (for example, refer to FIG. 52 , FIG. 56 , FIG. 58 , FIG. 62 , and FIG. 63 , which are to be described later), various tables such as stop tables and internal sortition tables, which are to be described later (for example, refer to FIG. 6 , FIG. 9 , FIGS. 12A and 12B , FIG. 17 , FIG. 26 , FIG. 30 , FIG. 31 , FIG. 34 , FIG. 38 , FIG. 46 , and FIG. 47 , which are to be described later), various control instructions (commands) for transmitting the programs and the tables to the sub-control circuit 72 , and the like.
  • various tables such as stop tables and internal sortition tables, which are to be described later (for example, refer to FIG. 6 , FIG. 9 , FIGS. 12A and 12B , FIG. 17 , FIG. 26 , FIG. 30 , FIG. 31 , FIG. 34
  • the ROM 32 of the microcomputer 30 there are stored programs relating to the process of the CPU 31 (for example, refer to FIG. 52 , FIG. 56 , FIG. 58 , FIG. 62 , and FIG. 63 , which are to be described later), various tables such as stop tables to be described later (for example, refer to FIG. 6 , FIG. 9 , FIGS. 13A and 13B , FIG. 17 , FIG. 28 , FIG. 31 , FIG. 35 , FIG. 38 , FIG. 46 , and FIG. 47 , which are to be described later), various control instructions (commands) for transmitting the programs and the tables to the sub-control circuit 72 , and the like.
  • programs relating to the process of the CPU 31 for example, refer to FIG. 52 , FIG. 56 , FIG. 58 , FIG. 62 , and FIG. 63 , which are to be described later
  • various tables such as stop tables to be described later (for example, refer to FIG. 6 , FIG. 9 , FIGS.
  • the ROM 32 of the microcomputer 30 there are stored programs relating to the process of the CPU 31 (for example, refer to FIG. 54 , FIG. 57 , FIG. 60 , FIG. 62 , FIG. 63 , FIG. 65 , and FIG. 66 , which are to be described later), various tables such as stop tables and internal sortition tables, which are to be described later (for example, refer to FIG. 7 , FIG. 9 , FIGS. 14A to 14 C, FIG. 18 , FIG. 27 , FIG. 32 , FIG. 34 , FIG. 39 , FIG. 46 , and FIG. 47 , which are to be described later), various control instructions (commands) for transmitting the programs and the tables to the sub-control circuit 72 , and the like.
  • programs relating to the process of the CPU 31 for example, refer to FIG. 54 , FIG. 57 , FIG. 60 , FIG. 62 , FIG. 63 , FIG. 65 , and FIG. 66 , which are to be described later
  • the ROM 32 of the microcomputer 30 there are stored programs relating to the process of the CPU 31 (for example, refer to FIG. 55 , FIG. 56 , FIG. 61 to FIG. 63 , which are to be described later), various tables such as stop tables and internal sortition tables, which are to be described later (for example, refer to FIG. 8 , FIG. 9 , FIGS. 15A and 15B , FIG. 18 , FIG. 29 , FIG. 33 , FIG. 36 , FIG. 37 , FIG. 40 , FIG. 46 , and FIG. 47 , which are to be described later), various control instructions (commands) for transmitting the programs and the tables to the sub-control circuit 72 , and the like.
  • various tables such as stop tables and internal sortition tables, which are to be described later (for example, refer to FIG. 8 , FIG. 9 , FIGS. 15A and 15B , FIG. 18 , FIG. 29 , FIG. 33 , FIG. 36 , FIG. 37 , FIG. 40 , FIG.
  • the ROM 32 of the microcomputer 30 there are stored programs relating to the process of the CPU 31 (for example, refer to FIG. 54 , FIG. 57 , FIG. 60 , FIG. 62 , FIG. 63 , FIG. 65 , and FIG. 66 , which are to be described later), various tables such as stop tables and internal sortition tables, which are to be described later (for example, refer to FIG. 7 , FIG. 9 , FIGS. 16A to 16 C, FIG. 18 , FIG. 27 , FIG. 32 , FIG. 34 , FIG. 39 , FIG. 46 , and FIG. 47 , which are to be described later), various control instructions (commands) for transmitting the programs and the tables to the sub-control circuit 72 , and the like.
  • programs relating to the process of the CPU 31 for example, refer to FIG. 54 , FIG. 57 , FIG. 60 , FIG. 62 , FIG. 63 , FIG. 65 , and FIG. 66 , which are to be described later
  • various data obtained by the process of the CPU 31 are stored.
  • storage areas for storing the internal winning combination and a carryover combination which are to be described later (for example, refer to FIGS. 48 to 50 to be described later for the first to fourth and sixth embodiments, and refer to FIG. 48 , FIG. 49 , and FIG. 51 , which are to be described later, for the fifth and seventh embodiments).
  • These data are transmitted to the sub-control circuit 72 by the above-described commands.
  • the respective circuits for controlling the operations of the above-described respective actuators by receiving the control signals outputted from the CPU 31 .
  • the respective circuits there are mentioned a motor driving circuit 39 , a lamp driving circuit 45 , a display portion driving circuit 48 , and a hopper driving circuit 41 .
  • the lamp driving circuit 45 performs a control to drive the BET lamps 9 a , 9 b and 9 c .
  • the BET lamps 9 a , 9 b and 9 c are turned on and off.
  • the display portion driving circuit 48 performs a control to drive the information display portion 18 .
  • various pieces of information are displayed on the information display portion 18 .
  • the hopper driving circuit 41 performs a control to drive the hopper 40 .
  • the medals housed in the hopper 40 are paid out.
  • the motor driving circuit 39 outputs pulses from the main control circuit 71 to the stepping motors 49 L, 49 C, and 49 R, and controls drives of the stepping motors 49 L, 49 C and 49 R. Thus, the reels 3 L, 3 C and 3 R are rotated and stopped.
  • a reel index indicating that each reel makes one rotation is detected by a reel position detecting circuit 50 to be described later. Then, the number of pulses outputted to each of the stepping motors 49 L, 49 C and 49 R since the reel index is detected is counted. Thus, a rotation angle of each reel with respect to a position where the reel index is detected as a reference is detected.
  • Gears (not shown) which transmit the rotations of the stepping motors 49 L, 49 C and 49 R to the reels 3 L, 3 C and 3 R with a predetermined reduction ratio are provided. Then, 16 pulses are outputted to each of the stepping motors 49 L, 49 C and 49 R, and thus rotation of each reel for one symbol disposed on the circumferential surface thereof is performed.
  • the number of pulses outputted to each of the step ping motors 49 L, 49 C and 49 R is counted by a pulse counter of the RAM 33 , and every time when the outputs of 16 pulses are counted by the pulse counter, a symbol counter of the RAM 33 is incremented by one. In the symbol counter, a value thereof is cleared every time when the reel index is detected.
  • symbol positions “0” to “20” for identifying the respective symbols are defined sequentially in the rotation direction of the reels.
  • a configuration is adopted, in which the reel indices are detected by the reel position detecting circuit 50 to be described later so that the symbols corresponding to the symbol position “0” can be located on the center line 8 c (more accurately, on longitudinal center portions of the respective display windows 4 L, 4 C and 4 R).
  • switches and the like are connected, and output thereto predetermined signals offering occasions to control the above-described actuators and the like.
  • a start switch 6 S a stop switch 7 S, a 1-BET switch 11 S, a 2-BET switch 12 S, a maximum-Bet switch 13 S, a C/P switch 14 S, a medal sensor 22 S, the reel position detecting circuit 50 , and a payout completion signal circuit 51 .
  • the start switch 6 S detects a tilting operation (that is, the starting operation) for the start lever 6 by the player, and outputs a signal thus detected to the microcomputer 30 .
  • the stop switch 7 S individually detects the pressing operations (that is, the stopping operations) for the respective stop buttons 7 L, 7 C and 7 R, and outputs signals thus detected to the microcomputer 30 .
  • the 1-BET switch 11 S, the 2-BET switch 12 S, and the maximum-BET switch 13 S detect the pressing operations (that is, dropping operations) by the player for the 1-BET button 11 , the 2-Bet button 12 , and the maximum-BET button 13 , respectively, and output signals thus detected to the microcomputer 30 .
  • the medal sensor 22 S detects the medals dropped into the medal insertion slot 22 by the player, and outputs a signal thus detected to the microcomputer 30 .
  • the C/P switch 14 S detects the pressing operation for the C/P button 14 by the player, and outputs a signal thus detected to the microcomputer 30 .
  • the reel position detecting circuit 50 detects the reel indices indicating that each reel makes one rotation for each of the reels 3 L, 3 C and 3 R, and outputs signals thus detected to the microcomputer 30 .
  • the payout completion signal circuit 51 detects by a medal detection unit 40 S that the number of medals (that is, the number of medals paid out from the hopper 40 ) has reached a designated payout number, and outputs a signal thus detected to the microcomputer 30 .
  • the sub-control circuit 72 performs processes (decision, execution, and the like of the effect contents) based on various commands (a start command to be described later, and the like) outputted from the main control circuit 71 .
  • the sub-control circuit 72 does not output commands, information, and the like to the main control circuit 71 , and a communication is performed in one direction from the main control circuit 71 to the sub-control circuit 72 .
  • the sub-control circuit 72 As main actuators of which operations are controlled by the sub-control circuit 72 , there are mentioned the liquid crystal display device 5 , the speakers 21 L and 21 R, the LED 101 , and the lamp 102 . Based on the decided effect contents, the sub-control circuit 72 decides and displays an image to be displayed on the liquid crystal display device 5 , decides and outputs lighting patterns of the LED 101 and the lamp 102 , decides and outputs an effect sound to be outputted from the speakers 21 L and 21 R, and so on.
  • the operation unit 17 and a volume control unit 103 are connected, and the image and the sound are outputted based on signals outputted therefrom.
  • the symbol arrangement tables are tables which represent, as data, configurations of the symbols arranged on the circumferential surfaces of the respective reels 3 L, 3 C and 3 R.
  • Red 7, Watermelon, Bell, Replay, and Cherry are defined in a linear arrangement similar to that in FIG. 2 or FIG. 4 , which is described above.
  • the type of each symbol is represented by data of one byte. For example, data representing Red 7 is “00000101”.
  • Cherry, Bell, Watermelon, Replay, Red 7, and Star are defined in a linear arrangement similar to that in FIG. 3 described above.
  • the type of each symbol is represented by data of one byte.
  • Star is “00000110”.
  • the symbol arrangement table While the symbol located on the center line 8 c when the reel index is detected is being taken as the symbol position “0”, the symbol positions “0” to “20” corresponding to values of the above-described symbol counter and the types of the symbols corresponding to the respective symbol positions are defined.
  • the symbol arrangement table and the symbol counter it is made possible to specify the types of symbols on the center line 8 c of the respective reels 3 L, 3 C and 3 R. For example, if the symbol counter of the right reel 3 R indicates “19”, then it is specified that Red 7 (the symbol 61 ) at the symbol position “19” of the right reel 3 R is located on the center line 8 c .
  • the symbol counter and the symbol arrangement table it is also made possible to specify the symbols adjacent to the symbols located on the center line 8 c , the types thereof, and the like without being limited to the symbols concerned located on the center line 8 c .
  • the symbol counter and the symbol arrangement table constitute a part of symbol specifying unit.
  • the symbol counter and the symbol arrangement table constitute a part of symbol specifying unit for specifying the symbols on a predetermined position (for example, the center line 8 c ).
  • the types of internal sortition tables and the numbers of lotteries therein, which are decided in response to gaming states, are defined.
  • the internal sortition table for the normal gaming state is decided, and basically, the number of lotteries is decided at eight.
  • a regular bonus hereinafter, abbreviated as “RB” to be described later, the internal sortition table for the RB gaming state is decided, and the number of lotteries is decided at three.
  • lower limit values and upper limit values that is, numerical ranges from the lower limit values to the upper limit values
  • the winning numbers are data for identifying the plural numerical ranges defined in the internal sortition tables, and data for use in deciding internal winning combinations to be described later, and so on.
  • each of the internal sortition tables retrieval is performed in a descending order of the winning numbers as to whether or not the random number values extracted from the range of “0 to 65535” are included in the numerical ranges from the lower limit values to the upper limit values, which are assigned to the above-described respective winning numbers.
  • the winning numbers corresponding thereto are decided.
  • the above-described numbers of lotteries represent the numbers of retrievals.
  • the winning number 0 is decided.
  • a winning probability of each winning number can be calculated by “the number obtained by adding 1 to a difference between the upper and lower limit values defined in each winning number/the number of all the generated random number values (that is, 65536)”.
  • FIG. 10A shows the internal sortition table for the normal gaming state.
  • the lower and upper limit values corresponding to winning numbers 1 to 8 are defined.
  • the internal sortition table for the normal gaming state in the first embodiment is not composed so that the winning probabilities of the respective winning numbers can differ from one another in response to the numbers of dropped medals; however, may be composed so that the winning probabilities of the respective winning numbers can differ in response thereto.
  • FIG. 10B shows the internal sortition table for the RB gaming state.
  • the lower and upper limit values corresponding to winning numbers 1 to 3 are defined.
  • the internal sortition table for the RB gaming state a configuration is made, so that the winning probability of the winning number 2 (Bell to be described later) is extremely high.
  • the internal winning combinations corresponding to the above-described winning numbers are decided. Specifically, in response to the respective winning numbers 1 to 8, Cherry, Bell, Watermelon, Replay, RB, Special losing 1, Special losing 2, and Special losing 3 are defined. When the winning number is 0, Losing is decided. When the winning number is decided by the above-described internal sortition table (specifically, when the numerical range including the extracted random number value is decided), the internal winning combination corresponding to the winning number concerned is decided. Accordingly, it can be said that the decision of the winning number and the decision of the internal winning combination are in a relationship where they are equivalent to each other.
  • the type of each internal winning combination is represented by data of one byte, and a bit string corresponding to the type of each internal winning combination is turned on. For example, data representing Cherry is “00000001”. Data representing Special losing 3 is “10000000”.
  • FIG. 19 A description will be made of a conceptual view of winning areas of the respective winning numbers (that is, the internal winning combinations) in the normal gaming state with reference to FIG. 19 .
  • the winning areas shown in FIG. 19 correspond to the above-described internal sortition table for the normal gaming state.
  • the entirety of the winning areas shown in FIG. 19 represents the range of all the above-described random number values to be generated, which are “0 to 65535”.
  • the area of each winning number (that is, each internal winning combination) represents the numerical range defined by the lower and upper limit values defined for each thereof.
  • the areas corresponding to the winning numbers 1 to 5 are areas relating to the winning, and the areas corresponding to the winning numbers 6 to 8 and 0 are areas relating to the non-winning (the so-called losing).
  • the losing is decided.
  • the numerical range of “15536 to 65535” where the losing is decided is defined to be classified into the following four ranges, which are: “15536 to 25535” corresponding to the winning number 6; “25536 to 35535” corresponding to the winning number 7; “35536 to 45535” corresponding to the winning number 8; and “45536 to 65535” corresponding to the winning number 0.
  • the types of stop tables corresponding to the winning numbers are defined. Specifically, the stop tables individually corresponding to Losing, Cherry, Bell, Watermelon, Replay, RB, Special losing 1, Special losing 2, and Special losing 3 are defined in response to the respective winning numbers 0 to 8 stored in a winning number storage areas.
  • the stop tables different from one another are defined in response to the respective four winning numbers 6 to 8 and 0 in which the internal winning combinations become Losing.
  • the numbers of sliding symbols are defined, which correspond to the symbol positions corresponding to the symbol counters of the reels for which the stopping operations by the stop switch 7 S are detected.
  • the symbol positions are positions where the stop of the rotations of the reels is started, which are referred to as “stop starting positions”.
  • Each number of sliding symbols is a rotation amount of the reel from the detection of the stopping operation by the stop switch 7 S to the stop of the rotation of the corresponding reel.
  • the number of sliding symbols is the number of sliding symbols which passes through the center line 8 c in a period from the detection of the stopping operation by the stop switch 7 S to the stop of the rotation of the corresponding reel. The number is grasped by a value of the symbol counter, which is updated since the stopping operation is detected by the stop switch 7 S.
  • a control to stop the rotations of the reels 3 L, 3 C and 3 R is performed in 190 msec after the signal is outputted from the stop switch 7 S, and the maximum number of sliding symbols is defined to be “4”. For example, if the stop starting position is “0”, then it is made possible to stop the rotations of the reels so that the symbols of which positions are up to “4” can be displayed on the center line 8 c.
  • the control to stop the rotations of the reels which makes it possible to display the symbols within the range of the number of symbols from the stop starting position on the center line 8 c as described above, is referred to as so-called “capture”.
  • the symbol positions where the symbols are captured by the number of sliding symbols from the stop starting position and stopped are referred to as “stop scheduling positions”.
  • the combination of the symbols, which is based on the number of sliding symbols, the number being defined in the stop table, is displayed on the display windows 4 L, 4 C and 4 R. Accordingly, it can be said that the combination of the symbols to be displayed on the display windows 4 L, 4 C and 4 R is defined in the stop table.
  • FIG. 31 shows a stop table for Special losing 1 to be decided when the winning number is 6 (that is, Special losing 1).
  • the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the left reel 3 L, is any of “1”, “6”, “9”, “14”, and “17”.
  • Replay is displayed on the middle stage of the left display window 4 L.
  • the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the center reel 3 C, is any of “0”, “4”, “7”, “12”, and “16”.
  • Bell is displayed on the middle stage of the center display window 4 C.
  • the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the right reel 3 R, is any of “2”, “6”, “9”, “13”, and “18”.
  • Bell is displayed on the middle stage of the right display window 4 R.
  • FIG. 34 shows a stop table for Special losing 2 to be decided when the winning number is 7 (that is, Special losing 2).
  • the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the left reel 3 L, is any of “1”, “6”, “9”, “14”, and “19”.
  • Bell is displayed on the upper stage of the left display window 4 L.
  • the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the center reel 3 C, is any of “0”, “4”, “7”, “12”, and “16”.
  • Bell is displayed on the middle stage of the center display window 4 C.
  • the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the right reel 3 R, is any of “1”, “5”, “8”, “12”, and “17”.
  • Bell is displayed on the upper stage of the right display window 4 R.
  • FIG. 38 shows a stop table for Special losing 3 to be decided when the winning number is 8 (that is, Special losing 3).
  • the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the left reel 3 L, is any of “0”, “5”, “8”, “13”, and “16”.
  • Replay is displayed on the upper stage of the left display window 4 L.
  • the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the center reel 3 C, is any of “1”, “5”, “8”, “13”, and “17”.
  • the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the right reel 3 R, is any of “3”, “6”, “10”, “15”, and “20”.
  • Replay is displayed on the upper stage of the right display window 4 R.
  • a specific configuration of a stop table for Losing, which corresponds to the winning number 0, is not shown; however the numbers of sliding symbols are defined so that combinations of the symbols, which are different from those of the stop tables individually corresponding to the winning numbers 6 to 8 (for example, “Bell-Replay-Watermelon” on the center line 8 c ), can be displayed.
  • the combinations of the symbols, which are different from one another are displayed on the display windows 4 L, 4 C and 4 R.
  • priorities at which the internal winning combinations (or the symbols) are captured are defined. Specifically, 1 to 3 are defined as the priorities, and “Replay” is defined in response to the priority 1, “RB” is defined in response to the priority 2, and “Cherry, Bell, Watermelon” are defined in response to the priority 3. Cherry, Bell, and Watermelon are grouped, and one priority is defined thereto. Specifically, the priorities given to these symbols are equal to each other. Basically, when two or more internal winning combinations relating to the winning are decided, this priority table is referred to, and to which of the internal winning combinations the priority is to be given is decided.
  • each displayed combination is represented by data of one byte. For example, data representing Cherry is “00000001”.
  • a combination of the symbols, which relates to Cherry is “Cherry-ANY (representing that any type of symbol is allowed here) -ANY”, where Cherry of the left reel 3 L is displayed on any of the upper, middle and lower stages of the left display windows 4 L.
  • Cherry of the left reel 3 L is displayed in such a way, it is decided that the displayed combination is Cherry irrespective of the types of symbols displayed on the remaining display windows 4 C and 4 R.
  • the payout number corresponding to Cherry is 14.
  • the retrieval of the displayed combination is ended, when the combination of the symbols displayed on the activated line is not applied to any of the combinations of the symbols, which relate to the winnings defined in the above-described symbol combination table, it is decided that the displayed combination is Losing.
  • the combination of the symbols which relates to each of the above-described Losing, Special losing 1, Special losing 2, and Special losing 3, is displayed, it is decided that the displayed combination is Losing.
  • Cherry, Bell, and Watermelon relate to the payout of the game mediums (for example, the medals).
  • Replay relates to the operation of the repeated game.
  • RB relates to an operation of a gaming state (for example, an RB gaming state) advantageous for the player.
  • the internal winning combination storage area is composed of one byte, and corresponds to the configuration of the data of the above-described internal winning combination. Specifically, a bit string corresponding to the type of the decided internal winning combination is turned on. When the winning number is 0, basically, the entire bits become 0. When two or more of internal winning combinations are decided, both of bit strings individually corresponding thereto are turned on.
  • a displayed combination storage area in which the displayed combinations decided based on the above-described symbol combination table are stored has a configuration similar to that of the internal winning combination storage area.
  • RB When RB is decided as the internal winning combination by the above-described internal winning combination decision table, RB is stored in the carryover combination storage area.
  • the carryover combination storage area is composed of one byte, and Bit 4 corresponds to RB as in the internal winning combination storage area.
  • data in the carryover combination storage area is cleared.
  • the carryover combination is decided based on the internal winning combination, it can also be said that the carryover combination is a subordinate concept of the internal winning combination.
  • Each symbol storage area data representing the types of symbols displayed on the respective display windows 4 L, 4 C and 4 R are stored.
  • Each symbol storage area is composed of one byte, and corresponds to the data representing the types of symbols defined in the above-described symbol arrangement table.
  • the types of symbols displayed on the respective display windows 4 L, 4 C and 4 R are specified based on the symbol counter and the symbol arrangement table.
  • the symbol storage areas are provided in response to the center line 8 c , the top line 8 b , the bottom line 8 d , the cross down line 5 e , and the cross up line 5 a .
  • the symbol storage area corresponding to the center line 8 c there are individually stored the type of symbol on the middle stage of the left display window 4 L, the type of symbol on the middle stage of the center display window 4 C, and the type of symbol on the middle stage of the right display window 4 R.
  • the displayed combination is decided based on the data stored in all the symbol storage areas and on the above-described symbol combination table.
  • the CPU 31 is composed for the following purpose. First, a power supply is turned on to apply a voltage to a reset terminal of the CPU 31 , and thus a reset intervention is generated. Based on the reset intervention thus generated, the CPU 31 sequentially performs the respective processes of the reset intervention process, which are stored in the ROM 32 .
  • Step S 1 When the power supply is turned on, the CPU 31 first performs an initialization process (Step S 1 ). In this initialization process, a process for returning data and effective address of a register stored in the RAM 33 when the power supply is cut, and the like are performed.
  • Step S 2 the CPU 31 clears the designated storage area in the RAM 33 (Step S 2 ).
  • the data stored in the internal winning combination storage area and the like of the RAM 33 is cleared.
  • Step S 3 the CPU 31 performs a medal receiving/start check process to be described later with reference to FIG. 56 (Step S 3 ).
  • a dropped number counter is updated by checking the medal sensor 22 S, the BET switches 11 S, 12 S and 13 S, and the like, an input from the start switch 6 S is checked, and so on.
  • the CPU 31 extracts a random number value, and stores the random number value in a random number value storage area (Step S 4 ). Specifically, the CPU 31 extracts the random number value for the lottery, which is to be used in an internal sortition process to be described later, by the random number generator 36 and the sampling circuit 37 , and stores the random number value in the random number value storage area of the RAM 33 .
  • the CPU 31 performs a gaming state monitoring process (Step S 5 ). Specifically, the CPU 31 stores an identifier (a so-called flag) indicating the RB gaming state in the RAM 33 if the RB operating flag is turned on, and stores an identifier indicting the normal gaming state in the RAM 33 if the RB operating flag is turned off.
  • an identifier a so-called flag
  • Step S 6 the CPU 31 performs the internal sortition process to be described latter with reference to FIG. 58 (Step S 6 ).
  • this internal sortition process a process such as decision of the internal winning combination is performed.
  • the CPU 31 decides the stop table based on the winning number storage area and the stop table decision table (Step S 7 ).
  • the CPU 31 transmits the start command to the sub-control circuit 72 (Step S 8 ).
  • the start command data regarding the internal winning combination, the gaming state, and the like are included.
  • Step S 9 the CPU 31 requests the rotations of all the reels to be started.
  • the CPU 31 also activates the pressing operation for the stop buttons.
  • a process for starting the rotations of the reels is performed in an intervention process (refer to FIG. 63 ) to be described later.
  • Step S 10 the CPU 31 performs a reel stop control process to be described later with reference to FIG. 62 (Step S 10 ).
  • this reel stop control process a process for stopping the rotations of the reels 3 L, 3 C and 3 R is performed.
  • the CPU 31 performs a displayed combination retrieval process (Step S 11 ). Specifically, the CPU 31 compares the combination of the symbols, which is defined in the symbol combination table, and the combination of the symbols on each of the activated lines 8 a to 8 e , which is stored in the symbol storage area, with each other, and then determines whether or not both of them coincide with each other. Then, in the case of determining that both of the combinations of the symbols coincide with each other, the CPU 31 decides the displayed combination and the payout number based on the combination concerned of the symbols, and updates the displayed combination storage area and a payout number counter.
  • the displayed combination becomes Losing (Specifically, the displayed combination storage area and the payout number counter are left to be “0”).
  • the displayed combination retrieval process constitutes a part of winning deciding unit for deciding whether or not the prize is won based on the symbol combination table which defines the combination of the symbols, which relates to the winning, and on the combination of the symbols displayed by the symbol display unit.
  • the CPU 31 transmits a displayed combination command to the sub-control circuit 72 (Step S 12 ).
  • the displayed combination command data regarding the established displayed combination and the like are included.
  • the CPU 31 performs a medal payout process (Step S 13 ). Specifically, based on the payout number counter, the CPU 31 controls the hopper 40 , updates a credit counter, and so on.
  • the CPU 31 determines whether or not the RB operating flag is turned on (Step S 14 ). In the case of determining that the RB operating flag is turned on, the CPU 31 performs a bonus ending check process (Step S 15 ). Specifically, the CPU 31 subtracts 1 from a value of a gaming-enabling number counter, and further subtracts 1 from a winning-enabling number counter if the displayed combination relating to the winning (the symbols of which are three, which are Cherry, Bell, and Watermelon during the operation of RB) is decided.
  • the gaming-enabling number counter indicates data obtained by counting the number of unit games performed during the operation of RB.
  • the winning-enabling number counter indicates data obtained by counting the number that the winning is established when the RB operating flag is turned on. Then, the CPU 31 determines whether or not the winning-enabling number counter or the gaming-enabling number counter indicates 0, and clears the RB operating flag when it is determined that any of the counters indicates 0.
  • Step S 16 the CPU 31 performs a bonus operation check process. Specifically, the CPU 31 determines whether or not the displayed combination is RB. When it is determined that the displayed combination is RB, the CPU 31 turns on the RB operating flag, stores 8 in the winning-enabling number counter, and stores 12 in the gaming-enabling number counter. Further, the CPU 31 clears the carryover combination storage area.
  • the CPU 31 executes Steps S 2 to S 16 as the process in the unit game, and when Step S 16 is ended, the CPU 31 returns to Step S 2 in order to execute processes in the next unit game.
  • the CPU 31 determines whether or not the process currently performed is a dropping process (Step S 51 ). Specifically, when the medal sensor 22 S or the BET switches 11 S, 12 S and 13 S are switched on, the CPU 31 determines that the dropping process is performed. When the BET switches 11 S, 12 S and 13 S are switched on, the CPU 31 calculates a value to be added to the dropped number counter for counting the dropped number based on the types of BET switches 11 S, 12 S and 13 S, a value of the dropped number counter for counting the dropped number, and a value of the credit counter for counting the number of credited medals.
  • Step S 51 the CPU 31 updates the dropped number counter (Step S 52 ).
  • the CPU 31 updates the credit counter in place of the dropped number counter.
  • the CPU 31 determines whether or not an automatic drop counter indicates 0, and in the case of determining that the counter concerned does not indicate 0, performs a process for copying a value of the counter concerned to the dropped number counter. Then, the CPU 31 prohibits a subsequent addition to the dropped number counter.
  • the automatic drop counter indicates data for identifying whether or not Replay has been established in the previous unit game and for specifying the dropped number in the previous unit game. When it is determined that the displayed combination is Replay, the value of the dropped number counter is copied to the automatic drop counter.
  • the CPU 31 stores 5 in an activated line counter (Step S 53 ).
  • the activated line counter indicates data for specifying the number of activated lines.
  • 5 is stored in the activated line counter irrespective of the value of the dropped number counter.
  • the CPU 31 transmits a BET command to the sub-control circuit 72 (Step S 54 ). Data regarding the dropped number, and the like are included in the BET command.
  • Step S 54 determines whether or not the dropped number counter indicates 3 (Step S 55 ). In the case of determining that the dropped number counter does not indicate 3, the CPU 31 returns to Step S 51 .
  • Step S 55 the CPU 31 prohibits the addition to the dropped number counter, and determines whether or not the start lever 6 is tilted (Step S 56 ). In the case of determining that the start lever 6 is not tilted, the CPU 31 returns to Step S 51 . In the case of determining that the start lever 6 is tilted, the CPU 31 ends the medal receiving/start check process, and proceeds to Step S 4 of FIG. 52 .
  • the CPU 31 decides the type of internal sortition table and the number of lotteries based on the gaming state and the internal sortition table decision table (Step S 91 ).
  • Step S 92 determines whether or not a flag of RB is stored in the carryover combination storage area.
  • the CPU 31 changes the number of lotteries to 4 (Step S 93 ).
  • RB is not decided repeatedly when the carryover combination is present in the normal gaming state.
  • Step S 93 the number of lotteries is changed to 4, and thus Special losing 1, Special losing 2, or Special losing 3 is adapted not to be decided, either.
  • a configuration in which these Special losings are decided may also be applied.
  • Step S 94 the CPU 31 sets, as the winning number, the same value as the number of lotteries.
  • the CPU 31 compares the random number value stored in the random number value storage area and the lower and upper limit values corresponding to the winning number with each other (Step S 95 ). Next, the CPU 31 determines whether or not the random number value is equal to or more than the lower limit value and equal to or less than the upper limit value (Step S 96 ).
  • Step S 96 the CPU 31 stores the set winning number in the winning number storage area of the RAM 33 (Step S 97 ).
  • a configuration of the winning number storage area is in which an initial value is 0 and sequentially overwritten by performing this process.
  • the CPU 31 refers to the internal winning combination decision table, and decides the internal winning combination based on the winning number (Step S 98 ).
  • the CPU 31 determines whether or not the internal winning combination is RB (Step S 99 ). In the case of determining that the internal winning combination is RB, the CPU 31 stores the flag in the carryover combination storage area based on the internal winning combination (Step S 100 ).
  • Step S 101 the CPU 31 stores, in the internal winning combination storage area, a logical sum of the internal winning combination and the data in the carryover combination storage area (Step S 101 ). For example, in the case where Bell is decided when RB is carried over, the data in the internal winning combination storage area becomes “00010010”.
  • Step S 101 the CPU 31 subtracts 1 from the number of lotteries (Step S 102 ).
  • Step S 103 the CPU 31 determines whether or not the number of lotteries is 0 (Step S 103 ). In the case of determining that the number of lotteries is not 0, the CPU 31 returns to Step S 94 described above.
  • Step S 104 the CPU 31 stores, in the internal winning combination storage area, the logical sum of the internal winning combination and the data in the carryover combination storage area (Step S 104 ).
  • the data in the internal winning combination storage area is “00000000”, “00100000”, “01000000”, or “10000000”, then the internal winning combination becomes Losing.
  • the internal sortition process is ended, and the CPU 31 proceeds to Step S 7 of FIG. 52 .
  • a configuration is adopted, in which the retrieval is performed for all the winning numbers until the number of lotteries is updated to 0.
  • a configuration can also be applied, in which, when the winning number is decided until the number of lotteries is updated to 0, the retrieval is not performed for the rest of the winning numbers.
  • the speed of the process can be enhanced.
  • the CPU 31 determines whether or not the activated stop button is pressed (Step S 131 ). In the case of determining that the activated stop button is not pressed, the CPU 31 repeats the process of Step S 131 . The CPU 31 may also determine whether or not a predetermined time (for example, 30 seconds) has elapsed since the start switch 6 S is switched on (in order to perform a so-called automatic stop) as well as determines whether or not the activated stop button is pressed. In the case of determining in Step S 131 that the activated stop button is pressed, the CPU 31 specifies the type of the stop button concerned and the symbol counter of the reel concerned, and inactivates the subsequent pressing operations for the stop button. Then, based on the stop table, the internal winning combination, and the priority table, the CPU 31 decides the number of sliding symbols (Step S 132 ).
  • a predetermined time for example, 30 seconds
  • Step S 132 basically, the number of sliding symbols is decided based on the above-described stop table.
  • RB is stored in the internal winning combination storage area
  • the presence of the symbol position where the combination of the symbols, which relates to RB, is displayable is retrieved within the range of four symbols from the stop starting position
  • a difference to the symbol position concerned is decided as the number of sliding symbols.
  • the stop table for Losing is decided and RB is stored in the internal winning combination storage area
  • a difference to the symbol position where Red 7 is displayable is decided as the number of sliding symbols.
  • the number of sliding symbols which is extracted from the stop table for Losing, is decided as the number of sliding symbols.
  • the priority table is referred to, and the number of sliding symbols is decided based on the priority.
  • the CPU 31 decides the stop scheduling position based on the decided number of sliding symbols and the current symbol position (Step S 133 ). For example, if the decided number of sliding symbols is “2” and the current symbol position (that is, the stop starting position) is “20”, then the stop scheduling position is decided at “1”.
  • the stop scheduling position is decided, a process for stopping the rotation of the reel based on the stop scheduling position is performed in the intervention process (refer to FIG. 63 ) to be described later.
  • the number of sliding symbols and the stop scheduling position are in a relationship where, when one of them is decided, the other is decided, and accordingly, it can be said that both of them are in a relationship where they are equivalent to each other.
  • Step S 134 the CPU 31 transmits a reel stop command to the sub-control circuit 72 (Step S 134 ).
  • the reel stop command data regarding the type of the stopped reel and the like are included.
  • the CPU 31 updates the symbol storage areas based on the stop scheduling position (Step S 135 ). Specifically, the identifier of the symbol to be displayed on the activated line for the reel to be stopped is stored in all the symbol storage areas.
  • Step S 136 the CPU 31 determines whether or not the stop button for which the pressing operation is activated is present. In the case of determining that the stop button for which the pressing operation is activated is present, the CPU 31 returns to Step S 131 , and in the case of determining that the stop button for which the pressing operation is activated is not present, the CPU 31 ends the reel stop control process, and proceeds to Step S 11 of FIG. 52 .
  • the CPU 31 saves the register (Step S 201 ).
  • the CPU 31 performs an input port check process (Step S 202 ). Specifically, the CPU 31 checks an input of a signal from each switch, and the like.
  • Step S 203 the CPU 31 performs a reel control process. Specifically, when the rotations of the reels are requested to be started, the CPU 31 starts the rotations of the reels 3 L, 3 C and 3 R, and rotates the reels concerned at a constant speed. If the stop scheduling position is decided, then the rotation of the reel concerned is decelerated and stopped after waiting for the data of the symbol counter of the reel concerned to be updated to the same value as that of the stop scheduling position. For example, if the symbol counter indicates “0” and the stop scheduling position is “4”, then the rotation of the reel is stopped when the symbol counter is updated to “4”.
  • the CPU 31 performs a lamp/7-SEG driving process (Step S 204 ). Specifically, the CPU 31 performs processes for turning on the BET lamps 9 a , 9 b and 9 c and displaying the payout number on the information display portion 18 based on the dropped number counter.
  • Step S 205 the intervention process in the cycle of 1.1173 ms is ended.
  • Losing is decided in the case where the random number value assigned to the winning combination is not included in any of the plural numerical ranges defined in the internal sortition table. Specifically, Losing in which the winning number is 0 is decided. In addition to and separately from the above, Losings (that is, Special losing 1 of the winning number 6, Special losing 2 of the winning number 7, and Special losing 3 of the winning number 8) are decided in the case where the random number values as described above are included in the following plural numerical ranges in which the random number values become Losing. These plural numerical ranges are defined for the winning umber 6 , the winning number 7, and the winning number 8 in the internal sortition table.
  • the plural numerical ranges are defined, in which the internal winning combinations relating to the non-winning are decided.
  • the stop table is decided, in which the numbers of sliding symbols are defined so as to display the combinations of the symbols, which are different from one another, in response to these plural numerical ranges.
  • the combinations of the symbols to be displayed on the display windows 4 L, 4 C and 4 R can be varied, thus making it possible to enhance the interest of the game.
  • the numerical range in which Losing is decided as the internal winning combination is classified into four ranges.
  • the numerical range is further classified into much more ranges, followed by the definition thereof, and stop tables are decided, in which combinations of the symbols which are different from one another in response to the respective classified ranges, thus making it possible to more vary the combinations of the symbols to be displayed on the display windows 4 L, 4 C and 4 R.
  • plural types of the stop tables are provided for each of the internal winning combinations, sortition processes dedicated thereto are performed, and thus one stop table is decided from these plural types of stop tables.
  • the sortition process dedicated to one stop table is performed in order to decide the one stop table from the plural stop tables, there has been a problem that a load on the capacity for the program and the data, which relate to the sortition process concerned, becomes large.
  • the following configuration is adopted. Specifically, the numerical range in which the predetermined types of internal winning combinations are decided are classified into the plural numerical ranges in advance, and the stop tables different from one another are provided therefor. Accordingly, it becomes unnecessary to perform the dedicated sortition processes, and it is made possible to vary the displayable combinations of the symbols while reducing the load to be applied to the processes concerned.
  • the internal winning combinations relating to the non-winning are applied as the predetermined types of internal winning combinations.
  • types other than Losings for example, Cherry, Bell, Watermelon, RB, and the like can also be applied.
  • the stop tables are provided in response to the plural numerical ranges in which the predetermined types of internal winning combinations are decided, and the combinations of the symbols, which are different from one another, are displayed based on the stop tables concerned.
  • the present invention is also applicable to a configuration in which the stop tables are not particularly provided. For example, in the case of Special losing 1, a stop control to decide the number of sliding symbols so as to display “Replay-Bell-Bell” on the display windows 4 L, 4 C and 4 R as much as possible is performed, and in the case of Special losing 2, a stop control to decide the number of sliding symbols so as to display “V-shape of Bells” on the display windows 4 L, 4 C and 4 R as much as possible is performed. Also in such away, it is made possible to display the combinations of the symbols, which are different from one another in the respective numerical ranges.
  • the present invention is also applicable to a gaming machine such as a slot machine and a video slot machine besides the pachi-slot machine as described in the first embodiment.
  • a game program as executing the operation in the above-described slot machine as one for a family gaming machine in a pseudo manner, a game can be executed by applying the preset invention thereto.
  • a recording medium which records the game program a CD-ROM, a floppy disk (FD), and other arbitrary recording mediums can be used.
  • the lower and upper limit values that is, the numerical ranges from the lower limit values to the upper limit values
  • the winning numbers are data for identifying the plural numerical ranges defined in the internal sortition tables, and data for use in deciding the internal winning combinations to be described later, and so on.
  • the retrieval is performed in the descending order of the winning numbers as to whether or not the random number values extracted from the range of “0 to 65535” are included in the numerical ranges from the lower limit values to the upper limit values, which are assigned to the above-described respective winning numbers. Then, when each of the extracted random number values is included in any of the numerical ranges, the winning number corresponding thereto is decided.
  • the above-described number of lotteries indicates the number of times that the retrieval is performed. As a result that the retrieval is performed by the number of lotteries, when the random number value does not apply to any of the winning numbers, the winning number 0 is decided.
  • a winning probability of each winning number can be calculated by “the number obtained by adding 1 to a difference between the upper and lower limit values defined for each winning number/the number of the entire random number values generated (that is, 65536)”. In other words, the winning probability of each winning number indicates a size of the numerical range corresponding to each winning number.
  • FIG. 11A shows the internal sortition table for the normal gaming state.
  • the internal sortition table for the normal gaming state lower and upper limit values corresponding to the winning numbers 1 to 8 are defined.
  • a winning probability of the winning number 5 (Special losing 1 to be described later) is “10000/65536”
  • a winning probability of the winning number 6 (Special losing 2 to be described later) is “10000/65536”
  • a winning probability of the winning number 7 (Special losing 3 to be described later) is “10000/65536”.
  • FIG. 11B shows the internal sortition table for the carryover.
  • the internal sortition table for the carryover is used when the carryover combination is stored in the carryover combination storage area to be described later.
  • lower and upper limit values corresponding to the winning numbers 1 to 7 are defined.
  • the internal sortition table for the carryover a configuration is adopted, in which the winning number 8 (RB to be described later) is not decided.
  • a winning probability of the winning number 5 (Special losing 1 to be described later) is “4000/65536”
  • a winning probability of the winning number 6 (Special losing 2 to be described later) is “12500/65536”
  • a winning probability of the winning number 7 (Special losing 3 to be described later) is “13500/65536”.
  • the winning probability of the winning number 5 is decreased more and the winning probabilities of the winning numbers 6 and 7 are increased more than in the internal sortition table for the normal gaming state.
  • FIG. 11C shows an internal sortition table for a specific condition establishment time.
  • the internal sortition table for the specific condition establishment time is used when specific condition establishment flags to be described later are turned on.
  • lower and upper limit values corresponding to the winning numbers 1 to 8 are defined.
  • the probability of the winning number 5 (Special losing 1 to be described later) is “3000/65536”
  • the winning probability of the winning number 6 (Special losing 2 to be described later) is “13000/65536”
  • the winning probability of the winning number 7 (Special losing 3 to be described later) is “14000/65536”.
  • the winning probability of the winning number 5 is decreased more and the winning probabilities of the winning numbers 6 and 7 are increased more than in the internal sortition table for the normal gaming state.
  • the winning probabilities of the winning numbers 5 to 7 in the internal sortition table for the specific condition establishment time becomes values substantially approximate to the values of the winning probabilities of the winning numbers 5 to 7 in the internal sortition table for the carryover.
  • a configuration is adopted, in which all the winning probabilities of the winning numbers 5 to 7 become substantially proximate between the internal sortition table for the specific condition establishment time and the internal sortition table for the carryover.
  • a configuration may also be used, in which at least a part (for example, the winning probability of the winning number 7) of the winning probabilities is substantially approximate between both of the tables.
  • FIG. 11D shows the internal sortition table for the RB gaming state.
  • the internal sortition table for the RB gaming state lower and upper limit values corresponding to the winning numbers 1 to 3 are defined.
  • the internal sortition table for the RB gaming state a configuration is made, in which the winning probability of the winning number 2 (Bell to be described later) is extremely high.
  • the internal winning combinations corresponding to the above-described winning numbers are defined. Specifically, Cherry, Bell, Watermelon, Replay, Special losing 1, Special losing 2, Special losing 3, and RB are defined in response to the respective winning numbers 1 to 8.
  • the winning number is 0, Losing is decided.
  • the internal winning combination corresponding to the winning number concerned is decided. Accordingly, it can be said that the decision of the winning number and the decision of the internal winning combination are in a relationship where they are equivalent to each other.
  • the type of each internal winning combination is represented by data of one byte, and a bit string corresponding to the type of each internal winning combination is turned on. For example, data representing Cherry is “00000001”, and data representing Special losing 3 is “10000000”.
  • FIGS. 20A and 20B A description will be made of conceptual views of the winning areas of the above-described respective winning numbers (that is, the internal winning combinations) with reference to FIGS. 20A and 20B .
  • the winning areas shown in FIG. 20A correspond to the above-described internal sortition table for the normal gaming state
  • the winning areas shown in FIG. 20B correspond to the above-described internal sortition table for the specific condition establishment time.
  • the entire area of the winning areas shown in each of FIGS. 20A and 20B represents the range of all the generated random number values, which is the above-described “0 to 65535”.
  • the area of each winning number (that is, each internal winning combination) represents the numerical range defined by the lower and upper limit values defined for each thereof.
  • the areas corresponding to the winning numbers 1 to 4 and 8 are areas relating to the winning, and the areas corresponding to the winning numbers 5 to 7 and 0 are areas relating to the non-winning (the so-called Losing).
  • the winning probability of the winning number 5 is decreased and the winning probabilities of the winning numbers 6 and 7 are increased as compared with the time before the specific condition establishment flags shown in FIG. 20A are updated to be on.
  • a degree of increase of the winning probability of the winning number 7 is larger than a degree of increase of the winning probability of the winning number 6.
  • the winning probabilities thereof get higher in order of the winning number 7, the winning number 6, and the winning number 5.
  • the types of stop tables corresponding to the winning numbers are defined. Specifically, the stop tables individually corresponding to Losing, Cherry, Bell, Watermelon, Replay, Special losing 1, Special losing 2, Special losing 3, and RB are defined in response to the respective winning numbers 0 to 8 stored in winning number storage areas.
  • the stop tables different from one another are defined in response to the respective four winning numbers 5 to 7 and 0 in which the internal winning combinations become Losings.
  • the numbers of sliding symbols are defined, which correspond to the symbol positions corresponding to the symbol counters of the reels for which the stopping operations by the stop switch 7 S are detected.
  • the symbol positions are positions where the stop of the rotations of the reels is started, which are referred to as “stop starting positions”.
  • Each number of sliding symbols is a rotation amount of the reel from the detection of the stopping operation by the stop switch 7 S to the stop of the rotation of the corresponding reel.
  • the number of sliding symbols is the number of sliding symbols which pass through the center line 8 c in a period from the detection of the stopping operation by the stop switch 7 S to the stop of the rotation of the corresponding reel. The number is grasped by a value of the symbol counter, which is updated since the stopping operation is detected by the stop switch 7 S.
  • a control to stop the rotations of the reels 3 L, 3 C and 3 R is performed in 190 msec after the signal is outputted from the stop switch 7 S, and the maximum number of sliding symbols is defined to be “4”. For example, if the stop starting position is “0”, then it is made possible to stop the rotations of the reels so that the symbols of which positions are up to “4” can be displayed on the center line 8 c.
  • the control to stop the rotations of the reels which makes it possible to display the symbols within the range of the number of symbols from the stop starting position on the center line 8 c as described above, is referred to as so-called “capture”.
  • the symbol positions where the symbols are captured by the number of sliding symbols from the stop starting position and are stopped are referred to as “stop scheduling positions”.
  • the combination of the symbols, which is based on the number of sliding symbols, the number being defined in the stop table, is displayed on the display windows 4 L, 4 C and 4 R. Accordingly, it can be said that the combination of the symbols to be displayed on the display windows 4 L, 4 C and 4 R is defined in the stop table.
  • FIG. 31 shows a stop table for Special losing 1 to be decided when the winning number is 5 (that is, Special losing 1).
  • the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the left reel 3 L, is any of “1”, “6”, “9”, “14”, and “17”.
  • Replay is displayed on the middle stage of the left display window 4 L.
  • the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the center reel 3 C, is any of “0”, “4”, “7”, “12”, and “16”.
  • Bell is displayed on the middle stage of the center display window 4 C.
  • the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the right reel 3 R, is any of “2”, “6”, “9”, “13”, and “18”.
  • Bell is displayed on the middle stage of the right display window 4 R.
  • FIG. 34 shows a stop table for Special losing 2 to be decided when the winning number is 6 (that is, Special losing 2).
  • the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the left reel 3 L, is any of “1”, “6”, “9”, “14”, and “19”.
  • Bell is displayed on the upper stage of the left display window 4 L.
  • the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the center reel 3 C, is any of “0”, “4”, “7”, “12”, and “16”.
  • Bell is displayed on the middle stage of the center display window 4 C.
  • the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the right reel 3 R, is any of “1”, “5”, “8”, “12”, and “17”.
  • Bell is displayed on the upper stage of the right display window 4 R.
  • FIG. 38 shows a stop table for Special losing 3 to be decided when the winning number is 7 (that is, Special losing 3).
  • the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the left reel 3 L, is any of “0”, “5”, “8”, “13”, and “16”.
  • Replay is displayed on the upper stage of the left display window 4 L.
  • the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the center reel 3 C, is any of “1”, “5”, “8”, “13”, and “17”.
  • the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the right reel 3 R, is any of “3”, “6”, “10”, “15”, and “20”.
  • Replay is displayed on the upper stage of the right display window 4 R.
  • the stop table for Losing is a table in which the numbers of sliding symbols are defined so that combinations of the symbols, which are different from those of the stop tables individually corresponding to the winning numbers 5 to 7 (for example, “Bell-Replay-Watermelon” on the center line 8 c ), can be displayed.
  • the combinations of the symbols, which are different from one another are displayed on the display windows 4 L, 4 C and 4 R.
  • priorities at which the type of the internal winning combinations (or the types of the symbols) are captured with priority are defined. Specifically, 1 to 3 are defined as the priorities, and “Replay” is defined in response to the priority 1, “RB” is defined in response to the priority 2, and “Cherry, Bell, Watermelon” are defined in response to the priority 3. Cherry, Bell, and Watermelon are grouped, and one priority is defined thereto. Specifically, the priorities given to these symbols are equal to each other. Basically, when two or more internal winning combinations relating to the winning are decided, this priority table is referred to, and to which of the internal winning combinations the priority is to be given is decided.
  • each displayed combination is represented by data of one byte. For example, data representing Cherry is “00000001”.
  • a combination of the symbols, which relates to Cherry is “Cherry-ANY (representing that any type of symbol is allowed here) -ANY”, where Cherry of the left reel 3 L is displayed on any of the upper, middle and lower stages of the left display windows 4 L.
  • Cherry of the left reel 3 L is displayed in such a way, it is decided that the displayed combination is Cherry irrespective of the types of symbols displayed on the remaining display windows 4 C and 4 R.
  • the payout number corresponding to Cherry is 14.
  • the retrieval of the displayed combination is ended, when the combination of the symbols displayed on the activated line does not apply to any of the combinations of the symbols, which relate to the winnings defined in the above-described symbol combination table, it is decided that the displayed combination is Losing.
  • the combination of the symbols which relates to each of the above-described Losing, Special losing 1, Special losing 2, and Special losing 3, is displayed, it is decided that the displayed combination is Losing.
  • Cherry, Bell, and Watermelon relate to the payout of the game mediums (for example, the medals).
  • Replay relates to the operation of the repeated game.
  • RB relates to an operation of a gaming state (for example, an RB gaming state) advantageous for the player.
  • the internal winning combination storage area is composed of one byte, and corresponds to the configuration of the data of the above-described internal winning combination. Specifically, a bit string corresponding to the type of the decided internal winning combination is turned on. When the winning number is 0, basically, the entire bits become 0. When two or more of internal winning combinations have been decided, both of bit strings individually corresponding thereto are turned on.
  • a displayed combination storage area in which the displayed combinations decided based on the above-described symbol combination table are stored has a configuration similar to that of the internal winning combination storage area.
  • RB When RB is decided as the internal winning combination by the above-described internal winning combination decision table, RB is stored in the carryover combination storage area.
  • the carryover combination storage area is composed of one byte, and Bit 4 corresponds to RB as in the internal winning combination storage area.
  • data in the carryover combination storage area is cleared.
  • the carryover combination is decided based on the internal winning combination, it can also be said that the carryover combination is a subordinate concept of the internal winning combination.
  • Each symbol storage area data representing the types of symbols displayed on the respective display windows 4 L, 4 C and 4 R are stored.
  • Each symbol storage area is composed of one byte, and corresponds to the data representing the types of symbols defined in the above-described symbol arrangement table.
  • the types of symbols displayed on the respective display windows 4 L, 4 C and 4 R are specified based on the symbol counter and the symbol arrangement table.
  • the symbol storage areas are provided in response to the center line 8 c , the top line 8 b , the bottom line 8 d , the cross down line 5 e , and the cross up line 5 a .
  • the symbol storage area corresponding to the center line 8 c there are individually stored the type of symbol on the middle stage of the left display window 4 L, the type of symbol on the middle stage of the center display window 4 C, and the type of symbol on the middle stage of the right display window 4 R.
  • the displayed combination is decided based on the data stored in all the symbol storage areas and on the above-described symbol combination table.
  • the CPU 31 is composed for the following purpose. First, a power supply is turned on to apply a voltage to a reset terminal of the CPU 31 , and thus a reset intervention is generated. Based on the reset intervention thus generated, the CPU 31 sequentially performs the respective processes of the reset intervention process, which are stored in the ROM 32 .
  • Step S 1 When the power supply is turned on, the CPU 31 first performs an initialization process (Step S 1 ). In this initialization process, a process for returning data and effective address of a register stored in the RAM 33 when the power supply is cut, and the like are performed.
  • Step S 2 the CPU 31 clears the designated storage area in the RAM 33 (Step S 2 ).
  • the data stored in the internal winning combination storage area and the like of the RAM 33 is cleared.
  • Step S 3 the CPU 31 performs a medal receiving/start check process to be described later with reference to FIG. 56 (Step S 3 ).
  • a dropped number counter is updated by checking the medal sensor 22 S, the BET switches 11 S, 12 S and 13 S, and the like, an input from the start switch 6 S is checked, and so on.
  • the CPU 31 extracts a random number value, and stores the random number value in a random number value storage area (Step S 4 ). Specifically, the CPU 31 extracts the random number value for the lottery, which is to be used in an internal sortition process to be described later and the like, by the random number generator 36 and the sampling circuit 37 , and stores the random number value in the random number value storage area of the RAM 33 .
  • the CPU 31 performs a gaming state monitoring process (Step S 5 ). Specifically, the CPU 31 stores an identifier (a so-called flag) indicating the RB gaming state in the RAM 33 if the RB operating flag is turned on, and stores an identifier indicating the normal gaming state in the RAM 33 if the RB operating flag is turned off.
  • an identifier a so-called flag
  • Step S 6 the CPU 31 performs the internal sortition process to be described latter with reference to FIG. 59 (Step S 6 ).
  • this internal sortition process a process such as decision of the internal winning combination is performed.
  • the CPU 31 decides the stop table based on the winning number storage area and the stop table decision table (Step S 7 ).
  • the CPU 31 transmits the start command to the sub-control circuit 72 (Step S 8 ).
  • the start command data regarding the internal winning combination, the gaming state, and the like are included.
  • Step S 9 the CPU 31 requests the rotations of all the reels to be started.
  • the CPU 31 also activates the pressing operation for the stop buttons.
  • a process for starting the rotations of the reels is performed in an intervention process (refer to FIG. 63 ) to be described later.
  • Step S 10 the CPU 31 performs a reel stop control process to be described later with reference to FIG. 62 (Step S 10 ).
  • this reel stop control process a process for stopping the rotations of the reels 3 L, 3 C and 3 R is performed.
  • the CPU 31 performs a displayed combination retrieval process (Step S 11 ). Specifically, the CPU 31 compares the combination of the symbols, which is defined in the symbol combination table, and the combination of the symbols on each of the activated lines 8 a to 8 e , which is stored in the symbol storage area, with each other, and then determines whether or not both of them coincide with each other. Then, in the case of determining that both of the combinations of the symbols coincide with each other, the CPU 31 decides the displayed combination and the payout number based on the combination concerned of the symbols, and updates the displayed combination storage area and the payout number counter.
  • the displayed combination becomes Losing (Specifically, the displayed combination storage area and the payout number counter are left to be “0”).
  • the displayed combination retrieval process constitutes a part of winning deciding unit for deciding whether or not the prize is won based on the symbol combination table which defines the combination of the symbols, which relates to the winning, and on the combination of the symbols displayed by the symbol display unit.
  • the CPU 31 transmits a displayed combination command to the sub-control circuit 72 (Step S 12 ).
  • the displayed combination command data regarding the established displayed combination and the like are included.
  • the CPU 31 performs a medal payout process (Step S 13 ). Specifically, based on the payout number counter, the CPU 31 controls the hopper 40 , updates a credit counter, and so on.
  • Step S 14 the CPU 31 performs a specific condition establishment check process to be described later with reference to FIG. 64 (Step S 14 ).
  • this specific condition establishment check process a check is performed as to whether a specific condition is established, for example, as to whether a post-bonus ending game number counter indicates 1 or more, and the specific condition establishment flag is updated, and so on.
  • the CPU 31 determines whether or not the RB operating flag is turned on (Step S 15 ). In the case of determining that the RB operating flag is turned on, the CPU 31 performs a bonus ending check process (Step S 16 ). Specifically, the CPU 31 subtracts 1 from a value of the gaming-enabling number counter, and further subtracts 1 from the winning-enabling number counter if the displayed combination relating to the winning (the symbols of which are three, which are Cherry, Bell, and Watermelon during the operation of RB) is decided.
  • the gaming-enabling number counter indicates data obtained by counting the number of unit games performed during the operation of RB.
  • the winning-enabling number counter indicates data obtained by counting the number that the winning is established when the RB operating flag is turned on.
  • the CPU 31 determines whether or not the winning-enabling number counter or the gaming-enabling number counter indicates 0, and clears the RB operating flag when it is determined that any of the counters indicates 0. Moreover, the CPU 31 stores 30 in the post-bonus ending game number counter.
  • the post-bonus ending game number counter indicates data for counting the number of unit games after the operation of RB is ended.
  • Step S 17 the CPU 31 determines whether or not the displayed combination is RB. When it is determined that the displayed combination is RB, the CPU 31 turns on the RB operating flag, stores 8 in the winning-enabling number counter, and stores 12 in the gaming-enabling number counter. Further, the CPU 31 clears the carryover combination storage area.
  • the CPU 31 executes Steps S 2 to S 17 as the process in the unit game, and when Step S 17 is ended, the CPU 31 returns to Step S 2 in order to execute processes in the next unit game.
  • the CPU 31 determines whether or not the process currently performed is a dropping process (Step S 51 ). Specifically, when the medal sensor 22 S or the BET switches 11 S, 12 S and 13 S are switched on, the CPU 31 determines that the dropping process is performed. Moreover, when the BET switches 11 S, 12 S and 13 S are switched on, the CPU 31 calculates a value to be added to the dropped number counter for counting the dropped number based on the types of BET switches 11 S, 12 S and 13 S, a value of the dropped number counter for counting the dropped number, and a value of the credit counter for counting the number of credited medals.
  • Step S 51 the CPU 31 updates the dropped number counter (Step S 52 ). Note that, when the addition to the dropped number counter is prohibited in this process, the CPU 31 updates the credit counter in place of the dropped number counter.
  • the CPU 31 determines whether or not an automatic drop counter indicates 0, and in the case of determining that the counter concerned does not indicate 0, performs a process for copying a value of the counter concerned to the dropped number counter. Then, the CPU 31 prohibits a subsequent addition to the dropped number counter.
  • the automatic drop counter indicates data for identifying whether or not Replay has been established in the previous unit game and for specifying the dropped number in the previous unit game. When it is determined that the displayed combination is Replay, the value of the dropped number counter is copied to the automatic drop counter.
  • the CPU 31 stores 5 in an activated line counter (Step S 53 ).
  • the activated line counter indicates data for specifying the number of activated lines.
  • 5 is stored in the activated line counter irrespective of the value of the dropped number counter.
  • the CPU 31 transmits a BET command to the sub-control circuit 72 (Step S 54 ). Data regarding the dropped number, and the like are included in the BET command.
  • Step S 54 determines whether or not the dropped number counter indicates 3 (Step S 55 ). In the case of determining that the dropped number counter does not indicate 3, the CPU 31 returns to Step S 51 .
  • Step S 55 the CPU 31 prohibits the addition to the dropped number counter, and determines whether or not the start lever 6 is tilted (Step S 56 ). In the case of determining that the start lever 6 is not tilted, the CPU 31 returns to Step S 51 . In the case of determining that the start lever 6 is tilted, the CPU 31 ends the medal receiving/start check process, and proceeds to Step S 4 of FIG. 53 .
  • the CPU 31 decides the type of internal sortition table and the number of lotteries based on the gaming state and the internal sortition table decision table (Step S 91 ).
  • the CPU 31 determines whether or not a flag of RB is stored in the carryover combination storage area (Step S 92 ). In the case of determining that the flag of RB is stored in the carryover combination storage area, the CPU 31 changes the internal sortition table to the internal sortition table for the carryover, and changes the number of lotteries to 7 (Step S 93 ).
  • Step S 94 the CPU 31 determines whether or not the specific condition establishment flag is turned on. In the case of determining that the specific condition establishment flag is turned on, the CPU 31 changes the internal sortition table to the internal sortition table for the specific condition establishment time (Step S 95 ). Next, the CPU 31 turns off the specific condition establishment flag (Step S 96 ).
  • Step S 96 After Step S 96 , after Step S 93 , or in the case of determining in Step S 94 that the specific condition establishment flag is not turned on, the CPU 31 sets, as the winning number, the same value as the number of lotteries (Step S 97 ).
  • the CPU 31 compares the random number value stored in the random number value storage area and the lower and upper limit values corresponding to the winning number with each other (Step S 98 ). Next, the CPU 31 determines whether or not the random number value is equal to or more than the lower limit value and equal to or less than the upper limit value (Step S 99 ).
  • Step S 99 the CPU 31 stores the set winning number in the winning number storage area of the RAM 33 (Step S 100 ).
  • a configuration of the winning number storage area is the one in which an initial value is 0 and sequentially overwritten by performing this process.
  • the CPU 31 refers to the internal winning combination decision table, and decides the internal winning combination based on the winning number (Step S 101 ).
  • the CPU 31 determines whether or not the internal winning combination is RB (Step S 102 ).
  • the CPU 31 stores the flag in the carryover combination storage area based on the internal winning combination (Step S 103 ).
  • the process of Step S 102 or the carryover combination storage area constitutes the carryover unit for carrying over the internal winning combination relating to a gaming state advantageous for the player.
  • Step S 104 the CPU 31 stores, in the internal winning combination storage area, a logical sum of the internal winning combination and the data in the carryover combination storage area (Step S 104 ). For example, in the case where Bell is decided when RB is carried over, the data in the internal winning combination storage area becomes “00010010”.
  • Step S 104 the CPU 31 subtracts 1 from the number of lotteries (Step S 105 ).
  • Step S 106 the CPU 31 determines whether or not the number of lotteries is 0 (Step S 106 ). In the case of determining that the number of lotteries is not 0, the CPU 31 returns to Step S 97 described above.
  • Step S 107 the CPU 31 stores, in the internal winning combination storage area, the logical sum of the internal winning combination and the data in the carryover combination storage area (Step S 107 ).
  • the data in the internal winning combination storage area is “00000000”, “00100000”, “01000000”, or “10000000”, then the internal winning combination becomes Losing.
  • the internal sortition process is ended, and the CPU 31 proceeds to Step S 7 of FIG. 49 .
  • a configuration is adopted, in which the retrieval is performed for all the winning numbers until the number of lotteries is updated to 0.
  • a configuration can also be applied, in which, when the winning number is decided until the number of lotteries is updated to 0, the retrieval is not performed for the rest of the winning numbers.
  • the speed of the process can be enhanced.
  • the CPU 31 determines whether or not the activated stop button is pressed (Step S 131 ). In the case of determining that the activated stop button is not pressed, the CPU 31 repeats the process of Step S 131 .
  • the CPU 31 may also determine whether or not a predetermined time (for example, 30 seconds) has elapsed since the start switch 6 S was switched on (in order to perform a so-called automatic stop) as well as determines whether or not the activated stop button is pressed.
  • a predetermined time for example, 30 seconds
  • Step S 131 the CPU 31 specifies the type of the stop button concerned and the symbol counter of the reel concerned, and inactivates the subsequent pressing operations for the stop button. Then, based on the stop table, the internal winning combination, and the priority table, the CPU 31 decides the number of sliding symbols (Step S 132 ).
  • Step S 132 basically, the number of sliding symbols is decided based on the above-described stop table.
  • RB is stored in the internal winning combination storage area
  • the presence of the symbol position where the combination of the symbols, which relates to RB, is displayable is retrieved within the range of four symbols from the stop starting position
  • a difference to the symbol position concerned is decided as the number of sliding symbols.
  • the stop table for Losing is decided and RB is stored in the internal winning combination storage area
  • a difference to the symbol position where Red 7 is displayable is decided as the number of sliding symbols.
  • the number of sliding symbols which is extracted from the stop table for Losing, is decided as the number of sliding symbols.
  • the priority table is referred to, and the number of sliding symbols is decided based on the priority.
  • the CPU 31 decides the stop scheduling position based on the decided number of sliding symbols and the current symbol position (Step S 133 ). For example, if the decided number of sliding symbols is “2” and the current symbol position (that is, the stop starting position) is “20”, then the stop scheduling position is decided at “1”. Moreover, when the stop scheduling position is decided, a process for stopping the rotation of the reel based on the stop scheduling position is performed in the intervention process (refer to FIG. 63 ) to be described later. Note that the number of sliding symbols and the stop scheduling position are in a relationship where, when one of them is decided, the other is decided, and accordingly, it can be said that both of them are in a relationship where they are equivalent to each other.
  • Step S 134 the CPU 31 transmits a reel stop command to the sub-control circuit 72 (Step S 134 ).
  • the reel stop command data regarding the type of the stopped reel and the like are included.
  • the CPU 31 updates the symbol storage areas based on the stop scheduling position (Step S 135 ). Specifically, the identifier of the symbol to be displayed on the activated line for the reel to be stopped is stored in all the symbol storage areas.
  • Step S 136 the CPU 31 determines whether or not the stop button for which the pressing operation is activated is present. In the case of determining that the stop button for which the pressing operation is activated is present, the CPU 31 returns to Step S 131 , and in the case of determining that the stop button for which the pressing operation is activated is not present, the CPU 31 ends the reel stop control process, and proceeds to Step S 11 of FIG. 53 .
  • the CPU 31 determines whether or not the current gaming state is the normal gaming state (Step S 181 ). In the case of determining that the current gaming state is not the normal gaming state, the CPU 31 ends the specific condition establishment check process, and proceeds to Step S 15 of FIG. 49 .
  • Step S 181 determines whether or not the post-bonus ending game number counter indicates 1 or more (Step S 182 ). In the case of determining that the post-bonus ending game number counter indicates 1 or more, the CPU 31 subtracts 1 from the post-bonus ending game number counter (Step S 183 ).
  • Step S 182 determines whether or not the post-bonus ending game number counter does not indicate 1 or more.
  • Step S 185 the CPU 31 determines whether or not the combination of the symbols, which relates to Special losing 1, is displayed on any of the activated lines (Step S 185 ). Specifically, the CPU 31 retrieves whether or not the combination of the symbols for each of the activated lines, which is stored in each symbol storage area, coincides with the combination of the symbols (that is, “Replay-Bell-Bell”), which relates to Special losing 1. In the case of determining that the combination of the symbols, which relates to Special losing 1, is not displayed, the CPU 31 ends the specific condition establishment check process, and proceeds to Step S 15 of FIG. 49 .
  • Step S 185 In the case of determining in Step S 185 that the combination of the symbols, which relates to Special losing 1, is displayed, in the case of determining in Step S 184 that the displayed combination is either Cherry or Watermelon, or after the process of Step S 183 , the CPU 31 turns on the specific condition establishment flag (Step S 186 ). After ending this process, the CPU 31 ends the specific condition establishment flag, and proceeds to Step S 15 of FIG. 49 .
  • the CPU 31 saves the register (Step S 201 ).
  • the CPU 31 performs an input port check process (Step S 202 ). Specifically, the CPU 31 checks an input of a signal from each switch, and the like.
  • Step S 203 the CPU 31 performs a reel control process. Specifically, when the rotations of the reels are requested to be started, the CPU 31 starts the rotations of the reels 3 L, 3 C and 3 R, and rotates the reels concerned at a constant speed. If the stop scheduling position is decided, then the rotation of the reel concerned is decelerated and stopped after waiting for the data of the symbol counter of the reel concerned to be updated to the same value as that of the stop scheduling position. For example, if the symbol counter indicates “0” and the stop scheduling position is “4”, then the rotation of the reel is stopped when the symbol counter is updated to “4”.
  • the CPU 31 performs a lamp/7-SEG driving process (Step S 204 ). Specifically, the CPU 31 performs processes for turning on the BET lamps 9 a , 9 b and 9 c and displaying the payout number on the information display portion 18 based on the dropped number counter.
  • Step S 205 the intervention process in the cycle of 1.1173 ms is ended.
  • Losing is decided in the case where the random number value assigned to the winning combination is not included in any of the plural numerical ranges defined in the internal sortition table (that is, Losing in which the winning number is 0).
  • the plural numerical ranges in which the random number values become Losing that is, the winning number 5, the winning number 6, and the winning number 7 are defined in the internal sortition table, and Losings to be decided in the case where the random number values are included in the numerical ranges concerned (that is, Special losing 1 of the winning number 5, Special losing 2 of the winning number 6, and Special losing 3 of the winning number 7) are provided.
  • the plural numerical ranges in which the internal winning combinations relating to the non-winning are decided are defined.
  • the stop table is decided, in which the numbers of sliding symbols are defined so as to display the combinations of the symbols, which are different from one another, in response to these plural numerical ranges.
  • the combinations of the symbols to be displayed on the display windows 4 L, 4 C and 4 R can be varied, thus making it possible to enhance the interest of the game.
  • the numerical range in which the internal winning combination relating to the non-winning is decided is further classified into much more ranges, and the stop tables are decided, in which the combinations of the symbols, which are different from one another in response to the respective classified ranges, followed by the definition thereof, thus making it possible to further vary the combinations of the symbols to be displayed on the display windows 4 L, 4 C and 4 R.
  • a gaming machine is composed for the following purpose.
  • Plural types of the stop tables are provided for each of the internal winning combinations, sortition processes dedicated thereto are performed, and thus one stop table is decided from these plural types of stop tables.
  • the sortition process dedicated to one stop table is performed in order to decide the one stop table from the plural stop tables, there has been a problem that a load on the capacity for the program and the data, which relate to the sortition process concerned, becomes large.
  • the second embodiment as described above, the following configuration is adopted. Specifically, the numerical range in which the predetermined types of internal winning combinations are decided are classified into the plural numerical ranges in advance, and the stop tables different from one another are provided therefor. Accordingly, it becomes unnecessary to perform the dedicated sortition processes, and it is made possible to vary the displayable combinations of the symbols while reducing the load to be applied to the processes concerned.
  • the internal sortition table when the specific condition establishment flag is updated, the internal sortition table is switched from the internal sortition table for the normal gaming state to the internal sortition table for the special condition establishment time. Between the internal sortition table for the normal gaming state and the internal sortition table for the specific condition establishment time, the sizes of the plural numerical ranges in which Losings are decided are different from each other. Specifically, in the internal sortition table for the specific condition establishment time, the numerical range corresponding to the winning number 5 is smaller and the numerical ranges corresponding to the winning numbers 6 and 7 are larger than in the internal sortition table for the normal gaming state.
  • the sizes of the numerical ranges corresponding to the winning numbers 5 to 7 can be varied, and it is made possible to vary the probabilities at which the combinations of the symbols, which correspond to these winning numbers, are displayed on the display windows 4 L, 4 C and 4 R.
  • the numerical ranges corresponding thereto get larger in order of the winning number 7, the winning number 6, and the winning number 5. Accordingly, a bias can be given to frequencies at which the combinations of the symbols, which correspond to the respective winning numbers, are displayed on the display windows 4 L, 4 C and 4 R.
  • the internal sortition table when RB is carried over, the internal sortition table is switched from the internal sortition table for the normal gaming state to the internal sortition table for the carryover (for example, the third internal sortition table). Then, the above-described internal sortition table for the specific condition establishment time has a substantially similar configuration to that of the internal sortition table for the carryover.
  • the specific condition establishment flag when the specific condition establishment flag is updated, for example, the frequency at which the combination of the symbols, which corresponds to the winning number 7, is displayed on the display windows 4 L, 4 C and 4 R is increased as in the case where RB is carried over.
  • the specific condition establishment flag is turned on, for example, in a period since the operation of RB is ended until 30 unit games are performed. Accordingly, even after the bonus is ended, it is made possible to maintain the expectations from the player.
  • the internal winning combinations relating to the non-winning are applied as the predetermined types of internal winning combinations.
  • types other than Losings for example, Cherry, Bell, Watermelon, RB, and the like can also be applied.
  • the specific conditions the following three are applied, which are: that the specific combination of the symbols (the combination of the symbols, which relates to Special losing 1) is displayed; that the combination of the symbols, which relates to the specific combination (Cherry or Watermelon), is displayed; and that the number of unit games in the period since the gaming state is transferred from a gaming state advantageous for the player to a predetermined gaming state by gaming state transfer unit is within the specific number ( 30 times).
  • the gaming state transfer unit is one for transferring the gaming state between the predetermined gaming state (the normal gaming state) and the gaming state relatively advantageous for the player (the RB gaming state) with respect to the predetermined gaming state.
  • the gaming state transfer unit performs the bonus operation check process and the bonus ending check process.
  • the specific conditions are not limited to these, and specific contents thereof are arbitrarily changeable.
  • a configuration is adopted, in which the sizes of all the numerical ranges of the winning numbers 5 to 7 are different from each other between the internal sortition table for the normal gaming state and the internal sortition table for the specific condition establishment time.
  • a configuration may also be adopted, in which the sizes of one or two of the numerical ranges in the internal sortition table for the normal gaming state are different from those in the internal sortition table for the specific condition establishment time.
  • the stop tables are provided in response to the plural numerical ranges in which the predetermined types of internal winning combinations are decided, and the combinations of the symbols, which are different from one another, are displayed based on the stop tables concerned.
  • the present invention is also applicable to a configuration in which the stop tables are not particularly provided. For example, in the case of Special losing 1 of the winning number 5, a stop control to capture the symbols within the maximum number of sliding symbols from the stop starting positions so as to display “Replay-Bell-Bell” on the display windows 4 L, 4 C and 4 R is performed. Also in such a way, it is made possible to display the combinations of the symbols, which are different from one another, in the respective numerical ranges.
  • the present invention is also applicable to a gaming machine such as a slot machine and a video slot machine besides the pachi-slot machine as described in the second embodiment.
  • a game program as executing the operation in the above-described slot machine as one for a family gaming machine in a pseudo manner, a game can be executed by applying the preset invention thereto.
  • a recording medium which records the game program a CD-ROM, a floppy disk (FD), and other arbitrary recording mediums can be used.
  • the lower and upper limit values that is, the numerical ranges from the lower limit values to the upper limit values
  • the winning numbers are data for identifying the plural numerical ranges defined in the internal sortition tables, and data for use in deciding the internal winning combinations to be described later, and so on.
  • the retrieval is performed in the descending order of the winning numbers as to whether or not the random number values extracted from the range of “0 to 65535” are included in the numerical ranges from the lower limit values to the upper limit values, which are assigned to the above-described respective winning numbers. Then, when each of the extracted random number values is included in any of the numerical ranges, the winning number corresponding thereto is decided.
  • the above-described number of lotteries indicates the number of times that the retrieval is performed. Note that, as a result that the retrieval is performed by the number of lotteries, when the random number value does not apply to any of the winning numbers, the winning number 0 is decided.
  • a winning probability of each winning number can be calculated by “the number obtained by adding 1 to a difference between the upper and lower limit values defined for each winning number/the number of the entire random number values generated (that is, 65536)”.
  • FIG. 12A shows the internal sortition table for the normal gaming state.
  • the internal sortition table for the normal gaming state in the third embodiment is not composed such that the winning probabilities of the respective winning numbers are different from one another in response to the dropped numbers.
  • the internal sortition table for the normal gaming state may also be composed such that the winning probabilities of the respective winning numbers are different from one another in response to the dropped numbers.
  • FIG. 12B shows the internal sortition table for the RB gaming state.
  • the internal sortition table for the RB gaming state lower and upper limit values corresponding to the winning numbers 1 to 3 are defined.
  • the internal sortition table for the RB gaming state a configuration is adopted, in which the winning probability of the winning number 2 (Bell to be described later) is extremely high.
  • the internal winning combinations corresponding to the above-described winning numbers are defined. Specifically, Cherry, Bell, Watermelon, Replay, RB, Special losing 1, Special losing 2, and Special losing 3 are defined in response to the respective winning numbers 1 to 8. Note that, when the winning number is 0, Losing is decided. When a certain winning number is decided (that is, when the numerical range in which the extracted random number value is included is decided) by the above-described internal sortition table, the internal winning combination corresponding to the winning number concerned is decided. Accordingly, it can be said that the decision of the winning number and the decision of the internal winning combination are in a relationship where they are equivalent to each other.
  • the type of each internal winning combination is represented by data of one byte, and a bit string corresponding to the type of each internal winning combination is turned on. For example, data representing Cherry is “00000001”, and data representing Special losing 3 is “10000000”.
  • FIG. 21 A description will be made of a conceptual view of the winning areas of the respective winning numbers (that is, the internal winning combinations) in the normal gaming state with reference to FIG. 21 .
  • the winning areas shown in FIG. 21 correspond to the above-described internal sortition table for the normal gaming state.
  • the entire area of the winning areas shown in FIG. 21 represents the range of all the generated random number values, which is the above-described “0 to 65535”. Moreover, the area of each winning number (that is, each internal winning combination) represents the numerical range defined by the lower and upper limit values defined for each thereof.
  • the areas corresponding to the winning numbers 1 to 5 are areas relating to the winning
  • the areas corresponding to the winning numbers 6 to 8 and 0 are areas relating to the non-winning (the so-called Losing).
  • the winning number 0 is one to be decided when the extracted random number value does not apply to any of the numerical ranges of the winning numbers 1 to 8 defined in the internal sortition table for the normal gaming state.
  • a configuration is adopted, in which the areas corresponding to the winning number 0 are present between the areas relating to the winning.
  • the numerical range in which the internal winning combinations relating to the non-winning are decided is classified into the following ranges, which are: “700 to 999” corresponding to the winning number 0 present between the winning number 1 and the winning number 2; “6300 to 6499” corresponding to the winning number 0 present in the winning number 2 and the winning number 3; “6900 to 6999” corresponding to the winning number 0 present in the winning number 3 and the winning number 4; “15980 to 16199” corresponding to the winning number 0 present between the winning number 4 and the winning number 5; “16356 to 26355” corresponding to the winning number 6; “26356 to 36355” corresponding to the winning number 7; “36356 to 46355” corresponding to the winning number 8; and “46356 to 65535” corresponding to the winning number 0, followed by the definition.
  • the types of stop tables corresponding to the winning numbers are defined. Specifically, the stop tables individually corresponding to Losing, Cherry, Bell, Watermelon, Replay, RB, Special losing 1, Special losing 2, and Special losing 3 are defined in response to the respective winning numbers 0 to 8 stored in winning number storage areas.
  • the stop tables different from one another are defined in response to the respective four winning numbers 6 to 8 and 0 in which the internal winning combinations become Losings.
  • FIG. 30 A description will be made of the stop tables with reference to FIG. 30 , FIG. 31 , FIG. 34 , and FIG. 38 .
  • the numbers of sliding symbols are defined, which correspond to the symbol positions corresponding to the symbol counters of the reels for which the stopping operations by the stop switch 7 S are detected.
  • the symbol positions are positions where the stop of the rotations of the reels is started, which are referred to as “stop starting positions”.
  • Each number of sliding symbols is a rotation amount of the reel from the detection of the stopping operation by the stop switch 7 S to the stop of the rotation of the corresponding reel.
  • the number of sliding symbols is the number of sliding symbols which pass through the center line 8 c in a period from the detection of the stopping operation by the stop switch 7 S to the stop of the rotation of the corresponding reel. The number is grasped by a value of the symbol counter, which is updated since the stopping operation is detected by the stop switch 7 S.
  • a control to stop the rotations of the reels 3 L, 3 C and 3 R is performed in 190 msec after the signal is outputted from the stop switch 7 S, and the maximum number of sliding symbols is defined to be “4”. For example, if the stop starting position is “0”, then it is made possible to stop the rotations of the reels so that the symbols of which positions are up to “4” can be displayed on the center line 8 c.
  • the control to stop the rotations of the reels which makes it possible to display the symbols within the range of the number of symbols from the stop starting position on the center line 8 c as described above, is referred to as so-called “capture”.
  • the symbol positions where the symbols are captured by the number of sliding symbols from the stop starting position and are stopped are referred to as “stop scheduling positions”. Note that, since the combination of the symbols, which is based on the number of sliding symbols, the number being defined in the stop table, is displayed on the display windows 4 L, 4 C and 4 R, it can be said that the combination of the symbols to be displayed on the display windows 4 L, 4 C and 4 R is defined in the stop table.
  • FIG. 30 shows a stop table for Losing to be decided when the winning number is 0 (that is, Losing).
  • the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the left reel 3 L, is any of “1”, “6”, “9”, “14”, and “17”.
  • Replay is displayed on the middle stage of the left display window 4 L.
  • the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the center reel 3 C, is any of “0”, “4”, “7”, “12”, and “16”.
  • Bell is displayed on the middle stage of the center display window 4 C.
  • the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the right reel 3 R, is any of “1”, “5”, “10”, “14”, and “17”.
  • Watermelon is displayed on the middle stage of the right display window 4 R.
  • FIG. 31 shows a stop table for Special losing 1 to be decided when the winning number is 6 (that is, Special losing 1).
  • the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the left reel 3 L, is any of “1”, “6”, “9”, “14”, and “17”.
  • Replay is displayed on the middle stage of the left display window 4 L.
  • the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the center reel 3 C, is any of “0”, “4”, “7”, “12”, and “16”.
  • Bell is displayed on the middle stage of the center display window 4 C.
  • the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the right reel 3 R, is any of “2”, “6”, “9”, “13”, and “18”.
  • Bell is displayed on the middle stage of the right display window 4 R.
  • FIG. 34 shows a stop table for Special losing 2 to be decided when the winning number is 7 (that is, Special losing 2).
  • the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the left reel 3 L, is any of “1”, “6”, “9”, “14”, and “19”.
  • Bell is displayed on the upper stage of the left display window 4 L.
  • the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the center reel 3 C, is any of “0”, “4”, “7”, “12”, and “16”.
  • Bell is displayed on the middle stage of the center display window 4 C.
  • the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the right reel 3 R, is any of “1”, “5”, “8”, “12”, and “17”.
  • Bell is displayed on the upper stage of the right display window 4 R.
  • FIG. 38 shows a stop table for Special losing 3 to be decided when the winning number is 8 (that is, Special losing 3).
  • the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the left reel 3 L, is any of “0”, “5”, “8”, “13”, and “16”.
  • Replay is displayed on the upper stage of the left display window 4 L.
  • the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the center reel 3 C, is any of “1”, “5”, “8”, “13”, and “17”.
  • the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the right reel 3 R, is any of “3”, “6”, “10”, “15”, and “20”.
  • Replay is displayed on the upper stage of the right display window 4 R.
  • priorities at which the types of the internal winning combinations (or the types of the symbols) are captured with priority are defined. Specifically, 1 to 3 are defined as the priorities, and “Replay” is defined in response to the priority 1, “RB” is defined in response to the priority 2, and “Cherry, Bell, Watermelon” are defined in response to the priority 3. Cherry, Bell, and Watermelon are grouped, and one priority is defined thereto. Specifically, the priorities given to these symbols are equal to each other. Basically, when two or more internal winning combinations relating to the winning are decided, this priority table is referred to, and to which of the internal winning combinations the priority is to be given is decided.
  • each displayed combination is represented by data of one byte. For example, data representing Cherry is “00000001”.
  • a combination of the symbols, which relates to Cherry is “Cherry-ANY (representing that any type of symbol is allowed here) -ANY”, where Cherry of the left reel 3 L is displayed on any of the upper, middle and lower stages of the left display windows 4 L.
  • Cherry of the left reel 3 L is displayed in such a way, it is decided that the displayed combination is Cherry irrespective of the types of symbols displayed on the remaining display windows 4 C and 4 R.
  • the payout number corresponding to Cherry is 14.
  • the retrieval of the displayed combination is ended, when the combination of the symbols displayed on the activated line does not apply to any of the combinations of the symbols, which relate to the winnings defined in the above-described symbol combination table, it is decided that the displayed combination is Losing.
  • the combination of the symbols which relates to each of the above-described Losing, Special losing 1, Special losing 2, and Special losing 3, is displayed, it is decided that the displayed combination is Losing.
  • Cherry, Bell, and Watermelon relate to the payout of the game mediums (for example, the medals).
  • Replay relates to the operation of the repeated game.
  • RB relates to an operation of a gaming state (for example, an RB gaming state) advantageous for the player.
  • the decided internal winning combination is stored (memorized) in the internal winning combination storage area.
  • the internal winning combination storage area is composed of one byte, and corresponds to the configuration of the data of the above-described internal winning combination. Specifically, a bit string corresponding to the type of the decided internal winning combination is turned on. Note that, when the winning number is 0, basically, the entire bits become 0. When two or more of internal winning combinations are decided, both of bit strings individually corresponding thereto are turned on. Note that a displayed combination storage area in which the displayed combinations decided based on the above-described symbol combination table are stored has a configuration similar to that of the internal winning combination storage area.
  • RB When RB is decided as the internal winning combination by the above-described internal winning combination decision table, RB is stored in the carryover combination storage area.
  • the carryover combination storage area is composed of one byte, and Bit 4 corresponds to RB as in the internal winning combination storage area.
  • data in the carryover combination storage area is cleared.
  • the carryover combination is decided based on the internal winning combination, it can also be said that the carryover combination is a subordinate concept of the internal winning combination.
  • Each symbol storage area data representing the types of symbols displayed on the respective display windows 4 L, 4 C and 4 R are stored.
  • Each symbol storage area is composed of one byte, and corresponds to the data representing the types of symbols defined in the above-described symbol arrangement table.
  • the types of symbols displayed on the respective display windows 4 L, 4 C and 4 R are specified based on the symbol counter and the symbol arrangement table.
  • the symbol storage areas are provided in response to the center line 8 c , the top line 8 b , the bottom line 8 d , the cross down line 5 e , and the cross up line 5 a .
  • the symbol storage area corresponding to the center line 8 c there are individually stored the type of symbol on the middle stage of the left display window 4 L, the type of symbol on the middle stage of the center display window 4 C, and the type of symbol on the middle stage of the right display window 4 R.
  • the displayed combination is decided based on the data stored in all the symbol storage areas and on the above-described symbol combination table.
  • the CPU 31 is composed for the following purpose. First, a power supply is turned on to apply a voltage to a reset terminal of the CPU 31 , and thus a reset intervention is generated. Based on the reset intervention thus generated, the CPU 31 sequentially performs the respective processes of the reset intervention process, which are stored in the ROM 32 .
  • Step S 1 When the power supply is turned on, the CPU 31 first performs an initialization process (Step S 1 ). In this initialization process, a process for returning data and effective address of a register stored in the RAM 33 when the power supply is cut, and the like are performed.
  • Step S 2 the CPU 31 clears the designated storage area in the RAM 33 (Step S 2 ).
  • the data stored in the internal winning combination storage area and the like of the RAM 33 is cleared.
  • Step S 3 the CPU 31 performs a medal receiving/start check process to be described later with reference to FIG. 56 (Step S 3 ).
  • a dropped number counter is updated by checking the medal sensor 22 S, the BET switches 11 S, 12 S and 13 S, and the like, an input from the start switch 6 S is checked, and so on.
  • the CPU 31 extracts a random number value, and stores the random number value in a random number value storage area (Step S 4 ). Specifically, the CPU 31 extracts the random number value for the lottery, which is to be used in an internal sortition process to be described later, by the random number generator 36 and the sampling circuit 37 , and stores the random number value in the random number value storage area of the RAM 33 .
  • the CPU 31 performs a gaming state monitoring process (Step S 5 ). Specifically, the CPU 31 stores an identifier (a so-called flag) indicating the RB gaming state in the RAM 33 if the RB operating flag is turned on, and stores an identifier indicating the normal gaming state in the RAM 33 if the RB operating flag is turned off.
  • an identifier a so-called flag
  • Step S 6 the CPU 31 performs the internal sortition process to be described latter with reference to FIG. 58 (Step S 6 ).
  • this internal sortition process a process such as decision of the internal winning combination is performed.
  • the CPU 31 decides the stop table based on the winning number storage area and the stop table decision table (Step S 7 ).
  • the CPU 31 transmits the start command to the sub-control circuit 72 (Step S 8 ).
  • the start command data regarding the internal winning combination, the gaming state, and the like are included.
  • the CPU 31 requests the rotations of all the reels to be started (Step S 9 ). Moreover, in this process, the CPU 31 also activates the pressing operation for the stop buttons.
  • a process for starting the rotations of the reels is performed in an intervention process (refer to FIG. 63 ) to be described later.
  • Step S 10 the CPU 31 performs a reel stop control process to be described later with reference to FIG. 62 (Step S 10 ).
  • this reel stop control process a process for stopping the rotations of the reels 3 L, 3 C and 3 R is performed.
  • the CPU 31 performs a displayed combination retrieval process (Step S 11 ). Specifically, the CPU 31 compares the combination of the symbols, which is defined in the symbol combination table, and the combination of the symbols on each of the activated lines 8 a to 8 e , which is stored in the symbol storage area, with each other, and then determines whether or not both of them coincide with each other. Then, in the case of determining that both of the combinations of the symbols coincide with each other, the CPU 31 decides the displayed combination and the payout number based on the combination concerned of the symbols, and updates the displayed combination storage area and the payout number counter.
  • the displayed combination becomes Losing (specifically, the displayed combination storage area and the payout number counter are left to be “0”).
  • the displayed combination retrieval process constitutes a part of winning deciding unit for deciding whether or not the prize is won based on the symbol combination table which defines the combination of the symbols, which relates to the winning, and on the combination of the symbols displayed by the symbol display unit.
  • the CPU 31 transmits a displayed combination command to the sub-control circuit 72 (Step S 12 ).
  • the displayed combination command data regarding the established displayed combination and the like are included.
  • the CPU 31 performs a medal payout process (Step S 13 ). Specifically, based on the payout number counter, the CPU 31 controls the hopper 40 , updates a credit counter, and so on.
  • the CPU 31 determines whether or not the RB operating flag is turned on (Step S 14 ). In the case of determining that the RB operating flag is turned on, the CPU 31 performs a bonus ending check process (Step S 15 ). Specifically, the CPU 31 subtracts 1 from a value of the gaming-enabling number counter, and further subtracts 1 from the winning-enabling number counter if the displayed combination relating to the winning (the symbols of which are three, which are Cherry, Bell, and Watermelon during the operation of RB) is decided.
  • the gaming-enabling number counter indicates data obtained by counting the number of unit games performed during the operation of RB.
  • the winning-enabling number counter indicates data obtained by counting the number that the winning is established when the RB operating flag is turned on. Then, the CPU 31 determines whether or not the winning-enabling number counter or the gaming-enabling number counter indicates 0, and clears the RB operating flag when it is determined that any of the counters indicates 0.
  • Step S 16 the CPU 31 performs a bonus operation check process. Specifically, the CPU 31 determines whether or not the displayed combination is RB. When it is determined that the displayed combination is RB, the CPU 31 turns on the RB operating flag, stores 8 in the winning-enabling number counter, and stores 12 in the gaming-enabling number counter. Further, the CPU 31 clears the carryover combination storage area.
  • the CPU 31 executes Steps S 2 to S 16 as the process in the unit game, and when Step S 16 is ended, the CPU 31 returns to Step S 2 in order to execute processes in the next unit game.
  • the CPU 31 determines whether or not the process currently performed is a dropping process (Step S 51 ). Specifically, when the medal sensor 22 S or the BET switches 11 S, 12 S and 13 S are switched on, the CPU 31 determines that the dropping process is performed. Moreover, when the BET switches 11 S, 12 S and 13 S are switched on, the CPU 31 calculates a value to be added to the dropped number counter for counting the dropped number based on the types of BET switches 11 S, 12 S and 13 S, a value of the dropped number counter for counting the dropped number, and a value of the credit counter for counting the number of credited medals.
  • Step S 51 the CPU 31 updates the dropped number counter (Step S 52 ). Note that, when the addition to the dropped number counter is prohibited in this process, the CPU 31 updates the credit counter in place of the dropped number counter.
  • the CPU 31 determines whether or not an automatic drop counter indicates 0, and in the case of determining that the counter concerned does not indicate 0, performs a process for copying a value of the counter concerned to the dropped number counter. Then, the CPU 31 prohibits a subsequent addition to the dropped number counter.
  • the automatic drop counter indicates data for identifying whether or not Replay has been established in the previous unit game, which is for specifying the dropped number in the previous unit game. When it is determined that the displayed combination is Replay, the value of the dropped number counter is copied to the automatic drop counter.
  • the CPU 31 stores 5 in an activated line counter (Step S 53 ).
  • the activated line counter indicates data for specifying the number of activated lines.
  • 5 is stored in the activated line counter irrespective of the value of the dropped number counter.
  • the CPU 31 transmits a BET command to the sub-control circuit 72 (Step S 54 ). Data regarding the dropped number, and the like are included in the BET command.
  • Step S 54 determines whether or not the dropped number counter indicates 3 (Step S 55 ). In the case of determining that the dropped number counter does not indicate 3, the CPU 31 returns to Step S 51 .
  • Step S 55 the CPU 31 prohibits the addition to the dropped number counter, and determines whether or not the start lever 6 is tilted (Step S 56 ). In the case of determining that the start lever 6 is not tilted, the CPU 31 returns to Step S 51 . In the case of determining that the start lever 6 is tilted, the CPU 31 ends the medal receiving/start check process, and proceeds to Step S 4 of FIG. 52 .
  • the CPU 31 decides the type of internal sortition table and the number of lotteries based on the gaming state and the internal sortition table decision table (Step S 91 ).
  • Step S 92 determines whether or not a flag of RB is stored in the carryover combination storage area.
  • the CPU 31 changes the number of lotteries to 4 (Step S 93 ).
  • RB is not decided repeatedly when the carryover combination is present in the normal gaming state.
  • Step S 93 the number of lotteries is changed to 4, and thus Special losing 1, Special losing 2, or Special losing 3 is adapted not to be decided, either.
  • a configuration in which these Special losings are decided may also be applied.
  • Step S 94 the CPU 31 sets, as the winning number, the same value as the number of lotteries.
  • the CPU 31 compares the random number value stored in the random number value storage area and the lower and upper limit values corresponding to the winning number with each other (Step S 95 ). Next, the CPU 31 determines whether or not the random number value is equal to or more than the lower limit value and equal to or less than the upper limit value (Step S 96 ).
  • Step S 96 the CPU 31 stores the set winning number in the winning number storage area of the RAM 33 (Step S 97 ).
  • a configuration of the winning number storage area is the one in which an initial value is 0 and sequentially overwritten by performing this process.
  • the CPU 31 refers to the internal winning combination decision table, and decides the internal winning combination based on the winning number (Step S 98 ).
  • the CPU 31 determines whether or not the internal winning combination is RB (Step S 99 ). In the case of determining that the internal winning combination is RB, the CPU 31 stores the flag in the carryover combination storage area based on the internal winning combination (Step S 100 ).
  • Step S 101 the CPU 31 stores, in the internal winning combination storage area, a logical sum of the internal winning combination and the data in the carryover combination storage area (Step S 101 ). For example, in the case where Bell is decided when RB is carried over, the data in the internal winning combination storage area becomes “00010010”.
  • Step S 101 the CPU 31 subtracts 1 from the number of lotteries (Step S 102 ).
  • Step S 103 the CPU 31 determines whether or not the number of lotteries is 0 (Step S 103 ). In the case of determining that the number of lotteries is not 0, the CPU 31 returns to Step S 94 described above.
  • Step S 104 the CPU 31 stores, in the internal winning combination storage area, the logical sum of the internal winning combination and the data in the carryover combination storage area (Step S 104 ).
  • the data in the internal winning combination storage area is “00000000”, “00100000”, “01000000”, or “10000000”, then the internal winning combination becomes Losing.
  • the internal sortition process is ended, and the CPU 31 proceeds to Step S 7 of FIG. 52 .
  • a configuration is adopted, in which the retrieval is performed for all the winning numbers until the number of lotteries is updated to 0.
  • a configuration can also be applied, in which, when the winning number is decided until the number of lotteries is updated to 0, the retrieval is not performed for the rest of the winning numbers.
  • the speed of the process can be enhanced.
  • the CPU 31 determines whether or not the activated stop button is pressed (Step S 131 ). In the case of determining that the activated stop button is not pressed, the CPU 31 repeats the process of Step S 131 .
  • the CPU 31 may also determine whether or not a predetermined time (for example, 30 seconds) has elapsed since the start switch 6 S was switched on (in order to perform a so-called automatic stop) as well as determines whether or not the activated stop button is pressed.
  • a predetermined time for example, 30 seconds
  • Step S 131 the CPU 31 specifies the type of the stop button concerned and the symbol counter of the reel concerned, and inactivates the subsequent pressing operations for the stop button. Then, based on the stop table, the internal winning combination, and the priority table, the CPU 31 decides the number of sliding symbols (Step S 132 ).
  • Step S 132 basically, the number of sliding symbols is decided based on the above-described stop table.
  • RB is stored in the internal winning combination storage area
  • the presence of the symbol position where the combination of the symbols, which relates to RB, is displayable is retrieved within the range of four symbols from the stop starting position
  • a difference to the symbol position concerned is decided as the number of sliding symbols.
  • the stop table for Losing is decided and RB is stored in the internal winning combination storage area
  • a difference to the symbol position where Red 7 is displayable is decided as the number of sliding symbols.
  • the number of sliding symbols which is extracted from the stop table for Losing, is decided as the number of sliding symbols.
  • the priority table is referred to, and the number of sliding symbols is decided based on the priority.
  • the CPU 31 decides the stop scheduling position based on the decided number of sliding symbols and the current symbol position (Step S 133 ). For example, if the decided number of sliding symbols is “2” and the current symbol position (that is, the stop starting position) is “20”, then the stop scheduling position is decided at “1”. Moreover, when the stop scheduling position is decided, a process for stopping the rotation of the reel based on the stop scheduling position is performed in the intervention process (refer to FIG. 63 ) to be described later. Note that the number of sliding symbols and the stop scheduling position are in a relation ship where, when one of them is decided, the other is decided, and accordingly, it can be said that both of them are in a relationship where they are equivalent to each other.
  • Step S 134 the CPU 31 transmits a reel stop command to the sub-control circuit 72 (Step S 134 ).
  • the reel stop command data regarding the type of the stopped reel and the like are included.
  • the CPU 31 updates the symbol storage areas based on the stop scheduling position (Step S 135 ). Specifically, the identifier of the symbol to be displayed on the activated line for the reel to be stopped is stored in all the symbol storage areas.
  • Step S 136 the CPU 31 determines whether or not the stop button for which the pressing operation is activated is present. In the case of determining that the stop button for which the pressing operation is activated is present, the CPU 31 returns to Step S 131 , and in the case of determining that the stop button for which the pressing operation is activated is not present, the CPU 31 ends the reel stop control process, and proceeds to Step S 11 of FIG. 52 .
  • the CPU 31 saves the register (Step S 201 ).
  • the CPU 31 performs an input port check process (Step S 202 ). Specifically, the CPU 31 checks an input of a signal and so on from each switch, and the like.
  • Step S 203 the CPU 31 performs a reel control process. Specifically, when the rotations of the reels are requested to be started, the CPU 31 starts the rotations of the reels 3 L, 3 C and 3 R, and rotates the reels concerned at a constant speed. If the stop scheduling position is decided, then the rotation of the reel concerned is decelerated and stopped after waiting for the data of the symbol counter of the reel concerned to be updated to the same value as that of the stop scheduling position. For example, if the symbol counter indicates “0” and the stop scheduling position is “4”, then the rotation of the reel is stopped when the symbol counter is updated to “4”.
  • the CPU 31 performs a lamp/7-SEG driving process (Step S 204 ). Specifically, the CPU 31 performs processes for turning on the BET lamps 9 a , 9 b and 9 c and displaying the payout number on the information display portion 18 based on the dropped number counter.
  • Step S 205 the intervention process in the cycle of 1.1173 ms is ended.
  • Losing is decided in the case where the random number value assigned to the winning combination is not included in any of the plural numerical ranges defined in the internal sortition table (that is, Losing in which the winning number is 0).
  • predetermined numerical ranges in which the random number values become Losing that is, numerical ranges individually corresponding to the winning number 6, the winning number 7, and the winning number 8) are defined in the internal sortition table.
  • Losings As described above, two types of Losings are set, which are: Losing to be decided in the case where the random number value is not included in any of the plural numerical ranges defined in the internal sortition table; and Losings to be decided in the case where the random number values are included in the predetermined numerical ranges defined in the internal sortition table (that is, Special losing 1 of the winning number 6, Special losing 2 of the winning number 7, and Special losing 3 of the winning number 8).
  • the stop table is decided, in which the numbers of sliding symbols are defined so as to display the combinations of the symbols, which are different from one another, in response to these Losings.
  • the combinations of the symbols to be displayed on the display windows 4 L, 4 C and 4 R can be varied, thus making it possible to enhance the interest of the game.
  • the stop tables are provided in response to the plural numerical ranges in which the predetermined types of internal winning combinations are decided, and the combinations of the symbols, which are different from one another, are displayed based on the stop tables concerned.
  • the present invention is also applicable to a configuration in which the stop tables are not particularly provided. For example, in the case of Losing of the winning number 0, a stop control to capture the symbols within the maximum number of sliding symbols from the stop starting positions so as to display “Replay-Bell-Watermelon” on the display windows 4 L, 4 C and 4 R is performed.
  • the present invention is also applicable to a gaming machine such as a slot machine and a video slot machine besides the pachi-slot machine as described in the third embodiment.
  • a game program as executing the operation in the above-described slot machine as one for a family gaming machine in a pseudo manner, a game can be executed by applying the preset invention thereto.
  • a recording medium which records the game program a CD-ROM, a floppy disk (FD), and other arbitrary recording mediums can be used.
  • the lower and upper limit values that is, the numerical ranges from the lower limit values to the upper limit values
  • the winning numbers are data for identifying the plural numerical ranges defined in the internal sortition tables, and data for use in deciding the internal winning combinations to be described later, and so on.
  • the retrieval is performed in the descending order of the winning numbers as to whether or not the random number values extracted from the range of “0 to 65535” are included in the numerical ranges from the lower limit values to the upper limit values, which are assigned to the above-described respective winning numbers. Then, when each of the extracted random number values is included in any of the numerical ranges, the winning number corresponding thereto is decided.
  • the above-described number of lotteries indicates the number of times that the retrieval is performed. Note that, as a result that the retrieval is performed by the number of lotteries, when the random number value does not apply to any of the winning numbers, the winning number 0 is decided.
  • a winning probability of each winning number can be calculated by “the number obtained by adding 1 to a difference between the upper and lower limit values defined for each winning number/the number of the entire random number values generated (that is, 65536)”.
  • FIG. 13A shows the internal sortition table for the normal gaming state.
  • the internal sortition table for the normal gaming state lower and upper limit values corresponding to the winning numbers 1 to 8 are defined.
  • a configuration is adopted, in which the range of the random number values corresponding to the winning number 2 (Bell to be described later) (that is, 700 to 5999) and the range of the random number values corresponding to the winning number 6 (Special losing 1 to be described later) (that is, 6000 to 15999) are adjacent to each other.
  • a configuration is adopted, in which the range of the random number values corresponding to the winning number 3 (Watermelon to be described later) (that is, 16000 to 16399) and the range of the random number values corresponding to the winning number 7 (Special losing 2 to be described later) (that is, 16400 to 26399) are adjacent to each other.
  • a configuration is not adopted, in which the winning probabilities of the respective winning numbers are different from one another in response to the dropped numbers.
  • a configuration may also be adopted, in which the winning probabilities of the respective winning numbers are different from one another in response to the dropped numbers.
  • FIG. 13B shows the internal sortition table for the RB gaming state.
  • the internal sortition table for the RB gaming state lower and upper limit values corresponding to the winning numbers 1 to 3 are defined.
  • the internal sortition table for the RB gaming state a configuration is adopted, in which the winning probability of the winning number 2 (Bell to be described later) is extremely high.
  • the internal winning combinations corresponding to the above-described winning numbers are defined. Specifically, Cherry, Bell, Watermelon, Replay, RB, Special losing 1, Special losing 2, and Special losing 3 are defined in response to the respective winning numbers 1 to 8. Note that, when the winning number is 0, Losing is decided. When a certain winning number is decided (that is, when the numerical range in which the extracted random number value is included is decided) by the above-described internal sortition table, the internal winning combination corresponding to the winning number concerned is decided. Accordingly, it can be said that the decision of the winning number and the decision of the internal winning combination are in a relationship where they are equivalent to each other.
  • the type of each internal winning combination is represented by data of one byte, and a bit string corresponding to the type of each internal winning combination is turned on. For example, data representing Cherry is “00000001”, and data representing Special losing 3 is “10000000”.
  • FIG. 22 A description will be made of a conceptual view of the winning areas of the respective winning numbers (that is, the internal winning combinations) in the normal gaming state with reference to FIG. 22 .
  • the winning areas shown in FIG. 22 correspond to the above-described internal sortition table for the normal gaming state.
  • the entire area of the winning areas shown in FIG. 22 represents the range of all the generated random number values, which is the above-described “0 to 65535”. Moreover, the area of each winning number (that is, each internal winning combination) represents the numerical range defined by the lower and upper limit values defined for each thereof.
  • the areas corresponding to the winning numbers 1 to 5 are areas relating to the winning, and the areas corresponding to the winning numbers 6 to 8 and 0 are areas relating to the non-winning (the so-called Losing).
  • the numerical range in which the internal winning combinations become Losings is classified into the following ranges, which are: “6000 to 15999” corresponding to the winning number 6; “16400 to 26399” corresponding to the winning number 7; “35380 to 45379” corresponding to the winning number 8; and “45536 to 65535” corresponding to the winning number 0, followed by the definition.
  • the types of stop tables corresponding to the winning numbers are defined. Specifically, the stop tables individually corresponding to Losing, Cherry, Special losing 1, Special losing 2, Special losing 3, RB, Special losing 1, Special losing 2, and Special losing 3 are defined in response to the respective winning numbers 0 to 8 stored in winning number storage areas.
  • the stop tables different from one another are defined in response to the respective four winning numbers 6 to 8 and 0 in which the internal winning combinations become Losings.
  • the same stop tables are defined commonly to the winning number relating to the winning and the winning number relating to the non-winning.
  • the stop tables for Special losing 1 are defined commonly to the winning number 2 (that is, Bell) and the winning number 6 (that is, Special losing 1).
  • the stop table for Special losing 1 is decided as in the case where the winning number 6 is decided.
  • the stop tables for Special losing 2 are defined commonly to the winning number 3 (that is, Watermelon) and the winning number 7 (that is, Special losing 2).
  • the stop table for Special losing 2 is decided as in the case where the winning number 7 is decided.
  • the stop tables for Special losing 3 are defined commonly to the winning number 4 (that is, Replay) and the winning number 8 (that is, Special losing 3). Hence, in the case where the winning number 4 is decided, the stop table for Special losing 3 is decided as in the case where the winning number 8 is decided.
  • stop tables A description will be made of the stop tables with reference to FIG. 31 , FIG. 35 , and FIG. 38 . Moreover, a description will be made of display examples of combinations of the symbols, which are based on the stop tables shown in FIG. 31 , FIG. 35 , and FIG. 38 , with reference to FIGS. 43A to 43 C.
  • the numbers of sliding symbols are defined, which correspond to the symbol positions corresponding to the symbol counters of the reels for which the stopping operations by the stop switch 7 S are detected.
  • the symbol positions are positions where the stop of the rotations of the reels is started, which are referred to as “stop starting positions”.
  • Each number of sliding symbols is a rotation amount of the reel from the detection of the stopping operation by the stop switch 7 S to the stop of the rotation of the corresponding reel.
  • the number of sliding symbols is the number of sliding symbols which pass through the center line 8 c in a period from the detection of the stopping operation by the stop switch 7 S to the stop of the rotation of the corresponding reel. The number is grasped by a value of the symbol counter, which is updated after the stopping operation is detected by the stop switch 7 S.
  • a control to stop the rotations of the reels 3 L, 3 C and 3 R is performed in 190 msec after the signal is outputted from the stop switch 7 S, and the maximum number of sliding symbols is defined to be “4”. For example, if the stop starting position is “0”, then it is made possible to stop the rotations of the reels so that the symbols of which positions are up to “4” can be displayed on the center line 8 c.
  • the control to stop the rotations of the reels which makes it possible to display the symbols within the range of the number of symbols from the stop starting position on the center line 8 c as described above, is referred to as so-called “capture”.
  • the symbol positions where the symbols are captured by the number of sliding symbols from the stop starting position and are stopped are referred to as “stop scheduling positions”. Note that, since the combination of the symbols, which is based on the number of sliding symbols, the number being defined in the stop table, is displayed on the display windows 4 L, 4 C and 4 R, it can be said that the combination of the symbols to be displayed on the display windows 4 L, 4 C and 4 R is defined in the stop table.
  • FIG. 31 shows a stop table for Special losing 1 to be decided when the winning number is 6 (that is, Special losing 1).
  • the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the left reel 3 L, is any of “1”, “6”, “9”, “14”, and “17”.
  • Replay is displayed on the middle stage of the left display window 4 L.
  • the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the center reel 3 C, is any of “0”, “4”, “7”, “12”, and “16”.
  • the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the right reel 3 R, is any of “2”, “6”, “9”, “13”, and “18”.
  • Bell is displayed on the middle stage of the right display window 4 R.
  • FIG. 35 shows a stop table for Special losing 2 to be decided when the winning number is 7 (that is, Special losing 2).
  • the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the left reel 3 L, is any of “2”, “7”, “10”, “15”, and “20”.
  • Watermelon is displayed on the upper stage of the left display window 4 L.
  • the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the center reel 3 C, is any of “3”, “6”, “10”, “14”, and “18”.
  • Watermelon is displayed on the middle stage of the center display window 4 C.
  • the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the right reel 3 R, is any of “0”, “4”, “9”, “13”, and “16”.
  • FIG. 38 shows a stop table for Special losing 3 to be decided when the winning number is 8 (that is, Special losing 3).
  • the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the left reel 3 L, is any of “0”, “5”, “8”, “13”, and “16”.
  • Replay is displayed on the upper stage of the left display window 4 L.
  • the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the center reel 3 C, is any of “1”, “5”, “8”, “13”, and “17”.
  • the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the right reel 3 R, is any of “3”, “6”, “10”, “15”, and “20”.
  • the stop table for Losing is a table in which the numbers of sliding symbols are defined so that combinations of the symbols, which are different from those of the stop tables individually corresponding to the winning numbers 6 to 8 (for example, “Bell-Replay-Watermelon” on the center line 8 c ), can be displayed.
  • the combinations of the symbols, which are different from one another are displayed on the display windows 4 L, 4 C and 4 R.
  • priorities at which the types of the internal winning combinations (or the types of the symbols) are captured with priority are defined. Specifically, 1 to 3 are defined as the priorities, and “Replay” is defined in response to the priority 1, “RB” is defined in response to the priority 2, and “Cherry, Bell, Watermelon” are defined in response to the priority 3. Cherry, Bell, and Watermelon are grouped, and one priority is defined thereto. Specifically, the priorities given to these symbols are equal to each other. Basically, when two or more internal winning combinations relating to the winning are decided, this priority table is referred to, and to which of the internal winning combinations the priority is to be given is decided.
  • each displayed combination is represented by data of one byte. For example, data representing Cherry is “00000001”.
  • a combination of the symbols, which relates to Cherry is “Cherry-ANY (representing that any type of symbol is allowed here) -ANY”.
  • this combination is displayed on an activated line, that is, when Cherry of the left reel 3 L is displayed on any of the upper, middle and lower stages of the left display windows 4 L, it is decided that the displayed combination is Cherry irrespective of the types of symbols displayed on the remaining display windows 4 C and 4 R.
  • the payout number corresponding to Cherry is 14.
  • the retrieval of the displayed combination is ended, when the combination of the symbols displayed on the activated line does not apply to any of the combinations of the symbols, which relate to the winnings defined in the above-described symbol combination table, it is decided that the displayed combination is Losing.
  • the combination of the symbols which relates to each of the above-described Losing, Special losing 1, Special losing 2, and Special losing 3, is displayed, it is decided that the displayed combination is Losing.
  • Cherry, Bell, and Watermelon relate to the payout of the game mediums (for example, the medals).
  • Replay relates to the operation of the repeated game.
  • RB relates to an operation of a gaming state (for example, an RB gaming state) advantageous for the player.
  • the decided internal winning combination is stored (memorized) in the internal winning combination storage area.
  • the internal winning combination storage area is composed of one byte, and corresponds to the configuration of the data of the above-described internal winning combination. Specifically, a bit string corresponding to the type of the decided internal winning combination is turned on. Note that, when a carryover combination to be described later is not present and the winning number is 0, basically, the entire bits become 0. When two or more of internal winning combinations are decided, both of bit strings individually corresponding thereto are turned on. Note that a displayed combination storage area in which the displayed combinations decided based on the above-described symbol combination table are stored has a configuration similar to that of the internal winning combination storage area.
  • RB When RB is decided as the internal winning combination by the above-described internal winning combination decision table, RB is stored in the carryover combination storage area.
  • the carryover combination storage area is composed of one byte, and Bit 4 corresponds to RB as in the internal winning combination storage area.
  • data in the carryover combination storage area is cleared.
  • the carryover combination is decided based on the internal winning combination, it can also be said that the carryover combination is a subordinate concept of the internal winning combination.
  • Each symbol storage area data representing the types of symbols displayed on the respective display windows 4 L, 4 C and 4 R are stored.
  • Each symbol storage area is composed of one byte, and corresponds to the data representing the types of symbols defined in the above-described symbol arrangement table.
  • the types of symbols displayed on the respective display windows 4 L, 4 C and 4 R are specified based on the symbol counter and the symbol arrangement table.
  • the symbol storage areas are provided in response to the center line 8 c , the top line 8 b , the bottom line 8 d , the cross down line 5 e , and the cross up line 5 a .
  • the symbol storage area corresponding to the center line 8 c there are individually stored the type of symbol on the middle stage of the left display window 4 L, the type of symbol on the middle stage of the center display window 4 C, and the type of symbol on the middle stage of the right display window 4 R.
  • the displayed combination is decided based on the data stored in all the symbol storage areas and on the above-described symbol combination table.
  • the CPU 31 is composed for the following purpose. First, a power supply is turned on to apply a voltage to a reset terminal of the CPU 31 , and thus a reset intervention is generated. Based on the reset intervention thus generated, the CPU 31 sequentially performs the respective processes of the reset intervention process, which are stored in the ROM 32 .
  • Step S 1 When the power supply is turned on, the CPU 31 first performs an initialization process (Step S 1 ). In this initialization process, a process for returning data and effective address of a register stored in the RAM 33 when the power supply is cut, and the like are performed.
  • Step S 2 the CPU 31 clears the designated storage area in the RAM 33 (Step S 2 ).
  • the data stored in the internal winning combination storage area and the like of the RAM 33 is cleared.
  • Step S 3 the CPU 31 performs a medal receiving/start check process to be described later with reference to FIG. 56 (Step S 3 ).
  • a dropped number counter is updated by checking the medal sensor 22 S, the BET switches 11 S, 12 S and 13 S, and the like, an input from the start switch 6 S is checked, and so on.
  • the CPU 31 extracts a random number value, and stores the random number value in a random number value storage area (Step S 4 ). Specifically, the CPU 31 extracts the random number value for the lottery, which is to be used in an internal sortition process to be described later, by the random number generator 36 and the sampling circuit 37 , and stores the random number value in the random number value storage area of the RAM 33 .
  • the CPU 31 performs a gaming state monitoring process (Step S 5 ). Specifically, the CPU 31 stores an identifier (a so-called flag) indicating the RB gaming state in the RAM 33 if the RB operating flag is turned on, and stores an identifier indicating the normal gaming state in the RAM 33 if the RB operating flag is turned off.
  • an identifier a so-called flag
  • Step S 6 the CPU 31 performs the internal sortition process to be described latter with reference to FIG. 58 (Step S 6 ).
  • this internal sortition process a process such as decision of the internal winning combination is performed.
  • the CPU 31 decides the stop table based on the winning number storage area and the stop table decision table (Step S 7 ).
  • the CPU 31 transmits the start command to the sub-control circuit 72 (Step S 8 ).
  • the start command data regarding the internal winning combination, the gaming state, and the like are included.
  • the CPU 31 requests the rotations of all the reels to be started (Step S 9 ). Moreover, in this process, the CPU 31 also activates the pressing operation for the stop buttons.
  • a process for starting the rotations of the reels is performed in an intervention process (refer to FIG. 63 ) to be described later.
  • Step S 10 the CPU 31 performs a reel stop control process to be described later with reference to FIG. 62 (Step S 10 ).
  • this reel stop control process a process for stopping the rotations of the reels 3 L, 3 C and 3 R is performed.
  • the CPU 31 performs a displayed combination retrieval process (Step S 11 ). Specifically, the CPU 31 compares the combination of the symbols, which is defined in the symbol combination table, and the combination of the symbols on each of the activated lines 8 a to 8 e , which is stored in the symbol storage area, with each other, and then determines whether or not both of them coincide with each other. Then, in the case of determining that both of the combinations of the symbols coincide with each other, the CPU 31 decides the displayed combination and the payout number based on the combination concerned of the symbols, and updates the displayed combination storage area and the payout number counter. Note that, when it is determined that both of the combinations do not coincide with each other, the displayed combination becomes Losing (Specifically, the displayed combination storage area and the payout number counter are left to be “0”).
  • the CPU 31 transmits a displayed combination command to the sub-control circuit 72 (Step S 12 ).
  • the displayed combination command data regarding the established displayed combination and the like are included.
  • the CPU 31 performs a medal payout process (Step S 13 ). Specifically, based on the payout number counter, the CPU 31 controls the hopper 40 , updates a credit counter, and so on.
  • the CPU 31 determines whether or not the RB operating flag is turned on (Step S 14 ). In the case of determining that the RB operating flag is turned on, the CPU 31 performs a bonus ending check process (Step S 15 ). Specifically, the CPU 31 subtracts 1 from a value of the gaming-enabling number counter, and further subtracts 1 from the winning-enabling number counter if the displayed combination relating to the winning (the symbols of which are three, which are Cherry, Bell, and Watermelon during the operation of RB) is decided.
  • the gaming-enabling number counter indicates data obtained by counting the number of unit games performed during the operation of RB.
  • the winning-enabling number counter indicates data obtained by counting the number that the winning is established when the RB operating flag is turned on. Then, the CPU 31 determines whether or not the winning-enabling number counter or the gaming-enabling number counter indicates 0, and clears the RB operating flag when it is determined that any of the counters indicates 0.
  • Step S 16 the CPU 31 performs a bonus operation check process. Specifically, the CPU 31 determines whether or not the displayed combination is RB. When it is determined that the displayed combination is RB, the CPU 31 turns on the RB operating flag, stores 8 in the winning-enabling number counter, and stores 12 in the gaming-enabling number counter. Further, the CPU 31 clears the carryover combination storage area.
  • the CPU 31 executes Steps S 2 to S 16 as the process in the unit game, and when Step S 16 is ended, the CPU 31 returns to Step S 2 in order to execute processes in the next unit game.
  • the CPU 31 determines whether or not the process currently performed is a dropping process (Step S 51 ). Specifically, when the medal sensor 22 S or the BET switches 11 S, 12 S and 13 S are switched on, the CPU 31 determines that the dropping process is performed. Moreover, when the BET switches 11 S, 12 S and 13 S are switched on, the CPU 31 calculates a value to be added to the dropped number counter for counting the dropped number based on the types of BET switches 11 S, 12 S and 13 S, a value of the dropped number counter for counting the dropped number, and a value of the credit counter for counting the number of credited medals.
  • Step S 51 the CPU 31 updates the dropped number counter (Step S 52 ). Note that, when the addition to the dropped number counter is prohibited in this process, the CPU 31 updates the credit counter in place of the dropped number counter.
  • the CPU 31 determines whether or not an automatic drop counter indicates 0, and in the case of determining that the counter concerned does not indicate 0, performs a process for copying a value of the counter concerned to the dropped number counter. Then, the CPU 31 prohibits a subsequent addition to the dropped number counter.
  • the automatic drop counter indicates data for identifying whether or not Replay has been established in the previous unit game and for specifying the dropped number in the previous unit game. When it is determined that the displayed combination is Replay, the value of the dropped number counter is copied to the automatic drop counter.
  • the CPU 31 stores 5 in an activated line counter (Step S 53 ).
  • the activated line counter indicates data for specifying the number of activated lines.
  • 5 is stored in the activated line counter irrespective of the value of the dropped number counter.
  • the CPU 31 transmits a BET command to the sub-control circuit 72 (Step S 54 ). Data regarding the dropped number, and the like are included in the BET command.
  • Step S 54 determines whether or not the dropped number counter indicates 3 (Step S 55 ). In the case of determining that the dropped number counter does not indicate 3, the CPU 31 returns to Step S 51 .
  • Step S 55 the CPU 31 prohibits the addition to the dropped number counter, and determines whether or not the start lever 6 is tilted (Step S 56 ). In the case of determining that the start lever 6 is not tilted, the CPU 31 returns to Step S 51 . In the case of determining that the start lever 6 is tilted, the CPU 31 ends the medal receiving/start check process, and proceeds to Step S 4 of FIG. 52 .
  • the CPU 31 decides the type of internal sortition table and the number of lotteries based on the gaming state and the internal sortition table decision table (Step S 91 ).
  • Step S 92 determines whether or not a flag of RB is stored in the carryover combination storage area.
  • the CPU 31 changes the number of lotteries to 4 (Step S 93 ).
  • RB is not decided repeatedly when the carryover combination is present in the normal gaming state.
  • Step S 93 the number of lotteries is changed to 4, and thus Special losing 1, Special losing 2, or Special losing 3 is adapted not to be decided, either.
  • a configuration in which these Special losings are decided may also be applied.
  • Step S 94 the CPU 31 sets, as the winning number, the same value as the number of lotteries.
  • the CPU 31 compares the random number value stored in the random number value storage area and the lower and upper limit values corresponding to the winning number with each other (Step S 95 ). Next, the CPU 31 determines whether or not the random number value is equal to or more than the lower limit value and equal to or less than the upper limit value (Step S 96 ).
  • Step S 96 the CPU 31 stores the set winning number in the winning number storage area of the RAM 33 (Step S 97 ).
  • a configuration of the winning number storage area is the one in which an initial value is 0 and sequentially overwritten by performing this process.
  • the CPU 31 refers to the internal winning combination decision table, and decides the internal winning combination based on the winning number (Step S 98 ).
  • the CPU 31 determines whether or not the internal winning combination is RB (Step S 99 ). In the case of determining that the internal winning combination is RB, the CPU 31 stores the flag in the carryover combination storage area based on the internal winning combination (Step S 100 ).
  • Step S 101 the CPU 31 stores, in the internal winning combination storage area, a logical sum of the internal winning combination and the data in the carryover combination storage area (Step S 101 ). For example, in the case where Bell is decided when RB is carried over, the data in the internal winning combination storage area becomes “00010010”.
  • Step S 101 the CPU 31 subtracts 1 from the number of lotteries (Step S 102 ).
  • Step S 103 the CPU 31 determines whether or not the number of lotteries is 0 (Step S 103 ). In the case of determining that the number of lotteries is not 0, the CPU 31 returns to Step S 94 described above.
  • Step S 104 the CPU 31 stores, in the internal winning combination storage area, the logical sum of the internal winning combination and the data in the carryover combination storage area (Step S 104 ).
  • the data in the internal winning combination storage area is “00000000”, “00100000”, “01000000”, or “10000000”, then the internal winning combination becomes Losing.
  • the internal sortition process is ended, and the CPU 31 proceeds to Step S 7 of FIG. 52 .
  • a configuration is adopted, in which the retrieval is performed for all the winning numbers until the number of lotteries is updated to 0.
  • a configuration can also be applied, in which, when the winning number is decided until the number of lotteries is updated to 0, the retrieval is not performed for the rest of the winning numbers.
  • the speed of the process can be enhanced.
  • the CPU 31 determines whether or not the activated stop button is pressed (Step S 131 ). In the case of determining that the activated stop button is not pressed, the CPU 31 repeats the process of Step S 131 .
  • the CPU 31 may also determine whether or not a predetermined time (for example, 30 seconds) has elapsed since the start switch 6 S was switched on (in order to perform a so-called automatic stop) as well as determines whether or not the activated stop button is pressed.
  • a predetermined time for example, 30 seconds
  • Step S 131 the CPU 31 specifies the type of the stop button concerned and the symbol counter of the reel concerned, and inactivates the subsequent pressing operations for the stop button. Then, based on the stop table, the internal winning combination, and the priority table, the CPU 31 decides the number of sliding symbols (Step S 132 ).
  • Step S 132 basically, the number of sliding symbols is decided based on the above-described stop table.
  • the internal winning combination relating to the winning is stored in the internal winning combination storage area, and the presence of the symbol position where the combination of the symbols, which relates to the above-described internal winning combination, is displayable is retrieved within the range of four symbols from the stop starting position, a difference to the symbol position concerned is decided as the number of sliding symbols.
  • the priority table is referred to, and the number of sliding symbols is decided based on the priority.
  • the following configuration is adopted. Specifically, when the winning number 2 (that is, Bell) is decided, the stop table for Special losing 1, which is common to the winning number 6 (that is, Special losing 1), is decided. Moreover, when the winning number 3 (that is, Watermelon) is decided, the stop table for Special losing 2, which is common to the winning number 7 (that is, Special losing 2), is decided. Furthermore, when the winning number 4 (that is, Replay) is decided, the stop table for Special losing 3, which is common to the winning number 8 (that is, Special losing 3), is decided.
  • the CPU 31 decides the stop scheduling position based on the decided number of sliding symbols and the current symbol position (Step S 133 ). For example, if the decided number of sliding symbols is “2” and the current symbol position (that is, the stop starting position) is “20”, then the stop scheduling position is decided at “1”. Moreover, when the stop scheduling position is decided, a process for stopping the rotation of the reel based on the stop scheduling position is performed in the intervention process (refer to FIG. 63 ) to be described later.
  • the number of sliding symbols and the stop scheduling position are in a relationship where, when one of them is decided, the other is decided, and accordingly, it can be said that both of them are in a relationship where they are equivalent to each other.
  • Step S 134 the CPU 31 transmits a reel stop command to the sub-control circuit 72 (Step S 134 ).
  • the reel stop command data regarding the type of the stopped reel and the like are included.
  • the CPU 31 updates the symbol storage areas based on the stop scheduling position (Step S 135 ). Specifically, the identifier of the symbol to be displayed on the activated line for the reel to be stopped is stored in all the symbol storage areas.
  • Step S 136 the CPU 31 determines whether or not the stop button for which the pressing operation is activated is present. In the case of determining that the stop button for which the pressing operation is activated is present, the CPU 31 returns to Step S 131 , and in the case of determining that the stop button for which the pressing operation is activated is not present, the CPU 31 ends the reel stop control process, and proceeds to Step S 11 of FIG. 52 .
  • the CPU 31 saves the register (Step S 201 ).
  • the CPU 31 performs an input port check process (Step S 202 ). Specifically, the CPU 31 checks an input of a signal from each switch, and the like.
  • Step S 203 the CPU 31 performs a reel control process. Specifically, when the rotations of the reels are requested to be started, the CPU 31 starts the rotations of the reels 3 L, 3 C and 3 R, and rotates the reels concerned at a constant speed. Moreover, if the stop scheduling position is decided, then the rotation of the reel concerned is decelerated and stopped after waiting for the data of the symbol counter of the reel concerned to be updated to the same value as that of the stop scheduling position. For example, if the symbol counter indicates “0” and the stop scheduling position is “4”, then the rotation of the reel is stopped when the symbol counter is updated to “4”.
  • the CPU 31 performs a lamp/7-SEG driving process (Step S 204 ). Specifically, the CPU 31 performs processes for turning on the BET lamps 9 a , 9 b and 9 c and displaying the payout number on the information display portion 18 based on the dropped number counter.
  • Step S 205 the intervention process in the cycle of 1.1173 ms is ended.
  • Losing is decided in the case where the random number value assigned to the winning combination is not included in any of the plural numerical ranges defined in the internal sortition table (that is, Losing in which the winning number is 0).
  • Losings to be decided when the random number value is included in predetermined numerical ranges that is, the winning number 6, the winning number 7, and the winning number 8) defined in the internal sortition table are provided.
  • Losings described above are Special losing 1 of the winning number 6, Special losing 2 of the winning number 7, and Special losing 3 of the winning number 8.
  • the plural numerical ranges in which the internal winning combinations relating to the non-winning are decided are defined.
  • the stop table is decided, in which the numbers of sliding symbols are defined so as to display the combinations of the symbols, which are different from one another, in response to these plural numerical ranges.
  • the combinations of the symbols to be displayed on the display windows 4 L, 4 C and 4 R can be varied, thus making it possible to enhance the interest of the game.
  • the numerical range in which the internal winning combination relating to the non-winning is decided is classified into four ranges.
  • the numerical range is further classified into much more ranges, followed by the definition thereof, and stop tables are decided, in which combinations of the symbols, which are different from one another in response to the respective classified ranges, are displayed, thus making it possible to more vary the combinations of the symbols to be displayed on the display windows 4 L, 4 C and 4 R.
  • plural types of the stop tables are provided for each of the internal winning combinations, sortition processes dedicated thereto are performed, and thus one stop table is decided from these plural types of stop tables.
  • the sortition process dedicated to one stop table is performed in order to decide the one stop table from the plural stop tables, there has been a problem that a load on the capacity for the program and the data, which relate to the sortition process concerned, becomes large.
  • the fourth embodiment as described above, the following configuration is adopted. Specifically, the numerical range in which the internal winning combinations relating to the non-winning are decided are classified into the plural numerical ranges in advance, and the stop tables different from one another are provided therefor. Accordingly, it becomes unnecessary to perform the dedicated sortition processes, and it is made possible to vary the displayable combinations of the symbols while reducing the load to be applied to the processes concerned.
  • the stop table (for example, the stop table for Special losing 2) common to the winning number relating to the winning (for example, the winning number 3) and the winning number relating to the non-winning (for example, the winning number 7) is decided.
  • the dedicated stop tables are decided individually for the winning numbers relating to the winning, it is made possible to reduce the number of stop tables.
  • the internal winning combination relating to the winning for example, Watermelon
  • the above-described common stop table for example, the stop table for Special losing 2
  • the symbol position where the symbol corresponding to the internal winning combination relating to the winning concerned is displayable on the activated line is present within the range of four symbols from the stop starting position of the reel concerned, then the difference to the symbol position concerned is decided as the number of sliding symbols.
  • the symbol position where the symbol concerned is displayable is not present within the range of four symbols from the stop starting position of the reel concerned, then the number of sliding symbols, which is extracted from the decided stop table, is decided.
  • the rotations of the reels are stopped so as to capture the combination of the symbols (for example, Watermelon-Watermelon-Watermelon), which relates to the winning concerned, to one activated line. Accordingly, it is made possible to eliminate interference in deciding the winning.
  • the winning number 1 that is, Cherry
  • the winning number 5 that is, RB
  • a configuration in which the stop tables dedicated thereto are decided is adopted.
  • a configuration may also be adopted, in which the stop table common to the winning number relating to the non-winning is decided, similarly to the case of the winning number 2 (that is, Bell), and the like.
  • the following configuration in which the stop table (that is, the stop table for Special losing 1) common to the winning number 1 (that is, Cherry) and the winning number 6 (that is, Special losing 1) is decided, and the stop table (that is, the stop table for Special losing 3) common to the winning number 5 (that is, RB) and the winning number 8 (that is, Special losing 3) is decided.
  • the present invention is also applicable to a gaming machine such as a slot machine and a video slot machine besides the pachi-slot machine as described in the fourth embodiment.
  • a game program as executing the operation in the above-described slot machine as one for a family gaming machine in a pseudo manner, a game can be executed by applying the preset invention thereto.
  • a recording medium which records the game program a CD-ROM, a floppy disk (FD), and other arbitrary recording mediums can be used.
  • the lower and upper limit values that is, the numerical ranges from the lower limit values to the upper limit values
  • the winning numbers are data for identifying the plural numerical ranges defined in the internal sortition tables, and data for use in deciding the internal winning combinations to be described later, and so on.
  • the retrieval is performed in the descending order of the winning numbers as to whether or not the random number values extracted from the range of “0 to 65535” are included in the numerical ranges from the lower limit values to the upper limit values, which are assigned to the above-described respective winning numbers. Then, when each of the extracted random number values is included in any of the numerical ranges, the winning number corresponding thereto is decided.
  • the above-described number of lotteries indicates the number of times that the retrieval is performed. Note that, as a result that the retrieval is performed by the number of lotteries, when the random number value does not apply to any of the winning numbers, the winning number 0 is decided.
  • a winning probability of each winning number can be calculated by “the number obtained by adding 1 to a difference between the upper and lower limit values defined for each winning number/the number of the entire random number values generated (that is, 65536)”.
  • FIG. 14A shows the internal sortition table for the normal gaming state.
  • the internal sortition table for the normal gaming state lower and upper limit values corresponding to the winning numbers 1 to 8 are defined.
  • a configuration is not adopted, in which the winning probabilities of the respective winning numbers are different from one another in response to the dropped numbers.
  • a configuration may also be adopted, in which the winning probabilities of the respective winning numbers are different from one another in response to the dropped numbers.
  • FIG. 14B shows an internal sortition table for a replay time (hereinafter, abbreviated as “RT”).
  • RT replay time
  • the internal sortition table for RT has a basically similar configuration to that of the internal sortition table for the normal gaming state.
  • the numerical range corresponding to the winning number 4 (Replay to be described later) is defined at “6556 to 15535” in the internal sortition table for the normal gaming state
  • the numerical range corresponding to the winning number 4 is defined at “6556 to 50235” larger than the above-described numerical range in the internal sortition table for RT.
  • the winning probability of the winning number 4 (Replay to be described later) is increased as compared with that in the internal sortition table for the normal gaming state.
  • FIG. 14C shows the internal sortition table for the RB gaming state.
  • the internal sortition table for the RB gaming state lower and upper limit values corresponding to the winning numbers 1 to 3 are defined.
  • the internal sortition table for the RB gaming state a configuration is adopted, in which the winning probability of the winning number 2 (Bell to be described later) is extremely high.
  • the internal winning combinations corresponding to the above-described winning numbers are defined. Specifically, Cherry, Bell, Watermelon, Replay, Special losing 1, Special losing 2, Special losing 3, and RB are defined in response to the respective winning numbers 1 to 8. Note that, when the winning number is 0, Losing is basically decided. When a certain winning number is decided (that is, when the numerical range in which the extracted random number value is included is decided) by the above-described internal sortition table, the internal winning combination corresponding to the winning number concerned is decided. Accordingly, it can be said that the decision of the winning number and the decision of the internal winning combination are in a relationship where they are equivalent to each other.
  • the type of each internal winning combination is represented by data of one byte, and a bit string corresponding to the type of each internal winning combination is turned on. For example, data representing Cherry is “00000001”, and data representing Special losing 3 is “10000000”.
  • FIG. 23 A description will be made of a conceptual view of the winning areas of the respective winning numbers (that is, the internal winning combinations) in the normal gaming state with reference to FIG. 23 .
  • the winning areas shown in FIG. 23 correspond to the above-described internal sortition table for the normal gaming state.
  • the entire area of the winning areas shown in FIG. 23 represents the range of all the generated random number values, which is the above-described “0 to 65535”. Moreover, the area of each winning number (that is, each internal winning combination) represents the numerical range defined by the lower and upper limit values defined for each thereof.
  • the areas corresponding to the winning numbers 1 to 4 and 8 are areas relating to the winning, and the areas corresponding to the winning numbers 5 to 7 and 0 are areas relating to the non-winning (the so-called Losing).
  • the numerical range in which the internal winning combinations become Losings is classified into the following ranges, which are: “50236 to 50535” corresponding to the winning number 5; “50536 to 55535” corresponding to the winning number 6; “55536 to 60535” corresponding to the winning number 7; and “15536 to 50235” and “60536 to 65535”, both of which correspond to the winning number 0, followed by the definition.
  • the types of stop tables corresponding to the winning numbers are defined. Specifically, the stop tables individually corresponding to Losing, Cherry, Bell, Watermelon, Replay, Special losing 1, Special losing 2, Special losing 3, and RB are defined in response to the respective winning numbers 0 to 8 stored in winning number storage areas.
  • the stop tables different from one another are defined in response to the respective winning numbers 5 to 7 and 0 in which the internal winning combinations become Losings.
  • stop tables A description will be made of the stop tables with reference to FIG. 32 , FIG. 34 , and FIG. 39 . Moreover, a description will be made of display examples of combinations of the symbols, which are based on the stop tables shown in FIG. 32 , FIG. 34 , and FIG. 39 , with reference to FIGS. 44A to 44 C.
  • the numbers of sliding symbols are defined, which correspond to the symbol positions corresponding to the symbol counters of the reels for which the stopping operations by the stop switch 7 S are detected.
  • the symbol positions are positions where the stop of the rotations of the reels is started, which are referred to as “stop starting positions”.
  • Each number of sliding symbols is a rotation amount of the reel from the detection of the stopping operation by the stop switch 7 S to the stop of the rotation of the corresponding reel.
  • the number of sliding symbols is the number of sliding symbols which pass through the center line 8 c in a period from the detection of the stopping operation by the stop switch 7 S to the stop of the rotation of the corresponding reel. The number is grasped by a value of the symbol counter, which is updated since the stopping operation is detected by the stop switch 7 S.
  • a control to stop the rotations of the reels 3 L, 3 C and 3 R is performed in 190 msec after the signal is outputted from the stop switch 7 S, and the maximum number of sliding symbols is defined to be “4”. For example, if the stop starting position is “0”, then it is made possible to stop the rotations of the reels so that the symbols of which positions are up to “4” can be displayed on the center line 8 c.
  • the control to stop the rotations of the reels which makes it possible to display the symbols within the range of the number of symbols from the stop starting position on the center line 8 c as described above, is referred to as so-called “capture”.
  • the symbol positions where the symbols are captured by the number of sliding symbols from the stop starting position and are stopped are referred to as “stop scheduling positions”. Note that, since the combination of the symbols, which is based on the number of sliding symbols, the number being defined in the stop table, is displayed on the display windows 4 L, 4 C and 4 R, it can be said that the combination of the symbols to be displayed on the display windows 4 L, 4 C and 4 R is defined in the stop table.
  • FIG. 32 shows a stop table for Special losing 1 to be decided when the winning number is 5 (that is, Special losing 1).
  • the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the left reel 3 L, is any of “0”, “3”, “8”, “13”, and “16”.
  • Star is displayed on the middle stage of the left display window 4 L.
  • the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the center reel 3 C, is any of “2”, “6”, “11”, “15”, and “20”.
  • Star is displayed on the middle stage of the center display window 4 C.
  • the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the right reel 3 R, is any of “1”, “5”, “8”, “12”, and “17”.
  • Star is displayed on the middle stage of the right display window 4 R.
  • FIG. 34 shows a stop table for Special losing 2 to be decided when the winning number is 6 (that is, Special losing 2).
  • the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the left reel 3 L, is any of “1”, “6”, “9”, “14”, and “19”.
  • Bell is displayed on the upper stage of the left display window 4 L.
  • the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the center reel 3 C, is any of “0”, “4”, “7”, “12”, and “16”.
  • Bell is displayed on the middle stage of the center display window 4 C.
  • the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the right reel 3 R, is any of “1”, “5”, “8”, “12”, and “17”.
  • Bell is displayed on the upper stage of the right display window 4 R.
  • FIG. 39 shows a stop table for Special losing 3 to be decided when the winning number is 7 (that is, Special losing 3).
  • the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the left reel 3 L, is any of “2”, “7”, “10”, “15”, and “20”.
  • Bell is displayed on the upper stage of the left display window 4 L.
  • the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the center reel 3 C, is any of “0”, “4”, “7”, “12”, and “16”.
  • Bell is displayed on the middle stage of the center display window 4 C.
  • the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the right reel 3 R, is any of “0”, “4”, “7”, “11”, and “16”.
  • the stop table for Losing is a table in which the numbers of sliding symbols are defined so that combinations of the symbols, which are different from those of the stop tables individually corresponding to the winning numbers 5 to 7 (for example, “Replay-Replay-Bell” on the center line 8 c ), can be displayed.
  • the combinations of the symbols, which are different from one another are displayed on the display windows 4 L, 4 C and 4 R.
  • priorities at which the internal winning combinations (or the symbols) are captured are defined. Specifically, 1 to 3 are defined as the priorities, and “Replay” is defined in response to the priority 1, “RB” is defined in response to the priority 2, and “Cherry, Bell, Watermelon” are defined in response to the priority 3. Cherry, Bell, and Watermelon are grouped, and one priority is defined thereto. Specifically, the priorities given to these symbols are equal to each other. Basically, when two or more internal winning combinations relating to the winning are decided, this priority table is referred to, and to which of the internal winning combinations the priority is to be given is decided.
  • each displayed combination is represented by data of one byte. For example, data representing Cherry is “00000001”.
  • a combination of the symbols, which relates to Cherry is “Cherry-ANY (representing that any type of symbol is allowed here) -ANY”, where Cherry of the left reel 3 L is displayed on any of the upper, middle and lower stages of the left display windows 4 L.
  • Cherry of the left reel 3 L is displayed in such a way, it is decided that the displayed combination is Cherry irrespective of the types of symbols displayed on the remaining display windows 4 C and 4 R.
  • the payout number corresponding to Cherry is 14.
  • Cherry, Bell, and Watermelon relate to the payout of the game mediums (for example, the medals).
  • Replay relates to the operation of the repeated game.
  • RB relates to an operation of a gaming state (for example, an RB gaming state) advantageous for the player.
  • the decided internal winning combination is stored (memorized) in the internal winning combination storage area.
  • the internal winning combination storage area is composed of one byte, and corresponds to the configuration of the data of the above-described internal winning combination. Specifically, a bit string corresponding to the type of the decided internal winning combination is turned on. Note that, when the winning number is 0, basically, the entire bits become 0. When two or more of internal winning combinations are decided, both of bit strings individually corresponding thereto are turned on. Note that a displayed combination storage area in which the displayed combinations decided based on the above-described symbol combination table are stored has a configuration similar to that of the internal winning combination storage area.
  • RB When RB is decided as the internal winning combination by the above-described internal winning combination decision table, RB is stored in the carryover combination storage area.
  • the carryover combination storage area is composed of one byte, and Bit 4 corresponds to RB as in the internal winning combination storage area.
  • data in the carryover combination storage area is cleared.
  • the carryover combination is decided based on the internal winning combination, it can also be said that the carryover combination is a subordinate concept of the internal winning combination.
  • Each symbol storage area data representing the types of symbols displayed on the respective display windows 4 L, 4 C and 4 R are stored.
  • Each symbol storage area is composed of one byte, and corresponds to the data representing the types of symbols defined in the above-described symbol arrangement table.
  • the types of symbols displayed on the respective display windows 4 L, 4 C and 4 R are specified based on the symbol counter and the symbol arrangement table.
  • the symbol storage areas are provided in response to the center line 8 c , the top line 8 b , the bottom line 8 d , the cross down line 5 e , and the cross up line 5 a .
  • the symbol storage area corresponding to the center line 8 c there are individually stored the type of symbol on the middle stage of the left display window 4 L, the type of symbol on the middle stage of the center display window 4 C, and the type of symbol on the middle stage of the right display window 4 R.
  • the displayed combination is decided based on the data stored in all the symbol storage areas and on the above-described symbol combination table.
  • the CPU 31 is composed for the following purpose. First, a power supply is turned on to apply a voltage to a reset terminal of the CPU 31 , and thus a reset intervention is generated. Based on the reset intervention thus generated, the CPU 31 sequentially performs the respective processes of the reset intervention process, which are stored in the ROM 32 .
  • Step S 1 When the power supply is turned on, the CPU 31 first performs an initialization process (Step S 1 ). In this initialization process, a process for returning data and effective address of a register stored in the RAM 33 when the power supply is cut, and the like are performed.
  • Step S 2 the CPU 31 clears the designated storage area in the RAM 33 (Step S 2 ).
  • the data stored in the internal winning combination storage area and the like of the RAM 33 is cleared.
  • Step S 3 the CPU 31 performs a medal receiving/start check process to be described later with reference to FIG. 57 (Step S 3 ).
  • a dropped number counter is updated by checking the medal sensor 22 S, the BET switches 11 S, 12 S and 13 S, and the like, an input from the start switch 6 S is checked, and so on.
  • the CPU 31 extracts a random number value, and stores the random number value in a random number value storage area (Step S 4 ). Specifically, the CPU 31 extracts the random number value for the lottery, which is to be used in an internal sortition process to be described later, by the random number generator 36 and the sampling circuit 37 , and stores the random number value in the random number value storage area of the RAM 33 .
  • the CPU 31 performs a gaming state monitoring process (Step S 5 ). Specifically, the CPU 31 stores an identifier (a so-called flag) indicating the RB gaming state in the RAM 33 if the RB operating flag is turned on, and stores an identifier indicating the normal gaming state in the RAM 33 if the RB operating flag is turned off.
  • an identifier a so-called flag
  • Step S 6 the CPU 31 performs the internal sortition process to be described latter with reference to FIG. 60 (Step S 6 ).
  • this internal sortition process a process such as decision of the internal winning combination is performed.
  • the CPU 31 decides the stop table based on the winning number storage area and the stop table decision table (Step S 7 ).
  • the CPU 31 transmits the start command to the sub-control circuit 72 (Step S 8 ).
  • the start command data regarding the internal winning combination, the gaming state, and the like are included.
  • the CPU 31 requests the rotations of all the reels to be started (Step S 9 ). Moreover, in this process, the CPU 31 also activates the pressing operation for the stop buttons.
  • a process for starting the rotations of the reels is performed in an intervention process (refer to FIG. 63 ) to be described later.
  • Step S 10 the CPU 31 performs a reel stop control process to be described later with reference to FIG. 62 (Step S 10 ).
  • this reel stop control process a process for stopping the rotations of the reels 3 L, 3 C and 3 R is performed.
  • the CPU 31 performs a displayed combination retrieval process (Step S 11 ). Specifically, the CPU 31 compares the combination of the symbols, which is defined in the symbol combination table, and the combination of the symbols on each of the activated lines 8 a to 8 e , which is stored in the symbol storage area, with each other, and then determines whether or not both of them coincide with each other. Then, in the case of determining that both of the combinations of the symbols coincide with each other, the CPU 31 decides the displayed combination and the payout number based on the combination concerned of the symbols, and updates the displayed combination storage area and the payout number counter. Then, in the case of determining that the displayed combination is Replay, the CPU 31 copies a value of the dropped number counter to the automatic drop counter. Moreover, when it is determined that both of the combinations do not coincide with each other, the displayed combination becomes Losing (Specifically, the displayed combination storage area and the payout number counter are left to be “0”).
  • the CPU 31 transmits a displayed combination command to the sub-control circuit 72 (Step S 12 ).
  • the displayed combination command data regarding the established displayed combination and the like are included.
  • the CPU 31 performs a medal payout process (Step S 13 ). Specifically, based on the payout number counter, the CPU 31 controls the hopper 40 , updates a credit counter, and so on.
  • the CPU 31 determines whether or not the RB operating flag is turned on (Step S 14 ). In the case of determining that the RB operating flag is turned on, the CPU 31 performs a bonus ending check process (Step S 15 ). Specifically, the CPU 31 subtracts 1 from a value of the gaming-enabling number counter, and further subtracts 1 from the winning-enabling number counter if the displayed combination relating to the winning (the symbols of which are three, which are Cherry, Bell, and Watermelon during the operation of RB) is decided.
  • the gaming-enabling number counter indicates data obtained by counting the number of unit games performed during the operation of RB.
  • the winning-enabling number counter indicates data obtained by counting the number that the winning is established when the RB operating flag is turned on. Then, the CPU 31 determines whether or not the winning-enabling number counter or the gaming-enabling number counter indicates 0, and clears the RB operating flag when it is determined that any of the counters indicates 0.
  • Step S 16 the CPU 31 performs a bonus operation check process. Specifically, the CPU 31 determines whether or not the displayed combination is RB. When it is determined that the displayed combination is RB, the CPU 31 turns on the RB operating flag, stores 8 in the winning-enabling number counter, and stores 12 in the gaming-enabling number counter. Further, the CPU 31 clears the carryover combination storage area.
  • Step S 17 the CPU 31 determines whether or not an RT operating flag is turned on.
  • the CPU 31 performs an RT ending check process to be described later with reference to FIG. 66 (Step S 18 ).
  • this RT ending check process a process for checking whether or not the operation of RT is to be ended is performed.
  • the CPU 31 returns to Step S 2 .
  • Step S 19 the CPU 31 performs an RT operation check process to be described later with reference to FIG. 65 (Step S 19 ).
  • this RT operation check process a process for checking whether or not the operation of RB is to be started based on the combination of the symbols displayed on the activated line is performed.
  • the CPU 31 returns to Step S 2 .
  • the RT operation check process is adapted to be performed only when the RT operating flag is turned off, and thus an operation of new RT is adapted not to be started when the RT operating flag is turned on.
  • the CPU 31 executes Steps S 2 to S 18 (or Step S 19 ) as the process in the unit game, and when Step S 18 (or Step S 19 ) is ended, the CPU 31 returns to Step S 2 in order to execute processes in the next unit game.
  • the CPU 31 determines whether or not the automatic drop counter indicates 0 (Step S 51 ).
  • the automatic drop counter indicates data for identifying whether or not Replay has been established in the previous unit game and for specifying the dropped number in the previous unit game.
  • the value of the dropped number counter is copied to the automatic drop counter.
  • Step S 51 the CPU 31 copies a value of the automatic drop counter to the dropped number counter (Step S 52 ). Moreover, the CPU 31 prohibits the addition to the dropped number counter. Next, the CPU 31 transmits a BET command to the sub-control circuit 72 (Step S 53 ).
  • Step S 54 the CPU 31 determines whether or not the process currently performed is a dropping process. Specifically, when the medal sensor 22 S or the BET switches 11 S, 12 S and 13 S are switched on, the CPU 31 determines that the dropping process is performed. Moreover, when the BET switches 11 S, 12 S and 13 S are switched on, the CPU 31 calculates a value to be added to the dropped number counter for counting the dropped number based on the types of BET switches 11 S, 12 S and 13 S, a value of the dropped number counter for counting the dropped number, and a value of the credit counter for counting the number of credited medals.
  • Step S 54 the CPU 31 updates the dropped number counter (Step S 55 ). Note that, when the addition to the dropped number counter is prohibited in this process, the CPU 31 updates the credit counter in place of the dropped number counter.
  • the CPU 31 transmits a BET command to the sub-control circuit 72 (Step S 56 ). Data regarding the dropped number, and the like are included in the BET command.
  • Step S 56 the CPU 31 determines whether or not the dropped number counter indicates 3 (Step S 57 ). In the case of determining that the dropped number counter does not indicate 3, the CPU 31 returns to Step S 54 .
  • Step S 57 the CPU 31 prohibits the addition to the dropped number counter, and determines whether or not the start lever 6 is tilted (Step S 58 ). In the case of determining that the start lever 6 is not tilted, the CPU 31 returns to Step S 54 . Moreover, in the case of determining that the start lever 6 is tilted, the CPU 31 ends the medal receiving/start check process, and proceeds to Step S 4 of FIG. 54 .
  • the CPU 31 decides the type of internal sortition table and the number of lotteries based on the gaming state and the internal sortition table decision table (Step S 91 ).
  • the CPU 31 determines whether or not a flag of RB is stored in the carryover combination storage area (Step S 92 ). In the case of determining that the flag of RB is stored in the carryover combination storage area, the CPU 31 changes the number of lotteries to 7 (Step S 93 ). Thus, RB is not decided repeatedly when the carryover combination is present.
  • Step S 94 the CPU 31 determines whether or not the RT operating flag is turned on.
  • the CPU 31 changes the internal sortition table from the internal sortition table for the normal gaming state to the internal sortition table for RT (Step S 95 ).
  • the process of Step S 95 constitutes a part of internal sortition table changing unit for changing a first internal sortition table to a second internal sortition table.
  • Step S 95 the CPU 31 sets, as the winning number, the same value as the number of lotteries (Step S 96 ).
  • the CPU 31 compares the random number value stored in the random number value storage area and the lower and upper limit values corresponding to the winning number with each other (Step S 97 ). Next, the CPU 31 determines whether or not the random number value is equal to or more than the lower limit value and equal to or less than the upper limit value (Step S 98 ).
  • Step S 99 the CPU 31 stores the set winning number in the winning number storage area of the RAM 33 (Step S 99 ).
  • a configuration of the winning number storage area is in which an initial value is 0 and sequentially overwritten by performing this process.
  • the CPU 31 refers to the internal winning combination decision table, and decides the internal winning combination based on the winning number (Step S 100 ).
  • the CPU 31 determines whether or not the internal winning combination is RB (Step S 101 ). In the case of determining that the internal winning combination is RB, the CPU 31 stores the flag in the carryover combination storage area based on the internal winning combination (Step S 102 ).
  • Step S 102 the CPU 31 stores, in the internal winning combination storage area, a logical sum of the internal winning combination and the data in the carryover combination storage area (Step S 103 ). For example, in the case where Bell is decided when RB is carried over, the data in the internal winning combination storage area becomes “00010010”.
  • Step S 104 the CPU 31 subtracts 1 from the number of lotteries.
  • Step S 105 the CPU 31 determines whether or not the number of lotteries is 0 (Step S 105 ). In the case of determining that the number of lotteries is not 0, the CPU 31 returns to Step S 96 described above.
  • Step S 106 the CPU 31 stores, in the internal winning combination storage area, the logical sum of the internal winning combination and the data in the carryover combination storage area (Step S 106 ).
  • the data in the internal winning combination storage area is “00000000”, “00100000”, “01000000”, or “10000000”, then the internal winning combination becomes Losing.
  • the internal sortition process is ended, and the CPU 31 proceeds to Step S 7 of FIG. 54 .
  • the CPU 31 determines whether or not the activated stop button is pressed (Step S 131 ). In the case of determining that the activated stop button is not pressed, the CPU 31 repeats the process of Step S 131 .
  • the CPU 31 may also determine whether or not a predetermined time (for example, 30 seconds) has elapsed since the start switch 6 S was switched on (in order to perform a so-called automatic stop) as well as determines whether or not the activated stop button is pressed.
  • a predetermined time for example, 30 seconds
  • Step S 131 the CPU 31 specifies the type of the stop button concerned and the symbol counter of the reel concerned, and inactivates the subsequent pressing operations for the stop button. Then, based on the stop table, the internal winning combination, and the priority table, the CPU 31 decides the number of sliding symbols (Step S 132 ).
  • Step S 132 basically, the number of sliding symbols is decided based on the above-described stop table. However, when the internal winning combination relating to the winning is stored in the internal winning combination storage area, and the presence of the symbol position where the combination of the symbols, which relates to the above-described internal winning combination, is displayable is retrieved within the range of four symbols from the stop starting position, a difference to the symbol position concerned is decided as the number of sliding symbols.
  • the stop table for Losing is decided and RB is stored in the internal winning combination storage area
  • a difference to the symbol position where Red 7 is displayable is decided as the number of sliding symbols.
  • the number of sliding symbols which is extracted from the stop table for Losing, is decided as the number of sliding symbols.
  • the priority table is referred to, and the number of sliding symbols is decided based on the priority.
  • the CPU 31 decides the stop scheduling position based on the decided number of sliding symbols and the current symbol position (Step S 133 ). For example, if the decided number of sliding symbols is “2” and the current symbol position (that is, the stop starting position) is “20”, then the stop scheduling position is decided at “1”. Moreover, when the stop scheduling position is decided, a process for stopping the rotation of the reel based on the stop scheduling position is performed in the intervention process (refer to FIG. 63 ) to be described later. Note that the number of sliding symbols and the stop scheduling position are in a relationship where, when one of them is decided, the other is decided, and accordingly, it can be said that both of them are in a relationship where they are equivalent to each other.
  • Step S 134 the CPU 31 transmits a reel stop command to the sub-control circuit 72 (Step S 134 ).
  • the reel stop command data regarding the type of the stopped reel and the like are included.
  • the CPU 31 updates the symbol storage areas based on the stop scheduling position (Step S 135 ). Specifically, the identifier of the symbol to be displayed on the activated line for the reel to be stopped is stored in all the symbol storage areas.
  • Step S 136 the CPU 31 determines whether or not the stop button for which the pressing operation is activated is present. In the case of determining that the stop button for which the pressing operation is activated is present, the CPU 31 returns to Step S 131 , and in the case of determining that the stop button for which the pressing operation is activated is not present, the CPU 31 ends the reel stop control process, and proceeds to Step S 11 of FIG. 54 .
  • the CPU 31 determines whether or not the combination “Star-Star-Star” of the symbols is stored in the symbol storage area (that is, whether or not Stars of the respective reels 3 L, 3 C and 3 R are displayed in line on any of the activated lines) (Step S 141 ). In the case of determining that the combination “Star-Star-Star” of the symbols is not stored in the symbol storage area, the CPU 31 ends the RT operation check process, and returns to Step S 2 of FIG. 54 .
  • the CPU 31 updates the RT operating flag to be on (Step S 142 ).
  • the CPU 31 stores 30 in an RT gaming-enabling number counter (Step S 143 ).
  • the RT gaming-enabling number counter indicates data for counting the number of unit games performed during the operation of RT. After this process is ended, the RT operation check process is ended, and the CPU 31 returns to Step S 2 of FIG. 54 .
  • the CPU 31 subtracts 1 from the RT gaming-enabling number counter (Step S 151 ).
  • the CPU 31 determines whether or not the RT gaming-enabling number counter indicates 0 (Step S 152 ). In the case of determining that the RT gaming-enabling number counter does not indicate 0, the CPU 31 ends the RT ending check process, and returns to Step S 2 of FIG. 54 .
  • Step S 152 the CPU 31 updates the RT operating flag to be off (Step S 153 ).
  • Step S 153 the RT operation check process is ended, and the CPU 31 returns to Step S 2 of FIG. 54 .
  • the CPU 31 saves the register (Step S 201 ).
  • the CPU 31 performs an input port check process (Step S 202 ). Specifically, the CPU 31 checks an input of a signal from each switch, and the like.
  • Step S 203 the CPU 31 performs a reel control process. Specifically, when the rotations of the reels are requested to be started, the CPU 31 starts the rotations of the reels 3 L, 3 C and 3 R, and rotates the reels concerned at a constant speed. Moreover, if the stop scheduling position is decided, then the rotation of the reel concerned is decelerated and stopped after waiting for the data of the symbol counter of the reel concerned to be updated to the same value as that of the stop scheduling position. For example, if the symbol counter indicates “0” and the stop scheduling position is “4”, then the rotation of the reel is stopped when the symbol counter is updated to “4”.
  • the CPU 31 performs a lamp/7-SEG driving process (Step S 204 ). Specifically, the CPU 31 performs processes for turning on the BET lamps 9 a , 9 b and 9 c and displaying the payout number on the information display portion 18 based on the dropped number counter.
  • Step S 205 the intervention process in the cycle of 1.1173 ms is ended.
  • Losing is decided in the case where the random number value assigned to the winning combination is not included in any of the plural numerical ranges defined in the internal sortition table (that is, Losing in which the winning number is 0).
  • the plural numerical ranges in which the random number values become Losing that is, the winning number 5, the winning number 6, and the winning number 7 are defined in the internal sortition table, and Losings to be decided in the case where the random number values are included in the numerical ranges concerned (that is, Special losing 1 of the winning number 5, Special losing 2 of the winning number 6, and Special losing 3 of the winning number 7) are provided.
  • the plural numerical ranges in which the internal winning combinations relating to the non-winning are decided are defined.
  • the stop table is decided, in which the numbers of sliding symbols are defined so as to display the combinations of the symbols, which are different from one another, in response to these plural numerical ranges in which the internal winning combinations relating to the non-winning are decided.
  • the combinations of the symbols to be displayed on the display windows 4 L, 4 C and 4 R can be varied, thus making it possible to enhance the interest of the game.
  • the numerical range in which the internal winning combination relating to the non-winning is decided is further classified into much more ranges, and the stop tables are decided, in which the combinations of the symbols, which are different from one another in response to the respective classified ranges, followed by the definition thereof, thus making it possible to further vary the combinations of the symbols to be displayed on the display windows 4 L, 4 C and 4 R.
  • the stop tables are provided for each of the internal winning combinations, sortition processes dedicated thereto are performed, and thus one stop table is decided from these plural stop tables.
  • the sortition process dedicated to one stop table since it is necessary to perform the sortition process dedicated to one stop table in order to decide the one stop table from the plural stop tables, there has been a problem that a load on the capacity for the program and the data, which relate to the sortition process concerned, becomes large.
  • the fifth embodiment as described above, the following configuration is adopted. Specifically, the numerical range in which the internal winning combinations relating to the non-winning are decided is classified into the plural numerical ranges in advance, and the stop tables different from one another are provided therefor. Accordingly, it becomes unnecessary to select, by the sortition processes, the combination of the symbols to be displayed, and it is made possible to vary the displayable combinations of the symbols while reducing the load to be applied to the processes concerned.
  • the operation of RT is started under a condition where the stop table for Special losing 1 is decided in response to the numerical range of the winning number 5 among the above-described plural numerical ranges in which the internal winning combinations relating to the non-winning are decided, and where the combination “Star-Star-Star” of the symbols is displayed on the display windows 4 L, 4 C and 4 R based on the stop table for Special losing 1.
  • the sortition table is changed from the internal sortition table for the normal gaming state to the internal sortition table for RT during a period of 30 unit games, and the internal sortition process is performed based on the internal sortition table for RT.
  • the internal sortition table for RT has a configuration in which the winning probability of the winning number 4 (that is, Replay) is increased as compared with that in the internal sortition table for the normal gaming state. Specifically, it is made possible to increase the probability, at which Replay is won, during the period until 30 unit games are performed under the condition where the combination “Star-Star-Star” of the symbols is displayed on the display windows 4 L, 4 C and 4 R based on the stop table for Special losing 1.
  • the internal sortition table for RT has a similar configuration to that of the internal sortition table for the normal gaming state with regard to the winning probabilities relating to the other winnings such as RB and Bell.
  • the stop tables are provided in response to the plural numerical ranges in which the internal winning combinations relating to the non-winning are decided, and the combinations of the symbols, which are different from one another, are displayed based on the stop tables.
  • the present invention is also applicable to a configuration in which the stop tables are not particularly provided.
  • a stop control to capture the symbols within the maximum number of sliding symbols from the stop starting positions so as to display “Star-Star-Star” on the display windows 4 L, 4 C and 4 R is performed. Also in such a way, it is made possible to display the combinations of the symbols, which are different from one another, in the respective numerical ranges.
  • the present invention is also applicable to a gaming machine such as a slot machine and a video slot machine besides the pachi-slot machine as described in the fifth embodiment.
  • a game program as executing the operation in the above-described slot machine as one for a family gaming machine in a pseudo manner, a game can be executed by applying the preset invention thereto.
  • a recording medium which records the game program a CD-ROM, a floppy disk (FD), and other arbitrary recording mediums can be used.
  • the lower and upper limit values that is, the numerical ranges from the lower limit values to the upper limit values
  • the winning numbers are data for identifying the plural numerical ranges defined in the internal sortition tables, and data for use in deciding the internal winning combinations to be described later, and so on.
  • the retrieval is performed in the descending order of the winning numbers as to whether or not the random number values extracted from the range of “0 to 65535” are included in the numerical ranges from the lower limit values to the upper limit values, which are assigned to the above-described respective winning numbers. Then, when each of the extracted random number values is included in any of the numerical ranges, the winning number corresponding thereto is decided.
  • the above-described number of lotteries indicates the number of times that the retrieval is performed. Note that, as a result that the retrieval is performed by the number of lotteries, when the random number value does not apply to any of the winning numbers, the winning number 0 is decided.
  • a winning probability of each winning number can be calculated by “the number obtained by adding 1 to a difference between the upper and lower limit values defined for each winning number/the number of the entire random number values generated (that is, 65536)”.
  • FIG. 15A shows the internal sortition table for the normal gaming state.
  • the internal sortition table for the normal gaming state lower and upper limit values corresponding to the winning numbers 1 to 8 are defined.
  • a configuration is not adopted, in which the winning probabilities of the respective winning numbers are different from one another in response to the dropped numbers.
  • a configuration may also be adopted, in which the winning probabilities of the respective winning numbers are different from one another in response to the dropped numbers.
  • FIG. 15B shows the internal sortition table for the RB gaming state.
  • the internal sortition table for the RB gaming state lower and upper limit values corresponding to the winning numbers 1 to 3 are defined.
  • the internal sortition table for the RB gaming state a configuration is adopted, in which the winning probability of the winning number 2 (Bell to be described later) is extremely high.
  • the internal winning combinations corresponding to the above-described winning numbers are defined. Specifically, Cherry, Bell, Watermelon, Replay, Special losing 1, Special losing 2, Special losing 3, and RB are defined in response to the respective winning numbers 1 to 8. Note that, when the winning number is 0, Losing is decided. When a certain winning number is decided (that is, when the numerical range in which the extracted random number value is included is decided) by the above-described internal sortition table, the internal winning combination corresponding to the winning number concerned is decided. Accordingly, it can be said that the decision of the winning number and the decision of the internal winning combination are in a relationship where they are equivalent to each other.
  • the type of each internal winning combination is represented by data of one byte, and a bit string corresponding to the type of each internal winning combination is turned on. For example, data representing Cherry is “00000001”, and data representing Special losing 3 is “10000000”.
  • FIG. 24 A description will be made of a conceptual view of the winning areas of the respective winning numbers (that is, the internal winning combinations) in the normal gaming state with reference to FIG. 24 .
  • the winning areas shown in FIG. 24 correspond to the above-described internal sortition table for the normal gaming state.
  • the entire area of the winning areas shown in FIG. 24 represents the range of all the generated random number values, which is the above-described “0 to 65535”. Moreover, the area of each winning number (that is, each internal winning combination) represents the numerical range defined by the lower and upper limit values defined for each thereof.
  • the areas corresponding to the winning numbers 1 to 4 and 8 are areas relating to the winning, and the areas corresponding to the winning numbers 5 to 7 and 0 are areas relating to the non-winning (the so-called Losing).
  • Losing is decided.
  • the numerical range of “15536 to 65535” where Losing is decided is defined to be classified into the following four ranges, which are: “15536 to 25535” corresponding to the winning number 5; 25536 to 35535” corresponding to the winning number 6; “35536 to 45535” corresponding to the winning number 7; and “45536 to 65535” corresponding to the winning number 0.
  • the types of stop tables corresponding to the winning numbers are defined in response to whether or not the carryover combination to be described later is present. Specifically, when the carryover combination is not present, stop tables individually corresponding to the stop table for Losing, the stop table for Cherry, the stop table for Bell, the stop table for Watermelon, the stop table for Replay, the stop table A for Special losing 1, the stop table for Special losing 2, the stop table for Special losing 3, and the stop table for RB are defined in response to the respective winning numbers 0 to 8 stored in the winning number storage areas.
  • stop tables individually corresponding to the stop table for Losing, the stop table for Cherry, the stop table for Bell, the stop table for Watermelon, the stop table for Replay, the stop table B for Special losing 1, the stop table for Special losing 2, and the stop table for Special losing 3 are defined in response to the respective winning numbers 0 to 7 stored in the winning number storage areas.
  • the stop tables different from one another are defined in response thereto.
  • the stop tables different from each other are defined in response to whether or not the carryover combination is present.
  • FIG. 33 A description will be made of the stop tables with reference to FIG. 33 , FIG. 36 , FIG. 37 , and FIG. 40 .
  • the numbers of sliding symbols are defined, which correspond to the symbol positions corresponding to the symbol counters of the reels for which the stopping operations by the stop switch 7 S are detected.
  • the symbol positions are positions where the stop of the rotations of the reels is started, which are referred to as “stop starting positions”.
  • Each number of sliding symbols is a rotation amount of the reel from the detection of the stopping operation by the stop switch 7 S to the stop of the rotation of the corresponding reel.
  • the number of sliding symbols is the number of sliding symbols which pass through the center line 8 c in a period from the detection of the stopping operation by the stop switch 7 S to the stop of the rotation of the corresponding reel. The number is grasped by a value of the symbol counter, which is updated since the stopping operation is detected by the stop switch 7 S.
  • a control to stop the rotations of the reels 3 L, 3 C and 3 R is performed in 190 msec after the signal is outputted from the stop switch 7 S, and the maximum number of sliding symbols is defined to be “4”. For example, if the stop starting position is “0”, then it is made possible to stop the rotations of the reels so that the symbols of which positions are up to “4” can be displayed on the center line 8 c.
  • the control to stop the rotations of the reels which makes it possible to display the symbols within the range of the number of symbols from the stop starting position on the center line 8 c as described above, is referred to as so-called “capture”.
  • the symbol positions where the symbols are captured by the number of sliding symbols from the stop starting position and are stopped are referred to as “stop scheduling positions”. Note that, since the combination of the symbols, which is based on the number of sliding symbols, the number being defined in the stop table, is displayed on the display windows 4 L, 4 C and 4 R, it can be said that the combination of the symbols to be displayed on the display windows 4 L, 4 C and 4 R is defined in the stop table.
  • FIG. 33 shows the stop table A for Special losing 1 to be decided when the carryover combination is not present and the winning number is 5 (that is, Special losing 1).
  • the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the left reel 3 L, is any of “1”, “6”, “9”, “14”, and “17”.
  • Replay is displayed on the middle stage of the left display window 4 L.
  • the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the center reel 3 C, is any of “0”, “4”, “7”, “12”, and “16”.
  • Bell is displayed on the middle stage of the center display window 4 C.
  • the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the right reel 3 R, is any of “1”, “5”, “9”, “14”, and “17”.
  • FIG. 36 shows the stop table B for Special losing 1 to be decided when the carryover combination is present and the winning number is 5 (that is, Special losing 1).
  • the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the left reel 3 L, is any of “1”, “6”, “9”, “14”, and “19”.
  • Bell is displayed on the upper stage of the left display window 4 L.
  • the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the center reel 3 C, is any of “0”, “4”, “7”, “12”, and “16”.
  • Bell is displayed on the middle stage of the center display window 4 C.
  • the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the right reel 3 R, is any of “1”, “5”, “9”, “12”, and “17”.
  • Bell is displayed on the upper stage of the right display window 4 R.
  • FIG. 37 shows the stop table for Special losing 2 to be decided when the winning number is 6 (that is, Special losing 2).
  • the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the left reel 3 L, is any of “0”, “5”, “8”, “13”, and “16”.
  • Replay is displayed on the upper stage of the left display window 4 L.
  • the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the center reel 3 C, is any of “1”, “5”, “8”, “13”, and “17”.
  • the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the right reel 3 R, is any of “3”, “6”, “10”, “15”, and “20”.
  • Replay is displayed on the upper stage of the right display window 4 R.
  • FIG. 40 shows the stop table for Special losing 3 to be decided when the winning number is 7 (that is, Special losing 3).
  • the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the left reel 3 L, is any of “2”, “7”, “10”, “15”, and “20”.
  • Bell is displayed on the middle stage of the left display window 4 L.
  • the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the center reel 3 C, is any of “3”, “6”, “10”, “14”, “18” and “20”.
  • Watermelon is displayed on the middle stage of the center display window 4 C.
  • the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the right reel 3 R, is any of “0”, “4”, “7”, “11”, and “16”.
  • the stop table for Losing is a table in which the numbers of sliding symbols are defined so that combinations of the symbols, which are different from those of the stop tables individually corresponding to the winning numbers 5 to 7 (for example, “Bell-Replay-Watermelon” on the center line 8 c ), can be displayed.
  • the combinations of the symbols, which are different from one another are displayed on the display windows 4 L, 4 C and 4 R.
  • priorities at which the internal winning combinations (or the symbols) are captured are defined. Specifically, 1 to 3 are defined as the priorities, and “Replay” is defined in response to the priority 1, “RB” is defined in response to the priority 2, and “Cherry, Bell, Watermelon” are defined in response to the priority 3. Cherry, Bell, and Watermelon are grouped, and one priority is defined thereto. Specifically, the priorities given to these symbols are equal to each other. Basically, when two or more internal winning combinations relating to the winning are decided, this priority table is referred to, and to which of the internal winning combinations the priority is to be given is decided.
  • each displayed combination is represented by data of one byte. For example, data representing Cherry is “00000001”.
  • a combination of the symbols, which relates to Cherry is “Cherry-ANY (representing that any type of symbol is allowed here) -ANY”.
  • this combination is displayed on an activated line, that is, when Cherry of the left reel 3 L is displayed on any of the upper, middle and lower stages of the left display window 4 L, it is decided that the displayed combination is Cherry irrespective of the types of symbols displayed on the remaining display windows 4 C and 4 R.
  • the payout number corresponding to Cherry is 14.
  • the retrieval of the displayed combination is ended, when the combination of the symbols displayed on the activated line does not apply to any of the combinations of the symbols, which relate to the winnings defined in the above-described symbol combination table, it is decided that the displayed combination is Losing.
  • the combination of the symbols which relates to each of the above-described Losing, Special losing 1, Special losing 2, and Special losing 3, is displayed, it is decided that the displayed combination is Losing.
  • Cherry, Bell, and Watermelon relate to the payout of the game mediums (for example, the medals).
  • Replay relates to the operation of the repeated game.
  • RB relates to an operation of a gaming state (for example, an RB gaming state) advantageous for the player.
  • the decided internal winning combination is stored (memorized) in the internal winning combination storage area.
  • the internal winning combination storage area is composed of one byte, and corresponds to the configuration of the data of the above-described internal winning combination. Specifically, a bit string corresponding to the type of the decided internal winning combination is turned on. When the winning number is 0, basically, the entire bits become 0. Moreover, when two or more of internal winning combinations are decided, both of bit strings individually corresponding thereto are turned on. Note that a displayed combination storage area in which the displayed combinations decided based on the above-described symbol combination table are stored has a configuration similar to that of the internal winning combination storage area.
  • RB When RB is decided as the internal winning combination by the above-described internal winning combination decision table, RB is stored in the carryover combination storage area.
  • the carryover combination storage area is composed of one byte, and Bit 4 corresponds to RB as in the internal winning combination storage area.
  • data in the carryover combination storage area is cleared.
  • the carryover combination is decided based on the internal winning combination, it can also be said that the carryover combination is a subordinate concept of the internal winning combination.
  • Each symbol storage area data representing the types of symbols displayed on the respective display windows 4 L, 4 C and 4 R are stored.
  • Each symbol storage area is composed of one byte, and corresponds to the data representing the types of symbols defined in the above-described symbol arrangement table.
  • the types of symbols displayed on the respective display windows 4 L, 4 C and 4 R are specified based on the symbol counter and the symbol arrangement table.
  • the symbol storage areas are provided in response to the center line 8 c , the top line 8 b , the bottom line 8 d , the cross down line 5 e , and the cross up line 5 a .
  • the symbol storage area corresponding to the center line 8 c there are individually stored the type of symbol on the middle stage of the left display window 4 L, the type of symbol on the middle stage of the center display window 4 C, and the type of symbol on the middle stage of the right display window 4 R.
  • the displayed combination is decided based on the data stored in all the symbol storage areas and on the above-described symbol combination table.
  • the CPU 31 is composed for the following purpose. First, a power supply is turned on to apply a voltage to a reset terminal of the CPU 31 , and thus a reset intervention is generated. Based on the reset intervention thus generated, the CPU 31 sequentially performs the respective processes of the reset intervention process, which are stored in the ROM 32 .
  • Step S 1 When the power supply is turned on, the CPU 31 first performs an initialization process (Step S 1 ). In this initialization process, a process for returning data and effective address of a register stored in the RAM 33 when the power supply is cut, and the like are performed.
  • Step S 2 the CPU 31 clears the designated storage area in the RAM 33 (Step S 2 ).
  • the data stored in the internal winning combination storage area and the like of the RAM 33 is cleared.
  • Step S 3 the CPU 31 performs a medal receiving/start check process to be described later with reference to FIG. 56 (Step S 3 ).
  • a dropped number counter is updated by checking the medal sensor 22 S, the BET switches 11 S, 12 S and 13 S, and the like, an input from the start switch 6 S is checked, and so on.
  • the CPU 31 extracts a random number value, and stores the random number value in a random number value storage area (Step S 4 ). Specifically, the CPU 31 extracts the random number value for the lottery, which is to be used in an internal sortition process to be described later, by the random number generator 36 and the sampling circuit 37 , and stores the random number value in the random number value storage area of the RAM 33 .
  • the CPU 31 performs a gaming state monitoring process (Step S 5 ). Specifically, the CPU 31 stores an identifier (a so-called flag) indicating the RB gaming state in the RAM 33 if the RB operating flag is turned on, and stores an identifier indicating the normal gaming state in the RAM 33 if the RB operating flag is turned off.
  • an identifier a so-called flag
  • Step S 6 the CPU 31 performs the internal sortition process to be described latter with reference to FIG. 61 (Step S 6 ).
  • this internal sortition process a process such as decision of the internal winning combination is performed.
  • the CPU 31 decides the stop table based on the winning number storage area and the stop table decision table (Step S 7 ). For example, when the winning number 5 (that is, Special losing 1) is stored in the winning number storage area, and RB is stored in the carryover combination storage area (that is, when the carryover combination is present), the stop table B for Special losing 1 is decided.
  • the CPU 31 transmits the start command to the sub-control circuit 72 (Step S 8 ).
  • the start command data regarding the internal winning combination, the gaming state, and the like are included.
  • the CPU 31 requests the rotations of all the reels to be started (Step S 9 ). Moreover, in this process, the CPU 31 also activates the pressing operation for the stop buttons.
  • a process for starting the rotations of the reels is performed in an intervention process (refer to FIG. 63 ) to be described later.
  • Step S 10 the CPU 31 performs a reel stop control process to be described later with reference to FIG. 62 (Step S 10 ).
  • this reel stop control process a process for stopping the rotations of the reels 3 L, 3 C and 3 R is performed.
  • the CPU 31 performs a displayed combination retrieval process (Step S 11 ). Specifically, the CPU 31 compares the combination of the symbols, which is defined in the symbol combination table, and the combination of the symbols on each of the activated lines 8 a to 8 e , which is stored in the symbol storage area, with each other, and then determines whether or not both of them coincide with each other. Then, in the case of determining that both of the combinations of the symbols coincide with each other, the CPU 31 decides the displayed combination and the payout number based on the combination concerned of the symbols, and updates the displayed combination storage area and the payout number counter.
  • the displayed combination becomes Losing (specifically, the displayed combination storage area and the payout number counter are left to be “0”).
  • the displayed combination retrieval process constitutes a part of winning deciding unit for deciding whether or not the prize is won based on the symbol combination table which defines the combination of the symbols, which relates to the winning, and on the combination of the symbols displayed by the symbol display unit.
  • the CPU 31 transmits a displayed combination command to the sub-control circuit 72 (Step S 12 ).
  • the displayed combination command data regarding the established displayed combination and the like are included.
  • the CPU 31 performs a medal payout process (Step S 13 ). Specifically, based on the payout number counter, the CPU 31 controls the hopper 40 , updates a credit counter, and so on.
  • the CPU 31 determines whether or not the RB operating flag is turned on (Step S 14 ). In the case of determining that the RB operating flag is turned on, the CPU 31 performs a bonus ending check process (Step S 15 ). Specifically, the CPU 31 subtracts 1 from a value of the gaming-enabling number counter, and further subtracts 1 from a value of the winning-enabling number counter if the displayed combination relating to the winning (the symbols of which are three, which are Cherry, Bell, or Watermelon during the operation of RB) is decided.
  • the gaming-enabling number counter indicates data obtained by counting the number of unit games performed during the operation of RB.
  • the winning-enabling number counter indicates data obtained by counting the number that the winning is established when the RB operating flag is turned on. Then, the CPU 31 determines whether or not the winning-enabling number counter or the gaming-enabling number counter indicates 0, and clears the RB operating flag when it is determined that any of the counters indicates 0.
  • Step S 16 the CPU 31 performs a bonus operation check process. Specifically, the CPU 31 determines whether or not the displayed combination is RB. When it is determined that the displayed combination is RB, the CPU 31 turns on the RB operating flag, stores 8 in the winning-enabling number counter, and stores 12 in the gaming-enabling number counter. Further, the CPU 31 clears the carryover combination storage area.
  • the CPU 31 executes Steps S 2 to S 16 as the process in the unit game, and when Step S 16 is ended, the CPU 31 returns to Step S 2 in order to execute processes in the next unit game.
  • the CPU 31 determines whether or not the process currently performed is a dropping process (Step S 51 ). Specifically, when the medal sensor 22 S or the BET switches 11 S, 12 S and 13 S are switched on, the CPU 31 determines that the dropping process is performed. Moreover, when the BET switches 11 S, 12 S and 13 S are switched on, the CPU 31 calculates a value to be added to the dropped number counter for counting the dropped number based on the types of BET switches 11 S, 12 S and 13 S, a value of the dropped number counter for counting the dropped number, and a value of the credit counter for counting the number of credited medals.
  • Step S 51 the CPU 31 updates the dropped number counter (Step S 52 ). Note that, when the addition to the dropped number counter is prohibited in this process, the CPU 31 updates the credit counter in place of the dropped number counter.
  • the CPU 31 determines whether or not an automatic drop counter indicates 0, and in the case of determining that the counter concerned does not indicate 0, performs a process for copying a value of the counter concerned to the dropped number counter. Then, the CPU 31 prohibits a subsequent addition to the dropped number counter.
  • the automatic drop counter indicates data for identifying whether or not Replay has been established in the previous unit game and for specifying the dropped number in the previous unit game. When it is determined that the displayed combination is Replay, the value of the dropped number counter is copied to the automatic drop counter.
  • the CPU 31 stores 5 in an activated line counter (Step S 53 ).
  • the activated line counter indicates data for specifying the number of activated lines.
  • 5 is stored in the activated line counter irrespective of the value of the dropped number counter.
  • the CPU 31 transmits a BET command to the sub-control circuit 72 (Step S 54 ). Data regarding the dropped number, and the like are included in the BET command.
  • Step S 54 determines whether or not the dropped number counter indicates 3 (Step S 55 ). In the case of determining that the dropped number counter does not indicate 3, the CPU 31 returns to Step S 51 .
  • Step S 55 the CPU 31 prohibits the addition to the dropped number counter, and determines whether or not the start lever 6 is tilted (Step S 56 ). In the case of determining that the start lever 6 is not tilted, the CPU 31 returns to Step S 51 . In the case of determining that the start lever 6 is tilted, the CPU 31 ends the medal receiving/start check process, and proceeds to Step S 4 of FIG. 55 .
  • the CPU 31 decides the type of internal sortition table and the number of lotteries based on the gaming state and the internal sortition table decision table (Step S 91 ).
  • the CPU 31 determines whether or not a flag of RB is stored in the carryover combination storage area (Step S 92 ). In the case of determining that the flag of RB is stored in the carryover combination storage area, the CPU 31 changes the number of lotteries to 7 (Step S 93 ). Thus, RB is not decided duplicately when the carryover combination is present in the normal gaming state.
  • Step S 94 the CPU 31 sets, as the winning number, the same value as the number of lotteries.
  • the CPU 31 compares the random number value stored in the random number value storage area and the lower and upper limit values corresponding to the winning number with each other (Step S 95 ). Next, the CPU 31 determines whether or not the random number value is equal to or more than the lower limit value and equal to or less than the upper limit value (Step S 96 ).
  • Step S 96 the CPU 31 stores the set winning number in the winning number storage area of the RAM 33 (Step S 97 ).
  • a configuration of the winning number storage area is in which an initial value is 0 and sequentially overwritten by performing this process.
  • the CPU 31 refers to the internal winning combination decision table, and decides the internal winning combination based on the winning number (Step S 98 ).
  • the CPU 31 determines whether or not the internal winning combination is RB (Step S 99 ). In the case of determining that the internal winning combination is RB, the CPU 31 stores the flag in the carryover combination storage area based on the internal winning combination (Step S 100 ).
  • Step S 101 the CPU 31 stores, in the internal winning combination storage area, a logical sum of the internal winning combination and the data in the carryover combination storage area (Step S 101 ). For example, in the case where Bell is decided when RB is carried over, the data in the internal winning combination storage area becomes “00010010”.
  • Step S 101 the CPU 31 subtracts 1 from the number of lotteries (Step S 102 ).
  • Step S 103 the CPU 31 determines whether or not the number of lotteries is 0 (Step S 103 ). In the case of determining that the number of lotteries is not 0, the CPU 31 returns to Step S 94 described above.
  • Step S 104 the CPU 31 stores, in the internal winning combination storage area, the logical sum of the internal winning combination and the data in the carryover combination storage area (Step S 104 ).
  • the data in the internal winning combination storage area is “00000000”, “00100000”, “01000000”, or “10000000”, then the internal winning combination becomes Losing.
  • the internal sortition process is ended, and the CPU 31 proceeds to Step S 7 of FIG. 55 .
  • a configuration is adopted, in which the retrieval is performed for all the winning numbers until the number of lotteries is updated to 0.
  • a configuration can also be applied, in which, when the winning number is decided until the number of lotteries is updated to 0, the retrieval is not performed for the rest of the winning numbers.
  • the speed of the process can be enhanced.
  • the CPU 31 determines whether or not the activated stop button is pressed (Step S 131 ). In the case of determining that the activated stop button is not pressed, the CPU 31 repeats the process of Step S 131 . Note that the CPU 31 may also determine whether or not a predetermined time (for example, 30 seconds) has elapsed since the start switch 6 S was switched on (in order to perform a so-called automatic stop) as well as determines whether or not the activated stop button is pressed.
  • a predetermined time for example, 30 seconds
  • Step S 131 the CPU 31 specifies the type of the stop button concerned and the symbol counter of the reel concerned, and inactivates the subsequent pressing operations for the stop button. Then, based on the stop table, the internal winning combination, and the priority table, the CPU 31 decides the number of sliding symbols (Step S 132 ).
  • Step S 132 basically, the number of sliding symbols is decided based on the above-described stop table.
  • RB is stored in the internal winning combination storage area
  • the presence of the symbol position where the combination of the symbols, which relates to the above-described internal winning combination, is displayable is retrieved within the range of four symbols from the stop starting position
  • a difference to the symbol position concerned is decided as the number of sliding symbols.
  • the stop table B for Special losing 1 is decided and RB is stored in the internal winning combination storage area, if the symbol position where Red 7 is displayable is present within the range of four symbols from the stop starting position of the reel concerned, then a difference to the symbol position where Red 7 is displayable is decided as the number of sliding symbols.
  • the number of sliding symbols which is extracted from the stop table B for Special losing 1, is decided as the number of sliding symbols.
  • the priority table is referred to, and the number of sliding symbols is decided based on the priority.
  • the CPU 31 decides the stop scheduling position based on the decided number of sliding symbols and the current symbol position (Step S 133 ). For example, if the decided number of sliding symbols is “2” and the current symbol position (that is, the stop starting position) is “20”, then the stop scheduling position is decided at “1”. Moreover, when the stop scheduling position is decided, a process for stopping the rotation of the reel based on the stop scheduling position is performed in the intervention process (refer to FIG. 63 ) to be described later. Note that the number of sliding symbols and the stop scheduling position are in a relationship where, when one of them is decided, the other is decided, and accordingly, it can be said that both of them are in a relationship where they are equivalent to each other.
  • Step S 134 the CPU 31 transmits a reel stop command to the sub-control circuit 72 (Step S 134 ).
  • the reel stop command data regarding the type of the stopped reel and the like are included.
  • the CPU 31 updates the symbol storage areas based on the stop scheduling position (Step S 135 ). Specifically, the identifier of the symbol to be displayed on the activated line for the reel to be stopped is stored in all the symbol storage areas.
  • Step S 136 the CPU 31 determines whether or not the stop button for which the pressing operation is activated is present. In the case of determining that the stop button for which the pressing operation is activated is present, the CPU 31 returns to Step S 131 , and in the case of determining that the stop button for which the pressing operation is activated is not present, the CPU 31 ends the reel stop control process, and proceeds to Step S 11 of FIG. 55 .
  • the CPU 31 saves the register (Step S 201 ).
  • the CPU 31 performs an input port check process (Step S 202 ). Specifically, the CPU 31 checks an input of a signal from each switch, and the like.
  • Step S 203 the CPU 31 performs a reel control process. Specifically, when the rotations of the reels are requested to be started, the CPU 31 starts the rotations of the reels 3 L, 3 C and 3 R, and rotates the reels concerned at a constant speed. Moreover, if the stop scheduling position is decided, then the rotation of the reel concerned is decelerated and stopped after waiting for the data of the symbol counter of the reel concerned to be updated to the same value as that of the stop scheduling position. For example, if the symbol counter indicates “0” and the stop scheduling position is “4”, then the rotation of the reel is stopped when the symbol counter is updated to “4”.
  • the CPU 31 performs a lamp/7-SEG driving process (Step S 204 ). Specifically, the CPU 31 performs processes for turning on the BET lamps 9 a , 9 b and 9 c and displaying the payout number on the information display portion 18 based on the dropped number counter.
  • Step S 205 the intervention process in the cycle of 1.1173 ms is ended.
  • Losing is decided in the case where the random number value assigned to the winning combination is not included in any of the plural numerical ranges defined in the internal sortition table (that is, Losing in which the winning number is 0).
  • the plural numerical ranges in which the random number values become Losing that is, the winning number 5, the winning number 6, and the winning number 7 are defined in the internal sortition table, and Losings to be decided in the case where the random number values are included in the numerical ranges concerned (that is, Special losing 1 of the winning number 5, Special losing 2 of the winning number 6, and Special losing 3 of the winning number 7) are provided.
  • the plural numerical ranges in which the internal winning combinations relating to the non-winning are decided are defined.
  • the stop table is decided, in which the numbers of sliding symbols are defined so as to display the combinations of the symbols, which are different from one another, in response to these plural numerical ranges in which the internal winning combinations relating to the non-winning are decided.
  • the combinations of the symbols to be displayed on the display windows 4 L, 4 C and 4 R can be varied, thus making it possible to enhance the interest of the game.
  • the numerical range in which the internal winning combination relating to the non-winning is decided is further classified into much more ranges, and the stop tables are decided, in which the combinations of the symbols, which are different from one another in response to the respective classified ranges, followed by the definition thereof, thus making it possible to further vary the combinations of the symbols to be displayed on the display windows 4 L, 4 C and 4 R.
  • the stop tables are decided, in which the combinations of the symbols, which are different from each other in response to whether or not the carryover combination is present, are defined. Specifically, when the carryover combination is not present, the stop table A for Special losing 1 is decided, and when the carryover combination is present, the stop table B for Special losing 1 is decided.
  • the stop table B for Special losing 1 is one to be decided only when the carryover combination is present and the winning number is 5, and otherwise, is not decided.
  • the combination “V-shape of Bells” of the symbols which is based on the stop table B for Special losing 1, is displayed only when the carryover combination is present. Accordingly, when the combination “V-shape of Bells” is displayed, the player can get to definitely know that RB is carried over, and thus a function as a “reach combination” can be imparted to the combination “V-shape of Bells”. As opposed to this, when the winning number 7 (that is, Special losing 3) is decided, the stop table for Special losing 3 is decided no matter whether or not the winning combination is present.
  • the combination “Bell-Watermelon-Replay” of the symbols which is based on the stop table for Special losing 3, is displayed in both of the cases where the carryover combination is not present and present. Accordingly, even if the combination “Bell-Watermelon-Replay” is displayed, the player cannot get to definitely know that RB is carried over (this combination has a different function from that of the reach combination).
  • the carryover combination it is made possible to display the combinations of the symbols, which are different from each other, in response to the plural numerical ranges in which the internal winning combinations relating to the non-winning are decided. Therefore, it is made possible to display the combination of symbols, which is other than the reach combination, as well as the reach combination, thus making it possible to enhance the interest of the game.
  • the stop tables are provided in response to the plural numerical ranges in which the internal winning combinations relating to the non-winning are decided, and the combinations of the symbols, which are different from one another, are displayed based on the stop tables.
  • the present invention is also applicable to a configuration in which the stop tables are not particularly provided. For example, in the case of Special losing 3 of the winning number 7, a stop control to capture the symbols within the maximum number of sliding symbols from the stop starting positions so as to display “Bell-Watermelon-Replay” on the display windows 4 L, 4 C and 4 R is performed. Also in such a way, it is made possible to display the combinations of the symbols, which are different from one another, in the respective numerical ranges.
  • the present invention is also applicable to a gaming machine such as a slot machine and a video slot machine besides the pachi-slot machine as described in the sixth embodiment.
  • a game program as executing the operation in the above-described slot machine as one for a family gaming machine in a pseudo manner, a game can be executed by applying the preset invention thereto.
  • a recording medium which records the game program a CD-ROM, FD (flexible disk), and other arbitrary recording mediums can be used.
  • the lower and upper limit values that is, the numerical ranges from the lower limit values to the upper limit values
  • the winning numbers are data for identifying the plural numerical ranges defined in the internal sortition tables, and data for use in deciding the internal winning combinations to be described later, and so on.

Abstract

A gaming machine includes an internal sortition table which defines a plurality of numerical ranges in which predetermined types of internal winning combinations are decided, and performs a stop control for variation of symbols so that combinations of the symbols, which are different from one another, can be displayed by symbol display unit in response to the plurality of numerical ranges.

Description

    CROSS REFERENCE TO RELATED APPLICATIONS
  • This application is based upon and claims the benefit of priority from the prior Japanese Patent Application No. 2005-345395, filed on Nov. 30, 2005, No. 2005-345396, filed on Nov. 30, 2005, No. 2005-345397, filed on Nov. 30, 2005, No. 2005-345398, filed on Nov. 30, 2005, No. 2005-345399, filed on Nov. 30, 2005, No. 2005-345400, filed on Nov. 30, 2005, and No. 2005-345401, filed on Nov. 30, 2005, the entire contents of which are incorporated herein by reference.
  • BACKGROUND OF THE INVENTION
  • 1. Field of the Invention
  • The present invention relates to a gaming machine.
  • 2. Description of the Related Art
  • Heretofore, there has been known a gaming machine, that is, a so-called pachi-slot machine, which includes: plural reels in which plural symbols are arranged on the respective circumferential surfaces; display windows which are provided in plural so as to correspond to the respective reels and display some of the plural symbols arranged on the circumferential surfaces of the respective reels so as to be visually recognizable by a player; a start switch which outputs signals for requesting rotations of the respective reels to be started based on an operation by the player (hereinafter, referred to as a “starting operation”) under a condition where a medial is dropped into the pachi-slot machine concerned; a stop switch which outputs signals for requesting the rotations of the reels to be stopped based on an operation by the player (hereinafter, referred to as a “stopping operation”); and a control unit which controls an operation of a stepping motor based on the signals outputted by the start switch and the stop switch, thereby starting and stopping the rotations of the respective reels.
  • A gaming machine, which is currently a main stream, performs an internal lottery (sortition) upon detecting the starting operation by the player. The internal lottery is performed by determining whether or not a random number value extracted by random number sampling is included in any of plural numerical ranges defined in an internal sortition table. Then, in the gaming machine, the rotations of the reels are stopped based on a result of the lottery (hereinafter, the result of the internal lottery is referred to as an “internal winning combination”) and on timing of the stopping operation by the player (refer to Japanese Patent Publication No. H3-72313 (published in 1991)). A control to stop (hereinafter, referred to as a “stop control”) the rotations of the reels is performed in response to the internal winning combination. For example, if the internal winning combination relating to winning has been decided by the above-described internal lottery, then the rotations of the reels are stopped so as to establish the winning. If the internal winning combination relating to the winning has not been decided, then the rotations of the reels are stopped so as not to establish any winning. It is decided whether or not a certain prize such as payout of medals is won (winning is established) based on a combination of the symbols displayed on the display windows as a result of the stops of the reel rotations. If it is decided that the prize is won, then the prize is given to the player.
  • A first problem to be solved is described. In the recent gaming machine as described above, the internal combination and the stop control performed in response thereto are defined in a one-to-one relationship. Accordingly, for example, in the case where only one range is defined as a numerical range in which a predetermined type of internal winning combination (for example, losing) is decided, it has been possible that a combination of the symbols displayable in response to the internal winning combination lacks variations.
  • The gaming machine which is currently the main stream performs the internal lottery upon detecting the starting operation by the user, and stops the rotations of the reels based on the result of the lottery and on the timing of the stopping operation by the user (refer to Japanese Patent Laid-Open Publication No. 2000-237378). The control to stop (hereinafter, referred to as the “stop control”) the rotations of the reels is performed in response to the internal winning combination. For example, if the internal winning combination relating to the winning has been decided by the above-described internal lottery, then the rotations of the reels are stopped so as to establish the winning. If the internal winning combination relating to the winning has not been decided, then the rotations of the reels are stopped so as not to establish any winning. Then, it is decided whether or not the prize such as the payout of the medals is won based on the combination of the symbols displayed on the display windows as a result of the stops of the reel rotations. If it is decided that the prize is won, then the prize is given to the player.
  • A second problem to be solved is described. In the above-described gaming machine of the related art, the internal lottery is performed by determining whether or not the random number value extracted by the random number sampling is included in any of the plural winning ranges defined in the sortition table. However, the internal winning combination relating to non-winning (the so-called losing) is decided only in the case where it is determined that the random number value is not included in any of the plural winning ranges, and accordingly, the type of losing as the internal winning combination has been only one. In addition to this, recently, the internal winning combination and the stop control performed in response thereto have had the one-to-one relationship, and accordingly, it has been possible that the combination of the symbols displayable on the display windows lacks the variations.
  • A third problem to be solved is described. In the above-described gaming machine of the related art, the internal lottery is performed by determining whether or not the random number value extracted by the random number sampling is included in any of the plural winning ranges defined in the sortition table. However, the internal winning combination relating to the non-winning (the so-called losing) is decided only in the case where it is determined that the random number value is not included in any of the plural winning ranges, and accordingly, the type of losing has been only one. Moreover, recently, the internal winning combination and the stop control performed in response thereto have had the one-to-one relationship, and accordingly, it has been possible that the combination of the symbols displayable on the display windows lacks the variations.
  • Upon detecting the starting operation by the user, the gaming machine which is currently the mainstream performs the internal lottery by determining whether or not the random number value extracted by the random number sampling is included in any of the plural winning ranges defined in the sortition table, and stops the rotations of the reels based on the result of the lottery concerned and on the timing of the stopping operation by the player. The control to stop (hereinafter, referred to as the “stop control”) the rotations of the reels is performed in response to the internal winning combination. For example, if the internal winning combination relating to the winning is decided by the above-described internal lottery, then the rotations of the reels are stopped so as to establish the winning. If the internal winning combination relating to the winning is not decided, then the rotations of the reels are stopped so as not to establish any winning. Then, it is decided whether or not the prize such as the payout of the medals is won based on the combination of the symbols displayed on the display windows as a result of the stops of the reel rotations. If it is decided that the prize is won, then the prize is given to the player.
  • In the gaming machine which is currently the mainstream, in the case where an internal winning combination relating to a bonus game in the winning is decided, the internal winning combination relating to the bonus game is stored (that is, the internal winning combination is “carried over”) until the combination of the symbols, which relates to the bonus game, is displayed (refer to Japanese Patent Laid-Open Publication No. 2003-265688). In the gaming machine as described above, for example, in the case where the internal winning combination relating to the bonus game is carried over, it is made possible to display the combination of the symbols, which relates to the bonus game, on the display windows even in the case where the internal winning combination relating to the non-winning (the so-called losing) is decided. Moreover, in the above-described gaming machine, in the case where the combination of the symbols, which relates to the bonus game, can not be displayed on the display windows (in the case where a so-called “capture missing” occurs) because the timing of the stopping operation by the player is bad, the combination of the symbols, which relates to the non-winning, the combination being also a combination of the symbols (referred to as a so-called “reach pattern”) displayable only in this case, is displayed on the display windows. The reach pattern as described above is displayed on the display windows, thus making it possible for the player to sense that the internal winning combination relating to the bonus game is carried over.
  • A fourth problem to be solves is described. In the gaming machine of the related art, the losing is decided only in the case where it is determined that the random number value is not included in any of the plural winning ranges defined in the internal winning table. Accordingly, the type of losing has been only one. In addition to this, recently, the internal winning combination and the stop control performed in response thereto have had the one-to-one relationship, and accordingly, it has been possible that the combination of the symbols displayable on the display windows lacks the variations. For example, in the case where the losing is decided and the capture missing occurs when the internal winning combination relating to the bonus game is carried over as described above, it has only been possible to display the above-described reach pattern, and it has been difficult to display other combinations of the symbols than the reach pattern.
  • SUMMARY OF THE INVENTION
  • The present invention has been made in order to solve the above-described problems. It is an object of the present invention to provide a gaming machine which achieves the variations of the combinations of the symbols displayable to the player.
  • In order to achieve the object according to the above-described first problem, a first aspect of the present invention is summarized to be a gaming machine which is as below.
  • The gaming machine, including: symbol display unit (for example, reels 3L, 3C and 3R to be described later, and display windows 4L, 4C and 4R to be described later) configured to display plural symbols; starting operation detecting unit (for example, a start switch 6S to be described later) configured to detect a starting operation; random number value extracting unit (for example, a process of Step S4 of FIG. 52, which is performed by a CPU 31 to be described later) configured to extract a random number value based on the detection of the starting operation, which is performed by the starting operation detecting unit; internal winning combination deciding unit (for example, an internal sortition process of FIG. 58, which is performed by the CPU 31 to be described later) configured to decide an internal winning combination based on an internal sortition table which defines a numerical range (for example, a numerical range from upper to lower limit values to be described later) in which the internal winning combination is decided, and on the random number value extracted by the random number value extracting unit; symbol varying unit (for example, stepping motors 49L, 49C and 49R to be described later, and a reel control process of Step S203 of FIG. 63, which is performed by the CPU 31 to be described later) configured to vary the symbols to be displayed by the symbol display unit based on the detection of the starting operation, which is performed by the starting operation detecting unit; stopping operation detecting unit (for example, a stop switch 7S to be described later) configured to detect a stopping operation; and stop control unit (for example, a reel stop control process of FIG. 62, which is performed by the CPU 31 to be described later, and the reel control process of Step S203 of FIG. 63, which is performed by the CPU 31 to be described later) configured to perform a stop control for the variation of the symbols, which is performed by the symbol varying unit, based on the detection of the stopping operation, which is performed by the stopping operation detecting unit, and on the internal winning combination decided by the internal winning combination deciding unit, wherein the internal sortition table defines a plurality of the numerical ranges in which predetermined types of the internal winning combinations (for example, internal winning combinations other than internal winning combinations relating to winning to be described later, that is, so-called losings) are decided by the internal winning combination deciding unit, and the stop control unit performs the stop control for the variation of the symbols so that combinations (for example, combinations of the symbols, which are shown in FIGS. 41A to 41C to be described later) of the symbols, which are different from one another, can be displayed by the symbol display unit in response to the plurality of numerical ranges.
  • According to the first aspect of the present invention, the internal sortition table defines the plurality of numerical ranges in which the predetermined types of internal winning combinations are decided, and the stop control for the variation of the symbols is performed so that the combinations of the symbols, which are different from one another, can be displayed by the symbol display unit in response to the plurality of numerical ranges. Hence, even if the types of internal winning combinations to be decided are the same, the combinations of the symbols, which are different from one another, will be displayed by the symbol display unit in response to the numerical ranges in which the internal winning combinations are decided. As a result, as compared with the case where only one numerical range in which the predetermined type of internal winning combination is decided is defined, the combinations of the symbols to be displayed by the symbol display unit can be varied.
  • In order to achieve the object according to the above-described first problem, a second aspect of the present invention is summarized to be a gaming machine which is as below.
  • The gaming machine, including: symbol display unit (for example, the reels 3L, 3C and 3R to be described later, and the display windows 4L, 4C and 4R to be described later) configured to display plural symbols; starting operation detecting unit (for example, the start switch 6S to be described later) configured to detect a starting operation; random number value extracting unit (for example, the process of Step S4 of FIG. 52, which is performed by the CPU 31 to be described later) configured to extract a random number value based on the detection of the starting operation, which is performed by the starting operation detecting unit; numerical range deciding unit (for example, a process of Step S97 of FIG. 58, which is performed by the CPU 31 to be described later) configured to decide a numerical range in which the random number value extracted by the random number value extracting unit is included based on an internal sortition table which defines a plurality of predetermined numerical ranges (for example, numerical ranges from upper to lower limit values to be described later) and on the random number value extracted by the random number value extracting unit; internal winning combination deciding unit (for example, a process of Step S97 of FIG. 58, which is performed by the CPU 31 to be described later) configured to decide an internal winning combination based on the numerical range decided by the numerical range deciding unit; stop table deciding unit (for example, a process of Step S7 of FIG. 52, which is performed by the CPU 31 to be described later) configured to decide, based on the numerical range decided by the numerical range deciding unit, a stop table which defines a combination of the symbols to be displayed by the symbol display unit; symbol varying unit (for example, the step ping motors 49L, 49C and 49R to be described later, and the reel control process of Step S203 of FIG. 63, which is performed by the CPU 31 to be described later) configured to vary the symbols to be displayed by the symbol display unit based on the detection of the starting operation, which is performed by the starting operation detecting unit; stopping operation detection unit (for example, the stop switch 7S to be described later) configured to detect a stopping operation; and stop control unit (for example, the reel stop control process of FIG. 62, which is performed by the CPU 31 to be described later, and the reel control process of Step S203 of FIG. 63, which is performed by the CPU 31 to be described later) configured to perform a stop control for the variation of the symbols to be displayed by the symbol display unit based on the detection of the stopping operation, the detection being performed by the stopping operation detecting unit, on the internal winning combination decided by the internal winning combination deciding unit, and on the stop table decided by the stop table deciding unit, wherein the internal sortition table defines a plurality of the numerical ranges in which predetermined types of the internal winning combinations (for example, the internal winning combinations other than the internal winning combinations relating to the winning to be described later, that is, the so-called losings) are decided by the internal winning combination deciding unit, and the stop table deciding unit decides the stop tables (for example, a stop table for Special losing 1, a stop table for Special losing 2, and a stop table for Special losing 3, which are to be described later) which define the combinations of the symbols, the combinations being different from one another, in response to the plurality of numerical ranges (for example, a winning number 6, a winning number 7, and a winning number 8, which are to be described later) in which the predetermined types of internal winning combinations are decided.
  • According to the second aspect of the present invention, the internal sortition table defines the plurality of numerical ranges in which the predetermined types of internal winning combinations are decided, and the stop tables which define the combinations of the symbols, the combinations being different from one another, are decided in response to the plurality of numerical ranges. Specifically, the combinations oft he symbols, which are different from one another, are displayed by the symbol display unit in response to the plurality of numerical ranges in which the predetermined types of internal winning combinations are decided. Hence, even if the types of internal winning combinations to be decided are the same, the combinations of the symbols, which are different from one another, will be displayed by the symbol display unit in response to the numerical ranges in which the internal winning combinations are decided. As a result, as compared with the case where only one numerical range in which the predetermined type of internal winning combination is decided is defined, the combinations of the symbols to be displayed by the symbol display unit can be varied.
  • Since the combinations of the symbols, which are different from one another, are displayed by the symbol display unit in response to the plurality of numerical ranges in which the predetermined types of internal winning combinations are decided, the combinations of the symbols to be displayed by the symbol display unit can be varied.
  • In order to achieve the object according to the above-described first problem, a third aspect of the present invention is summarized to be a gaming machine which is as below.
  • The gaming machine, including: symbol display unit (for example, the reels 3L, 3C and 3R to be described later, and the display windows 4L, 4C and 4R to be described later) configured to display plural symbols; starting operation detecting unit (for example, the start switch 6S to be described later) configured to detect a starting operation; random number value extracting unit (for example, a process of Step S4 of FIG. 53, which is performed by the CPU 31 to be described later) configured to extract a random number value based on the detection of the starting operation, which is performed by the starting operation detecting unit; internal sortition table storing unit (for example, a ROM 32 to be described later) configured to store an internal sortition table which defines a numerical range (for example, the numerical range from the upper to lower limit values to be described later) in which an internal winning combination is decided; internal winning combination deciding unit (for example, an internal sortition process of FIG. 59, which is performed by the CPU 31 to be described later) configured to decide the internal winning combination based on the random number value extracted by the random number value extracting unit, and on the internal sortition table stored by the internal sortition table storing unit; symbol varying unit (for example, the stepping motors 49L, 49C and 49R to be described later, and the reel control process of Step S203 of FIG. 63, which is performed by the CPU 31 to be described later) configured to vary the symbols to be displayed by the symbol display unit based on the detection of the starting operation, which is performed by the starting operation detecting unit; stop ping operation detecting unit (for example, the stop switch 7S to be described later) configured to detect a stopping operation; and stop control unit (for example, the reel stop control process of FIG. 62, which is performed by the CPU 31 to be described later, and the reel control process of Step S203 of FIG. 63, which is performed by the CPU 31 to be described later) configured to perform a stop control for the variation of the , the variation being performed by the symbol varying unit, based on the detection of the stopping operation, which is performed by the stopping operation detecting unit, and on the internal winning combination decided by the internal winning combination deciding unit, wherein the internal sortition table defines a plurality of the numerical ranges in which predetermined types of the internal winning combinations (for example, the internal winning combinations other than the internal winning combinations relating to the winning to be described later, that is, the so-called losings) are decided by the internal winning combination deciding unit, the stop control unit performs the stop control for the variation of the symbols so that combinations (for example, combinations of the symbols, which are shown in FIGS. 41A to 41C to be described later) of the symbols, which are different from one another, can be displayed by the symbol display unit in response to the plurality of numerical ranges, the internal sortition table storing unit stores at least a first internal sortition table (for example, an internal sortition table for a normal gaming state to be described later) and a second internal sortition table (for example, an internal sortition table for a specific condition establishment time to be described later), in each of which at least any of the plurality of numerical ranges having the predetermined types of internal winning combinations decided therein is different in size from the other, and when a specific condition is established, the internal winning combination deciding unit performs switching between the first and second internal sortition tables stored by the internal sortition table storing unit, and decides the internal winning combination based on the internal sortition table selected by the switching and on the random number value extracted by the random number value extracting unit.
  • According to the third aspect of the present invention, a similar effect to that of the first aspect of the present invention can be exerted.
  • When the specific condition is established, the switching is performed between the first and second internal sortition tables in each of which at least any of the plurality of numerical ranges having the predetermined types of internal winning combinations decided therein is different in size from the other. Specifically, when the specific condition is established, at least any of the plurality of numerical ranges in which the predetermined types of internal winning combinations are decided can be varied in size. Hence, it is made possible to vary a probability at which the combination of the symbols, which corresponds to at least any of the plurality of numerical ranges, is displayed. As a result, it is made possible to give a bias to a frequency at which the combination of the symbols, which corresponds to at least any of the plurality of numerical ranges, is displayed by the symbol display unit, and accordingly, the interest of the game can be enhanced.
  • In order to achieve the object according to the above-described first problem, a fourth aspect of the present invention is summarized to be a gaming machine which is as below.
  • The gaming machine, including: symbol display unit (for example, the reels 3L, 3C and 3R to be described later, and the display windows 4L, 4C and 4R to be described later) configured to display plural symbols; starting operation detecting unit (for example, the start switch 6S to be described later) configured to detect a starting operation; random number value extracting unit (for example, the process of Step S4 of FIG. 53, which is performed by the CPU 31 to be described later) configured to extract a random number value based on the detection of the starting operation, which is performed by the starting operation detecting unit; internal sortition table storing unit (for example, the ROM 32 to be described later) configured to store an internal sortition table which defines a plurality of predetermined numerical range (for example, the numerical ranges from the upper to lower limit values to be described later); numerical range deciding unit (for example, a process of Step S99 of FIG. 59 to be described later) configured to decide a numerical range in which the random number value extracted by the random number value extracting unit is included based on the random number value extracted by the random number value extracting unit and on the internal sortition table stored by the internal sortition table storing unit; internal winning combination deciding unit (for example, Step S100 of FIG. 59 to be described later) configured to decide an internal winning combination based on the numerical range decided by the numerical range deciding unit; stop table deciding unit (for example, a process of Step S7 of FIG. 53 to be described later) configured to decide, based on the numerical range decided by the numerical range deciding unit, a stop table which defines a combination of the symbols to be displayed by the symbol display unit; symbol varying unit (for example, the stepping motors 49L, 49C and 49R to be described later, and the reel control process of Step S203 of FIG. 63, which is performed by the CPU 31 to be described later) configured to vary the symbols to be displayed by the symbol display unit based on the detection of the starting operation, which is performed by the starting operation detecting unit; stopping operation detecting unit (for example, the stop switch 7S to be described later) configured to detect a stopping operation; and stop control unit (for example, the reel stop control process of FIG. 62, which is performed by the CPU 31 to be described later, and the reel control process of Step S203 of FIG. 63, which is performed by the CPU 31 to be described later) configured to perform a stop control for the variation of the symbols to be displayed by the symbol display unit based on the detection of the stopping operation, which is performed by the stopping operation detecting unit, on the internal winning combination decided by the internal winning combination deciding unit, and on the stop table decided by the stop table deciding unit, wherein the internal sortition table defines a plurality of the numerical ranges in which predetermined types of the internal winning combinations (for example, the internal winning combinations other than the internal winning combinations relating to the winning to be described later, that is, the so-called losings) are decided by the internal winning combination deciding unit, the stop table deciding unit decides the stop tables (for example, a stop table for Special losing 1, a stop table for Special losing 2, and a stop table for Special losing 3, which are to be described later) which define the combinations of the symbols, the combinations being different from one another, in response to the plurality of numerical ranges (for example, the winning number 6, the winning number 7, and the winning number 8, which are to be described later) in which the predetermined types of internal winning combinations are decided, the internal sortition table storing unit stores at least a first internal sortition table (for example, the internal sortition table for the normal gaming state to be described later) and a second internal sortition table (for example, the internal sortition table for the specific condition establishment time to be described later), in which at least any of the plurality of numerical ranges having the predetermined types of internal winning combinations decided therein is different in size from the other, and when a specific condition is established, the numerical range deciding unit performs switching between the first and second internal sortition tables stored by the internal sortition table storing unit, and decides the numerical range in which the random number value extracted by the random number value extracting unit is included based on the internal sortition table selected by the switching and on the random number value extracted by the random number value extracting unit.
  • According to the fourth aspect of the present invention, the internal sortition table defines the plurality of numerical ranges in which the predetermined types of internal winning combinations are decided, and the stop tables which define the combinations of the symbols, the combinations being different from one another, are decided in response to the plurality of numerical ranges. Specifically, the combinations of the symbols, which are different from one another, are displayed by the symbol display unit in response to the plurality of numerical ranges in which the predetermined types of internal winning combinations are decided. Hence, even if the types of internal winning combinations to be decided are the same, the combinations of the symbols, which are different from one another, will be displayed by the symbol display unit in response to the numerical ranges in which the internal winning combinations are decided. As a result, as compared with the case where only one numerical range in which the predetermined type of internal winning combination is decided is defined, the combinations of the symbols to be displayed by the symbol display unit can be varied.
  • Moreover, when the specific condition is established, the switching is performed between the first and second internal sortition tables in each of which at least any of the plurality of numerical ranges having the predetermined types of internal winning combinations decided therein is different in size from the other. Specifically, when the specific condition is established, at least any of the plurality of numerical ranges in which the predetermined types of internal winning combinations are decided can be varied in size. Hence, it is made possible to vary the probability at which the combination of the symbols, which corresponds to at least any of the plurality of numerical ranges, is displayed. As a result, it is made possible to give the bias to the frequency at which the combination of the symbols, which corresponds to at least any of the plurality of numerical ranges, is displayed by the symbol display unit, and accordingly, the interest of the game can be enhanced.
  • Since the combinations of the symbols, which are different from one another, are displayed by the symbol display unit in response to the plurality of numerical ranges in which the predetermined types of internal winning combinations are decided, the combinations of the symbols to be displayed by the symbol display unit can be varied.
  • In order to achieve the object according to the above-described first problem, a fifth aspect of the present invention is summarized to be a gaming machine which is as below.
  • The gaming machine, including: symbol display unit (for example, the reels 3L, 3C and 3R to be described later, and the display windows 4L, 4C and 4R to be described later) configured to display plural symbols; starting operation detecting unit (for example, the start switch 6S to be described later) configured to detect a starting operation; random number value extracting unit (for example, the process of Step S4 of FIG. 52, which is performed by the CPU 31 to be described later) configured to extract a random number value based on the detection of the starting operation, which is performed by the starting operation detecting unit; numerical range deciding unit (for example, the process of Step S97 of FIG. 58, which is performed by the CPU 31 to be described later) configured to decide a numerical range in which the random number value extracted by the random number value extracting unit is included based on an internal sortition table which defines a numerical range in which an internal winning combination (for example, Bell to be described later, and the like) relating to winning is decided, and a numerical range in which an internal winning combination (for example, Losing to be described later) relating to non-winning is decided, and on the random number value extracted by the random number value extracting unit; internal winning combination deciding unit (for example, the process of Step S98 of FIG. 21, which is performed by the CPU 31 to be described later) configured to decide the internal winning combination based on the numerical range decided by the numerical range deciding unit; stop table deciding unit (for example, the process of Step S7 of FIG. 52, which is performed by the CPU 31 to be described later) configured to decide, based on the numerical range decided by the numerical range deciding unit, a stop table which defines a combination of the symbols to be displayed by the symbol display unit; symbol varying unit (for example, the stepping motors 49L, 49C and 49R to be described later, and the reel control process of Step S203 of FIG. 63, which is performed by the CPU 31 to be described later) configured to vary the symbols to be displayed by the symbol display unit based on the detection of the starting operation, which is performed by the starting operation detecting unit; stopping operation detecting unit (for example, the stop switch 7S to be described later) configured to detect a stopping operation; stop control unit (for example, the reel stop control process of FIG. 62, which is performed by the CPU 31 to be described later, and the reel control process of Step S203 of FIG. 63, which is performed by the CPU 31 to be described later) configured to perform a stop control for the variation of the symbols to be displayed by the symbol display unit based on the detection of the stopping operation, which is performed by the stopping operation detecting unit, on the internal winning combination decided by the internal winning combination deciding unit, and on the stop table decided by the stop table deciding unit; and winning deciding unit (for example, a displayed combination retrieval process of Step S11 of FIG. 52, which is performed by the CPU 31 to be described later) configured to decide whether or not a prize is won based on the combination of the symbols to be displayed by the symbol display unit, wherein the internal sortition table defines a plurality of the numerical ranges in which the internal winning combinations relating to the non-winning are decided, and the stop table deciding unit decides the stop tables (for example, the stop table for Special losing 1, the stop table for Special losing 2, and the stop table for Special losing 3, which are to be described later) which define the combinations of the symbols, the combinations being different from one another, in response to the plurality of numerical ranges (for example, the winning numbers 6 to 8 to be described later) in which the internal winning combinations relating to the non-winning are decided, and decides a stop table (for example, the stop table for Special losing 1 to be described later) common to the numerical ranges (for example, for the winning number 6 to be described later) in which the internal winning combinations relating to the non-winning are decided and to the numerical range (for example, the winning number 2 to be described later) in which the internal winning combination relating to the winning is decided.
  • According to the fifth aspect of the present invention, the internal sortition table defines the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided, and the stop tables which define the combinations of the symbols, the combinations being different from one another, are decided in response to the plurality of numerical ranges. Specifically, the combinations of the symbols, which are different from one another, are displayed by the symbol display unit in response to the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided. Hence, even if the types of internal winning combinations to be decided become the ones relating to the same non-winning, the combinations of the symbols, which are different from one another, will be displayed by the symbol display unit in response to the numerical ranges in which the internal winning combinations are decided. As a result, the combinations of the symbols to be displayed by the symbol display unit can be varied.
  • Moreover, the stop table is decided, which is common to the numerical ranges in which the internal winning combinations relating to the non-winning are decided and to the numerical range in which the internal winning combination relating to the winning is decided. Accordingly, as compared with the case where the stop tables different from one another are decided, it is made possible to reduce the number of stop tables. Hence, it is made possible to prevent, to the maximum, a data capacity relating to the stop tables from being increased, while providing variety of the combinations of the symbols to be displayed by the symbol display unit.
  • In order to achieve the object according to the above-described first problem, a sixth aspect of the present invention is summarized to be a gaming machine which is as below.
  • The gaming machine in the fifth aspect, further including: symbol specifying unit (for example, a symbol counter to be described later, and a symbol arrangement table to be described later) configured to specify the symbols at predetermined positions (for example, a center line 8 c to be described later) based on the detection of the stopping operation, which is performed by the stopping operation detecting unit, wherein, when the internal winning combination (for example, Watermelon of a winning number 2 to be described later) relating to the winning is decided by the internal winning combination deciding unit, the stop control unit performs the stop control for the variation of the symbols so that the symbols applying to the internal winning combination relating to the winning can be displayed by the symbol display unit when the symbols applying to the internal winning combination relating to the winning are included in the symbols within a predetermined range (for example, a range up to four symbols as the maximum number of sliding symbols, which is to be described later) from the symbols specified by the symbol specifying unit, and performs the stop control for the variation of the symbols based on the stop table (for example, the stop table for Special losing 2, which is to be described later) decided by the stop table deciding unit when the symbols applying to the internal winning combination relating to the winning are not included in the symbols within the predetermined range from the symbols specified by the symbol specifying unit.
  • According to the sixth aspect of the present invention, in the case where the internal winning combination relating to the winning is decided, when the symbols applying to the internal winning combination relating to the winning are included in the symbols within the predetermined range from the symbols specified by the symbol specifying unit, the stop control for the variation of the symbols is performed so that the symbols applying to the internal winning combination relating to the winning can be displayed by the symbol display unit. Specifically, in the case where the internal winning combination relating to the winning is decided, even if the common stop table is decided with is to the case where the internal winning combination relating to the non-winning is decided, the stop control is performed so that the symbols applying to the internal winning combination relating to the winning can be displayed by the symbol display unit. Accordingly, it is made possible not to hinder the decision of the winning. Moreover, in the case where the symbols applying to the internal winning combination relating to the winning are not included in the symbols within the predetermined range from the symbols specified by the symbol specifying unit, as described above, the stop control for the variation of the symbols is performed based on the common stop table to the case where the internal winning combination relating to the non-winning is decided. Accordingly, it becomes unnecessary to provide a stop table dedicated to the above-described case, and it is made possible to prevent, to the maximum, the data capacity relating to the stop tables from being increased.
  • The combinations of the symbols, which are different from one another, are displayed by the symbol display unit in response to the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided, and accordingly, the combinations of the symbols to be displayed by the symbol display unit can be varied.
  • In order to achieve the object according to the above-described second problem, a seventh aspect of the present invention is summarized to be a gaming machine which is as below.
  • The gaming machine, including: symbol display unit (for example, the reels 3L, 3C and 3R to be described later, and the display windows 4L, 4C and 4R to be described later) configured to display plural symbols; starting operation detecting unit (for example, the start switch 6S to be described later) configured to detect a starting operation; random number value extracting unit (for example, the process of Step S4 of FIG. 52, which is performed by the CPU 31 to be described later) configured to extract a random number value based on the detection of the starting operation, which is performed by the starting operation detecting unit; numerical range determining unit (for example, the process of Step S97 of FIG. 58, which is performed by the CPU 31 to be described later) configured to determine which of a plurality of predetermined numerical ranges (for example, the numerical ranges from the upper to lower limit values to be described later) the random number value extracted by the random number value extracting unit is included in based on an internal sortition table which defines the plurality of numerical ranges, and on the random number value extracted by the random number value extracting unit; internal winning combination deciding unit (for example, the process of Step S98 of FIG. 58, which is performed by the CPU 31 to be described later) for deciding an internal winning combination based on a result of the determination performed by the numerical range determining unit; symbol varying unit (for example, the stepping motors 49L, 49C and 49R to be described later, and the reel control process of Step S203 of FIG. 63, which is performed by the CPU 31 to be described later) configured to vary the symbols to be displayed by the symbol display unit based on the detection of the starting operation, which is performed by the starting operation detecting unit; stopping operation detecting unit (for example, the stop switch 7S to be described later) configured to detect a stopping operation; and stop control unit (for example, the reel stop control process of FIG. 62, which is performed by the CPU 31 to be described later, and the reel control process of Step S203 of FIG. 63, which is performed by the CPU 31 to be described later) for performing a stop control for the variation of the symbols to be displayed by the symbol display unit based on the detection of the stopping operation, which is performed by the stopping operation detecting unit, and on the internal winning combination decided by the internal winning combination deciding unit, wherein, as the result of the determination performed by the numerical range determining unit, in a case where the random number value extracted by the random number value extracting unit is not included in any of the plurality of numerical ranges (for example, numerical ranges corresponding to winning numbers 1 to 8 to be described later) defined by the internal sortition table, or in a case where the random umber value extracted by the random number value extracting unit is included in a predetermined numerical range (for example, any of numerical ranges corresponding to the winning numbers 6 to 8 to be described later) among the plurality of numerical ranges defined by the internal sortition table, the internal winning combination deciding unit decides a predetermined type of the internal winning combination (for example, the internal winning combination relating to the non-winning to be described later, that is, the so-called Losing), and the stop control unit performs the stop control for the variation of the symbols so that combinations of the symbols (for example, combinations of the symbols, which are shown in FIG. 38 to be described later), the combinations being different from each other, can be displayed by the symbol display unit in response to the case where the random number value extracted by the random number value extracting unit is not included in any of the plurality of numerical ranges defined by the internal sortition table and to the case where the random number value extracted by the random number value extracting unit is included in the predetermined numerical range among the plurality of numerical ranges defined by the internal sortition table.
  • According to the seventh aspect of the present invention, in the case where it is determined that the extracted random number value is not included in any of the plurality of numerical ranges defined by the internal sortition table, or in the case where it is determined that the extracted random number value is included in the predetermined numerical range among the plurality of numerical ranges defined by the internal sortition table, the predetermined type of internal winning combination is decided, and the stop control for the variation of the symbols is performed so that the combinations of the symbols, which are different from each other, can be displayed by the symbol display unit in response to the above-described cases. Hence, even if the types of decided internal winning combinations are the same between the case where the predetermined type of internal winning combination is decided when it is determined that the extracted random number value is not included in any of the plurality of numerical ranges defined by the internal sortition table and the case where the predetermined type of internal winning combination is decided when it is determined that the extracted random number value is included in the predetermined numerical range defined by the internal sortition table, the combinations of the symbols, which are different from each other, will be displayed by the symbol display unit in response to the above-described cases. As a result, as compared with the case where the predetermined type of internal winning combination is decided only when it is determined that the random number value is not included in any of the plurality of numerical ranges defined by the internal sortition table, the combinations of the symbols to be displayed by the symbol display unit can be varied.
  • In order to achieve the object according to the above-described second problem, an eighth aspect of the present invention is summarized to be a gaming machine which is as below.
  • The gaming machine, including: symbol display unit (for example, the reels 3L, 3C and 3R to be described later, and the display windows 4L, 4C and 4R to be described later) configured to display plural symbols; starting operation detecting unit (for example, the start switch 6S to be described later) configured to detect a starting operation; random number value extracting unit (for example, the process of Step S4 of FIG. 52, which is performed by the CPU 31 to be described later) configured to extract a random number value based on the detection of the starting operation, which is performed by the starting operation detecting unit; numerical range determining unit (for example, the process of Step S97 of FIG. 58, which is performed by the CPU 31 to be described later) configured to determine which of a plurality of predetermined numerical ranges (for example, the numerical ranges from the upper to lower limit values to be described later) the random number value extracted by the random number value extracting unit is included in based on an internal sortition table which defines the plurality of numerical ranges, and on the random number value extracted by the random number value extracting unit; internal winning combination deciding unit (for example, the process of Step S98 of FIG. 58, which is performed by the CPU 31 to be described later) configured to decide an internal winning combination based on a result of the determination performed by the numerical range determining unit; stop table deciding unit (for example, the process of Step S7 of FIG. 52, which is performed by the CPU 31 to be described later) for deciding, based on the result of the determination performed by the numerical range determining unit, a stop table which defines a combination of the symbols to be displayed by the symbol display unit; symbol varying unit (for example, the stepping motors 49L, 49C and 49R to be described later, and the reel control process of Step S203 of FIG. 63, which is performed by the CPU 31 to be described later) configured to vary the symbols to be displayed by the symbol display unit based on the detection of the starting operation, which is performed by the starting operation detecting unit; stopping operation detecting unit (for example, the stop switch 7S to be described later) configured to detect a stopping operation; and stop control unit (for example, the reel stop control process of FIG. 62, which is performed by the CPU 31 to be described later, and the reel control process of Step S203 of FIG. 63, which is performed by the CPU 31 to be described later) configured to perform a stop control for the variation of the symbols to be displayed by the symbol display unit based on the detection of the stopping operation, which is performed by the stopping operation detecting unit, on the internal winning combination decided by the internal winning combination deciding unit, and on the stop table decided by the stop table deciding unit, wherein, as the result of the determination performed by the numerical range determining unit in a case where the random number value extracted by the random number value extracting unit is not included in any of the plurality of numerical ranges (for example, the numerical ranges corresponding t the winning numbers 1 to 8 to be described later) defined by the internal sortition table, or in a case where the random umber value extracted by the random number value extracting unit is included in a predetermined numerical range (for example, any of the numerical ranges corresponding to the winning numbers 6 to 8 to be described later) among the plurality of numerical ranges defined by the internal sortition table, the internal winning combination deciding unit decides a predetermined type of the internal winning combination (for example, the internal winning combination relating to the non-winning to be described later, that is, the so-called losing), and the stop table deciding unit decides the stop tables (for example, the stop table for Losing to be described later, and the stop tables for Special losings 1 to 3 to be described later) which define combinations of the symbols, the combinations being different from each other, in response to the case where the random number value extracted by the random number value extracting unit is not included in any of the plurality of numerical ranges defined by the internal sortition table and to the case where the random number value extracted by the random number value extracting unit is included in the predetermined numerical range among the plurality of numerical ranges defined by the internal sortition table.
  • According to the eighth aspect of the present invention, in the case where the extracted random number value is not included in any of the plurality of numerical ranges defined by the internal sortition table, or in the case where the extracted random umber value is included in the predetermined numerical range among the plurality of numerical ranges defined by the internal sortition table, the predetermined type of the internal winning combination is decided. Moreover, the stop tables are decided, which define the combinations of the symbols, the combinations being different from each other, in response to the above-described cases. Hence, even if the types of decided internal winning combinations are the same between the case where the predetermined type of internal winning combination is decided when it is determined that the extracted random number value is not included in any of the plurality of numerical ranges defined by the internal sortition table and the case where the predetermined type of internal winning combination is decided when it is determined that the extracted random number value is included in the predetermined numerical range defined by the internal sortition table, the combinations of the symbols, which are different from each other, will be displayed by the symbol display unit in response to the above-described cases. As a result, as compared with the case where the predetermined type of internal winning combination is decided only when it is determined that the random number value is not included in any of the plurality of numerical ranges defined by the internal sortition table, the combinations of the symbols to be displayed by the symbol display unit can be varied.
  • In the case where it is determined that the extracted random number value is not included in any of the plurality of numerical ranges defined by the internal sortition table, or in the case where it is determined that the extracted random number value is included in the predetermined numerical range among the plurality of numerical ranges defined by the internal sortition table, the predetermined type of internal winning combination is decided. Moreover, in response to the above-described cases, the combinations of the symbols, which are different from each other, are displayed. Accordingly, the combinations of the symbols to be displayed by the symbol display unit can be varied.
  • In order to achieve the object according to the above-described third problem, a ninth aspect of the present invention is summarized to be a gaming machine which is as below.
  • The gaming machine, including: symbol display unit (for example, the reels 3L, 3C and 3R to be described later, and the display windows 4L, 4C and 4R to be described later) configured to display plural symbols; starting operation detecting unit (for example, the start switch 6S to be described later) configured to detect a starting operation; random number value extracting unit (for example, a process of Step S4 of FIG. 54, which is performed by the CPU 31 to be described later) configured to extract a random number value based on the detection of the starting operation, which is performed by the starting operation detecting unit; internal sortition table storing unit (for example, the ROM 32 to be described later) configured to store an internal sortition table which defines a plurality of numerical ranges (for example, the numerical ranges from the upper to lower limit values to be described later) in which internal winning combinations are decided: internal winning combination deciding unit (for example, an internal sortition process of FIG. 60, which is performed by the CPU 31 to be described later) configured to decide an internal winning combination based on the random number value extracted by the random number value extracting unit, and on the internal sortition table stored by the internal sortition table storing unit; symbol varying unit (for example, the stepping motors 49L, 49C and 49R to be described later, and the reel control process of Step S203 of FIG. 63, which is performed by the CPU 31 to be described later) configured to vary the symbols to be displayed by the symbol display unit based on the detection of the starting operation, which is performed by the starting operation detecting unit; stopping operation detecting unit (for example, the stop switch 7S to be described later) configured to detect a stopping operation; stop control unit (for example, the reel stop control process of FIG. 62, which is performed by the CPU 31 to be described later, and the reel control process of Step S203 of FIG. 63, which is performed by the CPU 31 to be described later) configured to perform a stop control for the variation of the symbols, the variation being performed by the symbol varying unit, based on the detection of the stopping operation, which is performed by the stopping operation detecting unit, and on the internal winning combination decided by the internal winning combination deciding unit, winning deciding unit (for example, a displayed combination retrieval process of Step S11 of FIG. 54, which is performed by the CPU 31 to be described later) configured to decide whether or not a prize is won based on a combination of the symbols to be displayed by the symbol display unit; and repeated gaming unit (for example, a process of Step S52 of FIG. 57, which is performed by the CPU 31 to be described later) configured to perform a repeated game when a combination of the symbols, the combination relating to the repeated game, is displayed by the symbol display unit, wherein the internal sortition table storing unit stores a first internal sortition table (for example, the internal sortition table for the normal gaming state to be descried later) which defines, as a first size (for example, a numerical range “6556 to 15535” to be described later), a numerical range (for example, a numerical range corresponding to a winning number 4 to be described later) in which an internal winning combination relating to the repeated game is decided, and a second internal sortition table (for example, an internal sortition table for RT to be described later) which defines, as a second size (for example, a numerical range “6556 to 50235” to be described later) larger than the first size, the numerical range in which the internal winning combination relating to the repeated game is decided, each of the first and second internal sortition tables defining a plurality of numerical ranges in which internal winning combinations relating to non-winning are decided, the stop control unit performs the stop control for the variation of the symbols so that combinations (for example, combinations of the symbols, which are shown in FIGS. 44A to 44C to be described later) of the symbols, the combinations being different from one another, can be displayed by the symbol display unit in response to the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided, and when a combination (for example, “Star-Star-Star” to be described later) of the symbols, the combination corresponding to a predetermined numerical range (for example, a numerical range corresponding to a winning number 5 to be described later) among the plurality of numerical ranges in which the internal winning combinations relating to non-winning are decided, is displayed by the symbol display unit, the internal winning combination deciding unit changes the first internal sortition table to the second internal sortition table, and decides the internal winning combination based on the second internal sortition table and the random number value extracted by the random number value extracting unit.
  • According to the ninth aspect of the present invention, the internal sortition table defines the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided, and the stop control for the variation of the symbols is performed so that the combinations of the symbols, which are different from one another, can be displayed by the symbol display unit in response to the plurality of numerical ranges. Hence, even if the types of internal winning combinations to be decided are the same, the combinations of the symbols, which are different from one another, will be displayed by the symbol display unit in response to the numerical ranges in which the internal winning combinations are decided. As a result, as compared with the case where only one numerical range in which the predetermined type of internal winning combination is decided is defined, the combinations of the symbols to be displayed by the symbol display unit can be varied.
  • Moreover, in the case where the combination of the symbols, which corresponds to the predetermined numerical range among the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided, is displayed by the symbol display unit, the internal sortition table is changed from the first internal sortition table to the second internal sortition table having the larger numerical range in which the internal winning combination relating to the repeated game is decided. Specifically, when the combination of the symbols, which corresponds to the predetermined numerical range among the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided, is displayed by the symbol display unit, it is made possible to increase an opportunity at which the internal winning combination relating to the repeated game is decided. Note that the repeated game unit the following. For example, when the detection of the starting operation is performed by detecting a preset number of game mediums by dropping operation detecting unit for detecting a dropping operation for dropping the game mediums, game mediums corresponding to the number of game mediums used in this unit game are dropped automatically (specifically, without performing the detection of the dropping operation by the dropping operation detecting unit) in the next unit game. Specifically, the repeated game is performed, thus making it possible for the player to play the next unit game without consuming the game mediums. Hence, when the opportunity at which the internal winning combination relating to the repeated game is decided is increased, it is made possible to increase an opportunity at which the player plays the next unit game without consuming the game mediums. As a result, while providing variety of the combinations of the symbols to be displayed by the symbol display unit, it is made possible to give a bonus to the player when the combination of the symbols among the above-described combinations, which corresponds to the predetermined numerical range, is displayed. Accordingly, it is made possible to enhance the interest of the game.
  • In order to achieve the object according to the above-described third problem, a tenth aspect of the present invention is summarized to be a gaming machine which is as below.
  • The gaming machine, including: symbol display unit (for example, the reels 3L, 3C and 3R to be described later, and the display windows 4L, 4C and 4R to be described later) configured to display plural symbols; starting operation detecting unit (for example, the start switch 6S to be described later) configured to detect a starting operation; random number value extracting unit (for example, the process of Step S4 of FIG. 54, which is performed by the CPU 31 to be described later) configured to extract a random number value based on the detection of the starting operation, which is performed by the starting operation detecting unit; internal sortition table storing unit (for example, the ROM 32 to be described later) configured to store an internal sortition table which defines a plurality of predetermined numerical ranges (for example, the numerical ranges from the upper to lower limit values to be described later); numerical range deciding unit (for example, a process of Step S99 of FIG. 60, which is performed by the CPU 31 to be described later) configured to decide a numerical range in which the random number value extracted by the random number value extracting unit is included based on the random number value extracted by the random number value extracting unit and on the internal sortition table stored by the internal sortition table storing unit; internal winning combination deciding unit (for example, a process of Step S100 of FIG. 60, which is performed by the CPU 31 to be described later) configured to decide an internal winning combination based on the numerical range decided by the numerical range deciding unit; stop table deciding unit (for example, a process of Step S7 of FIG. 54, which is performed by the CPU 31 to be described later) for deciding, based on the numerical range decided by the numerical range deciding unit, a stop table which defines a combination of the symbols to be displayed by the symbol display unit; symbol varying unit (for example, the stepping motors 49L, 49C and 49R to be described later, and the reel control process of Step S203 of FIG. 63, which is performed by the CPU 31 to be described later) configured to vary the symbols to be displayed by the symbol display unit based on the detection of the starting operation, which is performed by the starting operation detecting unit; stopping operation detecting unit (for example, the stop switch 7S to be described later) configured to detect a stopping operation; stop control unit (for example, the reel stop control process of FIG. 62, which is performed by the CPU 31 to be described later, and the reel control process of Step S203 of FIG. 63, which is performed by the CPU 31 to be described later) configured to perform a stop control for the variation of the symbols to be displayed by the symbol display unit based on the detection of the stopping operation, which is performed by the stopping operation detecting unit, on the internal winning combination decided by the internal winning combination deciding unit, and on the stop table decided by the stop table deciding unit; winning deciding unit (for example, the displayed combination retrieval process of Step S11 of FIG. 54, which is performed by the CPU 31 to be described later) configured to decide whether or not a prize is won based on the combination of the symbols to be displayed by the symbol display unit; and repeated gaming unit (for example, the process of Step S52 of FIG. 57, which is performed by the CPU 31 to be described later) configured to perform a repeated game when a combination of the symbols, which relates to a repeated game, is displayed by the symbol display unit, wherein the internal sortition table storing unit stores a first internal sortition table (for example, the internal sortition table for the normal gaming state to be descried later) which defines, as a first size (for example, the numerical range “6556 to 15535” to be described later), a numerical range (for example, the numerical range corresponding to the winning number 4 to be described later) in which an internal winning combination relating to the repeated game is decided, and a second internal sortition table (for example, the internal sortition table for RT to be described later) which defines, as a second size (for example, the numerical range “6556 to 50235” to be described later) larger than the first size, the numerical range in which the internal winning combination relating to the repeated game is decided, each of the first and second internal sortition tables defining a plurality of numerical ranges in which internal winning combinations relating to non-winning are decided, the stop table deciding unit decides the stop tables (for example, the stop table for Special losing 1 to be described later, the stop table for Special losing 2 to be described later, and the stop table for Special losing 3 to be described later) which define combinations of the symbols, the combinations being different from one another, in response to the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided, and when a combination (for example, “Star-Star-Star to be described later) of the symbols, which is defined in a stop table corresponding to a predetermined numerical range (for example, the numerical range corresponding to the winning number 5 to be described later) among the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided, is displayed by the symbol display unit, the numerical range deciding unit changes the first internal sortition table to the second internal sortition table, and decides the numerical range in which the random number value extracted by the random number value extracting unit is included based on the second internal sortition table and on the random number value extracted by the random number value extracting unit.
  • According to the tenth aspect of the present invention, the internal sortition table defines the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided, and the stop tables which define the combinations of the symbols, the combinations being different from one another, are decided in response to the plurality of numerical ranges. Hence, even if the types of internal winning combinations to be decided are the ones relating to the same non-winning, the combinations oft he symbols, which are different from one another, will be displayed by the symbol display unit in response to the numerical ranges in which the internal winning combinations are decided. As a result, as compared with the case where only one numerical range in which the internal winning combination relating to the non-winning is decided is defined, the combinations of the symbols to be displayed by the symbol display unit can be varied.
  • Moreover, in the case where the combination of the symbols, which is defined in the stop table corresponding to the predetermined numerical range among the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided, is displayed by the symbol display unit, the internal sortition table is changed from the first internal sortition table to the second internal sortition table having the larger numerical range in which the internal winning combination relating to the repeated game is decided. Specifically, when the combination of the symbols, which corresponds to the predetermined numerical range among the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided, is displayed by the symbol display unit, it is made possible to increase the opportunity at which the internal winning combination relating to the repeated game is decided. Note that the repeated game unit the following. For example, when the detection of the starting operation is performed by detecting the preset number of game mediums by the dropping operation detecting unit for detecting the dropping operation for dropping the game mediums, the game mediums corresponding to the number of game mediums used in this unit game are dropped automatically (specifically, without performing the detection of the dropping operation by the dropping operation detecting unit) in the next unit game. Specifically, the repeated game is performed, thus making it possible for the player to play the next unit game without consuming the game mediums. Hence, when the opportunity at which the internal winning combination relating to the repeated game is decided is increased, it is made possible to increase the opportunity at which the player plays the next unit game without consuming the game mediums. As a result, while providing variety of the combinations of the symbols to be displayed by the symbol display unit, it is made possible to give the bonus to the player when the combination of the symbols among the above-described combinations, which corresponds to the predetermined numerical range, is displayed. Accordingly, it is made possible to enhance the interest of the game.
  • The combinations of the symbols, which are different from one another, are displayed by the symbol display unit in response to the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided. Accordingly, the combinations of the symbols to be displayed by the symbol display unit can be varied.
  • In order to achieve the object according to the above-described third problem, an eleventh aspect of the present invention is summarized to be a gaming machine which is as below.
  • The gaming machine, including: symbol display unit (for example, the reels 3L, 3C and 3R to be described later, and the display windows 4L, 4C and 4R to be described later) configured to display plural symbols; starting operation detecting unit (for example, the start switch 6S to be described later) configured to detect a starting operation; random number value extracting unit (for example, the process of Step S4 of FIG. 54, which is performed by the CPU 31 to be described later) configured to extract a random number value based on the detection of the starting operation, which is performed by the starting operation detecting unit; internal sortition table storing unit (for example, the ROM 32 to be described later) configured to store an internal sortition table which defines a plurality of numerical ranges (for example, the numerical ranges from the upper to lower limit values to be described later) in which internal winning combinations are decided; internal winning combination deciding unit (for example, the internal sortition process of FIG. 60, which is performed by the CPU 31 to be described later) configured to decide an internal winning combination based on the random number value extracted by the random number value extracting unit, and on the internal sortition table stored by the internal sortition table storing unit; symbol varying unit (for example, the stepping motors 49L, 49C and 49R to be described later, and the reel control process of Step S203 of FIG. 63, which is performed by the CPU 31 to be described later) configured to vary the symbols to be displayed by the symbol display unit based on the detection of the starting operation, which is performed by the starting operation detecting unit; stopping operation detecting unit (for example, the stop switch 7S to be described later) configured to detect a stopping operation; stop control unit (for example, the reel stop control process of FIG. 62, which is performed by the CPU 31 to be described later, and the reel control process of Step S203 of FIG. 63, which is performed by the CPU 31 to be described later) configured to perform a stop control for the variation of the symbols to be displayed by the symbol display unit based on the detection of the stopping operation, which is performed by the stopping operation detecting unit, on the internal winning combination decided by the internal winning combination deciding unit, and on a priority table in which priorities given to types of the internal winning combinations are defined; winning deciding unit (for example, the displayed combination retrieval process of Step S11 of FIG. 54, which is performed by the CPU 31 to be described later) for deciding whether or not a prize is won based on a combination of the symbols to be displayed by the symbol display unit; and repeated gaming unit (for example, the process of Step S52 of FIG. 57, which is performed by the CPU 31 to be described later) configured to perform a repeated game when a combination (for example, “Replay-Replay-Replay” to be described later) of the symbols, which relates to the repeated game, is displayed by the symbol display unit, wherein the internal sortition table storing unit stores a first internal sortition table (for example, the internal sortition table for the normal gaming state to be descried later) which defines, as a first size (for example, the numerical range “6556 to 15535” to be described later), a numerical range (for example, the numerical range corresponding to the winning number 4 to be described later) in which an internal winning combination relating to the repeated game is decided, and a second internal sortition table (for example, the internal sortition table for RT to be described later) which defines, as a second size (for example, a numerical range “6556 to 50535” to be described later) larger than the first size, the numerical range in which the internal winning combination relating to the repeated game is decided, each of the first and second internal sortition tables defining a plurality of numerical ranges in which internal winning combinations relating to non-winning are decided, the stop control unit performs the stop control for the variation of the symbols so that combinations (for example, combinations of the symbols, which are shown in FIGS. 44A to 44C to be described later) of the symbols, the combinations being different from one another, can be displayed by the symbol display unit in response to the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided, when a combination (for example, “Star-Star-Star” to be described later) of the symbols, which corresponds to a predetermined numerical range (for example, the numerical range corresponding to the winning number 5 to be described later) among the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided, is displayed by the symbol display unit, the internal winning combination deciding unit changes the first internal sortition table to the second internal sortition table, and decides the internal winning combination based on the second internal sortition table and the random number value extracted by the random number value extracting unit, the second internal sortition table performs the definition so that the predetermined numerical range (for example, a numerical range “50236 to 50535” to be described later) among the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided can be entirely included in the numerical range (for example, the numerical range “6556 to 50535” to be described later) in which the internal winning combination relating to the repeated game is decided, and the priority table defines, as a highest one, priority given to the internal winning combination relating to the repeated game.
  • According to the eleventh aspect of the present invention, the internal sortition table defines the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided, and the stop control for the variation of the symbols is performed so that the combinations of the symbols, which are different from one another, can be displayed by the symbol display unit in response to the plurality of numerical ranges. Hence, even if the types of internal winning combinations to be decided are the ones relating to the same non-winning, the combinations of the symbols, which are different from one another, will be displayed by the symbol display unit in response to the numerical ranges in which the internal winning combinations are decided. As a result, as compared with the case where only one numerical range in which the internal winning combination relating to the non-winning is decided is defined, the combinations of the symbols to be displayed by the symbol display unit can be varied.
  • Moreover, in the case where the combination of the symbols, which corresponds to the predetermined numerical range among the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided, is displayed by the symbol display unit, the internal sortition table is changed from the first internal sortition table to the second internal sortition table having the larger numerical range in which the internal winning combination relating to the repeated game is decided. Specifically, when the combination of the symbols, which corresponds to the predetermined numerical range among the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided, is displayed by the symbol display unit, it is made possible to increase the opportunity at which the internal winning combination relating to the repeated game is decided. Note that the repeated game unit the following. For example, when the detection of the starting operation is performed by detecting the preset number of game mediums by the dropping operation detecting unit for detecting the dropping operation for dropping the game mediums, the game mediums corresponding to the number of game mediums used in this unit game are dropped automatically (specifically, without performing the detection of the dropping operation by the dropping operation detecting unit) in the next unit game. Specifically, the repeated game is performed, thus making it possible for the player to play the next unit game without consuming the game mediums. Hence, when the opportunity at which the internal winning combination relating to the repeated game is decided is increased, it is made possible to increase the opportunity at which the player plays the next unit game without consuming the game mediums. As a result, while providing variety of the combinations of the symbols to be displayed by the symbol display unit, it is made possible to give the bonus to the player when the combination of the symbols among the above-described combinations, which corresponds to the predetermined numerical range, is displayed. Accordingly, it is made possible to enhance the interest of the game.
  • Furthermore, the second internal sortition table performs the definition so that the predetermined numerical range among the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided can be entirely included in the numerical range in which the internal winning combination relating to the repeated game is decided. Specifically, when the extracted random number value is included in the above-described predetermined numerical range, both of the internal winning combination relating to the non-winning and the internal winning combination relating to the repeated game are decided. Still further, the priority table defines, as the highest one, the priority given to the internal winning combination relating to the repeated game. Specifically, when both of the internal winning combination relating to the non-winning and the internal winning combination relating to the repeated game are decided, the combination of the symbols, which relates to the repeated game, is preferentially displayed by the symbol display unit. Hence, during a period while the opportunity at which the internal winning combination relating to the repeated game is decided is being increased, it is made possible not to display the combination of the symbols, which corresponds to the above-described numerical range and brings an occasion of such decision of the internal winning combination relating to the repeated game. As a result, it is made possible to prevent the bonus from being given to the player more than necessary, and it is made possible to prevent soundness of the game from being damaged.
  • In order to achieve the object according to the above-described third problem, a twelfth aspect of the present invention is summarized to be a gaming machine which is as below.
  • The gaming machine, including: symbol display unit (for example, the reels 3L, 3C and 3R to be described later, and the display windows 4L, 4C and 4R to be described later) configured to display plural symbols; starting operation detecting unit (for example, the start switch 6S to be described later) configured to detect a starting operation; random number value extracting unit (for example, the process of Step S4 of FIG. 54, which is performed by the CPU 31 to be described later) configured to extract a random number value based on the detection of the starting operation, which is performed by the starting operation detecting unit; internal sortition table storing unit (for example, the ROM 32 to be described later) configured to store an internal sortition table which defines a plurality of predetermined numerical ranges (for example, the numerical ranges from the upper to lower limit values to be described later); numerical range deciding unit (for example, the process of Step S99 of FIG. 60, which is performed by the CPU 31 to be described later) configured to decide a numerical range in which the random number value extracted by the random number value extracting unit is included based on the random number value extracted by the random number value extracting unit and on the internal sortition table stored by the internal sortition table storing unit; internal winning combination deciding unit (for example, the process of Step S100 of FIG. 60, which is performed by the CPU 31 to be described later) configured to decide an internal winning combination based on the numerical range decided by the numerical range deciding unit; stop table deciding unit (for example, the process of Step S7 of FIG. 54, which is performed by the CPU 31 to be described later) configured to decide, based on the numerical range decided by the numerical range deciding unit, a stop table which defines a combination of the symbols to be displayed by the symbol display unit; symbol varying unit (for example, the stepping motors 49L, 49C and 49R to be described later, and the reel control process of Step S203 of FIG. 63, which is performed by the CPU 31 to be described later) configured to vary the symbols to be displayed by the symbol display unit based on the detection of the starting operation, which is performed by the starting operation detecting unit; stopping operation detecting unit (for example, the stop switch 7S to be described later) configured to detect a stopping operation; stop control unit (for example, the reel stop control process of FIG. 62, which is performed by the CPU 31 to be described later, and the reel control process of Step S203 of FIG. 63, which is performed by the CPU 31 to be described later) configured to perform a stop control for the variation of the symbols to be displayed by the symbol display unit based on the detection of the stopping operation, which is performed by the stopping operation detecting unit, on the internal winning combination decided by the internal winning combination deciding unit, and on the stop table decided by the stop table deciding unit; winning deciding unit (for example, the displayed combination retrieval process of Step S11 of FIG. 54, which is performed by the CPU 31 to be described later) configured to decide whether or not a prize is won based on the combination of the symbols to be displayed by the symbol display unit; and repeated gaming unit (for example, the process of Step S52 of FIG. 57, which is performed by the CPU 31 to be described later) configured to perform a repeated game when a combination (for example, “Replay-Replay-Replay” to be described later) of the symbols, which relates to the repeated game, is displayed by the symbol display unit, wherein the internal sortition table storing unit stores a first internal sortition table (for example, the internal sortition table for the normal gaming state to be described later) which defines, as a first size (for example, the numerical range “6556 to 15535” to be described later), a numerical range (for example, the numerical range corresponding to the winning number 4 to be described later) in which an internal winning combination relating to the repeated game is decided, and a second internal sortition table (for example, the internal sortition table for RT to be described later) which defines, as a second size (for example, the numerical range “6556 to 50235” to be described later) larger than the first size, the numerical range in which the internal winning combination relating to the repeated game is decided, each of the first and second internal sortition tables defining a plurality of numerical ranges in which internal winning combinations relating to non-winning are decided, the stop table deciding unit decides the stop tables (for example, the stop table for Special losing 1 to be described later, the stop table for Special losing 2 to be described later, and the stop table for Special losing 3 to be described later) which define the combinations of the symbols, the combinations being different from one another, in response to the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided, when a combination (for example, “Star-Star-Star” to be described later) of the symbols, which is defined in a stop table corresponding to a predetermined numerical range (for example, the numerical range corresponding to the winning number 5 to be described later) among the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided, is displayed by the symbol display unit, the numerical range deciding unit changes the first internal sortition table to the second internal sortition table, and decides the numerical range in which the random number value extracted by the random number value extracting unit is included based on the second internal sortition table and on the random number value extracted by the random number value extracting unit, the second internal sortition table performs the definition so that the predetermined numerical range (for example, the numerical range “50236 to 50535” to be described later) among the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided can be entirely included in the numerical range (for example, “6556 to 50535” in which the internal winning combination relating to the repeated game is decided, and the stop control unit performs the stop control for the variation of the symbols so that the combination of the symbols, which relates to the repeated game, can be displayed by the symbol display unit more preferentially than the combination of the symbols, which is defined in the stop table corresponding to the predetermined numerical range among the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided when the carryover of the specific internal winning combination is performed by the carryover unit.
  • According to the twelfth aspect of the present invention, the internal sortition table defines the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided, and the stop tables which define the combinations of the symbols, the combinations being different from one another, are decided in response to the plurality of numerical ranges. Hence, even if the types of internal winning combinations to be decided are the ones relating to the same non-winning, the combinations of the symbols, which are different from one another, will be displayed by the symbol display unit in response to the numerical ranges in which the internal winning combinations are decided. As a result, as compared with the case where only one numerical range in which the internal winning combination relating to the non-winning is decided is defined, the combinations of the symbols to be displayed by the symbol display unit can be varied.
  • Moreover, in the case where the combination of the symbols, which corresponds to the predetermined numerical range among the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided, is displayed by the symbol display unit, the internal sortition table is changed from the first internal sortition table to the second internal sortition table having the larger numerical range in which the internal winning combination relating to the repeated game is decided. Specifically, when the combination of the symbols, which corresponds to the predetermined numerical range among the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided, is displayed by the symbol display unit, it is made possible to increase the opportunity at which the internal winning combination relating to the repeated game is decided. Note that the repeated game unit the following. For example, when the detection of the starting operation is performed by detecting the preset number of game mediums by the dropping operation detecting unit for detecting the dropping operation for dropping the game mediums, the game mediums corresponding to the number of game mediums used in this unit game are dropped automatically (specifically, without performing the detection of the dropping operation by the dropping operation detecting unit) in the next unit game. Specifically, the repeated game is performed, thus making it possible for the player to play the next unit game without consuming the game mediums. Hence, when the opportunity at which the internal winning combination relating to the repeated game is decided is increased, it is made possible to increase the opportunity at which the player plays the next unit game without consuming the game mediums. As a result, while providing variety of the combinations of the symbols to be displayed by the symbol display unit, it is made possible to give the bonus to the player when the combination of the symbols among the above-described combinations, which corresponds to the predetermined numerical range, is displayed. Accordingly, it is made possible to enhance the interest of the game.
  • Furthermore, the second internal sortition table performs the definition so that the predetermined numerical range among the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided can be entirely included in the numerical range in which the internal winning combination relating to the repeated game is decided. Specifically, when the extracted random number value is included in the above-described predetermined numerical range, both of the internal winning combination relating to the non-winning and the internal winning combination relating to the repeated game are decided. Still further, the stop control unit performs the stop control for the variation of the symbols so that the combination of the symbols, which relates to the repeated game, can be displayed by the symbol display unit more preferentially than the combination of the symbols, which is defined in the stop table corresponding to the predetermined numerical range among the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided. Hence, during the period while the opportunity at which the internal winning combination relating to the repeated game is decided is being increased, it is made possible not to display the combination of the symbols, which corresponds to the above-described numerical range and brings the occasion of such decision of the internal winning combination relating to the repeated game. As a result, it is made possible to prevent the bonus from being given to the player more than necessary, and it is made possible to prevent soundness of the game from being damaged.
  • The combinations of the symbols, which are different from one another, are displayed by the symbol display unit in response to the plurality of numerical ranges in which the predetermined types of internal winning combinations are decided, and accordingly, the combinations of the symbols to be displayed by the symbol display unit can be varied.
  • In order to achieve the object according to the above-described fourth problem, a thirteenth aspect of the present invention is summarized to be a gaming machine which is as below.
  • The gaming machine, including: symbol display unit (for example, the reels 3L, 3C and 3R to be described later, and the display windows 4L, 4C and 4R to be described later) configured to display plural symbols; starting operation detecting unit (for example, the start switch 6S to be described later) configured to detect a starting operation; random number value extracting unit (for example, a process of Step S4 of FIG. 55, which is performed by the CPU 31 to be described later) configured to extract a random number value based on the detection of the starting operation, which is performed by the starting operation detecting unit; internal winning combination deciding unit (for example, an internal sortition process of FIG. 61, which is performed by the CPU 31 to be described later) configured to decide an internal winning combination based on an internal sortition table which defines a plurality of numerical ranges (for example, the numerical ranges from the upper to lower limit values to be described later) in which the internal winning combination is decided and on the random number value extracted by the random number value extracting unit; symbol varying unit (for example, the stepping motors 49L, 49C and 49R to be described later, and the reel control process of Step S203 of FIG. 63, which is performed by the CPU 31 to be described later) configured to vary the symbols to be displayed by the symbol display unit based on the detection of the starting operation, which is performed by the starting operation detecting unit; stopping operation detecting unit (for example, the stop switch 7S to be described later) configured to detect a stopping operation; stop control unit (for example, the reel stop control process of FIG. 62, which is performed by the CPU 31 to be described later, and the reel control process of Step S203 of FIG. 63, which is performed by the CPU 31 to be described later) configured to perform a stop control for the variation of the symbols, which is performed by the symbol varying unit, based on the detection of the stopping operation, which is performed by the stopping operation detecting unit, and on the internal winning combination decided by the internal winning combination deciding unit; advantageous state operating unit (for example, a bonus operation check process of Step S16 of FIG. 55, which is performed by the CPU 31 to be described later) configured to perform an operation of a gaming state advantageous for a player when a specific combination of the symbols is displayed by the symbol display unit; and carryover unit (for example, a process of Step S100 of FIG. 61, which is performed by the CPU 31 to be described later) configured to perform carryover of a specific internal winning combination relating to the operation of the gaming state advantageous for the player when the specific internal winning combination is decided by the internal winning combination deciding unit, wherein the internal sortition table defines a plurality of numerical ranges in which internal winning combinations relating to non-winning are decided by the internal winning combination deciding unit, and the stop control unit performs the stop control for the variation of the symbols so that combinations (for example, combinations of the symbols, which are shown in FIGS. 45A to 45D to be described later) of the symbols, which are different from one another, can be displayed by the symbol display unit in response to the plurality of numerical ranges (for example, winning numbers 5 to 7 to be described later) when the carryover of the specific internal winning combination is performed by the carryover unit.
  • According to the thirteenth aspect of the present invention, the internal sortition table defines the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided, and the stop control for the variation of the symbols is performed so that the combinations of the symbols, which are different from one another, can be displayed by the symbol display unit in response to the plurality of numerical ranges when the carryover of the specific internal winning combination is performed. Hence, even if the types of internal winning combinations to be decided are the ones relating to the same non-winning when the carryover of the specific internal winning combination is performed, the combinations of the symbols, which are different from one another, will be displayed by the symbol display unit in response to the numerical ranges in which the internal winning combinations are decided. As a result, as compared with the case where only one numerical range in which the internal winning combination relating to the non-winning is decided is defined, the combinations of the symbols to be displayed by the symbol display unit can be varied when the carryover of the specific internal winning combination is performed.
  • In order to achieve the object according to the above-described fourth problem, a fourteenth aspect of the present invention is summarized to be a gaming machine which is as below.
  • The gaming machine, including: symbol display unit (for example, the reels 3L, 3C and 3R to be described later, and the display windows 4L, 4C and 4R to be described later) configured to display plural symbols; starting operation detecting unit (for example, the start switch 6S to be described later) configured to detect a starting operation; random number value extracting unit (for example, the process of Step S4 of FIG. 55, which is performed by the CPU 31 to be described later) configured to extract a random number value based on the detection of the starting operation, which is performed by the starting operation detecting unit; numerical range deciding unit (for example, a process of Step S97 of FIG. 61, which is performed by the CPU 31 to be described later) configured to decide a numerical range in which the random number value extracted by the random number value extracting unit is included based on an internal sortition table which defines a plurality of predetermined numerical ranges (for example, the numerical ranges from the upper to lower limit values) and on the random number value extracted by the random number value extracting unit; internal winning combination deciding unit (for example, a process of Step S98 of FIG. 61, which is performed by the CPU 31 to be described later) configured to decide an internal winning combination based on the numerical range decided by the numerical range deciding unit; stop table deciding unit (for example, a process of Step S7 of FIG. 55, which is performed by the CPU 31 to be described later) configured to decide, based on the numerical range decided by the numerical range deciding unit, a stop table which defines a combination of the symbols to be displayed by the symbol display unit; symbol varying unit (for example, the stepping motors 49L, 49C and 49R to be described later, and the reel control process of Step S203 of FIG. 63, which is performed by the CPU 31 to be described later) configured to vary the symbols to be displayed by the symbol display unit based on the detection of the starting operation, which is performed by the starting operation detecting unit; stopping operation detecting unit (for example, the stop switch 7S to be described later) configured to detect a stopping operation; stop control unit (for example, the reel stop control process of FIG. 62, which is performed by the CPU 31 to be described later, and the reel control process of Step S203 of FIG. 63, which is performed by the CPU 31 to be described later) configured to perform a stop control for the variation of the symbols to be displayed by the symbol display unit based on the detection of the stopping operation, which is performed by the stopping operation detecting unit, on the internal winning combination decided by the internal winning combination deciding unit, and on the stop table decided by the stop table deciding unit; advantageous state operating unit (for example, the bonus operation check process of Step S16 of FIG. 55, which is performed by the CPU 31 to be described later) configured to perform an operation of a gaming state advantageous for a player when a specific combination of the symbols is displayed by the symbol display unit; and carryover unit (for example, the process of Step S100 of FIG. 61, which is performed by the CPU 31 to be described later) configured to perform carryover of a specific internal winning combination relating to the operation of the gaming state advantageous for the player when the specific internal winning combination is decided by the internal winning combination deciding unit, wherein the internal sortition table defines a plurality of numerical ranges in which internal winning combinations relating to non-winning are decided by the internal winning combination deciding unit, and the stop table deciding unit decides the stop tables (for example, the stop table for Special losing 1 to be described later, the stop table for Special losing 2 to be described later, and the stop table for Special losing 3 to be described later) which define the combinations of the symbols, which are different from one another, in response to the plurality of numerical ranges (for example, the winning numbers 5 to 7 to be described later) in which the internal winning combinations relating to the non-winning are decided.
  • According to the fourteenth aspect of the present invention, the internal sortition table defines the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided, and when the carryover of the specific internal winning combination is performed, the stop tables which define the combinations of the symbols, the combinations being different from one another, are displayed by the symbol display unit in response to the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided. Hence, even if the types of internal winning combinations to be decided are the ones relating to the same non-winning when the carryover of the specific internal winning combination is performed, the combinations of the symbols, which are different from one another, will be displayed by the symbol display unit in response to the numerical ranges in which the internal winning combinations are decided. As a result, as compared with the case where only one numerical range in which the internal winning combination relating to the non-winning is decided is defined, the combinations of the symbols to be displayed by the symbol display unit can be varied when the carryover of the specific internal winning combination is performed.
  • When the carryover of the specific internal winning combination is performed, the combinations of the symbols, which are different from one another, are displayed by the symbol display unit in response to the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided. Accordingly, the combinations of the symbols to be displayed by the symbol display unit can be varied.
  • BRIEF DESCRIPTION OF THE SEVERAL VIEWS OF THE DRAWINGS
  • FIG. 1 is a perspective view showing an outline of a gaming machine 1 according to first to seventh embodiments of the present invention.
  • FIG. 2 is a view showing symbols arrayed on reels 3L, 3C and 3R according to the first to fourth embodiments of the present invention.
  • FIG. 3 is a view showing symbols arrayed on reels 3L, 3C and 3R according to the fifth and seventh embodiments of the present invention.
  • FIG. 4 is a view showing symbols arrayed on reels 3L, 3C and 3R according to the sixth embodiment of the present invention.
  • FIG. 5 is a block diagram showing a configuration of an electric circuit of the gaming machine 1 according to the first to seventh embodiments of the present invention.
  • FIG. 6 is a view showing a symbol arrangement table of the gaming machine 1 according to the first to fourth embodiments of the present invention.
  • FIG. 7 is a view showing a symbol arrangement table of the gaming machine 1 according to the fifth and seventh embodiments of the present invention.
  • FIG. 8 is a view showing a symbol arrangement table of the gaming machine 1 according to the sixth embodiment of the present invention.
  • FIG. 9 is a view showing an internal sortition table decision table of the gaming machine 1 according to the first to seventh embodiments of the present invention.
  • FIGS. 10A and 10B are views showing internal sortition tables of the gaming machine 1 according to the first embodiment.
  • FIGS. 11A to 11D are views showing internal sortition tables of the gaming machine 1 according to the second embodiment of the present invention.
  • FIGS. 12A and 12B are views showing internal sortition tables of the gaming machine 1 according to the third embodiment of the present invention.
  • FIGS. 13A and 13B are views showing internal sortition tables of the gaming machine 1 according to the fourth embodiment of the present invention.
  • FIGS. 14A to 14C are views showing internal sortition tables of the gaming machine 1 according to the fifth embodiment of the present invention.
  • FIGS. 15A and 15B are views showing internal sortition tables of the gaming machine 1 according to the sixth embodiment of the present invention.
  • FIGS. 16A to 16C are views showing internal sortition tables of the gaming machine 1 according to the seventh embodiment of the present invention.
  • FIG. 17 is a view showing an internal winning combination decision table of the gaming machine 1 according to the first, third and fourth embodiments of the present invention.
  • FIG. 18 is a view showing an internal winning combination decision table of the gaming machine 1 according to the second and fifth to seventh embodiments of the present invention.
  • FIG. 19 is a view conceptually showing winning areas of the respective winning numbers of the gaming machine 1 according to the first embodiment of the present invention.
  • FIGS. 20A and 20B are views conceptually showing winning areas of the respective winning numbers of the gaming machine 1 according to the second embodiment of the present invention.
  • FIG. 21 is a view conceptually showing winning areas of the respective winning numbers of the gaming machine 1 according to the third embodiment of the present invention.
  • FIG. 22 is a view conceptually showing winning areas of the respective winning numbers of the gaming machine 1 according to the fourth embodiment of the present invention.
  • FIG. 23 is a view conceptually showing winning areas of the respective winning numbers of the gaming machine 1 according to the fifth embodiment of the present invention.
  • FIG. 24 is a view conceptually showing winning areas of the respective winning numbers of the gaming machine 1 according to the sixth embodiment of the present invention.
  • FIGS. 25A and 25B are views conceptually showing winning areas of the respective winning numbers of the gaming machine 1 according to the seventh embodiment of the present invention.
  • FIG. 26 is a view showing a stop table decision table of the gaming machine 1 according to the first to third embodiments of the present invention.
  • FIG. 27 is a view showing a stop table decision table of the gaming machine 1 according to the second, fifth and seventh embodiments of the present invention.
  • FIG. 28 is a view showing a stop table decision table of the gaming machine 1 according to the fourth embodiment of the present invention.
  • FIG. 29 is a view showing a stop table decision table of the gaming machine 1 according to the sixth embodiment of the present invention.
  • FIG. 30 is a view showing a stop table of the gaming machine 1 according to the third embodiment of the present invention.
  • FIG. 31 is a view showing a stop table of the gaming machine 1 according to the first to fourth embodiments of the present invention.
  • FIG. 32 is a view showing a stop table of the gaming machine 1 according to the fifth and seventh embodiments of the present invention.
  • FIG. 33 is a view showing a stop table of the gaming machine 1 according to the sixth embodiment of the present invention.
  • FIG. 34 is a view showing a stop table of the gaming machine 1 according to the first to third, fifth, and seventh embodiments of the present invention.
  • FIG. 35 is a view showing a stop table of the gaming machine 1 according to the fourth embodiment of the present invention.
  • FIG. 36 is a view showing a stop table of the gaming machine 1 according to the sixth embodiment of the present invention.
  • FIG. 37 is a view showing a stop table of the gaming machine 1 according to the sixth embodiment of the present invention.
  • FIG. 38 is a view showing a stop table of the gaming machine 1 according to the first to fourth embodiments of the present invention.
  • FIG. 39 is a view showing a stop table of the gaming machine 1 according to the fifth and seventh embodiments of the present invention.
  • FIG. 40 is a view showing a stop table of the gaming machine 1 according to the sixth embodiment of the present invention.
  • FIGS. 41A to 41C are views showing display examples of combinations of the symbols based on the stop table on display windows 4L, 4C and 4R according to the first and second embodiments of the present invention.
  • FIGS. 42A to 42D are views showing display examples of combinations of the symbols based on the stop table on the display windows 4L, 4C and 4R according to the third embodiment of the present invention.
  • FIGS. 43A to 43C are views showing display examples of combinations of the symbols based on the stop table on the display windows 4L, 4C and 4R according to the fourth embodiment of the present invention.
  • FIGS. 44A to 44C are views showing display examples of combinations of the symbols based on the stop table on the display windows 4L, 4C and 4R according to the fifth and seventh embodiments of the present invention.
  • FIGS. 45A to 45D are views showing display examples of combinations of the symbols based on the stop table on the display windows 4L, 4C and 4R according to the sixth embodiment of the present invention.
  • FIG. 46 is a view showing a capture priority table of the gaming machine 1 according to the first to seventh embodiments of the present invention.
  • FIG. 47 is a view showing a symbol combination table of the gaming machine 1 according to the first to seventh embodiments of the present invention.
  • FIG. 48 is a view showing an internal winning combination storage area of a RAM 33 of a main control circuit 71 according to the first to seventh embodiments of the present invention.
  • FIG. 49 is a view showing a carryover combination storage area of the RAM 33 of the main control circuit 71 according to the first to seventh embodiments of the present invention.
  • FIG. 50 is a view showing symbol storage areas of the RAM 33 of the main control circuit 71 according to the first to fourth and sixth embodiments of the present invention.
  • FIG. 51 is a view showing symbol storage areas of the RAM 33 of the main control circuit 71 according to the fifth and seventh embodiments of the present invention.
  • FIG. 52 is a view showing a flowchart of a reset intervention process performed by the main control circuit 71 according to the first, third and fourth embodiments of the present invention.
  • FIG. 53 is a view showing a flowchart of the reset intervention process performed by the main control circuit 71 according to the second embodiment of the present invention.
  • FIG. 54 is a view showing a flowchart of the reset intervention process performed by the main control circuit 71 according to the fifth and seventh embodiments of the present invention.
  • FIG. 55 is a view showing a flowchart of the reset intervention process performed by the main control circuit 71 according to the sixth embodiment of the present invention.
  • FIG. 56 is a view showing a flowchart of a medal receiving/start check process by the main control circuit 71 according to the first to fourth and sixth embodiments of the present invention.
  • FIG. 57 is a view showing a flowchart of the medal reception/start check process by the main control circuit 71 according to the fifth and seventh embodiments of the present invention.
  • FIG. 58 is a view showing a flowchart of an internal sortition process by the main control circuit 71 according to the first, third and fourth embodiments of the present invention.
  • FIG. 59 is a view showing a flowchart of an internal sortition process by the main control circuit 71 according to the second embodiment of the present invention.
  • FIG. 60 is a view showing a flowchart of an internal sortition process by the main control circuit 71 according to the fifth and seventh embodiments of the present invention.
  • FIG. 61 is a view showing a flowchart of an internal sortition process by the main control circuit 71 according to the sixth embodiment of the present invention.
  • FIG. 62 is a view showing a flowchart of a reel stop control process by the main control circuit 71 according to the first to seventh embodiments of the present invention.
  • FIG. 63 is a view showing a flowchart of an intervention process in a cycle of 1.1173 msec by the main control circuit 71 according to the first to seventh embodiments of the present invention.
  • FIG. 64 is a view showing a flowchart of a specific condition establishment check process by the main control circuit 71 according to the second embodiment of the present invention.
  • FIG. 65 is a view showing a flowchart of an RT operation check process by the main control circuit 71 according to the fifth and seventh embodiments of the present invention.
  • FIG. 66 is a view showing a flowchart of an RT ending check process by the main control circuit 71 according to the fifth and seventh embodiments of the present invention.
  • DETAILED DESCRIPTION OF THE INVENTION
  • First, a description will be made below of a common configuration of a gaming machine 1 according to first to seventh embodiments of the present invention while referring to the drawings. When the common drawings are used in the first to seventh embodiments of the present invention, the same drawings are used for description thereof.
  • FIRST TO SEVENTH EMBODIMENTS
  • A description will be made below of an outline of the gaming machine 1 with reference to FIG. 1.
  • In the gaming machine 1, there are provided a cabinet 1 a which houses reels 3L, 3C and 3R, a main control circuit 71 (refer to FIG. 5) to be described later, and the like, and a front door 1 b attached to the cabinet 1 a so as to be openable.
  • In the inside of the cabinet 1 a, the three reels 3L, 3C and 3R are provided horizontally in line. On circumferential surfaces of the respective reels 3L, 3C and 3R, plural types of symbols are arranged continuously in a rotation direction of the reels. The respective reels 3L, 3C and 3R are controlled by the main control circuit 71 to be described later so as to be rotated at a constant speed (for example, 80 revolutions per minute), and the plural symbols arranged on the circumferential surfaces of the reels 3L, 3C and 3R are varied following the rotations of the reels.
  • On the front door 1 b, a panel display unit 2 as a substantially vertical surface is formed. On a center of the panel display unit 2, three vertically rectangular display windows 4L, 4C and 4R are provided as symbol display areas. The respective display windows 4L, 4C and 4R are provided to be located in front of the respective reels 3L, 3C and 3R corresponding thereto. Through the respective display windows 4L, 4C and 4R, it can be observed that the respective reels 3L, 3C and 3R are rotated and stopped. In the respective display windows 4L, 4C and 4R, one symbol is displayed on each of display areas of upper, middle and lower stages thereof. In each of the display windows 4L, 4C and 4R, three symbols are displayed among the symbols arranged on the circumferential surface of the reel corresponding thereto.
  • On the display windows 4L, 4C and 4R, paylines which connect predetermined areas on the above-described upper, middle and lower stages of the respective display windows 4L, 4C and 4R to one another are formed. With regard to types of the paylines, a top line 8 b, a center line 8 c, a bottom line 8 d, a cross up line 8 a, and a cross down line 8 e are provided.
  • The center line 8 c is a line which connects the middle stages of the respective display windows 4L, 4C and 4R to one another. The top line 8 b is a line which connects the upper stages of the respective display windows 4L, 4C and 4R. The bottom line 8 d is a line which connects the lower stages of the respective display windows 4L, 4C and 4R. The cross up line 8 a is a line which connects the lower stage of the left display window 4L, the middle stage of the center display window 4C, and the upper stage of the right display window 4R to one another. The cross down line 8 e is a line which connects the upper stage of the left display window 4L, the middle stage of the center display window 4C, and the lower stage of the right display window 4R to one another.
  • These paylines 8 a to 8 e are basically activated by operating any of a 1-BET button 11, a 2-BET button 12, and a maximum-BET button 13, which are to be described later, or by dropping a medal into a medal insertion slot 22 to be described later (hereinafter, the activated payline is referred to as an “activated line”).
  • Below the display windows 4L, 4C and 4R, a base portion 10 as a horizontal plane is formed. A liquid crystal display device 5 is provided between the base portion 10 and the display windows 4L, 4C and 4R. On a display screen 5 a of the liquid crystal display device 5, information regarding a game is displayed.
  • On the right side of the liquid crystal display device 5, the medal insertion slot 22 for dropping the medal therefrom into the gaming machine 1 is provided. When the medal is inserted from the medal insertion slot 22, any of the above-described paylines 8 a to 8 e is activated (the activated payline is referred to as the activated line). When the medals of which number exceeds three are continuously dropped from the medal insertion slot 22, the medals are reserved (that is, credited) in the gaming machine 1. In the gaming machine 1, the medals are used as game mediums; however, the game mediums are not limited to the medals, and a card which stores information regarding the amount of medals, and the like are also applicable besides coins, gaming balls, tokens, and the like.
  • On the left side of the liquid crystal display device 5, there are provided the 1-BET button 11, the 2-BET button 12, and the maximum-BET button 13 for deciding the number of medals to be dropped in a unit game from the credited medals. For example, the unit game is one game from the start of the rotations of the reels to a time when the rotations of the reels are stopped and a result of the game is obtained. One medal is dropped from the credited medals by operating the 1-BET button 11, two medals are dropped therefrom by operating the 2-BET button 12, and three medals are dropped therefrom by operating the maximum-BET button 13.
  • On the left side of the display windows 4L, 4C and 4R, a 1-BET lamp 9 a, a 2-BET lamp 9 b, and a maximum-BET lamp 9 c are provided. The 1-BET lamp 9 a, the 2-BET lamp 9 b, and the maximum-BET lamp 9 c are turned on in response to the number of medals dropped in the unit game (hereinafter, referred to as a “dropped number”). The 1-BET lamp 9 a is turned on when the dropped number is one, the 2-BET lamp 9 b is turned on when the dropped number is two, and the maximum-BET lamp 9 c is turned on when the dropped number is three.
  • Below the BET lamps 9 a, 9 b and 9 c, an information display portion 18 is provided. The information display portion 18 is composed of a 7-segment LED, and on the information display portion 18, there are displayed the number of medals reserved (that is, “credited”) in the gaming machine 1, the number of medals to be paid out to a player (hereinafter, referred to as a “payout number”), and the like.
  • Above the BET buttons 11, 12 and 13, an operation unit 17 composed of a cross key, a selection button, and a decision button is provided. Based on an operation of the operation unit 17 by the player, information regarding the game, such as a gaming history, is displayed on the display screen 5 a of the liquid crystal display device 5.
  • On the left side from the center on a front face of the base portion 10, a C/P button 14 for switching the credit and the payout (Pay) of the medals is provided. When the medals are paid out, the medals equivalent to the payout number are paid out from a payout opening 15 on a lower portion of the front of the gaming machine 1, and are reserved in a medal receiving portion 16. When the medals are credited, the medals equivalent to the payout number are credited. Here, in some cases, the payout and credit of the medals are generically referred to simply as “payout”.
  • On the right side of the C/P button 14, there is provided a start lever 6 for rotating the reels 3L, 3C and 3R and starting variations of the symbols displayed on the display windows 4L, 4C and 4R by a starting operation.
  • On the center of the front face of the base portion 10, which is also a position below the liquid crystal display device 5, stop buttons 7L, 7C and 7R for stopping the rotations of the respective reels 3L, 3C and 3R are provided. The stop buttons 7L, 7C and 7R are provided so as to correspond to the respective reels 3L, 3C and 3R.
  • Hereinafter, a stopping operation to be performed first when all of the reels 3L, 3C and 3R are rotated (that is, a pressing operation for the stop buttons 7L, 7C and 7R by the player) is referred to as a “first stopping operation”. A stopping operation to be performed when two of the reels are rotated, the stopping operation being performed subsequently to the first stopping operation, is referred to as a “second stopping operation”. A stopping operation to be performed when a remaining one of the reels is rotated, the stopping operation being performed subsequently to the second stopping operation, is referred to as a “third stopping operation”.
  • On an upper portion of the front door 1 b, an LED 101 and a lamp 102 are provided. On the LED 101 and the lamp 102, light is emitted in a light emission pattern corresponding to a circumstance of the game, and an effect regarding the game is thus performed.
  • On the right and left above the medal receiving portion 16, speakers 21L and 21R are provided. Sounds such as effect sounds and music which correspond to the circumstance of the game are outputted from the speakers 21L and 21R, and the effect regarding the game is thus performed.
  • Descriptions will be made of configurations of the symbols arranged on the reels 3L, 3C and 3R with reference to FIG. 2 for the first to fourth embodiments, with reference to FIG. 3 for the fifth and seventh embodiments, and with reference to FIG. 4 for the sixth embodiment. 21 pieces of the plural types of symbols are arranged on the circumferential surface of each of the reels 3L, 3C and 3R. Specifically, plural (specifically, 21) regions assigned to the symbols are provided on the circumferential surface of each of the reels 3L, 3C and 3R. In the first to fourth and sixth embodiments, Red 7 (a symbol 61), Watermelon (a symbol 62), Bell (a symbol 63), Replay (a symbol 64), or Cherry (a symbol 65) is arranged on each of the regions. In the fifth and seventh embodiments, Red 7 (the symbol 61), Watermelon (the symbol 63), Replay (the symbol 64), Cherry (the symbol 65), or Star (a symbol 66) is arranged on each of the regions. The respective reels 3L, 3C and 3R are rotated in an arrow direction shown in FIG. 2, FIG. 3, and FIG. 4.
  • A description will be made of a circuit configuration of the gaming machine 1 including the main control circuit 71, a sub-control circuit 72, and peripheral devices (actuators) electrically connected to the main control circuit 71 or the sub-control circuit 72 with reference to FIG. 5.
  • The main control circuit 71 includes, as a main constituent, a microcomputer 30 disposed on a circuit board, and is composed by adding a circuit for random number sampling thereto. The microcomputer 30 is composed of a CPU 31, and a ROM 32 and a RAM 33 which are storing unit.
  • To the CPU 31, there are connected a clock pulse generator circuit 34, a frequency divider 35, a random number generator 36, and a sampling circuit 37. The clock pulse generator circuit 34 and the frequency divider 35 generate a reference clock pulse. Based on the reference clock pulse thus generated, an intervention process to be described later is performed. The random number generator 36 generates random numbers within a fixed range (for example, 0 to 65535). The sampling circuit 37 extracts (samples) one random number value from the random numbers generated by the random number generator 36. By using the extracted random number value, an internal winning process to be described later is performed, and predetermined information (for example, a winning number to be described later) is decided.
  • In the first embodiment, in the ROM 32 of the microcomputer 30, there are stored programs relating to the process of the CPU 31 (for example, refer to FIG. 52, FIG. 56, FIG. 58, FIG. 62, and FIG. 63, which are to be described later), various tables such as stop tables and internal sortition tables, which are to be described later (for example, refer to FIG. 6, FIG. 9, FIGS. 10A and 10B, FIG. 17, FIG. 26, FIG. 31, FIG. 34, FIG. 38, FIG. 46, and FIG. 47, which are to be described later), various control instructions (commands) for transmitting the programs and the tables to the sub-control circuit 72, and the like.
  • In the second embodiment, in the ROM 32 of the microcomputer 30, there are stored programs relating to the process of the CPU 31 (for example, refer to FIG. 53, FIG. 56, FIG. 59, and FIG. 62 to FIG. 64, which are to be described later), various tables such as stop tables to be described later (for example, refer to FIG. 6, FIG. 9, FIGS. 11A to 11D, FIG. 18, FIG. 27, FIG. 31, FIG. 34, FIG. 38, FIG. 46, and FIG. 47, which are to be described later), various control instructions (commands) for transmitting the programs and the tables to the sub-control circuit 72, and the like.
  • In the third embodiment, in the ROM 32 of the microcomputer 30, there are stored programs relating to the process of the CPU 31 (for example, refer to FIG. 52, FIG. 56, FIG. 58, FIG. 62, and FIG. 63, which are to be described later), various tables such as stop tables and internal sortition tables, which are to be described later (for example, refer to FIG. 6, FIG. 9, FIGS. 12A and 12B, FIG. 17, FIG. 26, FIG. 30, FIG. 31, FIG. 34, FIG. 38, FIG. 46, and FIG. 47, which are to be described later), various control instructions (commands) for transmitting the programs and the tables to the sub-control circuit 72, and the like.
  • In the fourth embodiment, in the ROM 32 of the microcomputer 30, there are stored programs relating to the process of the CPU 31 (for example, refer to FIG. 52, FIG. 56, FIG. 58, FIG. 62, and FIG. 63, which are to be described later), various tables such as stop tables to be described later (for example, refer to FIG. 6, FIG. 9, FIGS. 13A and 13B, FIG. 17, FIG. 28, FIG. 31, FIG. 35, FIG. 38, FIG. 46, and FIG. 47, which are to be described later), various control instructions (commands) for transmitting the programs and the tables to the sub-control circuit 72, and the like.
  • In the fifth embodiment, in the ROM 32 of the microcomputer 30, there are stored programs relating to the process of the CPU 31 (for example, refer to FIG. 54, FIG. 57, FIG. 60, FIG. 62, FIG. 63, FIG. 65, and FIG. 66, which are to be described later), various tables such as stop tables and internal sortition tables, which are to be described later (for example, refer to FIG. 7, FIG. 9, FIGS. 14A to 14C, FIG. 18, FIG. 27, FIG. 32, FIG. 34, FIG. 39, FIG. 46, and FIG. 47, which are to be described later), various control instructions (commands) for transmitting the programs and the tables to the sub-control circuit 72, and the like.
  • In the sixth embodiment, in the ROM 32 of the microcomputer 30, there are stored programs relating to the process of the CPU 31 (for example, refer to FIG. 55, FIG. 56, FIG. 61 to FIG. 63, which are to be described later), various tables such as stop tables and internal sortition tables, which are to be described later (for example, refer to FIG. 8, FIG. 9, FIGS. 15A and 15B, FIG. 18, FIG. 29, FIG. 33, FIG. 36, FIG. 37, FIG. 40, FIG. 46, and FIG. 47, which are to be described later), various control instructions (commands) for transmitting the programs and the tables to the sub-control circuit 72, and the like.
  • In the seventh embodiment, in the ROM 32 of the microcomputer 30, there are stored programs relating to the process of the CPU 31 (for example, refer to FIG. 54, FIG. 57, FIG. 60, FIG. 62, FIG. 63, FIG. 65, and FIG. 66, which are to be described later), various tables such as stop tables and internal sortition tables, which are to be described later (for example, refer to FIG. 7, FIG. 9, FIGS. 16A to 16C, FIG. 18, FIG. 27, FIG. 32, FIG. 34, FIG. 39, FIG. 46, and FIG. 47, which are to be described later), various control instructions (commands) for transmitting the programs and the tables to the sub-control circuit 72, and the like.
  • In the RAM 33, various data obtained by the process of the CPU 31 are stored. For example, there are provided storage areas for storing the internal winning combination and a carryover combination, which are to be described later (for example, refer to FIGS. 48 to 50 to be described later for the first to fourth and sixth embodiments, and refer to FIG. 48, FIG. 49, and FIG. 51, which are to be described later, for the fifth and seventh embodiments). These data are transmitted to the sub-control circuit 72 by the above-described commands.
  • In the circuit of FIG. 5, as main actuators of which operations are controlled by control signals from the microcomputer 30, there are mentioned the BET lamps 9 a, 9 b and 9 c, the information display portion 18, a hopper 40, stepping motors 49L, 49C and 49R, and the like.
  • To an output portion of the microcomputer 30, there are connected the respective circuits for controlling the operations of the above-described respective actuators by receiving the control signals outputted from the CPU 31. As the respective circuits, there are mentioned a motor driving circuit 39, a lamp driving circuit 45, a display portion driving circuit 48, and a hopper driving circuit 41.
  • The lamp driving circuit 45 performs a control to drive the BET lamps 9 a, 9 b and 9 c. Thus, the BET lamps 9 a, 9 b and 9 c are turned on and off.
  • The display portion driving circuit 48 performs a control to drive the information display portion 18. Thus, various pieces of information (a credit number and the like) are displayed on the information display portion 18.
  • The hopper driving circuit 41 performs a control to drive the hopper 40. Thus, the medals housed in the hopper 40 are paid out.
  • The motor driving circuit 39 outputs pulses from the main control circuit 71 to the stepping motors 49L, 49C, and 49R, and controls drives of the stepping motors 49L, 49C and 49R. Thus, the reels 3L, 3C and 3R are rotated and stopped.
  • Here, in the first to seventh embodiments of the present invention, a reel index indicating that each reel makes one rotation is detected by a reel position detecting circuit 50 to be described later. Then, the number of pulses outputted to each of the stepping motors 49L, 49C and 49R since the reel index is detected is counted. Thus, a rotation angle of each reel with respect to a position where the reel index is detected as a reference is detected. The following configuration is adopted. Gears (not shown) which transmit the rotations of the stepping motors 49L, 49C and 49R to the reels 3L, 3C and 3R with a predetermined reduction ratio are provided. Then, 16 pulses are outputted to each of the stepping motors 49L, 49C and 49R, and thus rotation of each reel for one symbol disposed on the circumferential surface thereof is performed.
  • Specifically, the number of pulses outputted to each of the step ping motors 49L, 49C and 49R is counted by a pulse counter of the RAM 33, and every time when the outputs of 16 pulses are counted by the pulse counter, a symbol counter of the RAM 33 is incremented by one. In the symbol counter, a value thereof is cleared every time when the reel index is detected.
  • To the respective symbols arranged on the circumferential surface of each of the above-described reels, symbol positions “0” to “20” for identifying the respective symbols are defined sequentially in the rotation direction of the reels. A configuration is adopted, in which the reel indices are detected by the reel position detecting circuit 50 to be described later so that the symbols corresponding to the symbol position “0” can be located on the center line 8 c (more accurately, on longitudinal center portions of the respective display windows 4L, 4C and 4R).
  • Specifically, when the values of the symbol counter become “0” by the detection of the reel indices, the symbols corresponding to the symbol position “0” are located on the center line 8 c. As a result, the symbol counter and the symbol positions are associated with each other. Hence, by referring to the symbol counter, it is made possible to specify the symbols located on the center line 8 c.
  • To an input portion of the microcomputer 30, switches and the like are connected, and output thereto predetermined signals offering occasions to control the above-described actuators and the like. Specifically, to the input portion, there are connected a start switch 6S, a stop switch 7S, a 1-BET switch 11S, a 2-BET switch 12S, a maximum-Bet switch 13S, a C/P switch 14S, a medal sensor 22S, the reel position detecting circuit 50, and a payout completion signal circuit 51.
  • The start switch 6S detects a tilting operation (that is, the starting operation) for the start lever 6 by the player, and outputs a signal thus detected to the microcomputer 30.
  • The stop switch 7S individually detects the pressing operations (that is, the stopping operations) for the respective stop buttons 7L, 7C and 7R, and outputs signals thus detected to the microcomputer 30.
  • The 1-BET switch 11S, the 2-BET switch 12S, and the maximum-BET switch 13S detect the pressing operations (that is, dropping operations) by the player for the 1-BET button 11, the 2-Bet button 12, and the maximum-BET button 13, respectively, and output signals thus detected to the microcomputer 30.
  • The medal sensor 22S detects the medals dropped into the medal insertion slot 22 by the player, and outputs a signal thus detected to the microcomputer 30.
  • The C/P switch 14S detects the pressing operation for the C/P button 14 by the player, and outputs a signal thus detected to the microcomputer 30.
  • The reel position detecting circuit 50 detects the reel indices indicating that each reel makes one rotation for each of the reels 3L, 3C and 3R, and outputs signals thus detected to the microcomputer 30.
  • The payout completion signal circuit 51 detects by a medal detection unit 40S that the number of medals (that is, the number of medals paid out from the hopper 40) has reached a designated payout number, and outputs a signal thus detected to the microcomputer 30.
  • The sub-control circuit 72 performs processes (decision, execution, and the like of the effect contents) based on various commands (a start command to be described later, and the like) outputted from the main control circuit 71. The sub-control circuit 72 does not output commands, information, and the like to the main control circuit 71, and a communication is performed in one direction from the main control circuit 71 to the sub-control circuit 72.
  • As main actuators of which operations are controlled by the sub-control circuit 72, there are mentioned the liquid crystal display device 5, the speakers 21L and 21R, the LED 101, and the lamp 102. Based on the decided effect contents, the sub-control circuit 72 decides and displays an image to be displayed on the liquid crystal display device 5, decides and outputs lighting patterns of the LED 101 and the lamp 102, decides and outputs an effect sound to be outputted from the speakers 21L and 21R, and so on.
  • To the sub-control circuit 72, the operation unit 17 and a volume control unit 103 are connected, and the image and the sound are outputted based on signals outputted therefrom.
  • Descriptions will be made of symbol arrangement tables with reference to FIG. 6 for the first to fourth embodiments, with reference to FIG. 7 for the fifth and seventh embodiments, and with reference to FIG. 8 for the sixth embodiment.
  • The symbol arrangement tables are tables which represent, as data, configurations of the symbols arranged on the circumferential surfaces of the respective reels 3L, 3C and 3R. Specifically, in each of the first to fourth and sixth embodiments, on the symbol arrangement table, Red 7, Watermelon, Bell, Replay, and Cherry are defined in a linear arrangement similar to that in FIG. 2 or FIG. 4, which is described above. As shown in the drawings, the type of each symbol is represented by data of one byte. For example, data representing Red 7 is “00000101”. In each of the fifth and seventh embodiments, on the symbol arrangement table, Cherry, Bell, Watermelon, Replay, Red 7, and Star are defined in a linear arrangement similar to that in FIG. 3 described above. As shown in the drawing, the type of each symbol is represented by data of one byte. For example, data representing Star is “00000110”.
  • In the symbol arrangement table, while the symbol located on the center line 8 c when the reel index is detected is being taken as the symbol position “0”, the symbol positions “0” to “20” corresponding to values of the above-described symbol counter and the types of the symbols corresponding to the respective symbol positions are defined. Hence, based on the symbol arrangement table and the symbol counter, it is made possible to specify the types of symbols on the center line 8 c of the respective reels 3L, 3C and 3R. For example, if the symbol counter of the right reel 3R indicates “19”, then it is specified that Red 7 (the symbol 61) at the symbol position “19” of the right reel 3R is located on the center line 8 c. By referring to the symbol counter and the symbol arrangement table, it is also made possible to specify the symbols adjacent to the symbols located on the center line 8 c, the types thereof, and the like without being limited to the symbols concerned located on the center line 8 c. In each of the first to fourth and sixth embodiments, the symbol counter and the symbol arrangement table constitute a part of symbol specifying unit. In each of the fifth and seventh embodiments, the symbol counter and the symbol arrangement table constitute a part of symbol specifying unit for specifying the symbols on a predetermined position (for example, the center line 8 c).
  • A description will be made of an internal sortition table decision table with reference to FIG. 9.
  • In the internal sortition table decision table, the types of internal sortition tables and the numbers of lotteries therein, which are decided in response to gaming states, are defined. In a normal gaming state, the internal sortition table for the normal gaming state is decided, and basically, the number of lotteries is decided at eight. In a regular bonus (hereinafter, abbreviated as “RB”) to be described later, the internal sortition table for the RB gaming state is decided, and the number of lotteries is decided at three.
  • The description has been made above of the portions common to the first to seventh embodiments. Descriptions will be made below of the respective embodiments.
  • First Embodiment
  • A description will be made of the internal sortition tables with reference to FIGS. 10A and 10B.
  • In the internal sortition tables, lower limit values and upper limit values (that is, numerical ranges from the lower limit values to the upper limit values) of random number values assigned to the respective winning numbers are defined. The winning numbers are data for identifying the plural numerical ranges defined in the internal sortition tables, and data for use in deciding internal winning combinations to be described later, and so on.
  • In each of the internal sortition tables, retrieval is performed in a descending order of the winning numbers as to whether or not the random number values extracted from the range of “0 to 65535” are included in the numerical ranges from the lower limit values to the upper limit values, which are assigned to the above-described respective winning numbers. When the extracted random number values are included in any of the numerical ranges, the winning numbers corresponding thereto are decided. The above-described numbers of lotteries represent the numbers of retrievals. When the random number values are not applied to any of the winning numbers as a result of the retrievals for the numbers of lotteries, the winning number 0 is decided. A winning probability of each winning number can be calculated by “the number obtained by adding 1 to a difference between the upper and lower limit values defined in each winning number/the number of all the generated random number values (that is, 65536)”.
  • FIG. 10A shows the internal sortition table for the normal gaming state. In the internal sortition table for the normal gaming state, the lower and upper limit values corresponding to winning numbers 1 to 8 are defined. The internal sortition table for the normal gaming state in the first embodiment is not composed so that the winning probabilities of the respective winning numbers can differ from one another in response to the numbers of dropped medals; however, may be composed so that the winning probabilities of the respective winning numbers can differ in response thereto.
  • FIG. 10B shows the internal sortition table for the RB gaming state. In the internal sortition table for the RB gaming state, the lower and upper limit values corresponding to winning numbers 1 to 3 are defined. In the internal sortition table for the RB gaming state, a configuration is made, so that the winning probability of the winning number 2 (Bell to be described later) is extremely high.
  • A description will be made of an internal winning combination decision table with reference to FIG. 17.
  • In the internal winning combination decision table, the internal winning combinations corresponding to the above-described winning numbers are decided. Specifically, in response to the respective winning numbers 1 to 8, Cherry, Bell, Watermelon, Replay, RB, Special losing 1, Special losing 2, and Special losing 3 are defined. When the winning number is 0, Losing is decided. When the winning number is decided by the above-described internal sortition table (specifically, when the numerical range including the extracted random number value is decided), the internal winning combination corresponding to the winning number concerned is decided. Accordingly, it can be said that the decision of the winning number and the decision of the internal winning combination are in a relationship where they are equivalent to each other.
  • As shown in the drawing, the type of each internal winning combination is represented by data of one byte, and a bit string corresponding to the type of each internal winning combination is turned on. For example, data representing Cherry is “00000001”. Data representing Special losing 3 is “10000000”.
  • A description will be made of a conceptual view of winning areas of the respective winning numbers (that is, the internal winning combinations) in the normal gaming state with reference to FIG. 19. The winning areas shown in FIG. 19 correspond to the above-described internal sortition table for the normal gaming state.
  • The entirety of the winning areas shown in FIG. 19 represents the range of all the above-described random number values to be generated, which are “0 to 65535”. The area of each winning number (that is, each internal winning combination) represents the numerical range defined by the lower and upper limit values defined for each thereof.
  • In the entirety of the winning areas in the first embodiment, the areas corresponding to the winning numbers 1 to 5 are areas relating to the winning, and the areas corresponding to the winning numbers 6 to 8 and 0 are areas relating to the non-winning (the so-called losing). Specifically, in the first embodiment, when the extracted random number value is included in a numerical range of “15536 to 65535”, the losing is decided. The numerical range of “15536 to 65535” where the losing is decided is defined to be classified into the following four ranges, which are: “15536 to 25535” corresponding to the winning number 6; “25536 to 35535” corresponding to the winning number 7; “35536 to 45535” corresponding to the winning number 8; and “45536 to 65535” corresponding to the winning number 0.
  • A description will be made of a stop table decision table with reference to FIG. 26.
  • In the stop table decision table, the types of stop tables corresponding to the winning numbers are defined. Specifically, the stop tables individually corresponding to Losing, Cherry, Bell, Watermelon, Replay, RB, Special losing 1, Special losing 2, and Special losing 3 are defined in response to the respective winning numbers 0 to 8 stored in a winning number storage areas. Here, the stop tables different from one another are defined in response to the respective four winning numbers 6 to 8 and 0 in which the internal winning combinations become Losing.
  • A description will be made of the stop tables with reference to FIG. 31, FIG. 34, and FIG. 38. A description will be made of display examples of combinations of the symbols, which are based on the stop tables shown in FIG. 31, FIG. 34, and FIG. 38, with reference to FIGS. 41A to 41C.
  • In each of the stop tables, the numbers of sliding symbols are defined, which correspond to the symbol positions corresponding to the symbol counters of the reels for which the stopping operations by the stop switch 7S are detected. The symbol positions are positions where the stop of the rotations of the reels is started, which are referred to as “stop starting positions”.
  • Each number of sliding symbols is a rotation amount of the reel from the detection of the stopping operation by the stop switch 7S to the stop of the rotation of the corresponding reel. In other words, the number of sliding symbols is the number of sliding symbols which passes through the center line 8 c in a period from the detection of the stopping operation by the stop switch 7S to the stop of the rotation of the corresponding reel. The number is grasped by a value of the symbol counter, which is updated since the stopping operation is detected by the stop switch 7S.
  • In the gaming machine 1, basically, a control to stop the rotations of the reels 3L, 3C and 3R is performed in 190 msec after the signal is outputted from the stop switch 7S, and the maximum number of sliding symbols is defined to be “4”. For example, if the stop starting position is “0”, then it is made possible to stop the rotations of the reels so that the symbols of which positions are up to “4” can be displayed on the center line 8 c.
  • The control to stop the rotations of the reels, which makes it possible to display the symbols within the range of the number of symbols from the stop starting position on the center line 8 c as described above, is referred to as so-called “capture”. The symbol positions where the symbols are captured by the number of sliding symbols from the stop starting position and stopped are referred to as “stop scheduling positions”. The combination of the symbols, which is based on the number of sliding symbols, the number being defined in the stop table, is displayed on the display windows 4L, 4C and 4R. Accordingly, it can be said that the combination of the symbols to be displayed on the display windows 4L, 4C and 4R is defined in the stop table.
  • FIG. 31 shows a stop table for Special losing 1 to be decided when the winning number is 6 (that is, Special losing 1).
  • In the stop table for Special losing 1, the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the left reel 3L, is any of “1”, “6”, “9”, “14”, and “17”. When the rotation of the left reel 3L is stopped based on such a stop scheduling position, Replay is displayed on the middle stage of the left display window 4L.
  • The stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the center reel 3C, is any of “0”, “4”, “7”, “12”, and “16”. When the rotation of the center reel 3C is stopped based on such a stop scheduling position, Bell is displayed on the middle stage of the center display window 4C.
  • The stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the right reel 3R, is any of “2”, “6”, “9”, “13”, and “18”. When the rotation of the right reel 3R is stopped based on such a stop scheduling position, Bell is displayed on the middle stage of the right display window 4R.
  • Hence, when the rotations of the reels 3L, 3C and 3R are stopped based on the stop table for Special losing 1, as shown in FIG. 41A, a combination of the symbols in which Replay of the left reel 3L, Bell of the center reel 3C, and Bell of the right reel 3R are arrayed (that is, “Replay-Bell-Bell”) is displayed along the center line 8 c on the display windows 4L, 4C and 4R.
  • FIG. 34 shows a stop table for Special losing 2 to be decided when the winning number is 7 (that is, Special losing 2).
  • In the stop table for Special losing 2, the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the left reel 3L, is any of “1”, “6”, “9”, “14”, and “19”. When the rotation of the left reel 3L is stopped based on such a stop scheduling position, Bell is displayed on the upper stage of the left display window 4L.
  • The stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the center reel 3C, is any of “0”, “4”, “7”, “12”, and “16”. When the rotation of the center reel 3C is stopped based on such a stop scheduling position, Bell is displayed on the middle stage of the center display window 4C.
  • The stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the right reel 3R, is any of “1”, “5”, “8”, “12”, and “17”. When the rotation of the right reel 3R is stopped based on such a stop scheduling position, Bell is displayed on the upper stage of the right display window 4R.
  • Hence, when the rotations of the reels 3L, 3C and 3R are stopped based on the stop table for Special losing 2, as shown in FIG. 41B, a combination of the symbols in which Bells are individually arrayed on the upper stage of the left display window 4L, the middle stage of the center display window 4C, and the upper stage of the right display window 4R (that is, “V-shape of Bells”) is displayed on the display windows 4L, 4C and 4R.
  • FIG. 38 shows a stop table for Special losing 3 to be decided when the winning number is 8 (that is, Special losing 3).
  • In the stop table for Special losing 3, the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the left reel 3L, is any of “0”, “5”, “8”, “13”, and “16”. When the rotation of the left reel 3L is stopped based on such a stop scheduling position, Replay is displayed on the upper stage of the left display window 4L.
  • The stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the center reel 3C, is any of “1”, “5”, “8”, “13”, and “17”. When the rotation of the center reel 3C is stopped based on such a stop scheduling position, Replay is displayed on the middle stage of the center display window 4C.
  • The stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the right reel 3R, is any of “3”, “6”, “10”, “15”, and “20”. When the rotation of the right reel 3R is stopped based on such a stop scheduling position, Replay is displayed on the upper stage of the right display window 4R.
  • Hence, when the rotations of the reels 3L, 3C and 3R are stopped based on the stop table for Special losing 3, as shown in FIG. 41C, a combination of the symbols in which Replays are individually arrayed on the upper stage of the left display window 4L, the middle stage of the center display window 4C, and the upper stage of the right display window 4R (that is, “V-shape of Replays”) is displayed on the display windows 4L, 4C and 4R.
  • A specific configuration of a stop table for Losing, which corresponds to the winning number 0, is not shown; however the numbers of sliding symbols are defined so that combinations of the symbols, which are different from those of the stop tables individually corresponding to the winning numbers 6 to 8 (for example, “Bell-Replay-Watermelon” on the center line 8 c), can be displayed. When the rotations of the reels 3L, 3C and 3R are stopped as described above based on the stop tables individually corresponding to the winning numbers 6 to 8 and 0 by which Losings are decided, the combinations of the symbols, which are different from one another, are displayed on the display windows 4L, 4C and 4R.
  • A description will be made of a priority table with reference to FIG. 46.
  • In the priority table, priorities at which the internal winning combinations (or the symbols) are captured are defined. Specifically, 1 to 3 are defined as the priorities, and “Replay” is defined in response to the priority 1, “RB” is defined in response to the priority 2, and “Cherry, Bell, Watermelon” are defined in response to the priority 3. Cherry, Bell, and Watermelon are grouped, and one priority is defined thereto. Specifically, the priorities given to these symbols are equal to each other. Basically, when two or more internal winning combinations relating to the winning are decided, this priority table is referred to, and to which of the internal winning combinations the priority is to be given is decided.
  • A description will be made of a symbol combination table with reference to FIG. 47.
  • In the symbol combination table, there are defined combinations of the symbols, which relate to the winning, and displayed combinations and payout numbers, which correspond thereto. In a similar way to the above-described data representing the internal winning combination, each displayed combination is represented by data of one byte. For example, data representing Cherry is “00000001”.
  • A combination of the symbols, which relates to Cherry, is “Cherry-ANY (representing that any type of symbol is allowed here) -ANY”, where Cherry of the left reel 3L is displayed on any of the upper, middle and lower stages of the left display windows 4L. When Cherry of the left reel 3L is displayed in such a way, it is decided that the displayed combination is Cherry irrespective of the types of symbols displayed on the remaining display windows 4C and 4R. The payout number corresponding to Cherry is 14.
  • When a combination “Bell-Bell-Bell” of the symbols, which relates to Bell, that is, three Bells of the reels 3L, 3C and 3R are displayed in line along one activated line, it is decided that the displayed combination is Bell. The payout number corresponding to Bell is 8.
  • When a combination “Watermelon-Watermelon-Watermelon” of the symbols, which relates to Watermelon, that is, three Watermelons of the reels 3L, 3C and 3R are displayed in line along one activated line, it is decided that the displayed combination is Watermelon. The payout number corresponding to
  • When a combination “Replay-Replay-Replay” of the symbols, which relates to Replay, that is, three Replays of the reels 3L, 3C and 3R are displayed in line along one activated line, it is decided that the displayed combination is Replay. When it is decided that the displayed combination is Replay, a repeated game is performed in the next unit game. Specifically, the same number of medals as the dropped number in a unit game where Replay is established are automatically dropped in the next unit game without being based on a dropping operation by the player. Thus, the player can play the next unit game without consuming the medals.
  • When a combination “Red 7-Red 7-Red 7” of the symbols, which relates to RB, that is, three Red 7s of the reels 3L, 3C and 3R are displayed in line along one activated line, it is decided that the displayed combination is RB. When it is decided that the displayed combination is RB, an RB operating flag to be described later is updated, and the operation of RB is started.
  • In the symbol combination table, addresses are assigned to Cherry as a head, Bell, Watermelon, Replay, RB, and End code in this order. When the retrieval proceeds to the address of End code, the retrieval of the displayed combinations is ended.
  • As a result that the retrieval of the displayed combination is ended, when the combination of the symbols displayed on the activated line is not applied to any of the combinations of the symbols, which relate to the winnings defined in the above-described symbol combination table, it is decided that the displayed combination is Losing. For example, when the combination of the symbols, which relates to each of the above-described Losing, Special losing 1, Special losing 2, and Special losing 3, is displayed, it is decided that the displayed combination is Losing. Here, Cherry, Bell, and Watermelon relate to the payout of the game mediums (for example, the medals). Replay relates to the operation of the repeated game. RB relates to an operation of a gaming state (for example, an RB gaming state) advantageous for the player.
  • A description will be made of a configuration of the internal winning combination storage area of the RAM 33 of the main control circuit 71 with reference to FIG. 48.
  • When the internal winning combination is decided by the above-described internal winning combination decision table, the decided internal winning combination is stored (memorized) in the internal winning combination storage area. The internal winning combination storage area is composed of one byte, and corresponds to the configuration of the data of the above-described internal winning combination. Specifically, a bit string corresponding to the type of the decided internal winning combination is turned on. When the winning number is 0, basically, the entire bits become 0. When two or more of internal winning combinations are decided, both of bit strings individually corresponding thereto are turned on. A displayed combination storage area in which the displayed combinations decided based on the above-described symbol combination table are stored has a configuration similar to that of the internal winning combination storage area.
  • A description will be made of a configuration of the carryover combination storage area of the RAM 33 of the main control circuit 71 with reference to FIG. 49.
  • When RB is decided as the internal winning combination by the above-described internal winning combination decision table, RB is stored in the carryover combination storage area. The carryover combination storage area is composed of one byte, and Bit 4 corresponds to RB as in the internal winning combination storage area. When the operation of RB is started, data in the carryover combination storage area is cleared. Specifically, in the gaming machine 1, when RB is decided, data thereof is stored in a period until the operation of RB is started (this operation is referred to as so-called carryover). Since the carryover combination is decided based on the internal winning combination, it can also be said that the carryover combination is a subordinate concept of the internal winning combination.
  • A description will be made of a configuration of symbol storage areas of the RAM 33 of the main control circuit 71 with reference to FIG. 50.
  • In the symbol storage areas, data representing the types of symbols displayed on the respective display windows 4L, 4C and 4R are stored. Each symbol storage area is composed of one byte, and corresponds to the data representing the types of symbols defined in the above-described symbol arrangement table.
  • The types of symbols displayed on the respective display windows 4L, 4C and 4R are specified based on the symbol counter and the symbol arrangement table. The symbol storage areas are provided in response to the center line 8 c, the top line 8 b, the bottom line 8 d, the cross down line 5 e, and the cross up line 5 a. For example, in the symbol storage area corresponding to the center line 8 c, there are individually stored the type of symbol on the middle stage of the left display window 4L, the type of symbol on the middle stage of the center display window 4C, and the type of symbol on the middle stage of the right display window 4R. Then, the displayed combination is decided based on the data stored in all the symbol storage areas and on the above-described symbol combination table.
  • A description will be made of the control to be performed by the CPU 31 of the main control circuit 71 with reference to flowcharts shown in FIG. 52, FIG. 56, FIG. 58, FIG. 62, and FIG. 63.
  • First, a description will be made of a reset intervention process to be performed by the CPU 31 of the main control circuit 71 with reference to FIG. 52. The CPU 31 is composed for the following purpose. First, a power supply is turned on to apply a voltage to a reset terminal of the CPU 31, and thus a reset intervention is generated. Based on the reset intervention thus generated, the CPU 31 sequentially performs the respective processes of the reset intervention process, which are stored in the ROM 32.
  • When the power supply is turned on, the CPU 31 first performs an initialization process (Step S1). In this initialization process, a process for returning data and effective address of a register stored in the RAM 33 when the power supply is cut, and the like are performed.
  • Next, the CPU 31 clears the designated storage area in the RAM 33 (Step S2). Thus, the data stored in the internal winning combination storage area and the like of the RAM 33 is cleared.
  • Next, the CPU 31 performs a medal receiving/start check process to be described later with reference to FIG. 56 (Step S3). In this medal receiving/start check process, a dropped number counter is updated by checking the medal sensor 22S, the BET switches 11S, 12S and 13S, and the like, an input from the start switch 6S is checked, and so on.
  • Next, the CPU 31 extracts a random number value, and stores the random number value in a random number value storage area (Step S4). Specifically, the CPU 31 extracts the random number value for the lottery, which is to be used in an internal sortition process to be described later, by the random number generator 36 and the sampling circuit 37, and stores the random number value in the random number value storage area of the RAM 33.
  • Next, the CPU 31 performs a gaming state monitoring process (Step S5). Specifically, the CPU 31 stores an identifier (a so-called flag) indicating the RB gaming state in the RAM 33 if the RB operating flag is turned on, and stores an identifier indicting the normal gaming state in the RAM 33 if the RB operating flag is turned off.
  • Next, the CPU 31 performs the internal sortition process to be described latter with reference to FIG. 58 (Step S6). In this internal sortition process, a process such as decision of the internal winning combination is performed.
  • Next, the CPU 31 decides the stop table based on the winning number storage area and the stop table decision table (Step S7).
  • Next, the CPU 31 transmits the start command to the sub-control circuit 72 (Step S8). In the start command, data regarding the internal winning combination, the gaming state, and the like are included.
  • Next, the CPU 31 requests the rotations of all the reels to be started (Step S9). In this process, the CPU 31 also activates the pressing operation for the stop buttons. When the rotations of all the reels are requested to be started, a process for starting the rotations of the reels is performed in an intervention process (refer to FIG. 63) to be described later.
  • Next, the CPU 31 performs a reel stop control process to be described later with reference to FIG. 62 (Step S10). In this reel stop control process, a process for stopping the rotations of the reels 3L, 3C and 3R is performed.
  • Next, the CPU 31 performs a displayed combination retrieval process (Step S11). Specifically, the CPU 31 compares the combination of the symbols, which is defined in the symbol combination table, and the combination of the symbols on each of the activated lines 8 a to 8 e, which is stored in the symbol storage area, with each other, and then determines whether or not both of them coincide with each other. Then, in the case of determining that both of the combinations of the symbols coincide with each other, the CPU 31 decides the displayed combination and the payout number based on the combination concerned of the symbols, and updates the displayed combination storage area and a payout number counter. When it is determined that both of the combinations do not coincide with each other, the displayed combination becomes Losing (Specifically, the displayed combination storage area and the payout number counter are left to be “0”). The displayed combination retrieval process constitutes a part of winning deciding unit for deciding whether or not the prize is won based on the symbol combination table which defines the combination of the symbols, which relates to the winning, and on the combination of the symbols displayed by the symbol display unit.
  • Next, the CPU 31 transmits a displayed combination command to the sub-control circuit 72 (Step S12). In the displayed combination command, data regarding the established displayed combination and the like are included.
  • Next, the CPU 31 performs a medal payout process (Step S13). Specifically, based on the payout number counter, the CPU 31 controls the hopper 40, updates a credit counter, and so on.
  • Next, the CPU 31 determines whether or not the RB operating flag is turned on (Step S14). In the case of determining that the RB operating flag is turned on, the CPU 31 performs a bonus ending check process (Step S15). Specifically, the CPU 31 subtracts 1 from a value of a gaming-enabling number counter, and further subtracts 1 from a winning-enabling number counter if the displayed combination relating to the winning (the symbols of which are three, which are Cherry, Bell, and Watermelon during the operation of RB) is decided. The gaming-enabling number counter indicates data obtained by counting the number of unit games performed during the operation of RB. The winning-enabling number counter indicates data obtained by counting the number that the winning is established when the RB operating flag is turned on. Then, the CPU 31 determines whether or not the winning-enabling number counter or the gaming-enabling number counter indicates 0, and clears the RB operating flag when it is determined that any of the counters indicates 0.
  • After Step S15, or when it is determined in Step S14 that the RB operating flag is not turned on, the CPU 31 performs a bonus operation check process (Step S16). Specifically, the CPU 31 determines whether or not the displayed combination is RB. When it is determined that the displayed combination is RB, the CPU 31 turns on the RB operating flag, stores 8 in the winning-enabling number counter, and stores 12 in the gaming-enabling number counter. Further, the CPU 31 clears the carryover combination storage area.
  • As described above, the CPU 31 executes Steps S2 to S16 as the process in the unit game, and when Step S16 is ended, the CPU 31 returns to Step S2 in order to execute processes in the next unit game.
  • A description will be made of the medal receiving/start check process with reference to FIG. 56.
  • First, the CPU 31 determines whether or not the process currently performed is a dropping process (Step S51). Specifically, when the medal sensor 22S or the BET switches 11S, 12S and 13S are switched on, the CPU 31 determines that the dropping process is performed. When the BET switches 11S, 12S and 13S are switched on, the CPU 31 calculates a value to be added to the dropped number counter for counting the dropped number based on the types of BET switches 11S, 12S and 13S, a value of the dropped number counter for counting the dropped number, and a value of the credit counter for counting the number of credited medals.
  • In the case of determining in Step S51 that the dropping process is performed, the CPU 31 updates the dropped number counter (Step S52). When the addition to the dropped number counter is prohibited in this process, the CPU 31 updates the credit counter in place of the dropped number counter.
  • Though not shown, before performing Step S51, the CPU 31 determines whether or not an automatic drop counter indicates 0, and in the case of determining that the counter concerned does not indicate 0, performs a process for copying a value of the counter concerned to the dropped number counter. Then, the CPU 31 prohibits a subsequent addition to the dropped number counter. The automatic drop counter indicates data for identifying whether or not Replay has been established in the previous unit game and for specifying the dropped number in the previous unit game. When it is determined that the displayed combination is Replay, the value of the dropped number counter is copied to the automatic drop counter.
  • Next, the CPU 31 stores 5 in an activated line counter (Step S53). The activated line counter indicates data for specifying the number of activated lines. In the first embodiment, 5 is stored in the activated line counter irrespective of the value of the dropped number counter.
  • Next, the CPU 31 transmits a BET command to the sub-control circuit 72 (Step S54). Data regarding the dropped number, and the like are included in the BET command.
  • After Step S54 or in the case of determining in Step S51 that the dropping process is not performed, the CPU 31 determines whether or not the dropped number counter indicates 3 (Step S55). In the case of determining that the dropped number counter does not indicate 3, the CPU 31 returns to Step S51.
  • In the case of determining in Step S55 that the dropped number counter indicates 3, the CPU 31 prohibits the addition to the dropped number counter, and determines whether or not the start lever 6 is tilted (Step S56). In the case of determining that the start lever 6 is not tilted, the CPU 31 returns to Step S51. In the case of determining that the start lever 6 is tilted, the CPU 31 ends the medal receiving/start check process, and proceeds to Step S4 of FIG. 52.
  • A description will be made of the internal sortition process with reference to FIG. 58.
  • First, the CPU 31 decides the type of internal sortition table and the number of lotteries based on the gaming state and the internal sortition table decision table (Step S91).
  • Next, the CPU 31 determines whether or not a flag of RB is stored in the carryover combination storage area (Step S92). In the case of determining that the flag of RB is stored in the carryover combination storage area, the CPU 31 changes the number of lotteries to 4 (Step S93). Thus, RB is not decided repeatedly when the carryover combination is present in the normal gaming state. In Step S93, the number of lotteries is changed to 4, and thus Special losing 1, Special losing 2, or Special losing 3 is adapted not to be decided, either. However, without being limited to this, a configuration in which these Special losings are decided may also be applied.
  • After Step S93 or in the case of determining in Step S92 that the flag of RB is not stored in the carryover combination storage area, the CPU 31 sets, as the winning number, the same value as the number of lotteries (Step S94).
  • Next, the CPU 31 compares the random number value stored in the random number value storage area and the lower and upper limit values corresponding to the winning number with each other (Step S95). Next, the CPU 31 determines whether or not the random number value is equal to or more than the lower limit value and equal to or less than the upper limit value (Step S96).
  • In the case of determining in Step S96 that the random number value is equal to or more than the lower limit value and equal to or less than the upper limit value, the CPU 31 stores the set winning number in the winning number storage area of the RAM 33 (Step S97). A configuration of the winning number storage area is in which an initial value is 0 and sequentially overwritten by performing this process.
  • Next, the CPU 31 refers to the internal winning combination decision table, and decides the internal winning combination based on the winning number (Step S98).
  • Next, the CPU 31 determines whether or not the internal winning combination is RB (Step S99). In the case of determining that the internal winning combination is RB, the CPU 31 stores the flag in the carryover combination storage area based on the internal winning combination (Step S100).
  • After Step S100 or in the case of determining in Step S99 that the internal winning combination is not RB, the CPU 31 stores, in the internal winning combination storage area, a logical sum of the internal winning combination and the data in the carryover combination storage area (Step S101). For example, in the case where Bell is decided when RB is carried over, the data in the internal winning combination storage area becomes “00010010”.
  • After Step S101 or in the case of determining in Step S96 that the random number value is not equal to or more than the lower limit value or equal to or less than the upper limit value, the CPU 31 subtracts 1 from the number of lotteries (Step S102).
  • Next, the CPU 31 determines whether or not the number of lotteries is 0 (Step S103). In the case of determining that the number of lotteries is not 0, the CPU 31 returns to Step S94 described above.
  • In the case of determining in Step S103 that the number of lotteries is 0, the CPU 31 stores, in the internal winning combination storage area, the logical sum of the internal winning combination and the data in the carryover combination storage area (Step S104). As a result of this process, if the data in the internal winning combination storage area is “00000000”, “00100000”, “01000000”, or “10000000”, then the internal winning combination becomes Losing. After this process is ended, the internal sortition process is ended, and the CPU 31 proceeds to Step S7 of FIG. 52.
  • In the internal sortition process, a configuration is adopted, in which the retrieval is performed for all the winning numbers until the number of lotteries is updated to 0. However, without being limited to this, a configuration can also be applied, in which, when the winning number is decided until the number of lotteries is updated to 0, the retrieval is not performed for the rest of the winning numbers. Thus, the speed of the process can be enhanced.
  • A description will be made of the reel stop control process with reference to FIG. 62.
  • First, the CPU 31 determines whether or not the activated stop button is pressed (Step S131). In the case of determining that the activated stop button is not pressed, the CPU 31 repeats the process of Step S131. The CPU 31 may also determine whether or not a predetermined time (for example, 30 seconds) has elapsed since the start switch 6S is switched on (in order to perform a so-called automatic stop) as well as determines whether or not the activated stop button is pressed. In the case of determining in Step S131 that the activated stop button is pressed, the CPU 31 specifies the type of the stop button concerned and the symbol counter of the reel concerned, and inactivates the subsequent pressing operations for the stop button. Then, based on the stop table, the internal winning combination, and the priority table, the CPU 31 decides the number of sliding symbols (Step S132).
  • In the process of Step S132 described above, basically, the number of sliding symbols is decided based on the above-described stop table. However, when RB is stored in the internal winning combination storage area, and the presence of the symbol position where the combination of the symbols, which relates to RB, is displayable is retrieved within the range of four symbols from the stop starting position, a difference to the symbol position concerned is decided as the number of sliding symbols. For example, in the case where the stop table for Losing is decided and RB is stored in the internal winning combination storage area, if the presence of the symbol position where Red 7 is displayable is retrieved within the range of four symbols from the stop starting position of the reel concerned, then a difference to the symbol position where Red 7 is displayable is decided as the number of sliding symbols. If the presence of the symbol position where Red 7 is displayable is not retrieved within the range of four symbols from the stop starting position of the reel concerned, then the number of sliding symbols, which is extracted from the stop table for Losing, is decided as the number of sliding symbols. When two types of internal winning combinations (for example, RB and Bell) relating to the winning are stored in the internal winning combination storage area, the priority table is referred to, and the number of sliding symbols is decided based on the priority.
  • Next, the CPU 31 decides the stop scheduling position based on the decided number of sliding symbols and the current symbol position (Step S133). For example, if the decided number of sliding symbols is “2” and the current symbol position (that is, the stop starting position) is “20”, then the stop scheduling position is decided at “1”. When the stop scheduling position is decided, a process for stopping the rotation of the reel based on the stop scheduling position is performed in the intervention process (refer to FIG. 63) to be described later. The number of sliding symbols and the stop scheduling position are in a relationship where, when one of them is decided, the other is decided, and accordingly, it can be said that both of them are in a relationship where they are equivalent to each other.
  • Next, the CPU 31 transmits a reel stop command to the sub-control circuit 72 (Step S134). In the reel stop command, data regarding the type of the stopped reel and the like are included.
  • Next, the CPU 31 updates the symbol storage areas based on the stop scheduling position (Step S135). Specifically, the identifier of the symbol to be displayed on the activated line for the reel to be stopped is stored in all the symbol storage areas.
  • Next, the CPU 31 determines whether or not the stop button for which the pressing operation is activated is present (Step S136). In the case of determining that the stop button for which the pressing operation is activated is present, the CPU 31 returns to Step S131, and in the case of determining that the stop button for which the pressing operation is activated is not present, the CPU 31 ends the reel stop control process, and proceeds to Step S11 of FIG. 52.
  • A description will be made of the intervention process in a cycle of 1.1173 ms, which is performed by the control from the CPU 31 of the main control circuit 71 with reference to FIG. 63.
  • First, the CPU 31 saves the register (Step S201). Next, the CPU 31 performs an input port check process (Step S202). Specifically, the CPU 31 checks an input of a signal from each switch, and the like.
  • Next, the CPU 31 performs a reel control process (Step S203). Specifically, when the rotations of the reels are requested to be started, the CPU 31 starts the rotations of the reels 3L, 3C and 3R, and rotates the reels concerned at a constant speed. If the stop scheduling position is decided, then the rotation of the reel concerned is decelerated and stopped after waiting for the data of the symbol counter of the reel concerned to be updated to the same value as that of the stop scheduling position. For example, if the symbol counter indicates “0” and the stop scheduling position is “4”, then the rotation of the reel is stopped when the symbol counter is updated to “4”.
  • Next, the CPU 31 performs a lamp/7-SEG driving process (Step S204). Specifically, the CPU 31 performs processes for turning on the BET lamps 9 a, 9 b and 9 c and displaying the payout number on the information display portion 18 based on the dropped number counter.
  • Next, the CPU 31 returns the register (Step S205). When this process is ended, the intervention process in the cycle of 1.1173 ms is ended.
  • As described above, in the gaming machine 1 of the first embodiment, Losing is decided in the case where the random number value assigned to the winning combination is not included in any of the plural numerical ranges defined in the internal sortition table. Specifically, Losing in which the winning number is 0 is decided. In addition to and separately from the above, Losings (that is, Special losing 1 of the winning number 6, Special losing 2 of the winning number 7, and Special losing 3 of the winning number 8) are decided in the case where the random number values as described above are included in the following plural numerical ranges in which the random number values become Losing. These plural numerical ranges are defined for the winning umber 6, the winning number 7, and the winning number 8 in the internal sortition table. By providing Losings described above, the plural numerical ranges are defined, in which the internal winning combinations relating to the non-winning are decided. Then, the stop table is decided, in which the numbers of sliding symbols are defined so as to display the combinations of the symbols, which are different from one another, in response to these plural numerical ranges. Hence, even if the rotations of the reels 3L, 3C and 3R are stopped based on the stop tables of such Special losings, and the internal winning combinations relating to the same non-winning in terms of the types are thus decided, it is made possible to display, on the display windows 4L, 4C and 4R, the combinations of the symbols, which are different from one another, in response to the numerical ranges in which the internal winning combinations are decided. As a result, for example, as compared with the conventional case where only one numerical range in which Losing is decided is defined, the combinations of the symbols to be displayed on the display windows 4L, 4C and 4R can be varied, thus making it possible to enhance the interest of the game.
  • In the first embodiment, the numerical range in which Losing is decided as the internal winning combination is classified into four ranges. However, the numerical range is further classified into much more ranges, followed by the definition thereof, and stop tables are decided, in which combinations of the symbols which are different from one another in response to the respective classified ranges, thus making it possible to more vary the combinations of the symbols to be displayed on the display windows 4L, 4C and 4R.
  • For example, plural types of the stop tables are provided for each of the internal winning combinations, sortition processes dedicated thereto are performed, and thus one stop table is decided from these plural types of stop tables. In this case, since the sortition process dedicated to one stop table is performed in order to decide the one stop table from the plural stop tables, there has been a problem that a load on the capacity for the program and the data, which relate to the sortition process concerned, becomes large. However, in the first embodiment, as described above, the following configuration is adopted. Specifically, the numerical range in which the predetermined types of internal winning combinations are decided are classified into the plural numerical ranges in advance, and the stop tables different from one another are provided therefor. Accordingly, it becomes unnecessary to perform the dedicated sortition processes, and it is made possible to vary the displayable combinations of the symbols while reducing the load to be applied to the processes concerned.
  • Although the description has been made above of the first embodiment, the present invention is not limited to this.
  • With regard to specific configurations of the symbol display unit, starting operation detecting unit, random number value extracting unit, internal winning combination deciding unit, symbol varying unit, stopping operation detecting unit, stop control unit, numerical range deciding unit, stop table deciding unit, the internal sortition table, the predetermined types of internal winning combinations, the plural numerical ranges, the stop tables, and the like, which constitute the above-described gaming machine, such specific configurations are not limited to those of the above-described respective constituents of the first embodiment, and are arbitrarily changeable.
  • In the first embodiment, the internal winning combinations relating to the non-winning (that is, Losings) are applied as the predetermined types of internal winning combinations. However, without being limited to these, types other than Losings, for example, Cherry, Bell, Watermelon, RB, and the like can also be applied.
  • In the first embodiment, the stop tables are provided in response to the plural numerical ranges in which the predetermined types of internal winning combinations are decided, and the combinations of the symbols, which are different from one another, are displayed based on the stop tables concerned. However, without being limited to this, the present invention is also applicable to a configuration in which the stop tables are not particularly provided. For example, in the case of Special losing 1, a stop control to decide the number of sliding symbols so as to display “Replay-Bell-Bell” on the display windows 4L, 4C and 4R as much as possible is performed, and in the case of Special losing 2, a stop control to decide the number of sliding symbols so as to display “V-shape of Bells” on the display windows 4L, 4C and 4R as much as possible is performed. Also in such away, it is made possible to display the combinations of the symbols, which are different from one another in the respective numerical ranges.
  • The device configuration shown in FIG. 1 and FIG. 2, the circuit configuration and the peripheral devices, which are shown in FIG. 5, the configurations of the tables, which are shown in FIG. 6, FIG. 9, FIGS. 10A and 10B, FIG. 17, FIG. 26, FIG. 31, FIG. 34, FIG. 38, FIG. 46, and FIG. 47, the configurations of the storage areas, which are shown in FIG. 48 to FIG. 50, the configurations of the flowcharts, which are shown in FIG. 52, FIG. 56, FIG. 58, FIG. 62, and FIG. 63, and the like, all of which are applied in the first embodiment, are arbitrarily changeable or modifiable within the range without departing from the gist of the present invention.
  • The present invention is also applicable to a gaming machine such as a slot machine and a video slot machine besides the pachi-slot machine as described in the first embodiment. Moreover, in such a game program as executing the operation in the above-described slot machine as one for a family gaming machine in a pseudo manner, a game can be executed by applying the preset invention thereto. In this case, for a recording medium which records the game program, a CD-ROM, a floppy disk (FD), and other arbitrary recording mediums can be used.
  • Second Embodiment
  • A description will be made of the internal sortition tables with reference to FIGS. 11A to 11D.
  • In each of the internal sortition tables, the lower and upper limit values (that is, the numerical ranges from the lower limit values to the upper limit values) of the random number values assigned to the respective winning numbers are defined. The winning numbers are data for identifying the plural numerical ranges defined in the internal sortition tables, and data for use in deciding the internal winning combinations to be described later, and so on.
  • In the internal sortition tables, the retrieval is performed in the descending order of the winning numbers as to whether or not the random number values extracted from the range of “0 to 65535” are included in the numerical ranges from the lower limit values to the upper limit values, which are assigned to the above-described respective winning numbers. Then, when each of the extracted random number values is included in any of the numerical ranges, the winning number corresponding thereto is decided. The above-described number of lotteries indicates the number of times that the retrieval is performed. As a result that the retrieval is performed by the number of lotteries, when the random number value does not apply to any of the winning numbers, the winning number 0 is decided. A winning probability of each winning number can be calculated by “the number obtained by adding 1 to a difference between the upper and lower limit values defined for each winning number/the number of the entire random number values generated (that is, 65536)”. In other words, the winning probability of each winning number indicates a size of the numerical range corresponding to each winning number.
  • FIG. 11A shows the internal sortition table for the normal gaming state. In the internal sortition table for the normal gaming state, lower and upper limit values corresponding to the winning numbers 1 to 8 are defined. In the internal sortition table for the normal gaming state, a winning probability of the winning number 5 (Special losing 1 to be described later) is “10000/65536”, a winning probability of the winning number 6 (Special losing 2 to be described later) is “10000/65536”, and a winning probability of the winning number 7 (Special losing 3 to be described later) is “10000/65536”.
  • FIG. 11B shows the internal sortition table for the carryover. The internal sortition table for the carryover is used when the carryover combination is stored in the carryover combination storage area to be described later. In the internal sortition table for the carryover, lower and upper limit values corresponding to the winning numbers 1 to 7 are defined. In the internal sortition table for the carryover, a configuration is adopted, in which the winning number 8 (RB to be described later) is not decided. In the internal sortition table for the carryover, a winning probability of the winning number 5 (Special losing 1 to be described later) is “4000/65536”, a winning probability of the winning number 6 (Special losing 2 to be described later) is “12500/65536”, and a winning probability of the winning number 7 (Special losing 3 to be described later) is “13500/65536”. Hence, in the internal sortition table for the carryover, the winning probability of the winning number 5 is decreased more and the winning probabilities of the winning numbers 6 and 7 are increased more than in the internal sortition table for the normal gaming state.
  • FIG. 11C shows an internal sortition table for a specific condition establishment time. The internal sortition table for the specific condition establishment time is used when specific condition establishment flags to be described later are turned on. In the internal sortition table for the specific condition establishment time, lower and upper limit values corresponding to the winning numbers 1 to 8 are defined. In the internal sortition table for the specific condition establishment time, the probability of the winning number 5 (Special losing 1 to be described later) is “3000/65536”, the winning probability of the winning number 6 (Special losing 2 to be described later) is “13000/65536”, and the winning probability of the winning number 7 (Special losing 3 to be described later) is “14000/65536”. Hence, in the internal sortition table for the specific condition establishment time, the winning probability of the winning number 5 is decreased more and the winning probabilities of the winning numbers 6 and 7 are increased more than in the internal sortition table for the normal gaming state. The winning probabilities of the winning numbers 5 to 7 in the internal sortition table for the specific condition establishment time becomes values substantially approximate to the values of the winning probabilities of the winning numbers 5 to 7 in the internal sortition table for the carryover. In the second embodiment, a configuration is adopted, in which all the winning probabilities of the winning numbers 5 to 7 become substantially proximate between the internal sortition table for the specific condition establishment time and the internal sortition table for the carryover. However, without being limited to this, a configuration may also be used, in which at least a part (for example, the winning probability of the winning number 7) of the winning probabilities is substantially approximate between both of the tables.
  • FIG. 11D shows the internal sortition table for the RB gaming state. In the internal sortition table for the RB gaming state, lower and upper limit values corresponding to the winning numbers 1 to 3 are defined. In the internal sortition table for the RB gaming state, a configuration is made, in which the winning probability of the winning number 2 (Bell to be described later) is extremely high.
  • A description will be made of an internal winning combination decision table with reference to FIG. 18.
  • In the internal winning combination decision table, the internal winning combinations corresponding to the above-described winning numbers are defined. Specifically, Cherry, Bell, Watermelon, Replay, Special losing 1, Special losing 2, Special losing 3, and RB are defined in response to the respective winning numbers 1 to 8. When the winning number is 0, Losing is decided. When a certain winning number is decided (that is, when the numerical range in which the extracted random number value is included is decided) by the above-described internal sortition table, the internal winning combination corresponding to the winning number concerned is decided. Accordingly, it can be said that the decision of the winning number and the decision of the internal winning combination are in a relationship where they are equivalent to each other.
  • As shown in the drawing, the type of each internal winning combination is represented by data of one byte, and a bit string corresponding to the type of each internal winning combination is turned on. For example, data representing Cherry is “00000001”, and data representing Special losing 3 is “10000000”.
  • A description will be made of conceptual views of the winning areas of the above-described respective winning numbers (that is, the internal winning combinations) with reference to FIGS. 20A and 20B. The winning areas shown in FIG. 20A correspond to the above-described internal sortition table for the normal gaming state, and the winning areas shown in FIG. 20B correspond to the above-described internal sortition table for the specific condition establishment time.
  • The entire area of the winning areas shown in each of FIGS. 20A and 20B represents the range of all the generated random number values, which is the above-described “0 to 65535”. The area of each winning number (that is, each internal winning combination) represents the numerical range defined by the lower and upper limit values defined for each thereof.
  • In the entirety of the winning areas in the second embodiment, the areas corresponding to the winning numbers 1 to 4 and 8 are areas relating to the winning, and the areas corresponding to the winning numbers 5 to 7 and 0 are areas relating to the non-winning (the so-called Losing).
  • In the winning areas shown in FIG. 20A, when the extracted random number value is included in the numerical range of “15536 to 65535”, the combination becomes Losing. This numerical range of “15536 to 65535” is classified into four ranges, which are: “15536 to 25535” corresponding to the winning number 5 (that is, Special losing 1); “25536 to 35535” corresponding to the winning number 6 (that is, Special losing 2); “35536 to 45535” corresponding to the winning number 7 (that is, Special losing 3); and “45536 to 65535” corresponding to the winning number 0 (that is, Losing), followed by the definition.
  • In the winning areas shown in FIG. 20B, when the extracted random number value is included in the numerical range of “15536 to 65535”, the combination becomes Losing. This numerical range of “15536 to 65535” is classified into four ranges, which are: “15536 to 18535” corresponding to the winning number 5; “18536 to 31535” corresponding to the winning number 6; “31536 to 45535” corresponding to the winning number 7; and “45536 to 65535” corresponding to the winning number 0, followed by the definition.
  • As described above, after the specific condition establishment flags shown in FIG. 20B are updated to be on, the winning probability of the winning number 5 is decreased and the winning probabilities of the winning numbers 6 and 7 are increased as compared with the time before the specific condition establishment flags shown in FIG. 20A are updated to be on. A degree of increase of the winning probability of the winning number 7 is larger than a degree of increase of the winning probability of the winning number 6. Among the winning numbers 5 to 7, the winning probabilities thereof get higher in order of the winning number 7, the winning number 6, and the winning number 5.
  • A description will be made of a stop table decision table with reference to FIG. 27.
  • In the stop table decision table, the types of stop tables corresponding to the winning numbers are defined. Specifically, the stop tables individually corresponding to Losing, Cherry, Bell, Watermelon, Replay, Special losing 1, Special losing 2, Special losing 3, and RB are defined in response to the respective winning numbers 0 to 8 stored in winning number storage areas. Here, the stop tables different from one another are defined in response to the respective four winning numbers 5 to 7 and 0 in which the internal winning combinations become Losings.
  • A description will be made of the stop tables with reference to FIG. 31, FIG. 34, and FIG. 38. A description will be made of display examples of combinations of the symbols, which are based on the stop tables shown in FIG. 31, FIG. 34, and FIG. 38, with reference to FIGS. 41A to 41C.
  • In each of the stop tables, the numbers of sliding symbols are defined, which correspond to the symbol positions corresponding to the symbol counters of the reels for which the stopping operations by the stop switch 7S are detected. The symbol positions are positions where the stop of the rotations of the reels is started, which are referred to as “stop starting positions”.
  • Each number of sliding symbols is a rotation amount of the reel from the detection of the stopping operation by the stop switch 7S to the stop of the rotation of the corresponding reel. In other words, the number of sliding symbols is the number of sliding symbols which pass through the center line 8 c in a period from the detection of the stopping operation by the stop switch 7S to the stop of the rotation of the corresponding reel. The number is grasped by a value of the symbol counter, which is updated since the stopping operation is detected by the stop switch 7S.
  • In the gaming machine 1, basically, a control to stop the rotations of the reels 3L, 3C and 3R is performed in 190 msec after the signal is outputted from the stop switch 7S, and the maximum number of sliding symbols is defined to be “4”. For example, if the stop starting position is “0”, then it is made possible to stop the rotations of the reels so that the symbols of which positions are up to “4” can be displayed on the center line 8 c.
  • The control to stop the rotations of the reels, which makes it possible to display the symbols within the range of the number of symbols from the stop starting position on the center line 8 c as described above, is referred to as so-called “capture”. The symbol positions where the symbols are captured by the number of sliding symbols from the stop starting position and are stopped are referred to as “stop scheduling positions”. The combination of the symbols, which is based on the number of sliding symbols, the number being defined in the stop table, is displayed on the display windows 4L, 4C and 4R. Accordingly, it can be said that the combination of the symbols to be displayed on the display windows 4L, 4C and 4R is defined in the stop table.
  • FIG. 31 shows a stop table for Special losing 1 to be decided when the winning number is 5 (that is, Special losing 1).
  • In the stop table for Special losing 1, the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the left reel 3L, is any of “1”, “6”, “9”, “14”, and “17”. When the rotation of the left reel 3L is stopped based on such a stop scheduling position, Replay is displayed on the middle stage of the left display window 4L.
  • The stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the center reel 3C, is any of “0”, “4”, “7”, “12”, and “16”. When the rotation of the center reel 3C is stopped based on such a stop scheduling position, Bell is displayed on the middle stage of the center display window 4C.
  • The stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the right reel 3R, is any of “2”, “6”, “9”, “13”, and “18”. When the rotation of the right reel 3R is stopped based on such a stop scheduling position, Bell is displayed on the middle stage of the right display window 4R.
  • Hence, when the rotations of the reels 3L, 3C and 3R are stopped based on the stop table for Special losing 1, as shown in FIG. 41A, a combination of the symbols in which Replay of the left reel 3L, Bell of the center reel 3C, and Bell of the right reel 3R are arrayed (that is, “Replay-Bell-Bell”) is displayed along the center line 8 c on the display windows 4L, 4C and 4R.
  • FIG. 34 shows a stop table for Special losing 2 to be decided when the winning number is 6 (that is, Special losing 2).
  • In the stop table for Special losing 2, the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the left reel 3L, is any of “1”, “6”, “9”, “14”, and “19”. When the rotation of the left reel 3L is stopped based on such a stop scheduling position, Bell is displayed on the upper stage of the left display window 4L.
  • The stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the center reel 3C, is any of “0”, “4”, “7”, “12”, and “16”. When the rotation of the center reel 3C is stopped based on such a stop scheduling position, Bell is displayed on the middle stage of the center display window 4C.
  • The stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the right reel 3R, is any of “1”, “5”, “8”, “12”, and “17”. When the rotation of the right reel 3R is stopped based on such a stop scheduling position, Bell is displayed on the upper stage of the right display window 4R.
  • Hence, when the rotations of the reels 3L, 3C and 3R are stopped based on the stop table for Special losing 2, as shown in FIG. 41B, a combination of the symbols in which Bells are individually arrayed on the upper stage of the left display window 4L, the middle stage of the center display window 4C, and the upper stage of the right display window 4R (that is, “V-shape of Bells”) is displayed on the display windows 4L, 4C and 4R.
  • FIG. 38 shows a stop table for Special losing 3 to be decided when the winning number is 7 (that is, Special losing 3).
  • In the stop table for Special losing 3, the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the left reel 3L, is any of “0”, “5”, “8”, “13”, and “16”. When the rotation of the left reel 3L is stopped based on such a stop scheduling position, Replay is displayed on the upper stage of the left display window 4L.
  • The stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the center reel 3C, is any of “1”, “5”, “8”, “13”, and “17”. When the rotation of the center reel 3C is stopped based on such a stop scheduling position, Replay is displayed on the middle stage of the center display window 4C.
  • The stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the right reel 3R, is any of “3”, “6”, “10”, “15”, and “20”. When the rotation of the right reel 3R is stopped based on such a stop scheduling position, Replay is displayed on the upper stage of the right display window 4R.
  • Hence, when the rotations of the reels 3L, 3C and 3R are stopped based on the stop table for Special losing 3, as shown in FIG. 41C, a combination of the symbols in which Replays are individually arrayed on the upper stage of the left display window 4L, the middle stage of the center display window 4C, and the upper stage of the right display window 4R (that is, “V-shape of Replays”) is displayed on the display windows 4L, 4C and 4R.
  • A specific configuration of a stop table for Losing, which corresponds to the winning number 0, is not shown; however, the stop table for Losing is a table in which the numbers of sliding symbols are defined so that combinations of the symbols, which are different from those of the stop tables individually corresponding to the winning numbers 5 to 7 (for example, “Bell-Replay-Watermelon” on the center line 8 c), can be displayed. When the rotations of the reels 3L, 3C and 3R are stopped as described above based on the stop tables individually corresponding to the winning numbers 5 to 7 and 0 by which Losings are decided, the combinations of the symbols, which are different from one another, are displayed on the display windows 4L, 4C and 4R.
  • A description will be made of a priority table with reference to FIG. 46.
  • In the priority table, priorities at which the type of the internal winning combinations (or the types of the symbols) are captured with priority are defined. Specifically, 1 to 3 are defined as the priorities, and “Replay” is defined in response to the priority 1, “RB” is defined in response to the priority 2, and “Cherry, Bell, Watermelon” are defined in response to the priority 3. Cherry, Bell, and Watermelon are grouped, and one priority is defined thereto. Specifically, the priorities given to these symbols are equal to each other. Basically, when two or more internal winning combinations relating to the winning are decided, this priority table is referred to, and to which of the internal winning combinations the priority is to be given is decided.
  • A description will be made of a symbol combination table with reference to FIG. 47.
  • In the symbol combination table, there are defined combinations of the symbols, which relate to the winning, and displayed combinations and payout numbers, which correspond thereto. In a similar way to the above-described data representing the internal winning combination, each displayed combination is represented by data of one byte. For example, data representing Cherry is “00000001”.
  • A combination of the symbols, which relates to Cherry, is “Cherry-ANY (representing that any type of symbol is allowed here) -ANY”, where Cherry of the left reel 3L is displayed on any of the upper, middle and lower stages of the left display windows 4L. When Cherry of the left reel 3L is displayed in such a way, it is decided that the displayed combination is Cherry irrespective of the types of symbols displayed on the remaining display windows 4C and 4R. The payout number corresponding to Cherry is 14.
  • When a combination “Bell-Bell-Bell” of the symbols, which relates to Bell, that is, three Bells of the reels 3L, 3C and 3R are displayed in line along one activated line, it is decided that the displayed combination is Bell. The payout number corresponding to Bell is 8.
  • When a combination “Watermelon-Watermelon-Watermelon” of the symbols, which relates to Watermelon, that is, three Watermelons of the reels 3L, 3C and 3R are displayed in line along one activated line, it is decided that the displayed combination is Watermelon. The payout number corresponding to Watermelon is 6.
  • When a combination “Replay-Replay-Replay” of the symbols, which relates to Replay, that is, three Replays of the reels 3L, 3C and 3R are displayed in line along one activated line, it is decided that the displayed combination is Replay. When it is decided that the displayed combination is Replay, a repeated game is performed in the next unit game. Specifically, the same number of medals as the dropped number in a unit game where Replay is established are automatically dropped in the next unit game without being based on a dropping operation by the player. Thus, the player can play the next unit game without consuming the medals.
  • When a combination “Red 7-Red 7-Red 7” of the symbols, which relates to RB, that is, three Red 7s of the reels 3L, 3C and 3R are displayed in line along one activated line, it is decided that the displayed combination is RB. When it is decided that the displayed combination is RB, an RB operating flag to be described later is updated, and the operation of RB is started.
  • In the symbol combination table, addresses are assigned to Cherry as a head, Bell, Watermelon, Replay, RB, and End code in this order. When the retrieval proceeds to the address of End code, the retrieval of the displayed combinations is ended.
  • As a result that the retrieval of the displayed combination is ended, when the combination of the symbols displayed on the activated line does not apply to any of the combinations of the symbols, which relate to the winnings defined in the above-described symbol combination table, it is decided that the displayed combination is Losing. For example, when the combination of the symbols, which relates to each of the above-described Losing, Special losing 1, Special losing 2, and Special losing 3, is displayed, it is decided that the displayed combination is Losing. Here, Cherry, Bell, and Watermelon relate to the payout of the game mediums (for example, the medals). Replay relates to the operation of the repeated game. RB relates to an operation of a gaming state (for example, an RB gaming state) advantageous for the player.
  • A description will be made of a configuration of the internal winning combination storage area of the RAM 33 of the main control circuit 71 with reference to FIG. 48.
  • When the internal winning combination is decided by the above-described internal winning combination decision table, the decided internal winning combination is stored (memorized) in the internal winning combination storage area. The internal winning combination storage area is composed of one byte, and corresponds to the configuration of the data of the above-described internal winning combination. Specifically, a bit string corresponding to the type of the decided internal winning combination is turned on. When the winning number is 0, basically, the entire bits become 0. When two or more of internal winning combinations have been decided, both of bit strings individually corresponding thereto are turned on. A displayed combination storage area in which the displayed combinations decided based on the above-described symbol combination table are stored has a configuration similar to that of the internal winning combination storage area.
  • A description will be made of a configuration of the carryover combination storage area of the RAM 33 of the main control circuit 71 with reference to FIG. 49.
  • When RB is decided as the internal winning combination by the above-described internal winning combination decision table, RB is stored in the carryover combination storage area. The carryover combination storage area is composed of one byte, and Bit 4 corresponds to RB as in the internal winning combination storage area. When the operation of RB is started, data in the carryover combination storage area is cleared. Specifically, in the gaming machine 1, when RB is decided, data thereof is stored in a period until the operation of RB is started (this operation is referred to as so-called carryover). Since the carryover combination is decided based on the internal winning combination, it can also be said that the carryover combination is a subordinate concept of the internal winning combination.
  • A description will be made of a configuration of symbol storage areas of the RAM 33 of the main control circuit 71 with reference to FIG. 50.
  • In the symbol storage areas, data representing the types of symbols displayed on the respective display windows 4L, 4C and 4R are stored. Each symbol storage area is composed of one byte, and corresponds to the data representing the types of symbols defined in the above-described symbol arrangement table.
  • The types of symbols displayed on the respective display windows 4L, 4C and 4R are specified based on the symbol counter and the symbol arrangement table. The symbol storage areas are provided in response to the center line 8 c, the top line 8 b, the bottom line 8 d, the cross down line 5 e, and the cross up line 5 a. For example, in the symbol storage area corresponding to the center line 8 c, there are individually stored the type of symbol on the middle stage of the left display window 4L, the type of symbol on the middle stage of the center display window 4C, and the type of symbol on the middle stage of the right display window 4R. Then, the displayed combination is decided based on the data stored in all the symbol storage areas and on the above-described symbol combination table.
  • A description will be made of the control to be performed by the CPU 31 of the main control circuit 71 with reference to flowcharts shown in FIG. 53, FIG. 56, FIG. 59, FIG. 62, FIG. 63, and FIG. 64.
  • A description will be made of a reset intervention process to be performed by the CPU 31 of the main control circuit 71 with reference to FIG. 53. The CPU 31 is composed for the following purpose. First, a power supply is turned on to apply a voltage to a reset terminal of the CPU 31, and thus a reset intervention is generated. Based on the reset intervention thus generated, the CPU 31 sequentially performs the respective processes of the reset intervention process, which are stored in the ROM 32.
  • When the power supply is turned on, the CPU 31 first performs an initialization process (Step S1). In this initialization process, a process for returning data and effective address of a register stored in the RAM 33 when the power supply is cut, and the like are performed.
  • Next, the CPU 31 clears the designated storage area in the RAM 33 (Step S2). Thus, the data stored in the internal winning combination storage area and the like of the RAM 33 is cleared.
  • Next, the CPU 31 performs a medal receiving/start check process to be described later with reference to FIG. 56 (Step S3). In this medal receiving/start check process, a dropped number counter is updated by checking the medal sensor 22S, the BET switches 11S, 12S and 13S, and the like, an input from the start switch 6S is checked, and so on.
  • Next, the CPU 31 extracts a random number value, and stores the random number value in a random number value storage area (Step S4). Specifically, the CPU 31 extracts the random number value for the lottery, which is to be used in an internal sortition process to be described later and the like, by the random number generator 36 and the sampling circuit 37, and stores the random number value in the random number value storage area of the RAM 33.
  • Next, the CPU 31 performs a gaming state monitoring process (Step S5). Specifically, the CPU 31 stores an identifier (a so-called flag) indicating the RB gaming state in the RAM 33 if the RB operating flag is turned on, and stores an identifier indicating the normal gaming state in the RAM 33 if the RB operating flag is turned off.
  • Next, the CPU 31 performs the internal sortition process to be described latter with reference to FIG. 59 (Step S6). In this internal sortition process, a process such as decision of the internal winning combination is performed.
  • Next, the CPU 31 decides the stop table based on the winning number storage area and the stop table decision table (Step S7).
  • Next, the CPU 31 transmits the start command to the sub-control circuit 72 (Step S8). In the start command, data regarding the internal winning combination, the gaming state, and the like are included.
  • Next, the CPU 31 requests the rotations of all the reels to be started (Step S9). In this process, the CPU 31 also activates the pressing operation for the stop buttons. When the rotations of all the reels are requested to be started, a process for starting the rotations of the reels is performed in an intervention process (refer to FIG. 63) to be described later.
  • Next, the CPU 31 performs a reel stop control process to be described later with reference to FIG. 62 (Step S10). In this reel stop control process, a process for stopping the rotations of the reels 3L, 3C and 3R is performed.
  • Next, the CPU 31 performs a displayed combination retrieval process (Step S11). Specifically, the CPU 31 compares the combination of the symbols, which is defined in the symbol combination table, and the combination of the symbols on each of the activated lines 8 a to 8 e, which is stored in the symbol storage area, with each other, and then determines whether or not both of them coincide with each other. Then, in the case of determining that both of the combinations of the symbols coincide with each other, the CPU 31 decides the displayed combination and the payout number based on the combination concerned of the symbols, and updates the displayed combination storage area and the payout number counter. When it is determined that both of the combinations do not coincide with each other, the displayed combination becomes Losing (Specifically, the displayed combination storage area and the payout number counter are left to be “0”). The displayed combination retrieval process constitutes a part of winning deciding unit for deciding whether or not the prize is won based on the symbol combination table which defines the combination of the symbols, which relates to the winning, and on the combination of the symbols displayed by the symbol display unit.
  • Next, the CPU 31 transmits a displayed combination command to the sub-control circuit 72 (Step S12). In the displayed combination command, data regarding the established displayed combination and the like are included.
  • Next, the CPU 31 performs a medal payout process (Step S13). Specifically, based on the payout number counter, the CPU 31 controls the hopper 40, updates a credit counter, and so on.
  • Next, the CPU 31 performs a specific condition establishment check process to be described later with reference to FIG. 64 (Step S14). In this specific condition establishment check process, a check is performed as to whether a specific condition is established, for example, as to whether a post-bonus ending game number counter indicates 1 or more, and the specific condition establishment flag is updated, and so on.
  • Next, the CPU 31 determines whether or not the RB operating flag is turned on (Step S15). In the case of determining that the RB operating flag is turned on, the CPU 31 performs a bonus ending check process (Step S16). Specifically, the CPU 31 subtracts 1 from a value of the gaming-enabling number counter, and further subtracts 1 from the winning-enabling number counter if the displayed combination relating to the winning (the symbols of which are three, which are Cherry, Bell, and Watermelon during the operation of RB) is decided. The gaming-enabling number counter indicates data obtained by counting the number of unit games performed during the operation of RB. The winning-enabling number counter indicates data obtained by counting the number that the winning is established when the RB operating flag is turned on. Then, the CPU 31 determines whether or not the winning-enabling number counter or the gaming-enabling number counter indicates 0, and clears the RB operating flag when it is determined that any of the counters indicates 0. Moreover, the CPU 31 stores 30 in the post-bonus ending game number counter. The post-bonus ending game number counter indicates data for counting the number of unit games after the operation of RB is ended.
  • After Step S16, or when it is determined in Step S15 that the RB operating flag is not turned on, the CPU 31 performs a bonus operation check process (Step S17). Specifically, the CPU 31 determines whether or not the displayed combination is RB. When it is determined that the displayed combination is RB, the CPU 31 turns on the RB operating flag, stores 8 in the winning-enabling number counter, and stores 12 in the gaming-enabling number counter. Further, the CPU 31 clears the carryover combination storage area.
  • As described above, the CPU 31 executes Steps S2 to S17 as the process in the unit game, and when Step S17 is ended, the CPU 31 returns to Step S2 in order to execute processes in the next unit game.
  • Next, a description will be made of the medal receiving/start check process with reference to FIG. 56.
  • First, the CPU 31 determines whether or not the process currently performed is a dropping process (Step S51). Specifically, when the medal sensor 22S or the BET switches 11S, 12S and 13S are switched on, the CPU 31 determines that the dropping process is performed. Moreover, when the BET switches 11S, 12S and 13S are switched on, the CPU 31 calculates a value to be added to the dropped number counter for counting the dropped number based on the types of BET switches 11S, 12S and 13S, a value of the dropped number counter for counting the dropped number, and a value of the credit counter for counting the number of credited medals.
  • In the case of determining in Step S51 that the dropping process is performed, the CPU 31 updates the dropped number counter (Step S52). Note that, when the addition to the dropped number counter is prohibited in this process, the CPU 31 updates the credit counter in place of the dropped number counter.
  • Though not shown, before performing Step S51, the CPU 31 determines whether or not an automatic drop counter indicates 0, and in the case of determining that the counter concerned does not indicate 0, performs a process for copying a value of the counter concerned to the dropped number counter. Then, the CPU 31 prohibits a subsequent addition to the dropped number counter. The automatic drop counter indicates data for identifying whether or not Replay has been established in the previous unit game and for specifying the dropped number in the previous unit game. When it is determined that the displayed combination is Replay, the value of the dropped number counter is copied to the automatic drop counter.
  • Next, the CPU 31 stores 5 in an activated line counter (Step S53). The activated line counter indicates data for specifying the number of activated lines. In the second embodiment, 5 is stored in the activated line counter irrespective of the value of the dropped number counter.
  • Next, the CPU 31 transmits a BET command to the sub-control circuit 72 (Step S54). Data regarding the dropped number, and the like are included in the BET command.
  • After Step S54 or in the case of determining in Step S51 that the dropping process is not performed, the CPU 31 determines whether or not the dropped number counter indicates 3 (Step S55). In the case of determining that the dropped number counter does not indicate 3, the CPU 31 returns to Step S51.
  • In the case of determining in Step S55 that the dropped number counter indicates 3, the CPU 31 prohibits the addition to the dropped number counter, and determines whether or not the start lever 6 is tilted (Step S56). In the case of determining that the start lever 6 is not tilted, the CPU 31 returns to Step S51. In the case of determining that the start lever 6 is tilted, the CPU 31 ends the medal receiving/start check process, and proceeds to Step S4 of FIG. 53.
  • A description will be made of the internal sortition process with reference to FIG. 59.
  • First, the CPU 31 decides the type of internal sortition table and the number of lotteries based on the gaming state and the internal sortition table decision table (Step S91).
  • Next, the CPU 31 determines whether or not a flag of RB is stored in the carryover combination storage area (Step S92). In the case of determining that the flag of RB is stored in the carryover combination storage area, the CPU 31 changes the internal sortition table to the internal sortition table for the carryover, and changes the number of lotteries to 7 (Step S93).
  • In the case of determining in Step S92 that the flag of RB is not stored in the carryover combination storage area, the CPU 31 determines whether or not the specific condition establishment flag is turned on (Step S94). In the case of determining that the specific condition establishment flag is turned on, the CPU 31 changes the internal sortition table to the internal sortition table for the specific condition establishment time (Step S95). Next, the CPU 31 turns off the specific condition establishment flag (Step S96).
  • After Step S96, after Step S93, or in the case of determining in Step S94 that the specific condition establishment flag is not turned on, the CPU 31 sets, as the winning number, the same value as the number of lotteries (Step S97).
  • Next, the CPU 31 compares the random number value stored in the random number value storage area and the lower and upper limit values corresponding to the winning number with each other (Step S98). Next, the CPU 31 determines whether or not the random number value is equal to or more than the lower limit value and equal to or less than the upper limit value (Step S99).
  • In the case of determining in Step S99 that the random number value is equal to or more than the lower limit value and equal to or less than the upper limit value, the CPU 31 stores the set winning number in the winning number storage area of the RAM 33 (Step S100). A configuration of the winning number storage area is the one in which an initial value is 0 and sequentially overwritten by performing this process.
  • Next, the CPU 31 refers to the internal winning combination decision table, and decides the internal winning combination based on the winning number (Step S101). Next, the CPU 31 determines whether or not the internal winning combination is RB (Step S102). In the case of determining that the internal winning combination is RB, the CPU 31 stores the flag in the carryover combination storage area based on the internal winning combination (Step S103). The process of Step S102 or the carryover combination storage area constitutes the carryover unit for carrying over the internal winning combination relating to a gaming state advantageous for the player.
  • After Step S103 or in the case of determining in Step S102 that the internal winning combination is not RB, the CPU 31 stores, in the internal winning combination storage area, a logical sum of the internal winning combination and the data in the carryover combination storage area (Step S104). For example, in the case where Bell is decided when RB is carried over, the data in the internal winning combination storage area becomes “00010010”.
  • After Step S104 or in the case of determining in Step S99 that the random number value is not equal to or more than the lower limit value or equal to or less than the upper limit value, the CPU 31 subtracts 1 from the number of lotteries (Step S105).
  • Next, the CPU 31 determines whether or not the number of lotteries is 0 (Step S106). In the case of determining that the number of lotteries is not 0, the CPU 31 returns to Step S97 described above.
  • In the case of determining in Step S106 that the number of lotteries is 0, the CPU 31 stores, in the internal winning combination storage area, the logical sum of the internal winning combination and the data in the carryover combination storage area (Step S107). As a result of this process, if the data in the internal winning combination storage area is “00000000”, “00100000”, “01000000”, or “10000000”, then the internal winning combination becomes Losing. After this process is ended, the internal sortition process is ended, and the CPU 31 proceeds to Step S7 of FIG. 49.
  • In the internal sortition process, a configuration is adopted, in which the retrieval is performed for all the winning numbers until the number of lotteries is updated to 0. However, without being limited to this, a configuration can also be applied, in which, when the winning number is decided until the number of lotteries is updated to 0, the retrieval is not performed for the rest of the winning numbers. Thus, the speed of the process can be enhanced.
  • A description will be made of the reel stop control process with reference to FIG. 62.
  • First, the CPU 31 determines whether or not the activated stop button is pressed (Step S131). In the case of determining that the activated stop button is not pressed, the CPU 31 repeats the process of Step S131. The CPU 31 may also determine whether or not a predetermined time (for example, 30 seconds) has elapsed since the start switch 6S was switched on (in order to perform a so-called automatic stop) as well as determines whether or not the activated stop button is pressed.
  • In the case of determining in Step S131 that the activated stop button is pressed, the CPU 31 specifies the type of the stop button concerned and the symbol counter of the reel concerned, and inactivates the subsequent pressing operations for the stop button. Then, based on the stop table, the internal winning combination, and the priority table, the CPU 31 decides the number of sliding symbols (Step S132).
  • In the process of Step S132 described above, basically, the number of sliding symbols is decided based on the above-described stop table. However, when RB is stored in the internal winning combination storage area, and the presence of the symbol position where the combination of the symbols, which relates to RB, is displayable is retrieved within the range of four symbols from the stop starting position, a difference to the symbol position concerned is decided as the number of sliding symbols. For example, in the case where the stop table for Losing is decided and RB is stored in the internal winning combination storage area, if the presence of the symbol position where Red 7 is displayable is retrieved within the range of four symbols from the stop starting position of the reel concerned, then a difference to the symbol position where Red 7 is displayable is decided as the number of sliding symbols. If the presence of the symbol position where Red 7 is displayable is not retrieved within the range of four symbols from the stop starting position of the reel concerned, then the number of sliding symbols, which is extracted from the stop table for Losing, is decided as the number of sliding symbols. Moreover, when two types of internal winning combinations (for example, RB and Bell) relating to the winning are stored in the internal winning combination storage area, the priority table is referred to, and the number of sliding symbols is decided based on the priority.
  • Next, the CPU 31 decides the stop scheduling position based on the decided number of sliding symbols and the current symbol position (Step S133). For example, if the decided number of sliding symbols is “2” and the current symbol position (that is, the stop starting position) is “20”, then the stop scheduling position is decided at “1”. Moreover, when the stop scheduling position is decided, a process for stopping the rotation of the reel based on the stop scheduling position is performed in the intervention process (refer to FIG. 63) to be described later. Note that the number of sliding symbols and the stop scheduling position are in a relationship where, when one of them is decided, the other is decided, and accordingly, it can be said that both of them are in a relationship where they are equivalent to each other.
  • Next, the CPU 31 transmits a reel stop command to the sub-control circuit 72 (Step S134). In the reel stop command, data regarding the type of the stopped reel and the like are included.
  • Next, the CPU 31 updates the symbol storage areas based on the stop scheduling position (Step S135). Specifically, the identifier of the symbol to be displayed on the activated line for the reel to be stopped is stored in all the symbol storage areas.
  • Next, the CPU 31 determines whether or not the stop button for which the pressing operation is activated is present (Step S136). In the case of determining that the stop button for which the pressing operation is activated is present, the CPU 31 returns to Step S131, and in the case of determining that the stop button for which the pressing operation is activated is not present, the CPU 31 ends the reel stop control process, and proceeds to Step S11 of FIG. 53.
  • A description will be made of the specific condition establishment check process with reference to FIG. 64.
  • First, the CPU 31 determines whether or not the current gaming state is the normal gaming state (Step S181). In the case of determining that the current gaming state is not the normal gaming state, the CPU 31 ends the specific condition establishment check process, and proceeds to Step S15 of FIG. 49.
  • In the case of determining in Step S181 that the current gaming state is the normal gaming state, the CPU 31 determines whether or not the post-bonus ending game number counter indicates 1 or more (Step S182). In the case of determining that the post-bonus ending game number counter indicates 1 or more, the CPU 31 subtracts 1 from the post-bonus ending game number counter (Step S183).
  • In the case of determining in Step S182 that the post-bonus ending game number counter does not indicate 1 or more, the CPU 31 determines whether or not the displayed combination is either Cherry or Watermelon (Step S184).
  • In the case of determining in Step S184 that the displayed combination is neither Cherry nor Watermelon, the CPU 31 determines whether or not the combination of the symbols, which relates to Special losing 1, is displayed on any of the activated lines (Step S185). Specifically, the CPU 31 retrieves whether or not the combination of the symbols for each of the activated lines, which is stored in each symbol storage area, coincides with the combination of the symbols (that is, “Replay-Bell-Bell”), which relates to Special losing 1. In the case of determining that the combination of the symbols, which relates to Special losing 1, is not displayed, the CPU 31 ends the specific condition establishment check process, and proceeds to Step S15 of FIG. 49.
  • In the case of determining in Step S185 that the combination of the symbols, which relates to Special losing 1, is displayed, in the case of determining in Step S184 that the displayed combination is either Cherry or Watermelon, or after the process of Step S183, the CPU 31 turns on the specific condition establishment flag (Step S186). After ending this process, the CPU 31 ends the specific condition establishment flag, and proceeds to Step S15 of FIG. 49.
  • A description will be made of the intervention process in a cycle of 1.1173 ms, which is performed by the control from the CPU 31 of the main control circuit 71, with reference to FIG. 63.
  • First, the CPU 31 saves the register (Step S201). Next, the CPU 31 performs an input port check process (Step S202). Specifically, the CPU 31 checks an input of a signal from each switch, and the like.
  • Next, the CPU 31 performs a reel control process (Step S203). Specifically, when the rotations of the reels are requested to be started, the CPU 31 starts the rotations of the reels 3L, 3C and 3R, and rotates the reels concerned at a constant speed. If the stop scheduling position is decided, then the rotation of the reel concerned is decelerated and stopped after waiting for the data of the symbol counter of the reel concerned to be updated to the same value as that of the stop scheduling position. For example, if the symbol counter indicates “0” and the stop scheduling position is “4”, then the rotation of the reel is stopped when the symbol counter is updated to “4”.
  • Next, the CPU 31 performs a lamp/7-SEG driving process (Step S204). Specifically, the CPU 31 performs processes for turning on the BET lamps 9 a, 9 b and 9 c and displaying the payout number on the information display portion 18 based on the dropped number counter.
  • Next, the CPU 31 returns the register (Step S205). When this process is ended, the intervention process in the cycle of 1.1173 ms is ended.
  • As described above, in the gaming machine 1 of the second embodiment, Losing is decided in the case where the random number value assigned to the winning combination is not included in any of the plural numerical ranges defined in the internal sortition table (that is, Losing in which the winning number is 0). In addition to and separately from the above, the plural numerical ranges in which the random number values become Losing (that is, the winning number 5, the winning number 6, and the winning number 7) are defined in the internal sortition table, and Losings to be decided in the case where the random number values are included in the numerical ranges concerned (that is, Special losing 1 of the winning number 5, Special losing 2 of the winning number 6, and Special losing 3 of the winning number 7) are provided. Thus, the plural numerical ranges in which the internal winning combinations relating to the non-winning are decided are defined. Then, the stop table is decided, in which the numbers of sliding symbols are defined so as to display the combinations of the symbols, which are different from one another, in response to these plural numerical ranges. Hence, even if the internal winning combinations relating to the same non-winning in terms of the types are decided by the stop of the rotations of the reels 3L, 3C and 3R based on the stop tables of such Special losings, it is made possible to display, on the display windows 4L, 4C and 4R, the combinations of the symbols, which are different from one another, in response to the numerical ranges in which the internal winning combinations are decided. As a result, for example, as compared with the conventional case where only one numerical range in which Losing is decided is defined, the combinations of the symbols to be displayed on the display windows 4L, 4C and 4R can be varied, thus making it possible to enhance the interest of the game.
  • The numerical range in which the internal winning combination relating to the non-winning is decided is further classified into much more ranges, and the stop tables are decided, in which the combinations of the symbols, which are different from one another in response to the respective classified ranges, followed by the definition thereof, thus making it possible to further vary the combinations of the symbols to be displayed on the display windows 4L, 4C and 4R.
  • For example, suppose that a gaming machine is composed for the following purpose. Plural types of the stop tables are provided for each of the internal winning combinations, sortition processes dedicated thereto are performed, and thus one stop table is decided from these plural types of stop tables. In such a gaming machine, since the sortition process dedicated to one stop table is performed in order to decide the one stop table from the plural stop tables, there has been a problem that a load on the capacity for the program and the data, which relate to the sortition process concerned, becomes large. However, in the second embodiment, as described above, the following configuration is adopted. Specifically, the numerical range in which the predetermined types of internal winning combinations are decided are classified into the plural numerical ranges in advance, and the stop tables different from one another are provided therefor. Accordingly, it becomes unnecessary to perform the dedicated sortition processes, and it is made possible to vary the displayable combinations of the symbols while reducing the load to be applied to the processes concerned.
  • In the second embodiment, when the specific condition establishment flag is updated, the internal sortition table is switched from the internal sortition table for the normal gaming state to the internal sortition table for the special condition establishment time. Between the internal sortition table for the normal gaming state and the internal sortition table for the specific condition establishment time, the sizes of the plural numerical ranges in which Losings are decided are different from each other. Specifically, in the internal sortition table for the specific condition establishment time, the numerical range corresponding to the winning number 5 is smaller and the numerical ranges corresponding to the winning numbers 6 and 7 are larger than in the internal sortition table for the normal gaming state. Hence, when the specific condition establishment flag is updated to be on, the sizes of the numerical ranges corresponding to the winning numbers 5 to 7 can be varied, and it is made possible to vary the probabilities at which the combinations of the symbols, which correspond to these winning numbers, are displayed on the display windows 4L, 4C and 4R. Moreover, in the internal sortition table for the specific condition establishment time, among the winning numbers 5 to 7, the numerical ranges corresponding thereto get larger in order of the winning number 7, the winning number 6, and the winning number 5. Accordingly, a bias can be given to frequencies at which the combinations of the symbols, which correspond to the respective winning numbers, are displayed on the display windows 4L, 4C and 4R.
  • Here, in the second embodiment, when RB is carried over, the internal sortition table is switched from the internal sortition table for the normal gaming state to the internal sortition table for the carryover (for example, the third internal sortition table). Then, the above-described internal sortition table for the specific condition establishment time has a substantially similar configuration to that of the internal sortition table for the carryover. With such a configuration, when the specific condition establishment flag is updated, for example, the frequency at which the combination of the symbols, which corresponds to the winning number 7, is displayed on the display windows 4L, 4C and 4R is increased as in the case where RB is carried over. Thus, it is made possible to inspire the player with expectations that RB is carried over, thus making it possible to enhance the interest of the game. In the second embodiment, a configuration is adopted, in which the specific condition establishment flag is turned on, for example, in a period since the operation of RB is ended until 30 unit games are performed. Accordingly, even after the bonus is ended, it is made possible to maintain the expectations from the player.
  • Although the description has been made above of the second embodiment, the present invention is not limited to this.
  • With regard to specific configurations of the symbol display unit, the starting operation detecting unit, the random number value extracting unit, internal sortition table storing unit, the internal winning combination deciding unit, the symbol varying unit, the stopping operation detecting unit, the stop control unit, the numerical range deciding unit, the stop table deciding unit, the first internal sortition table, the second internal sortition table, the predetermined types of internal winning combinations, the plural numerical ranges, the stop tables, and the like, which constitute the above-described gaming machine, such specific configurations are not limited to those of the above-described respective constituents of the second embodiment, and are arbitrarily changeable.
  • In the second embodiment, the internal winning combinations relating to the non-winning (that is, Losings) are applied as the predetermined types of internal winning combinations. However, without being limited to these, types other than Losings, for example, Cherry, Bell, Watermelon, RB, and the like can also be applied.
  • In the second embodiment, as the specific conditions, the following three are applied, which are: that the specific combination of the symbols (the combination of the symbols, which relates to Special losing 1) is displayed; that the combination of the symbols, which relates to the specific combination (Cherry or Watermelon), is displayed; and that the number of unit games in the period since the gaming state is transferred from a gaming state advantageous for the player to a predetermined gaming state by gaming state transfer unit is within the specific number (30 times). In this case, the gaming state transfer unit is one for transferring the gaming state between the predetermined gaming state (the normal gaming state) and the gaming state relatively advantageous for the player (the RB gaming state) with respect to the predetermined gaming state. Specifically, the gaming state transfer unit performs the bonus operation check process and the bonus ending check process. However, the specific conditions are not limited to these, and specific contents thereof are arbitrarily changeable.
  • In the second embodiment, a configuration is adopted, in which the sizes of all the numerical ranges of the winning numbers 5 to 7 are different from each other between the internal sortition table for the normal gaming state and the internal sortition table for the specific condition establishment time. However, a configuration may also be adopted, in which the sizes of one or two of the numerical ranges in the internal sortition table for the normal gaming state are different from those in the internal sortition table for the specific condition establishment time.
  • In the second embodiment, the stop tables are provided in response to the plural numerical ranges in which the predetermined types of internal winning combinations are decided, and the combinations of the symbols, which are different from one another, are displayed based on the stop tables concerned. However, without being limited to this, the present invention is also applicable to a configuration in which the stop tables are not particularly provided. For example, in the case of Special losing 1 of the winning number 5, a stop control to capture the symbols within the maximum number of sliding symbols from the stop starting positions so as to display “Replay-Bell-Bell” on the display windows 4L, 4C and 4R is performed. Also in such a way, it is made possible to display the combinations of the symbols, which are different from one another, in the respective numerical ranges.
  • The device configuration shown in FIG. 1 and FIG. 2, the circuit configuration and the peripheral devices, which are shown in FIG. 5, the configurations of the tables, which are shown in FIG. 6, FIG. 9, FIGS. 11A to 11D, FIG. 18, FIG. 27, FIG. 31, FIG. 34, FIG. 38, FIG. 46, and FIG. 47, the configurations of the storage areas of the RAM, which are shown in FIG. 48 to FIG. 50, the configurations of the flowcharts, which are shown in FIG. 53, FIG. 56, FIG. 59, FIG. 62, FIG. 63, and FIG. 64, and the like, all of which are applied in the second embodiment, are arbitrarily changeable or modifiable within the range without departing from the gist of the present invention.
  • The present invention is also applicable to a gaming machine such as a slot machine and a video slot machine besides the pachi-slot machine as described in the second embodiment. Moreover, in such a game program as executing the operation in the above-described slot machine as one for a family gaming machine in a pseudo manner, a game can be executed by applying the preset invention thereto. In this case, for a recording medium which records the game program, a CD-ROM, a floppy disk (FD), and other arbitrary recording mediums can be used.
  • Third Embodiment
  • A description will be made of the internal sortition tables with reference to FIGS. 12A and 12B.
  • In each of the internal sortition tables, the lower and upper limit values (that is, the numerical ranges from the lower limit values to the upper limit values) of the random number values assigned to the respective winning numbers are defined. The winning numbers are data for identifying the plural numerical ranges defined in the internal sortition tables, and data for use in deciding the internal winning combinations to be described later, and so on.
  • In the internal sortition tables, the retrieval is performed in the descending order of the winning numbers as to whether or not the random number values extracted from the range of “0 to 65535” are included in the numerical ranges from the lower limit values to the upper limit values, which are assigned to the above-described respective winning numbers. Then, when each of the extracted random number values is included in any of the numerical ranges, the winning number corresponding thereto is decided. The above-described number of lotteries indicates the number of times that the retrieval is performed. Note that, as a result that the retrieval is performed by the number of lotteries, when the random number value does not apply to any of the winning numbers, the winning number 0 is decided. Moreover, a winning probability of each winning number can be calculated by “the number obtained by adding 1 to a difference between the upper and lower limit values defined for each winning number/the number of the entire random number values generated (that is, 65536)”.
  • FIG. 12A shows the internal sortition table for the normal gaming state. In the internal sortition table for the normal gaming state, lower and upper limit values corresponding to the winning numbers 1 to 8 are defined. The internal sortition table for the normal gaming state in the third embodiment is not composed such that the winning probabilities of the respective winning numbers are different from one another in response to the dropped numbers. However, the internal sortition table for the normal gaming state may also be composed such that the winning probabilities of the respective winning numbers are different from one another in response to the dropped numbers.
  • FIG. 12B shows the internal sortition table for the RB gaming state. In the internal sortition table for the RB gaming state, lower and upper limit values corresponding to the winning numbers 1 to 3 are defined. Moreover, in the internal sortition table for the RB gaming state, a configuration is adopted, in which the winning probability of the winning number 2 (Bell to be described later) is extremely high.
  • A description will be made of an internal winning combination decision table with reference to FIG. 17.
  • In the internal winning combination decision table, the internal winning combinations corresponding to the above-described winning numbers are defined. Specifically, Cherry, Bell, Watermelon, Replay, RB, Special losing 1, Special losing 2, and Special losing 3 are defined in response to the respective winning numbers 1 to 8. Note that, when the winning number is 0, Losing is decided. When a certain winning number is decided (that is, when the numerical range in which the extracted random number value is included is decided) by the above-described internal sortition table, the internal winning combination corresponding to the winning number concerned is decided. Accordingly, it can be said that the decision of the winning number and the decision of the internal winning combination are in a relationship where they are equivalent to each other.
  • As shown in the drawing, the type of each internal winning combination is represented by data of one byte, and a bit string corresponding to the type of each internal winning combination is turned on. For example, data representing Cherry is “00000001”, and data representing Special losing 3 is “10000000”.
  • A description will be made of a conceptual view of the winning areas of the respective winning numbers (that is, the internal winning combinations) in the normal gaming state with reference to FIG. 21. The winning areas shown in FIG. 21 correspond to the above-described internal sortition table for the normal gaming state.
  • The entire area of the winning areas shown in FIG. 21 represents the range of all the generated random number values, which is the above-described “0 to 65535”. Moreover, the area of each winning number (that is, each internal winning combination) represents the numerical range defined by the lower and upper limit values defined for each thereof.
  • In the entirety of the winning areas in the third embodiment, the areas corresponding to the winning numbers 1 to 5 are areas relating to the winning, and the areas corresponding to the winning numbers 6 to 8 and 0 are areas relating to the non-winning (the so-called Losing). Note that, as described above, the winning number 0 is one to be decided when the extracted random number value does not apply to any of the numerical ranges of the winning numbers 1 to 8 defined in the internal sortition table for the normal gaming state. A configuration is adopted, in which the areas corresponding to the winning number 0 are present between the areas relating to the winning. Specifically, in the third embodiment, the numerical range in which the internal winning combinations relating to the non-winning are decided is classified into the following ranges, which are: “700 to 999” corresponding to the winning number 0 present between the winning number 1 and the winning number 2; “6300 to 6499” corresponding to the winning number 0 present in the winning number 2 and the winning number 3; “6900 to 6999” corresponding to the winning number 0 present in the winning number 3 and the winning number 4; “15980 to 16199” corresponding to the winning number 0 present between the winning number 4 and the winning number 5; “16356 to 26355” corresponding to the winning number 6; “26356 to 36355” corresponding to the winning number 7; “36356 to 46355” corresponding to the winning number 8; and “46356 to 65535” corresponding to the winning number 0, followed by the definition.
  • A description will be made of a stop table decision table with reference to FIG. 26.
  • In the stop table decision table, the types of stop tables corresponding to the winning numbers are defined. Specifically, the stop tables individually corresponding to Losing, Cherry, Bell, Watermelon, Replay, RB, Special losing 1, Special losing 2, and Special losing 3 are defined in response to the respective winning numbers 0 to 8 stored in winning number storage areas. Here, the stop tables different from one another are defined in response to the respective four winning numbers 6 to 8 and 0 in which the internal winning combinations become Losings.
  • A description will be made of the stop tables with reference to FIG. 30, FIG. 31, FIG. 34, and FIG. 38. A description will be made of display examples of combinations of the symbols, which are based on the stop tables shown in FIG. 30, FIG. 31, FIG. 34, and FIG. 38, with reference to FIGS. 42A to 42D.
  • In each of the stop tables, the numbers of sliding symbols are defined, which correspond to the symbol positions corresponding to the symbol counters of the reels for which the stopping operations by the stop switch 7S are detected. The symbol positions are positions where the stop of the rotations of the reels is started, which are referred to as “stop starting positions”.
  • Each number of sliding symbols is a rotation amount of the reel from the detection of the stopping operation by the stop switch 7S to the stop of the rotation of the corresponding reel. In other words, the number of sliding symbols is the number of sliding symbols which pass through the center line 8 c in a period from the detection of the stopping operation by the stop switch 7S to the stop of the rotation of the corresponding reel. The number is grasped by a value of the symbol counter, which is updated since the stopping operation is detected by the stop switch 7S.
  • In the gaming machine 1, basically, a control to stop the rotations of the reels 3L, 3C and 3R is performed in 190 msec after the signal is outputted from the stop switch 7S, and the maximum number of sliding symbols is defined to be “4”. For example, if the stop starting position is “0”, then it is made possible to stop the rotations of the reels so that the symbols of which positions are up to “4” can be displayed on the center line 8 c.
  • The control to stop the rotations of the reels, which makes it possible to display the symbols within the range of the number of symbols from the stop starting position on the center line 8 c as described above, is referred to as so-called “capture”. Moreover, the symbol positions where the symbols are captured by the number of sliding symbols from the stop starting position and are stopped are referred to as “stop scheduling positions”. Note that, since the combination of the symbols, which is based on the number of sliding symbols, the number being defined in the stop table, is displayed on the display windows 4L, 4C and 4R, it can be said that the combination of the symbols to be displayed on the display windows 4L, 4C and 4R is defined in the stop table.
  • FIG. 30 shows a stop table for Losing to be decided when the winning number is 0 (that is, Losing).
  • In the stop table for Losing, the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the left reel 3L, is any of “1”, “6”, “9”, “14”, and “17”. When the rotation of the left reel 3L is stopped based on such a stop scheduling position, Replay is displayed on the middle stage of the left display window 4L.
  • The stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the center reel 3C, is any of “0”, “4”, “7”, “12”, and “16”. When the rotation of the center reel 3C is stopped based on such a stop scheduling position, Bell is displayed on the middle stage of the center display window 4C.
  • The stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the right reel 3R, is any of “1”, “5”, “10”, “14”, and “17”. When the rotation of the right reel 3R is stopped based on such a stop scheduling position, Watermelon is displayed on the middle stage of the right display window 4R.
  • Hence, when the rotations of the reels 3L, 3C and 3R are stopped based on the stop table for Losing, as shown in FIG. 42A, a combination of the symbols in which Replay of the left reel 3L, Bell of the center reel 3C, and Watermelon of the right reel 3R are arrayed (that is, “Replay-Bell-Watermelon”) is displayed along the center line 8 c on the display windows 4L, 4C and 4R.
  • FIG. 31 shows a stop table for Special losing 1 to be decided when the winning number is 6 (that is, Special losing 1).
  • In the stop table for Special losing 1, the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the left reel 3L, is any of “1”, “6”, “9”, “14”, and “17”. When the rotation of the left reel 3L is stopped based on such a stop scheduling position, Replay is displayed on the middle stage of the left display window 4L.
  • The stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the center reel 3C, is any of “0”, “4”, “7”, “12”, and “16”. When the rotation of the center reel 3C is stopped based on such a stop scheduling position, Bell is displayed on the middle stage of the center display window 4C.
  • The stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the right reel 3R, is any of “2”, “6”, “9”, “13”, and “18”. When the rotation of the right reel 3R is stopped based on such a stop scheduling position, Bell is displayed on the middle stage of the right display window 4R.
  • Hence, when the rotations of the reels 3L, 3C and 3R are stopped based on the stop table for Special losing 1, as shown in FIG. 42B, a combination of the symbols in which Replay of the left reel 3L, Bell of the center reel 3C, and Bell of the right reel 3R are arrayed (that is, “Replay-Bell-Bell”) is displayed along the center line 8 c on the display windows 4L, 4C and 4R.
  • FIG. 34 shows a stop table for Special losing 2 to be decided when the winning number is 7 (that is, Special losing 2).
  • In the stop table for Special losing 2, the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the left reel 3L, is any of “1”, “6”, “9”, “14”, and “19”. When the rotation of the left reel 3L is stopped based on such a stop scheduling position, Bell is displayed on the upper stage of the left display window 4L.
  • The stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the center reel 3C, is any of “0”, “4”, “7”, “12”, and “16”. When the rotation of the center reel 3C is stopped based on such a stop scheduling position, Bell is displayed on the middle stage of the center display window 4C.
  • The stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the right reel 3R, is any of “1”, “5”, “8”, “12”, and “17”. When the rotation of the right reel 3R is stopped based on such a stop scheduling position, Bell is displayed on the upper stage of the right display window 4R.
  • Hence, when the rotations of the reels 3L, 3C and 3R are stopped based on the stop table for Special losing 2, as shown in FIG. 42C, a combination of the symbols in which Bells are individually arrayed on the upper stage of the left display window 4L, the middle stage of the center display window 4C, and the upper stage of the right display window 4R (that is, “V-shape of Bells”) is displayed on the display windows 4L, 4C and 4R.
  • FIG. 38 shows a stop table for Special losing 3 to be decided when the winning number is 8 (that is, Special losing 3).
  • In the stop table for Special losing 3, the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the left reel 3L, is any of “0”, “5”, “8”, “13”, and “16”. When the rotation of the left reel 3L is stopped based on such a stop scheduling position, Replay is displayed on the upper stage of the left display window 4L.
  • The stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the center reel 3C, is any of “1”, “5”, “8”, “13”, and “17”. When the rotation of the center reel 3C is stopped based on such a stop scheduling position, Replay is displayed on the middle stage of the center display window 4C.
  • The stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the right reel 3R, is any of “3”, “6”, “10”, “15”, and “20”. When the rotation of the right reel 3R is stopped based on such a stop scheduling position, Replay is displayed on the upper stage of the right display window 4R.
  • Hence, when the rotations of the reels 3L, 3C and 3R are stopped based on the stop table for Special losing 3, as shown in FIG. 42D, a combination of the symbols in which Replays are individually arrayed on the upper stage of the left display window 4L, the middle stage of the center display window 4C, and the upper stage of the right display window 4R (that is, “V-shape of Replays”) is displayed on the display windows 4L, 4C and 4R.
  • When the rotations of the reels 3L, 3C and 3R are stopped as described above based on the stop tables individually corresponding to the winning numbers 6 to 8 and 0 by which Losings are decided, the combinations of the symbols, which are different from one another, are displayed on the display windows 4L, 4C and 4R.
  • A description will be made of a priority table with reference to FIG. 46.
  • In the priority table, priorities at which the types of the internal winning combinations (or the types of the symbols) are captured with priority are defined. Specifically, 1 to 3 are defined as the priorities, and “Replay” is defined in response to the priority 1, “RB” is defined in response to the priority 2, and “Cherry, Bell, Watermelon” are defined in response to the priority 3. Cherry, Bell, and Watermelon are grouped, and one priority is defined thereto. Specifically, the priorities given to these symbols are equal to each other. Basically, when two or more internal winning combinations relating to the winning are decided, this priority table is referred to, and to which of the internal winning combinations the priority is to be given is decided.
  • A description will be made of a symbol combination table with reference to FIG. 47.
  • In the symbol combination table, there are defined combinations of the symbols, which relate to the winning, and displayed combinations and payout numbers, which correspond thereto. In a similar way to the above-described data representing the internal winning combination, each displayed combination is represented by data of one byte. For example, data representing Cherry is “00000001”.
  • A combination of the symbols, which relates to Cherry, is “Cherry-ANY (representing that any type of symbol is allowed here) -ANY”, where Cherry of the left reel 3L is displayed on any of the upper, middle and lower stages of the left display windows 4L. When Cherry of the left reel 3L is displayed in such a way, it is decided that the displayed combination is Cherry irrespective of the types of symbols displayed on the remaining display windows 4C and 4R. The payout number corresponding to Cherry is 14.
  • When a combination “Bell-Bell-Bell” of the symbols, which relates to Bell, that is, three Bells of the reels 3L, 3C and 3R are displayed in line along one activated line, it is decided that the displayed combination is Bell. Moreover, the payout number corresponding to Bell is 8.
  • When a combination “Watermelon-Watermelon-Watermelon” of the symbols, which relates to Watermelon, that is, three Watermelons of the reels 3L, 3C and 3R are displayed in line along one activated line, it is decided that the displayed combination is Watermelon. Moreover, the payout number corresponding to Watermelon is 6.
  • When a combination “Replay-Replay-Replay” of the symbols, which relates to Replay, that is, three Replays of the reels 3L, 3C and 3R are displayed in line along one activated line, it is decided that the displayed combination is Replay. Moreover, when it is decided that the displayed combination is Replay, a repeated game is performed in the next unit game. Specifically, the same number of medals as the dropped number in a unit game where Replay is established are automatically dropped in the next unit game without being based on a dropping operation by the player. Thus, the player can play the next unit game without consuming the medals.
  • When a combination “Red 7-Red 7-Red 7” of the symbols, which relates to RB, that is, three Red 7s of the reels 3L, 3C and 3R are displayed in line along one activated line, it is decided that the displayed combination is RB. When it is decided that the displayed combination is RB, an RB operating flag to be described later is updated, and the operation of RB is started.
  • In the symbol combination table, addresses are assigned to Cherry as a head, Bell, Watermelon, Replay, RB, and End code in this order. When the retrieval proceeds to the address of End code, the retrieval of the displayed combinations is ended.
  • As a result that the retrieval of the displayed combination is ended, when the combination of the symbols displayed on the activated line does not apply to any of the combinations of the symbols, which relate to the winnings defined in the above-described symbol combination table, it is decided that the displayed combination is Losing. For example, when the combination of the symbols, which relates to each of the above-described Losing, Special losing 1, Special losing 2, and Special losing 3, is displayed, it is decided that the displayed combination is Losing. Here, Cherry, Bell, and Watermelon relate to the payout of the game mediums (for example, the medals). Moreover, Replay relates to the operation of the repeated game. Furthermore, RB relates to an operation of a gaming state (for example, an RB gaming state) advantageous for the player.
  • A description will be made of a configuration of the internal winning combination storage area of the RAM 33 of the main control circuit 71 with reference to FIG. 48.
  • When the internal winning combination is decided by the above-described internal winning combination decision table, the decided internal winning combination is stored (memorized) in the internal winning combination storage area. The internal winning combination storage area is composed of one byte, and corresponds to the configuration of the data of the above-described internal winning combination. Specifically, a bit string corresponding to the type of the decided internal winning combination is turned on. Note that, when the winning number is 0, basically, the entire bits become 0. When two or more of internal winning combinations are decided, both of bit strings individually corresponding thereto are turned on. Note that a displayed combination storage area in which the displayed combinations decided based on the above-described symbol combination table are stored has a configuration similar to that of the internal winning combination storage area.
  • A description will be made of a configuration of the carryover combination storage area of the RAM 33 of the main control circuit 71 with reference to FIG. 49.
  • When RB is decided as the internal winning combination by the above-described internal winning combination decision table, RB is stored in the carryover combination storage area. The carryover combination storage area is composed of one byte, and Bit 4 corresponds to RB as in the internal winning combination storage area. Moreover, when the operation of RB is started, data in the carryover combination storage area is cleared. Specifically, in the gaming machine 1, when RB is decided, data thereof is stored in a period until the operation of RB is started (this operation is referred to as so-called carryover). Since the carryover combination is decided based on the internal winning combination, it can also be said that the carryover combination is a subordinate concept of the internal winning combination.
  • A description will be made of a configuration of symbol storage areas of the RAM 33 of the main control circuit 71 with reference to FIG. 50.
  • In the symbol storage areas, data representing the types of symbols displayed on the respective display windows 4L, 4C and 4R are stored. Each symbol storage area is composed of one byte, and corresponds to the data representing the types of symbols defined in the above-described symbol arrangement table.
  • The types of symbols displayed on the respective display windows 4L, 4C and 4R are specified based on the symbol counter and the symbol arrangement table. The symbol storage areas are provided in response to the center line 8 c, the top line 8 b, the bottom line 8 d, the cross down line 5 e, and the cross up line 5 a. For example, in the symbol storage area corresponding to the center line 8 c, there are individually stored the type of symbol on the middle stage of the left display window 4L, the type of symbol on the middle stage of the center display window 4C, and the type of symbol on the middle stage of the right display window 4R. Then, the displayed combination is decided based on the data stored in all the symbol storage areas and on the above-described symbol combination table.
  • A description will be made of the control to be performed by the CPU 31 of the main control circuit 71 with reference to flowcharts shown in FIG. 52, FIG. 56, FIG. 58, FIG. 62, and FIG. 63.
  • First, a description will be made of a reset intervention process to be performed by the CPU 31 of the main control circuit 71 with reference to FIG. 52. The CPU 31 is composed for the following purpose. First, a power supply is turned on to apply a voltage to a reset terminal of the CPU 31, and thus a reset intervention is generated. Based on the reset intervention thus generated, the CPU 31 sequentially performs the respective processes of the reset intervention process, which are stored in the ROM 32.
  • When the power supply is turned on, the CPU 31 first performs an initialization process (Step S1). In this initialization process, a process for returning data and effective address of a register stored in the RAM 33 when the power supply is cut, and the like are performed.
  • Next, the CPU 31 clears the designated storage area in the RAM 33 (Step S2). Thus, the data stored in the internal winning combination storage area and the like of the RAM 33 is cleared.
  • Next, the CPU 31 performs a medal receiving/start check process to be described later with reference to FIG. 56 (Step S3). In this medal receiving/start check process, a dropped number counter is updated by checking the medal sensor 22S, the BET switches 11S, 12S and 13S, and the like, an input from the start switch 6S is checked, and so on.
  • Next, the CPU 31 extracts a random number value, and stores the random number value in a random number value storage area (Step S4). Specifically, the CPU 31 extracts the random number value for the lottery, which is to be used in an internal sortition process to be described later, by the random number generator 36 and the sampling circuit 37, and stores the random number value in the random number value storage area of the RAM 33.
  • Next, the CPU 31 performs a gaming state monitoring process (Step S5). Specifically, the CPU 31 stores an identifier (a so-called flag) indicating the RB gaming state in the RAM 33 if the RB operating flag is turned on, and stores an identifier indicating the normal gaming state in the RAM 33 if the RB operating flag is turned off.
  • Next, the CPU 31 performs the internal sortition process to be described latter with reference to FIG. 58 (Step S6). In this internal sortition process, a process such as decision of the internal winning combination is performed.
  • Next, the CPU 31 decides the stop table based on the winning number storage area and the stop table decision table (Step S7).
  • Next, the CPU 31 transmits the start command to the sub-control circuit 72 (Step S8). In the start command, data regarding the internal winning combination, the gaming state, and the like are included.
  • Next, the CPU 31 requests the rotations of all the reels to be started (Step S9). Moreover, in this process, the CPU 31 also activates the pressing operation for the stop buttons. When the rotations of all the reels are requested to be started, a process for starting the rotations of the reels is performed in an intervention process (refer to FIG. 63) to be described later.
  • Next, the CPU 31 performs a reel stop control process to be described later with reference to FIG. 62 (Step S10). In this reel stop control process, a process for stopping the rotations of the reels 3L, 3C and 3R is performed.
  • Next, the CPU 31 performs a displayed combination retrieval process (Step S11). Specifically, the CPU 31 compares the combination of the symbols, which is defined in the symbol combination table, and the combination of the symbols on each of the activated lines 8 a to 8 e, which is stored in the symbol storage area, with each other, and then determines whether or not both of them coincide with each other. Then, in the case of determining that both of the combinations of the symbols coincide with each other, the CPU 31 decides the displayed combination and the payout number based on the combination concerned of the symbols, and updates the displayed combination storage area and the payout number counter. Note that, when it is determined that both of the combinations do not coincide with each other, the displayed combination becomes Losing (specifically, the displayed combination storage area and the payout number counter are left to be “0”). Note that the displayed combination retrieval process constitutes a part of winning deciding unit for deciding whether or not the prize is won based on the symbol combination table which defines the combination of the symbols, which relates to the winning, and on the combination of the symbols displayed by the symbol display unit.
  • Next, the CPU 31 transmits a displayed combination command to the sub-control circuit 72 (Step S12). In the displayed combination command, data regarding the established displayed combination and the like are included.
  • Next, the CPU 31 performs a medal payout process (Step S13). Specifically, based on the payout number counter, the CPU 31 controls the hopper 40, updates a credit counter, and so on.
  • Next, the CPU 31 determines whether or not the RB operating flag is turned on (Step S14). In the case of determining that the RB operating flag is turned on, the CPU 31 performs a bonus ending check process (Step S15). Specifically, the CPU 31 subtracts 1 from a value of the gaming-enabling number counter, and further subtracts 1 from the winning-enabling number counter if the displayed combination relating to the winning (the symbols of which are three, which are Cherry, Bell, and Watermelon during the operation of RB) is decided. The gaming-enabling number counter indicates data obtained by counting the number of unit games performed during the operation of RB. The winning-enabling number counter indicates data obtained by counting the number that the winning is established when the RB operating flag is turned on. Then, the CPU 31 determines whether or not the winning-enabling number counter or the gaming-enabling number counter indicates 0, and clears the RB operating flag when it is determined that any of the counters indicates 0.
  • After Step S15, or when it is determined in Step S14 that the RB operating flag is not turned on, the CPU 31 performs a bonus operation check process (Step S16). Specifically, the CPU 31 determines whether or not the displayed combination is RB. When it is determined that the displayed combination is RB, the CPU 31 turns on the RB operating flag, stores 8 in the winning-enabling number counter, and stores 12 in the gaming-enabling number counter. Further, the CPU 31 clears the carryover combination storage area.
  • As described above, the CPU 31 executes Steps S2 to S16 as the process in the unit game, and when Step S16 is ended, the CPU 31 returns to Step S2 in order to execute processes in the next unit game.
  • Next, a description will be made of the medal receiving/start check process with reference to FIG. 56.
  • First, the CPU 31 determines whether or not the process currently performed is a dropping process (Step S51). Specifically, when the medal sensor 22S or the BET switches 11S, 12S and 13S are switched on, the CPU 31 determines that the dropping process is performed. Moreover, when the BET switches 11S, 12S and 13S are switched on, the CPU 31 calculates a value to be added to the dropped number counter for counting the dropped number based on the types of BET switches 11S, 12S and 13S, a value of the dropped number counter for counting the dropped number, and a value of the credit counter for counting the number of credited medals.
  • In the case of determining in Step S51 that the dropping process is performed, the CPU 31 updates the dropped number counter (Step S52). Note that, when the addition to the dropped number counter is prohibited in this process, the CPU 31 updates the credit counter in place of the dropped number counter.
  • Though not shown, before performing Step S51, the CPU 31 determines whether or not an automatic drop counter indicates 0, and in the case of determining that the counter concerned does not indicate 0, performs a process for copying a value of the counter concerned to the dropped number counter. Then, the CPU 31 prohibits a subsequent addition to the dropped number counter. The automatic drop counter indicates data for identifying whether or not Replay has been established in the previous unit game, which is for specifying the dropped number in the previous unit game. When it is determined that the displayed combination is Replay, the value of the dropped number counter is copied to the automatic drop counter.
  • Next, the CPU 31 stores 5 in an activated line counter (Step S53). The activated line counter indicates data for specifying the number of activated lines. In the third embodiment, 5 is stored in the activated line counter irrespective of the value of the dropped number counter.
  • Next, the CPU 31 transmits a BET command to the sub-control circuit 72 (Step S54). Data regarding the dropped number, and the like are included in the BET command.
  • After Step S54 or in the case of determining in Step S51 that the dropping process is not performed, the CPU 31 determines whether or not the dropped number counter indicates 3 (Step S55). In the case of determining that the dropped number counter does not indicate 3, the CPU 31 returns to Step S51.
  • In the case of determining in Step S55 that the dropped number counter indicates 3, the CPU 31 prohibits the addition to the dropped number counter, and determines whether or not the start lever 6 is tilted (Step S56). In the case of determining that the start lever 6 is not tilted, the CPU 31 returns to Step S51. In the case of determining that the start lever 6 is tilted, the CPU 31 ends the medal receiving/start check process, and proceeds to Step S4 of FIG. 52.
  • A description will be made of the internal sortition process with reference to FIG. 58.
  • First, the CPU 31 decides the type of internal sortition table and the number of lotteries based on the gaming state and the internal sortition table decision table (Step S91).
  • Next, the CPU 31 determines whether or not a flag of RB is stored in the carryover combination storage area (Step S92). In the case of determining that the flag of RB is stored in the carryover combination storage area, the CPU 31 changes the number of lotteries to 4 (Step S93). Thus, RB is not decided repeatedly when the carryover combination is present in the normal gaming state. Note that, in Step S93, the number of lotteries is changed to 4, and thus Special losing 1, Special losing 2, or Special losing 3 is adapted not to be decided, either. However, without being limited to this, a configuration in which these Special losings are decided may also be applied.
  • After Step S93 or in the case of determining in Step S92 that the flag of RB is not stored in the carryover combination storage area, the CPU 31 sets, as the winning number, the same value as the number of lotteries (Step S94).
  • Next, the CPU 31 compares the random number value stored in the random number value storage area and the lower and upper limit values corresponding to the winning number with each other (Step S95). Next, the CPU 31 determines whether or not the random number value is equal to or more than the lower limit value and equal to or less than the upper limit value (Step S96).
  • In the case of determining in Step S96 that the random number value is equal to or more than the lower limit value and equal to or less than the upper limit value, the CPU 31 stores the set winning number in the winning number storage area of the RAM 33 (Step S97). A configuration of the winning number storage area is the one in which an initial value is 0 and sequentially overwritten by performing this process.
  • Next, the CPU 31 refers to the internal winning combination decision table, and decides the internal winning combination based on the winning number (Step S98). Next, the CPU 31 determines whether or not the internal winning combination is RB (Step S99). In the case of determining that the internal winning combination is RB, the CPU 31 stores the flag in the carryover combination storage area based on the internal winning combination (Step S100).
  • After Step S100 or in the case of determining in Step S99 that the internal winning combination is not RB, the CPU 31 stores, in the internal winning combination storage area, a logical sum of the internal winning combination and the data in the carryover combination storage area (Step S101). For example, in the case where Bell is decided when RB is carried over, the data in the internal winning combination storage area becomes “00010010”.
  • After Step S101 or in the case of determining in Step S96 that the random number value is not equal to or more than the lower limit value or equal to or less than the upper limit value, the CPU 31 subtracts 1 from the number of lotteries (Step S102).
  • Next, the CPU 31 determines whether or not the number of lotteries is 0 (Step S103). In the case of determining that the number of lotteries is not 0, the CPU 31 returns to Step S94 described above.
  • In the case of determining in Step S103 that the number of lotteries is 0, the CPU 31 stores, in the internal winning combination storage area, the logical sum of the internal winning combination and the data in the carryover combination storage area (Step S104). As a result of this process, if the data in the internal winning combination storage area is “00000000”, “00100000”, “01000000”, or “10000000”, then the internal winning combination becomes Losing. After this process is ended, the internal sortition process is ended, and the CPU 31 proceeds to Step S7 of FIG. 52.
  • In the internal sortition process, a configuration is adopted, in which the retrieval is performed for all the winning numbers until the number of lotteries is updated to 0. However, without being limited to this, a configuration can also be applied, in which, when the winning number is decided until the number of lotteries is updated to 0, the retrieval is not performed for the rest of the winning numbers. Thus, the speed of the process can be enhanced.
  • Next, a description will be made of the reel stop control process with reference to FIG. 62.
  • First, the CPU 31 determines whether or not the activated stop button is pressed (Step S131). In the case of determining that the activated stop button is not pressed, the CPU 31 repeats the process of Step S131. The CPU 31 may also determine whether or not a predetermined time (for example, 30 seconds) has elapsed since the start switch 6S was switched on (in order to perform a so-called automatic stop) as well as determines whether or not the activated stop button is pressed.
  • In the case of determining in Step S131 that the activated stop button is pressed, the CPU 31 specifies the type of the stop button concerned and the symbol counter of the reel concerned, and inactivates the subsequent pressing operations for the stop button. Then, based on the stop table, the internal winning combination, and the priority table, the CPU 31 decides the number of sliding symbols (Step S132).
  • In the process of Step S132 described above, basically, the number of sliding symbols is decided based on the above-described stop table. However, when RB is stored in the internal winning combination storage area, and the presence of the symbol position where the combination of the symbols, which relates to RB, is displayable is retrieved within the range of four symbols from the stop starting position, a difference to the symbol position concerned is decided as the number of sliding symbols. For example, in the case where the stop table for Losing is decided and RB is stored in the internal winning combination storage area, if the presence of the symbol position where Red 7 is displayable is retrieved within the range of four symbols from the stop starting position of the reel concerned, then a difference to the symbol position where Red 7 is displayable is decided as the number of sliding symbols. If the presence of the symbol position where Red 7 is displayable is not retrieved within the range of four symbols from the stop starting position of the reel concerned, then the number of sliding symbols, which is extracted from the stop table for Losing, is decided as the number of sliding symbols. Moreover, when two types of internal winning combinations (for example, RB and Bell) relating to the winning are stored in the internal winning combination storage area, the priority table is referred to, and the number of sliding symbols is decided based on the priority.
  • Next, the CPU 31 decides the stop scheduling position based on the decided number of sliding symbols and the current symbol position (Step S133). For example, if the decided number of sliding symbols is “2” and the current symbol position (that is, the stop starting position) is “20”, then the stop scheduling position is decided at “1”. Moreover, when the stop scheduling position is decided, a process for stopping the rotation of the reel based on the stop scheduling position is performed in the intervention process (refer to FIG. 63) to be described later. Note that the number of sliding symbols and the stop scheduling position are in a relation ship where, when one of them is decided, the other is decided, and accordingly, it can be said that both of them are in a relationship where they are equivalent to each other.
  • Next, the CPU 31 transmits a reel stop command to the sub-control circuit 72 (Step S134). In the reel stop command, data regarding the type of the stopped reel and the like are included.
  • Next, the CPU 31 updates the symbol storage areas based on the stop scheduling position (Step S135). Specifically, the identifier of the symbol to be displayed on the activated line for the reel to be stopped is stored in all the symbol storage areas.
  • Next, the CPU 31 determines whether or not the stop button for which the pressing operation is activated is present (Step S136). In the case of determining that the stop button for which the pressing operation is activated is present, the CPU 31 returns to Step S131, and in the case of determining that the stop button for which the pressing operation is activated is not present, the CPU 31 ends the reel stop control process, and proceeds to Step S11 of FIG. 52.
  • A description will be made of the intervention process in a cycle of 1.1173 ms, which is performed by the control from the CPU 31 of the main control circuit 71, with reference to FIG. 63.
  • First, the CPU 31 saves the register (Step S201). Next, the CPU 31 performs an input port check process (Step S202). Specifically, the CPU 31 checks an input of a signal and so on from each switch, and the like.
  • Next, the CPU 31 performs a reel control process (Step S203). Specifically, when the rotations of the reels are requested to be started, the CPU 31 starts the rotations of the reels 3L, 3C and 3R, and rotates the reels concerned at a constant speed. If the stop scheduling position is decided, then the rotation of the reel concerned is decelerated and stopped after waiting for the data of the symbol counter of the reel concerned to be updated to the same value as that of the stop scheduling position. For example, if the symbol counter indicates “0” and the stop scheduling position is “4”, then the rotation of the reel is stopped when the symbol counter is updated to “4”.
  • Next, the CPU 31 performs a lamp/7-SEG driving process (Step S204). Specifically, the CPU 31 performs processes for turning on the BET lamps 9 a, 9 b and 9 c and displaying the payout number on the information display portion 18 based on the dropped number counter.
  • Next, the CPU 31 returns the register (Step S205). When this process is ended, the intervention process in the cycle of 1.1173 ms is ended.
  • As described above, in the gaming machine 1 of the third embodiment, Losing is decided in the case where the random number value assigned to the winning combination is not included in any of the plural numerical ranges defined in the internal sortition table (that is, Losing in which the winning number is 0). In addition to and separately from the above, predetermined numerical ranges in which the random number values become Losing (that is, numerical ranges individually corresponding to the winning number 6, the winning number 7, and the winning number 8) are defined in the internal sortition table. As described above, two types of Losings are set, which are: Losing to be decided in the case where the random number value is not included in any of the plural numerical ranges defined in the internal sortition table; and Losings to be decided in the case where the random number values are included in the predetermined numerical ranges defined in the internal sortition table (that is, Special losing 1 of the winning number 6, Special losing 2 of the winning number 7, and Special losing 3 of the winning number 8). Then, the stop table is decided, in which the numbers of sliding symbols are defined so as to display the combinations of the symbols, which are different from one another, in response to these Losings. Hence, even if the internal winning combinations relating to the same non-winning in terms of the types are decided by the stop of the rotations of the reels 3L, 3C and 3R based on the stop tables of such Losings, it is made possible to display, on the display windows 4L, 4C and 4R, the combinations of the symbols, which are different from one another, in response to the case where the random number value is not included in any of the plural numerical ranges defined in the internal sortition table and to the case where the random number value is included in the predetermined numerical ranges defined in the internal sortition table. As a result, for example, as compared with the conventional case where the internal winning combination relating to the non-winning is decided only when the random number value is not included in any of the plural numerical ranges defined in the internal sortition table, the combinations of the symbols to be displayed on the display windows 4L, 4C and 4R can be varied, thus making it possible to enhance the interest of the game.
  • Although the description has been made above of the third embodiment, the present invention is not limited to this.
  • Note that, with regard to specific configurations of the symbol display unit, the starting operation detecting unit, the random number value extracting unit, numerical range determining unit, the internal winning combination deciding unit, the symbol varying unit, the stopping operation detecting unit, the stop control unit, the stop table deciding unit, the internal sortition table, the stop tables, the predetermined types of internal winning combinations, and the like, which constitute the above-described gaming machine, such specific configurations are not limited to those of the above-described respective constituents of the third embodiment, and are arbitrarily changeable.
  • In the third embodiment, the stop tables are provided in response to the plural numerical ranges in which the predetermined types of internal winning combinations are decided, and the combinations of the symbols, which are different from one another, are displayed based on the stop tables concerned. However, without being limited to this, the present invention is also applicable to a configuration in which the stop tables are not particularly provided. For example, in the case of Losing of the winning number 0, a stop control to capture the symbols within the maximum number of sliding symbols from the stop starting positions so as to display “Replay-Bell-Watermelon” on the display windows 4L, 4C and 4R is performed. Moreover, in the case of Special losing 1 of the winning number 6, a stop control to capture the symbols within the maximum number of sliding symbols from the stop starting positions so as to display “Replay-Bell-Bell” on the display windows 4L, 4C and 4R is performed. Also in such a way, it is made possible to display the combinations of the symbols, which are different from one another, in response to the case where the random number value is not included in any of the plural numerical ranges defined in the internal sortition table and to the case where the random number value is included in the predetermined numerical ranges defined in the internal sortition table.
  • The device configuration shown in FIG. 1 and FIG. 2, the circuit configuration and the peripheral devices, which are shown in FIG. 5, the configurations of the tables, which are shown in FIG. 6, FIG. 9, FIGS. 12A and 12B, FIG. 17, FIG. 26, FIG. 30, FIG. 31, FIG. 34, FIG. 38, FIG. 46, and FIG. 47, the configurations of the storage areas of the RAM, which are shown in FIG. 48 to FIG. 50, the configurations of the flowcharts, which are shown in FIG. 52, FIG. 56, FIG. 58, FIG. 62, and FIG. 63, and the like, all of which are applied in the third embodiment, are arbitrarily changeable or modifiable within the range without departing from the gist of the present invention.
  • The present invention is also applicable to a gaming machine such as a slot machine and a video slot machine besides the pachi-slot machine as described in the third embodiment. Moreover, in such a game program as executing the operation in the above-described slot machine as one for a family gaming machine in a pseudo manner, a game can be executed by applying the preset invention thereto. In this case, for a recording medium which records the game program, a CD-ROM, a floppy disk (FD), and other arbitrary recording mediums can be used.
  • Fourth Embodiment
  • A description will be made of the internal sortition tables with reference to FIGS. 13A and 13B.
  • In each of the internal sortition tables, the lower and upper limit values (that is, the numerical ranges from the lower limit values to the upper limit values) of the random number values assigned to the respective winning numbers are defined. The winning numbers are data for identifying the plural numerical ranges defined in the internal sortition tables, and data for use in deciding the internal winning combinations to be described later, and so on.
  • In the internal sortition tables, the retrieval is performed in the descending order of the winning numbers as to whether or not the random number values extracted from the range of “0 to 65535” are included in the numerical ranges from the lower limit values to the upper limit values, which are assigned to the above-described respective winning numbers. Then, when each of the extracted random number values is included in any of the numerical ranges, the winning number corresponding thereto is decided. The above-described number of lotteries indicates the number of times that the retrieval is performed. Note that, as a result that the retrieval is performed by the number of lotteries, when the random number value does not apply to any of the winning numbers, the winning number 0 is decided. Moreover, a winning probability of each winning number can be calculated by “the number obtained by adding 1 to a difference between the upper and lower limit values defined for each winning number/the number of the entire random number values generated (that is, 65536)”.
  • FIG. 13A shows the internal sortition table for the normal gaming state. In the internal sortition table for the normal gaming state, lower and upper limit values corresponding to the winning numbers 1 to 8 are defined.
  • Here, in the internal sortition table for the normal gaming state, a configuration is adopted, in which the range of the random number values corresponding to the winning number 2 (Bell to be described later) (that is, 700 to 5999) and the range of the random number values corresponding to the winning number 6 (Special losing 1 to be described later) (that is, 6000 to 15999) are adjacent to each other. Moreover, a configuration is adopted, in which the range of the random number values corresponding to the winning number 3 (Watermelon to be described later) (that is, 16000 to 16399) and the range of the random number values corresponding to the winning number 7 (Special losing 2 to be described later) (that is, 16400 to 26399) are adjacent to each other. Furthermore, a configuration is adopted, in which the range of the random number values corresponding to the winning number 4 (Replay to be described later) (that is, 26400 to 35379) and the range of the random number values corresponding to the winning number 6 (Special losing 3 to be described later) (that is, 35380 to 45379) are adjacent to each other.
  • In the internal sortition table for the normal gaming state in the fourth embodiment, a configuration is not adopted, in which the winning probabilities of the respective winning numbers are different from one another in response to the dropped numbers. However, a configuration may also be adopted, in which the winning probabilities of the respective winning numbers are different from one another in response to the dropped numbers.
  • FIG. 13B shows the internal sortition table for the RB gaming state. In the internal sortition table for the RB gaming state, lower and upper limit values corresponding to the winning numbers 1 to 3 are defined. Moreover, in the internal sortition table for the RB gaming state, a configuration is adopted, in which the winning probability of the winning number 2 (Bell to be described later) is extremely high.
  • A description will be made of an internal winning combination decision table with reference to FIG. 17.
  • In the internal winning combination decision table, the internal winning combinations corresponding to the above-described winning numbers are defined. Specifically, Cherry, Bell, Watermelon, Replay, RB, Special losing 1, Special losing 2, and Special losing 3 are defined in response to the respective winning numbers 1 to 8. Note that, when the winning number is 0, Losing is decided. When a certain winning number is decided (that is, when the numerical range in which the extracted random number value is included is decided) by the above-described internal sortition table, the internal winning combination corresponding to the winning number concerned is decided. Accordingly, it can be said that the decision of the winning number and the decision of the internal winning combination are in a relationship where they are equivalent to each other.
  • As shown in the drawing, the type of each internal winning combination is represented by data of one byte, and a bit string corresponding to the type of each internal winning combination is turned on. For example, data representing Cherry is “00000001”, and data representing Special losing 3 is “10000000”.
  • A description will be made of a conceptual view of the winning areas of the respective winning numbers (that is, the internal winning combinations) in the normal gaming state with reference to FIG. 22. The winning areas shown in FIG. 22 correspond to the above-described internal sortition table for the normal gaming state.
  • The entire area of the winning areas shown in FIG. 22 represents the range of all the generated random number values, which is the above-described “0 to 65535”. Moreover, the area of each winning number (that is, each internal winning combination) represents the numerical range defined by the lower and upper limit values defined for each thereof.
  • In the entirety of the winning areas in the fourth embodiment, the areas corresponding to the winning numbers 1 to 5 are areas relating to the winning, and the areas corresponding to the winning numbers 6 to 8 and 0 are areas relating to the non-winning (the so-called Losing). Specifically, in the fourth embodiment, the numerical range in which the internal winning combinations become Losings is classified into the following ranges, which are: “6000 to 15999” corresponding to the winning number 6; “16400 to 26399” corresponding to the winning number 7; “35380 to 45379” corresponding to the winning number 8; and “45536 to 65535” corresponding to the winning number 0, followed by the definition.
  • A description will be made of a stop table decision table with reference to FIG. 28.
  • In the stop table decision table, the types of stop tables corresponding to the winning numbers are defined. Specifically, the stop tables individually corresponding to Losing, Cherry, Special losing 1, Special losing 2, Special losing 3, RB, Special losing 1, Special losing 2, and Special losing 3 are defined in response to the respective winning numbers 0 to 8 stored in winning number storage areas. Here, the stop tables different from one another are defined in response to the respective four winning numbers 6 to 8 and 0 in which the internal winning combinations become Losings.
  • Here, in the stop table decision table, with regard to some winning number storage areas, the same stop tables are defined commonly to the winning number relating to the winning and the winning number relating to the non-winning. Specifically, the stop tables for Special losing 1 are defined commonly to the winning number 2 (that is, Bell) and the winning number 6 (that is, Special losing 1). Hence, in the case where the winning number 2 is decided, the stop table for Special losing 1 is decided as in the case where the winning number 6 is decided. Moreover, the stop tables for Special losing 2 are defined commonly to the winning number 3 (that is, Watermelon) and the winning number 7 (that is, Special losing 2). Hence, in the case where the winning number 3 is decided, the stop table for Special losing 2 is decided as in the case where the winning number 7 is decided. Furthermore, the stop tables for Special losing 3 are defined commonly to the winning number 4 (that is, Replay) and the winning number 8 (that is, Special losing 3). Hence, in the case where the winning number 4 is decided, the stop table for Special losing 3 is decided as in the case where the winning number 8 is decided.
  • A description will be made of the stop tables with reference to FIG. 31, FIG. 35, and FIG. 38. Moreover, a description will be made of display examples of combinations of the symbols, which are based on the stop tables shown in FIG. 31, FIG. 35, and FIG. 38, with reference to FIGS. 43A to 43C.
  • In each of the stop tables, the numbers of sliding symbols are defined, which correspond to the symbol positions corresponding to the symbol counters of the reels for which the stopping operations by the stop switch 7S are detected. The symbol positions are positions where the stop of the rotations of the reels is started, which are referred to as “stop starting positions”.
  • Each number of sliding symbols is a rotation amount of the reel from the detection of the stopping operation by the stop switch 7S to the stop of the rotation of the corresponding reel. In other words, the number of sliding symbols is the number of sliding symbols which pass through the center line 8 c in a period from the detection of the stopping operation by the stop switch 7S to the stop of the rotation of the corresponding reel. The number is grasped by a value of the symbol counter, which is updated after the stopping operation is detected by the stop switch 7S.
  • In the gaming machine 1, basically, a control to stop the rotations of the reels 3L, 3C and 3R is performed in 190 msec after the signal is outputted from the stop switch 7S, and the maximum number of sliding symbols is defined to be “4”. For example, if the stop starting position is “0”, then it is made possible to stop the rotations of the reels so that the symbols of which positions are up to “4” can be displayed on the center line 8 c.
  • The control to stop the rotations of the reels, which makes it possible to display the symbols within the range of the number of symbols from the stop starting position on the center line 8 c as described above, is referred to as so-called “capture”. Moreover, the symbol positions where the symbols are captured by the number of sliding symbols from the stop starting position and are stopped are referred to as “stop scheduling positions”. Note that, since the combination of the symbols, which is based on the number of sliding symbols, the number being defined in the stop table, is displayed on the display windows 4L, 4C and 4R, it can be said that the combination of the symbols to be displayed on the display windows 4L, 4C and 4R is defined in the stop table.
  • FIG. 31 shows a stop table for Special losing 1 to be decided when the winning number is 6 (that is, Special losing 1).
  • In the stop table for Special losing 1, the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the left reel 3L, is any of “1”, “6”, “9”, “14”, and “17”. When the rotation of the left reel 3L is stopped based on such a stop scheduling position, Replay is displayed on the middle stage of the left display window 4L.
  • Moreover, the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the center reel 3C, is any of “0”, “4”, “7”, “12”, and “16”. When the rotation of the center reel 3C is stopped based on such a stop scheduling position, Bell is displayed on the middle stage of the center display window 4C.
  • Furthermore, the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the right reel 3R, is any of “2”, “6”, “9”, “13”, and “18”. When the rotation of the right reel 3R is stopped based on such a stop scheduling position, Bell is displayed on the middle stage of the right display window 4R.
  • Hence, when the rotations of the reels 3L, 3C and 3R are stopped based on the stop table for Special losing 1, as shown in FIG. 43A, a combination of the symbols in which Replay of the left reel 3L, Bell of the center reel 3C, and Bell of the right reel 3R are arrayed (that is, “Replay-Bell-Bell”) is displayed along the center line 8 c on the display windows 4L, 4C and 4R.
  • FIG. 35 shows a stop table for Special losing 2 to be decided when the winning number is 7 (that is, Special losing 2).
  • In the stop table for Special losing 2, the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the left reel 3L, is any of “2”, “7”, “10”, “15”, and “20”. When the rotation of the left reel 3L is stopped based on such a stop scheduling position, Watermelon is displayed on the upper stage of the left display window 4L.
  • The stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the center reel 3C, is any of “3”, “6”, “10”, “14”, and “18”. When the rotation of the center reel 3C is stopped based on such a stop scheduling position, Watermelon is displayed on the middle stage of the center display window 4C.
  • Moreover, the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the right reel 3R, is any of “0”, “4”, “9”, “13”, and “16”. When the rotation of the right reel 3R is stopped based on such a stop scheduling position, Watermelon is displayed on the upper stage of the right display window 4R.
  • Hence, when the rotations of the reels 3L, 3C and 3R are stopped based on the stop table for Special losing 2, as shown in FIG. 43B, a combination of the symbols in which Watermelons are individually arrayed on the upper stage of the left display window 4L, the middle stage of the center display window 4C, and the upper stage of the right display window 4R (that is, “V-shape of Watermelons”) is displayed on the display windows 4L, 4C and 4R.
  • FIG. 38 shows a stop table for Special losing 3 to be decided when the winning number is 8 (that is, Special losing 3).
  • In the stop table for Special losing 3, the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the left reel 3L, is any of “0”, “5”, “8”, “13”, and “16”. When the rotation of the left reel 3L is stopped based on such a stop scheduling position, Replay is displayed on the upper stage of the left display window 4L.
  • The stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the center reel 3C, is any of “1”, “5”, “8”, “13”, and “17”. When the rotation of the center reel 3C is stopped based on such a stop scheduling position, Replay is displayed on the middle stage of the center display window 4C.
  • Moreover, the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the right reel 3R, is any of “3”, “6”, “10”, “15”, and “20”. When the rotation of the right reel 3R is stopped based on such a stop scheduling position, Replay is displayed on the upper stage of the right display window 4R.
  • Hence, when the rotations of the reels 3L, 3C and 3R are stopped based on the stop table for Special losing 3, as shown in FIG. 43C, a combination of the symbols in which Replays are individually arrayed on the upper stage of the left display window 4L, the middle stage of the center display window 4C, and the upper stage of the right display window 4R (that is, “V-shape of Replays”) is displayed on the display windows 4L, 4C and 4R.
  • A specific configuration of a stop table for Losing, which corresponds to the winning number 0, is not shown; however, the stop table for Losing is a table in which the numbers of sliding symbols are defined so that combinations of the symbols, which are different from those of the stop tables individually corresponding to the winning numbers 6 to 8 (for example, “Bell-Replay-Watermelon” on the center line 8 c), can be displayed. When the rotations of the reels 3L, 3C and 3R are stopped as described above based on the stop tables individually corresponding to the winning numbers 6 to 8 and 0 by which Losings are decided, the combinations of the symbols, which are different from one another, are displayed on the display windows 4L, 4C and 4R.
  • A description will be made of a priority table with reference to FIG. 46.
  • In the priority table, priorities at which the types of the internal winning combinations (or the types of the symbols) are captured with priority are defined. Specifically, 1 to 3 are defined as the priorities, and “Replay” is defined in response to the priority 1, “RB” is defined in response to the priority 2, and “Cherry, Bell, Watermelon” are defined in response to the priority 3. Cherry, Bell, and Watermelon are grouped, and one priority is defined thereto. Specifically, the priorities given to these symbols are equal to each other. Basically, when two or more internal winning combinations relating to the winning are decided, this priority table is referred to, and to which of the internal winning combinations the priority is to be given is decided.
  • A description will be made of a symbol combination table with reference to FIG. 47.
  • In the symbol combination table, there are defined combinations of the symbols, which relate to the winning, and displayed combinations and payout numbers, which correspond thereto. In a similar way to the above-described data representing the internal winning combination, each displayed combination is represented by data of one byte. For example, data representing Cherry is “00000001”.
  • A combination of the symbols, which relates to Cherry, is “Cherry-ANY (representing that any type of symbol is allowed here) -ANY”. When this combination is displayed on an activated line, that is, when Cherry of the left reel 3L is displayed on any of the upper, middle and lower stages of the left display windows 4L, it is decided that the displayed combination is Cherry irrespective of the types of symbols displayed on the remaining display windows 4C and 4R. The payout number corresponding to Cherry is 14.
  • When a combination “Bell-Bell-Bell” of the symbols, which relates to Bell, that is, three Bells of the reels 3L, 3C and 3R are displayed in line along one activated line, it is decided that the displayed combination is Bell. Moreover, the payout number corresponding to Bell is 8.
  • When a combination “Watermelon-Watermelon-Watermelon” of the symbols, which relates to Watermelon, that is, three Watermelons of the reels 3L, 3C and 3R are displayed in line along one activated line, it is decided that the displayed combination is Watermelon. Moreover, the payout number corresponding to Watermelon is 6.
  • When a combination “Replay-Replay-Replay” of the symbols, which relates to Replay, that is, three Replays of the reels 3L, 3C and 3R are displayed in line along one activated line, it is decided that the displayed combination is Replay. Moreover, when it is decided that the displayed combination is Replay, a repeated game is performed in the next unit game. Specifically, the same number of medals as the dropped number in a unit game where Replay is established are automatically dropped in the next unit game without being based on a dropping operation by the player. Thus, the player can play the next unit game without consuming the medals.
  • When a combination “Red 7-Red 7-Red 7” of the symbols, which relates to RB, that is, three Red 7s of the reels 3L, 3C and 3R are displayed in line along one activated line, it is decided that the displayed combination is RB. When it is decided that the displayed combination is RB, an RB operating flag to be described later is updated, and the operation of RB is started.
  • In the symbol combination table, addresses are assigned to Cherry as a head, Bell, Watermelon, Replay, RB, and End code in this order. When the retrieval proceeds to the address of End code, the retrieval of the displayed combinations is ended.
  • As a result that the retrieval of the displayed combination is ended, when the combination of the symbols displayed on the activated line does not apply to any of the combinations of the symbols, which relate to the winnings defined in the above-described symbol combination table, it is decided that the displayed combination is Losing. For example, when the combination of the symbols, which relates to each of the above-described Losing, Special losing 1, Special losing 2, and Special losing 3, is displayed, it is decided that the displayed combination is Losing. Here, Cherry, Bell, and Watermelon relate to the payout of the game mediums (for example, the medals). Moreover, Replay relates to the operation of the repeated game. Furthermore, RB relates to an operation of a gaming state (for example, an RB gaming state) advantageous for the player.
  • A description will be made of a configuration of the internal winning combination storage area of the RAM 33 of the main control circuit 71 with reference to FIG. 48.
  • When the internal winning combination is decided by the above-described internal winning combination decision table, the decided internal winning combination is stored (memorized) in the internal winning combination storage area. The internal winning combination storage area is composed of one byte, and corresponds to the configuration of the data of the above-described internal winning combination. Specifically, a bit string corresponding to the type of the decided internal winning combination is turned on. Note that, when a carryover combination to be described later is not present and the winning number is 0, basically, the entire bits become 0. When two or more of internal winning combinations are decided, both of bit strings individually corresponding thereto are turned on. Note that a displayed combination storage area in which the displayed combinations decided based on the above-described symbol combination table are stored has a configuration similar to that of the internal winning combination storage area.
  • A description will be made of a configuration of the carryover combination storage area of the RAM 33 of the main control circuit 71 with reference to FIG. 49.
  • When RB is decided as the internal winning combination by the above-described internal winning combination decision table, RB is stored in the carryover combination storage area. The carryover combination storage area is composed of one byte, and Bit 4 corresponds to RB as in the internal winning combination storage area. Moreover, when the operation of RB is started, data in the carryover combination storage area is cleared. Specifically, in the gaming machine 1, when RB is decided, data thereof is stored in a period until the operation of RB is started (this operation is referred to as so-called carryover). Note that, since the carryover combination is decided based on the internal winning combination, it can also be said that the carryover combination is a subordinate concept of the internal winning combination.
  • A description will be made of a configuration of symbol storage areas of the RAM 33 of the main control circuit 71 with reference to FIG. 50.
  • In the symbol storage areas, data representing the types of symbols displayed on the respective display windows 4L, 4C and 4R are stored. Each symbol storage area is composed of one byte, and corresponds to the data representing the types of symbols defined in the above-described symbol arrangement table.
  • The types of symbols displayed on the respective display windows 4L, 4C and 4R are specified based on the symbol counter and the symbol arrangement table. The symbol storage areas are provided in response to the center line 8 c, the top line 8 b, the bottom line 8 d, the cross down line 5 e, and the cross up line 5 a. For example, in the symbol storage area corresponding to the center line 8 c, there are individually stored the type of symbol on the middle stage of the left display window 4L, the type of symbol on the middle stage of the center display window 4C, and the type of symbol on the middle stage of the right display window 4R. Then, the displayed combination is decided based on the data stored in all the symbol storage areas and on the above-described symbol combination table.
  • A description will be made of the control to be performed by the CPU 31 of the main control circuit 71 with reference to flowcharts shown in FIG. 52, FIG. 56, FIG. 58, FIG. 62, and FIG. 63.
  • A description will be made of a reset intervention process to be performed by the CPU 31 of the main control circuit 71 with reference to FIG. 52. The CPU 31 is composed for the following purpose. First, a power supply is turned on to apply a voltage to a reset terminal of the CPU 31, and thus a reset intervention is generated. Based on the reset intervention thus generated, the CPU 31 sequentially performs the respective processes of the reset intervention process, which are stored in the ROM 32.
  • When the power supply is turned on, the CPU 31 first performs an initialization process (Step S1). In this initialization process, a process for returning data and effective address of a register stored in the RAM 33 when the power supply is cut, and the like are performed.
  • Next, the CPU 31 clears the designated storage area in the RAM 33 (Step S2). Thus, the data stored in the internal winning combination storage area and the like of the RAM 33 is cleared.
  • Next, the CPU 31 performs a medal receiving/start check process to be described later with reference to FIG. 56 (Step S3). In this medal receiving/start check process, a dropped number counter is updated by checking the medal sensor 22S, the BET switches 11S, 12S and 13S, and the like, an input from the start switch 6S is checked, and so on.
  • Next, the CPU 31 extracts a random number value, and stores the random number value in a random number value storage area (Step S4). Specifically, the CPU 31 extracts the random number value for the lottery, which is to be used in an internal sortition process to be described later, by the random number generator 36 and the sampling circuit 37, and stores the random number value in the random number value storage area of the RAM 33.
  • Next, the CPU 31 performs a gaming state monitoring process (Step S5). Specifically, the CPU 31 stores an identifier (a so-called flag) indicating the RB gaming state in the RAM 33 if the RB operating flag is turned on, and stores an identifier indicating the normal gaming state in the RAM 33 if the RB operating flag is turned off.
  • Next, the CPU 31 performs the internal sortition process to be described latter with reference to FIG. 58 (Step S6). In this internal sortition process, a process such as decision of the internal winning combination is performed.
  • Next, the CPU 31 decides the stop table based on the winning number storage area and the stop table decision table (Step S7).
  • Next, the CPU 31 transmits the start command to the sub-control circuit 72 (Step S8). In the start command, data regarding the internal winning combination, the gaming state, and the like are included.
  • Next, the CPU 31 requests the rotations of all the reels to be started (Step S9). Moreover, in this process, the CPU 31 also activates the pressing operation for the stop buttons. When the rotations of all the reels are requested to be started, a process for starting the rotations of the reels is performed in an intervention process (refer to FIG. 63) to be described later.
  • Next, the CPU 31 performs a reel stop control process to be described later with reference to FIG. 62 (Step S10). In this reel stop control process, a process for stopping the rotations of the reels 3L, 3C and 3R is performed.
  • Next, the CPU 31 performs a displayed combination retrieval process (Step S11). Specifically, the CPU 31 compares the combination of the symbols, which is defined in the symbol combination table, and the combination of the symbols on each of the activated lines 8 a to 8 e, which is stored in the symbol storage area, with each other, and then determines whether or not both of them coincide with each other. Then, in the case of determining that both of the combinations of the symbols coincide with each other, the CPU 31 decides the displayed combination and the payout number based on the combination concerned of the symbols, and updates the displayed combination storage area and the payout number counter. Note that, when it is determined that both of the combinations do not coincide with each other, the displayed combination becomes Losing (Specifically, the displayed combination storage area and the payout number counter are left to be “0”).
  • Next, the CPU 31 transmits a displayed combination command to the sub-control circuit 72 (Step S12). In the displayed combination command, data regarding the established displayed combination and the like are included.
  • Next, the CPU 31 performs a medal payout process (Step S13). Specifically, based on the payout number counter, the CPU 31 controls the hopper 40, updates a credit counter, and so on.
  • Next, the CPU 31 determines whether or not the RB operating flag is turned on (Step S14). In the case of determining that the RB operating flag is turned on, the CPU 31 performs a bonus ending check process (Step S15). Specifically, the CPU 31 subtracts 1 from a value of the gaming-enabling number counter, and further subtracts 1 from the winning-enabling number counter if the displayed combination relating to the winning (the symbols of which are three, which are Cherry, Bell, and Watermelon during the operation of RB) is decided. The gaming-enabling number counter indicates data obtained by counting the number of unit games performed during the operation of RB. The winning-enabling number counter indicates data obtained by counting the number that the winning is established when the RB operating flag is turned on. Then, the CPU 31 determines whether or not the winning-enabling number counter or the gaming-enabling number counter indicates 0, and clears the RB operating flag when it is determined that any of the counters indicates 0.
  • After Step S15, or when it is determined in Step S14 that the RB operating flag is not turned on, the CPU 31 performs a bonus operation check process (Step S16). Specifically, the CPU 31 determines whether or not the displayed combination is RB. When it is determined that the displayed combination is RB, the CPU 31 turns on the RB operating flag, stores 8 in the winning-enabling number counter, and stores 12 in the gaming-enabling number counter. Further, the CPU 31 clears the carryover combination storage area.
  • As described above, the CPU 31 executes Steps S2 to S16 as the process in the unit game, and when Step S16 is ended, the CPU 31 returns to Step S2 in order to execute processes in the next unit game.
  • A description will be made of the medal receiving/start check process with reference to FIG. 56.
  • First, the CPU 31 determines whether or not the process currently performed is a dropping process (Step S51). Specifically, when the medal sensor 22S or the BET switches 11S, 12S and 13S are switched on, the CPU 31 determines that the dropping process is performed. Moreover, when the BET switches 11S, 12S and 13S are switched on, the CPU 31 calculates a value to be added to the dropped number counter for counting the dropped number based on the types of BET switches 11S, 12S and 13S, a value of the dropped number counter for counting the dropped number, and a value of the credit counter for counting the number of credited medals.
  • In the case of determining in Step S51 that the dropping process is performed, the CPU 31 updates the dropped number counter (Step S52). Note that, when the addition to the dropped number counter is prohibited in this process, the CPU 31 updates the credit counter in place of the dropped number counter.
  • Though not shown, before performing Step S51, the CPU 31 determines whether or not an automatic drop counter indicates 0, and in the case of determining that the counter concerned does not indicate 0, performs a process for copying a value of the counter concerned to the dropped number counter. Then, the CPU 31 prohibits a subsequent addition to the dropped number counter. The automatic drop counter indicates data for identifying whether or not Replay has been established in the previous unit game and for specifying the dropped number in the previous unit game. When it is determined that the displayed combination is Replay, the value of the dropped number counter is copied to the automatic drop counter.
  • Next, the CPU 31 stores 5 in an activated line counter (Step S53). The activated line counter indicates data for specifying the number of activated lines. In the fourth embodiment, 5 is stored in the activated line counter irrespective of the value of the dropped number counter.
  • Next, the CPU 31 transmits a BET command to the sub-control circuit 72 (Step S54). Data regarding the dropped number, and the like are included in the BET command.
  • After Step S54 or in the case of determining in Step S51 that the dropping process is not performed, the CPU 31 determines whether or not the dropped number counter indicates 3 (Step S55). In the case of determining that the dropped number counter does not indicate 3, the CPU 31 returns to Step S51.
  • In the case of determining in Step S55 that the dropped number counter indicates 3, the CPU 31 prohibits the addition to the dropped number counter, and determines whether or not the start lever 6 is tilted (Step S56). In the case of determining that the start lever 6 is not tilted, the CPU 31 returns to Step S51. In the case of determining that the start lever 6 is tilted, the CPU 31 ends the medal receiving/start check process, and proceeds to Step S4 of FIG. 52.
  • A description will be made of the internal sortition process with reference to FIG. 58.
  • First, the CPU 31 decides the type of internal sortition table and the number of lotteries based on the gaming state and the internal sortition table decision table (Step S91).
  • Next, the CPU 31 determines whether or not a flag of RB is stored in the carryover combination storage area (Step S92). In the case of determining that the flag of RB is stored in the carryover combination storage area, the CPU 31 changes the number of lotteries to 4 (Step S93). Thus, RB is not decided repeatedly when the carryover combination is present in the normal gaming state. Note that, in Step S93, the number of lotteries is changed to 4, and thus Special losing 1, Special losing 2, or Special losing 3 is adapted not to be decided, either. However, without being limited to this, a configuration in which these Special losings are decided may also be applied.
  • After Step S93 or in the case of determining in Step S92 that the flag of RB is not stored in the carryover combination storage area, the CPU 31 sets, as the winning number, the same value as the number of lotteries (Step S94).
  • Next, the CPU 31 compares the random number value stored in the random number value storage area and the lower and upper limit values corresponding to the winning number with each other (Step S95). Next, the CPU 31 determines whether or not the random number value is equal to or more than the lower limit value and equal to or less than the upper limit value (Step S96).
  • In the case of determining in Step S96 that the random number value is equal to or more than the lower limit value and equal to or less than the upper limit value, the CPU 31 stores the set winning number in the winning number storage area of the RAM 33 (Step S97). A configuration of the winning number storage area is the one in which an initial value is 0 and sequentially overwritten by performing this process.
  • Next, the CPU 31 refers to the internal winning combination decision table, and decides the internal winning combination based on the winning number (Step S98). Next, the CPU 31 determines whether or not the internal winning combination is RB (Step S99). In the case of determining that the internal winning combination is RB, the CPU 31 stores the flag in the carryover combination storage area based on the internal winning combination (Step S100).
  • After Step S100 or in the case of determining in Step S99 that the internal winning combination is not RB, the CPU 31 stores, in the internal winning combination storage area, a logical sum of the internal winning combination and the data in the carryover combination storage area (Step S101). For example, in the case where Bell is decided when RB is carried over, the data in the internal winning combination storage area becomes “00010010”.
  • After Step S101 or in the case of determining in Step S96 that the random number value is not equal to or more than the lower limit value and equal to or less than the upper limit value, the CPU 31 subtracts 1 from the number of lotteries (Step S102).
  • Next, the CPU 31 determines whether or not the number of lotteries is 0 (Step S103). In the case of determining that the number of lotteries is not 0, the CPU 31 returns to Step S94 described above.
  • In the case of determining in Step S103 that the number of lotteries is 0, the CPU 31 stores, in the internal winning combination storage area, the logical sum of the internal winning combination and the data in the carryover combination storage area (Step S104). As a result of this process, if the data in the internal winning combination storage area is “00000000”, “00100000”, “01000000”, or “10000000”, then the internal winning combination becomes Losing. After this process is ended, the internal sortition process is ended, and the CPU 31 proceeds to Step S7 of FIG. 52.
  • In the internal sortition process, a configuration is adopted, in which the retrieval is performed for all the winning numbers until the number of lotteries is updated to 0. However, without being limited to this, a configuration can also be applied, in which, when the winning number is decided until the number of lotteries is updated to 0, the retrieval is not performed for the rest of the winning numbers. Thus, the speed of the process can be enhanced.
  • A description will be made of the reel stop control process with reference to FIG. 62.
  • First, the CPU 31 determines whether or not the activated stop button is pressed (Step S131). In the case of determining that the activated stop button is not pressed, the CPU 31 repeats the process of Step S131. The CPU 31 may also determine whether or not a predetermined time (for example, 30 seconds) has elapsed since the start switch 6S was switched on (in order to perform a so-called automatic stop) as well as determines whether or not the activated stop button is pressed.
  • In the case of determining in Step S131 that the activated stop button is pressed, the CPU 31 specifies the type of the stop button concerned and the symbol counter of the reel concerned, and inactivates the subsequent pressing operations for the stop button. Then, based on the stop table, the internal winning combination, and the priority table, the CPU 31 decides the number of sliding symbols (Step S132).
  • In the process of Step S132 described above, basically, the number of sliding symbols is decided based on the above-described stop table. However, when the internal winning combination relating to the winning is stored in the internal winning combination storage area, and the presence of the symbol position where the combination of the symbols, which relates to the above-described internal winning combination, is displayable is retrieved within the range of four symbols from the stop starting position, a difference to the symbol position concerned is decided as the number of sliding symbols. Moreover, when two types of internal winning combinations (for example, RB and Bell) relating to the winning are stored in the internal winning combination storage area, the priority table is referred to, and the number of sliding symbols is decided based on the priority.
  • In the fourth embodiment, the following configuration is adopted. Specifically, when the winning number 2 (that is, Bell) is decided, the stop table for Special losing 1, which is common to the winning number 6 (that is, Special losing 1), is decided. Moreover, when the winning number 3 (that is, Watermelon) is decided, the stop table for Special losing 2, which is common to the winning number 7 (that is, Special losing 2), is decided. Furthermore, when the winning number 4 (that is, Replay) is decided, the stop table for Special losing 3, which is common to the winning number 8 (that is, Special losing 3), is decided. For example, when Watermelon is stored in the internal winning combination storage area, and the stop table for Special losing 2 is decided, if the symbol position where Watermelon is displayable on one activated line is present within the range of four symbols from the stop starting position of the reel concerned, then a difference to the symbol position concerned is decided as the number of sliding symbols. Meanwhile, if the symbol position where Watermelon is displayable on one activated line is not present within the range of four symbols from the stop starting position of the reel concerned, then the number of sliding symbols, which is extracted from the stop table for Special losing 2, is decided.
  • Next, the CPU 31 decides the stop scheduling position based on the decided number of sliding symbols and the current symbol position (Step S133). For example, if the decided number of sliding symbols is “2” and the current symbol position (that is, the stop starting position) is “20”, then the stop scheduling position is decided at “1”. Moreover, when the stop scheduling position is decided, a process for stopping the rotation of the reel based on the stop scheduling position is performed in the intervention process (refer to FIG. 63) to be described later. The number of sliding symbols and the stop scheduling position are in a relationship where, when one of them is decided, the other is decided, and accordingly, it can be said that both of them are in a relationship where they are equivalent to each other.
  • Next, the CPU 31 transmits a reel stop command to the sub-control circuit 72 (Step S134). In the reel stop command, data regarding the type of the stopped reel and the like are included.
  • Next, the CPU 31 updates the symbol storage areas based on the stop scheduling position (Step S135). Specifically, the identifier of the symbol to be displayed on the activated line for the reel to be stopped is stored in all the symbol storage areas.
  • Next, the CPU 31 determines whether or not the stop button for which the pressing operation is activated is present (Step S136). In the case of determining that the stop button for which the pressing operation is activated is present, the CPU 31 returns to Step S131, and in the case of determining that the stop button for which the pressing operation is activated is not present, the CPU 31 ends the reel stop control process, and proceeds to Step S11 of FIG. 52.
  • A description will be made of the intervention process in a cycle of 1.1173 ms, which is performed by the control from the CPU 31 of the main control circuit 71, with reference to FIG. 63.
  • First, the CPU 31 saves the register (Step S201). Next, the CPU 31 performs an input port check process (Step S202). Specifically, the CPU 31 checks an input of a signal from each switch, and the like.
  • Next, the CPU 31 performs a reel control process (Step S203). Specifically, when the rotations of the reels are requested to be started, the CPU 31 starts the rotations of the reels 3L, 3C and 3R, and rotates the reels concerned at a constant speed. Moreover, if the stop scheduling position is decided, then the rotation of the reel concerned is decelerated and stopped after waiting for the data of the symbol counter of the reel concerned to be updated to the same value as that of the stop scheduling position. For example, if the symbol counter indicates “0” and the stop scheduling position is “4”, then the rotation of the reel is stopped when the symbol counter is updated to “4”.
  • Next, the CPU 31 performs a lamp/7-SEG driving process (Step S204). Specifically, the CPU 31 performs processes for turning on the BET lamps 9 a, 9 b and 9 c and displaying the payout number on the information display portion 18 based on the dropped number counter.
  • Next, the CPU 31 returns the register (Step S205). When this process is ended, the intervention process in the cycle of 1.1173 ms is ended.
  • As described above, in the gaming machine 1 of the fourth embodiment, Losing is decided in the case where the random number value assigned to the winning combination is not included in any of the plural numerical ranges defined in the internal sortition table (that is, Losing in which the winning number is 0). In addition to and separately from the above, Losings to be decided when the random number value is included in predetermined numerical ranges (that is, the winning number 6, the winning number 7, and the winning number 8) defined in the internal sortition table are provided. In this case, Losings described above are Special losing 1 of the winning number 6, Special losing 2 of the winning number 7, and Special losing 3 of the winning number 8. Thus, the plural numerical ranges in which the internal winning combinations relating to the non-winning are decided are defined. Then, the stop table is decided, in which the numbers of sliding symbols are defined so as to display the combinations of the symbols, which are different from one another, in response to these plural numerical ranges. Hence, even if the internal winning combinations relating to the same non-winning in terms of the types are decided by the stop of the rotations of the reels 3L, 3C and 3R based on the stop tables of such Losings, it is made possible to display, on the display windows 4L, 4C and 4R, the combinations of the symbols, which are different from one another, in response to the numerical ranges in which such Losings are decided. As a result, for example, as compared with the conventional case where only one numerical range in which Losing is decided is defined, the combinations of the symbols to be displayed on the display windows 4L, 4C and 4R can be varied, thus making it possible to enhance the interest of the game.
  • In the fourth embodiment, the numerical range in which the internal winning combination relating to the non-winning is decided is classified into four ranges. However, the numerical range is further classified into much more ranges, followed by the definition thereof, and stop tables are decided, in which combinations of the symbols, which are different from one another in response to the respective classified ranges, are displayed, thus making it possible to more vary the combinations of the symbols to be displayed on the display windows 4L, 4C and 4R.
  • For example, plural types of the stop tables are provided for each of the internal winning combinations, sortition processes dedicated thereto are performed, and thus one stop table is decided from these plural types of stop tables. In this case, since the sortition process dedicated to one stop table is performed in order to decide the one stop table from the plural stop tables, there has been a problem that a load on the capacity for the program and the data, which relate to the sortition process concerned, becomes large. However, in the fourth embodiment, as described above, the following configuration is adopted. Specifically, the numerical range in which the internal winning combinations relating to the non-winning are decided are classified into the plural numerical ranges in advance, and the stop tables different from one another are provided therefor. Accordingly, it becomes unnecessary to perform the dedicated sortition processes, and it is made possible to vary the displayable combinations of the symbols while reducing the load to be applied to the processes concerned.
  • In the fourth embodiment, the stop table (for example, the stop table for Special losing 2) common to the winning number relating to the winning (for example, the winning number 3) and the winning number relating to the non-winning (for example, the winning number 7) is decided. Hence, as compared with the case where the dedicated stop tables are decided individually for the winning numbers relating to the winning, it is made possible to reduce the number of stop tables. Hence, it is made possible to prevent, to the maximum, the data capacity relating to the stop tables in the ROM 32 from being increased, while providing variety of the displayable combinations of the symbols.
  • In the fourth embodiment, in the case where the internal winning combination relating to the winning (for example, Watermelon) is decided, even if the above-described common stop table (for example, the stop table for Special losing 2) is decided, if the symbol position where the symbol corresponding to the internal winning combination relating to the winning concerned is displayable on the activated line is present within the range of four symbols from the stop starting position of the reel concerned, then the difference to the symbol position concerned is decided as the number of sliding symbols. Meanwhile, if the symbol position where the symbol concerned is displayable is not present within the range of four symbols from the stop starting position of the reel concerned, then the number of sliding symbols, which is extracted from the decided stop table, is decided. Hence, in the case where the internal winning combination relating to the winning is decided, even if the stop table common to the internal winning combination relating to the above-described non-winning is decided, the rotations of the reels are stopped so as to capture the combination of the symbols (for example, Watermelon-Watermelon-Watermelon), which relates to the winning concerned, to one activated line. Accordingly, it is made possible to eliminate interference in deciding the winning.
  • Although the description has been made above of the fourth embodiment, the present invention is not limited to this.
  • With regard to specific configurations of the symbol display unit, the starting operation detecting unit, the random number value extracting unit, the numerical range deciding unit, the internal winning combination deciding unit, the stop table deciding unit, the symbol varying unit, the stopping operation detecting unit, the stop control unit, the symbol specifying unit, the internal sortition table, the stop tables, the plural numerical ranges in which the internal winning combinations relating to the non-winning are decided, and the like, which constitute the above-described gaming machine, such specific configurations are not limited to those of the above-described respective constituents of the fourth embodiment, and are arbitrarily changeable.
  • In the fourth embodiment, with regard to the winning number 1 (that is, Cherry) and the winning number 5 (that is, RB), a configuration in which the stop tables dedicated thereto are decided is adopted. However, without being limited to this, a configuration may also be adopted, in which the stop table common to the winning number relating to the non-winning is decided, similarly to the case of the winning number 2 (that is, Bell), and the like. In this case, for example, the following configuration can be applied, in which the stop table (that is, the stop table for Special losing 1) common to the winning number 1 (that is, Cherry) and the winning number 6 (that is, Special losing 1) is decided, and the stop table (that is, the stop table for Special losing 3) common to the winning number 5 (that is, RB) and the winning number 8 (that is, Special losing 3) is decided.
  • The device configuration shown in FIG. 1 and FIG. 2, the circuit configuration and the peripheral devices, which are shown in FIG. 5, the configurations of the tables, which are shown in FIG. 6, FIG. 9, FIGS. 13A and 13B, FIG. 17, FIG. 28, FIG. 31, FIG. 35, FIG. 38, FIG. 46, and FIG. 47, the configurations of the storage areas of the RAM, which are shown in FIG. 48, FIG. 49, and FIG. 50, the configurations of the flowcharts, which are shown in FIG. 52, FIG. 56, FIG. 58, FIG. 62, and FIG. 63, and the like, all of which are applied in the fourth embodiment, are arbitrarily changeable or modifiable within the range without departing from the gist of the present invention.
  • The present invention is also applicable to a gaming machine such as a slot machine and a video slot machine besides the pachi-slot machine as described in the fourth embodiment. Moreover, in such a game program as executing the operation in the above-described slot machine as one for a family gaming machine in a pseudo manner, a game can be executed by applying the preset invention thereto. In this case, for a recording medium which records the game program, a CD-ROM, a floppy disk (FD), and other arbitrary recording mediums can be used.
  • Fifth Embodiment
  • A description will be made of the internal sortition tables with reference to FIGS. 14A to 14C.
  • In each of the internal sortition tables, the lower and upper limit values (that is, the numerical ranges from the lower limit values to the upper limit values) of the random number values assigned to the respective winning numbers are defined. The winning numbers are data for identifying the plural numerical ranges defined in the internal sortition tables, and data for use in deciding the internal winning combinations to be described later, and so on.
  • In the internal sortition tables, the retrieval is performed in the descending order of the winning numbers as to whether or not the random number values extracted from the range of “0 to 65535” are included in the numerical ranges from the lower limit values to the upper limit values, which are assigned to the above-described respective winning numbers. Then, when each of the extracted random number values is included in any of the numerical ranges, the winning number corresponding thereto is decided. The above-described number of lotteries indicates the number of times that the retrieval is performed. Note that, as a result that the retrieval is performed by the number of lotteries, when the random number value does not apply to any of the winning numbers, the winning number 0 is decided. Moreover, a winning probability of each winning number can be calculated by “the number obtained by adding 1 to a difference between the upper and lower limit values defined for each winning number/the number of the entire random number values generated (that is, 65536)”.
  • FIG. 14A shows the internal sortition table for the normal gaming state. In the internal sortition table for the normal gaming state, lower and upper limit values corresponding to the winning numbers 1 to 8 are defined. In the internal sortition table for the normal gaming state in the fifth embodiment, a configuration is not adopted, in which the winning probabilities of the respective winning numbers are different from one another in response to the dropped numbers. However, a configuration may also be adopted, in which the winning probabilities of the respective winning numbers are different from one another in response to the dropped numbers.
  • FIG. 14B shows an internal sortition table for a replay time (hereinafter, abbreviated as “RT”). In the internal sortition table for RT, lower and upper limit values corresponding to the winning numbers 1 to 8 are defined. The internal sortition table for RT has a basically similar configuration to that of the internal sortition table for the normal gaming state. However, though the numerical range corresponding to the winning number 4 (Replay to be described later) is defined at “6556 to 15535” in the internal sortition table for the normal gaming state, the numerical range corresponding to the winning number 4 is defined at “6556 to 50235” larger than the above-described numerical range in the internal sortition table for RT. Specifically, in the internal sortition table for RT, the winning probability of the winning number 4 (Replay to be described later) is increased as compared with that in the internal sortition table for the normal gaming state.
  • FIG. 14C shows the internal sortition table for the RB gaming state. In the internal sortition table for the RB gaming state, lower and upper limit values corresponding to the winning numbers 1 to 3 are defined. Moreover, in the internal sortition table for the RB gaming state, a configuration is adopted, in which the winning probability of the winning number 2 (Bell to be described later) is extremely high.
  • A description will be made of an internal winning combination decision table with reference to FIG. 18.
  • In the internal winning combination decision table, the internal winning combinations corresponding to the above-described winning numbers are defined. Specifically, Cherry, Bell, Watermelon, Replay, Special losing 1, Special losing 2, Special losing 3, and RB are defined in response to the respective winning numbers 1 to 8. Note that, when the winning number is 0, Losing is basically decided. When a certain winning number is decided (that is, when the numerical range in which the extracted random number value is included is decided) by the above-described internal sortition table, the internal winning combination corresponding to the winning number concerned is decided. Accordingly, it can be said that the decision of the winning number and the decision of the internal winning combination are in a relationship where they are equivalent to each other.
  • As shown in the drawing, the type of each internal winning combination is represented by data of one byte, and a bit string corresponding to the type of each internal winning combination is turned on. For example, data representing Cherry is “00000001”, and data representing Special losing 3 is “10000000”.
  • A description will be made of a conceptual view of the winning areas of the respective winning numbers (that is, the internal winning combinations) in the normal gaming state with reference to FIG. 23. The winning areas shown in FIG. 23 correspond to the above-described internal sortition table for the normal gaming state.
  • The entire area of the winning areas shown in FIG. 23 represents the range of all the generated random number values, which is the above-described “0 to 65535”. Moreover, the area of each winning number (that is, each internal winning combination) represents the numerical range defined by the lower and upper limit values defined for each thereof.
  • In the entirety of the winning areas in the fifth embodiment, the areas corresponding to the winning numbers 1 to 4 and 8 are areas relating to the winning, and the areas corresponding to the winning numbers 5 to 7 and 0 are areas relating to the non-winning (the so-called Losing). Specifically, in the fifth embodiment, the numerical range in which the internal winning combinations become Losings is classified into the following ranges, which are: “50236 to 50535” corresponding to the winning number 5; “50536 to 55535” corresponding to the winning number 6; “55536 to 60535” corresponding to the winning number 7; and “15536 to 50235” and “60536 to 65535”, both of which correspond to the winning number 0, followed by the definition.
  • A description will be made of a stop table decision table with reference to FIG. 27.
  • In the stop table decision table, the types of stop tables corresponding to the winning numbers are defined. Specifically, the stop tables individually corresponding to Losing, Cherry, Bell, Watermelon, Replay, Special losing 1, Special losing 2, Special losing 3, and RB are defined in response to the respective winning numbers 0 to 8 stored in winning number storage areas. Here, the stop tables different from one another are defined in response to the respective winning numbers 5 to 7 and 0 in which the internal winning combinations become Losings.
  • A description will be made of the stop tables with reference to FIG. 32, FIG. 34, and FIG. 39. Moreover, a description will be made of display examples of combinations of the symbols, which are based on the stop tables shown in FIG. 32, FIG. 34, and FIG. 39, with reference to FIGS. 44A to 44C.
  • In each of the stop tables, the numbers of sliding symbols are defined, which correspond to the symbol positions corresponding to the symbol counters of the reels for which the stopping operations by the stop switch 7S are detected. The symbol positions are positions where the stop of the rotations of the reels is started, which are referred to as “stop starting positions”.
  • Each number of sliding symbols is a rotation amount of the reel from the detection of the stopping operation by the stop switch 7S to the stop of the rotation of the corresponding reel. In other words, the number of sliding symbols is the number of sliding symbols which pass through the center line 8 c in a period from the detection of the stopping operation by the stop switch 7S to the stop of the rotation of the corresponding reel. The number is grasped by a value of the symbol counter, which is updated since the stopping operation is detected by the stop switch 7S.
  • In the gaming machine 1, basically, a control to stop the rotations of the reels 3L, 3C and 3R is performed in 190 msec after the signal is outputted from the stop switch 7S, and the maximum number of sliding symbols is defined to be “4”. For example, if the stop starting position is “0”, then it is made possible to stop the rotations of the reels so that the symbols of which positions are up to “4” can be displayed on the center line 8 c.
  • The control to stop the rotations of the reels, which makes it possible to display the symbols within the range of the number of symbols from the stop starting position on the center line 8 c as described above, is referred to as so-called “capture”. Moreover, the symbol positions where the symbols are captured by the number of sliding symbols from the stop starting position and are stopped are referred to as “stop scheduling positions”. Note that, since the combination of the symbols, which is based on the number of sliding symbols, the number being defined in the stop table, is displayed on the display windows 4L, 4C and 4R, it can be said that the combination of the symbols to be displayed on the display windows 4L, 4C and 4R is defined in the stop table.
  • FIG. 32 shows a stop table for Special losing 1 to be decided when the winning number is 5 (that is, Special losing 1).
  • In the stop table for Special losing 1, the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the left reel 3L, is any of “0”, “3”, “8”, “13”, and “16”. When the rotation of the left reel 3L is stopped based on such a stop scheduling position, Star is displayed on the middle stage of the left display window 4L.
  • The stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the center reel 3C, is any of “2”, “6”, “11”, “15”, and “20”. When the rotation of the center reel 3C is stopped based on such a stop scheduling position, Star is displayed on the middle stage of the center display window 4C.
  • The stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the right reel 3R, is any of “1”, “5”, “8”, “12”, and “17”. When the rotation of the right reel 3R is stopped based on such a stop scheduling position, Star is displayed on the middle stage of the right display window 4R.
  • Hence, when the rotations of the reels 3L, 3C and 3R are stopped based on the stop table for Special losing 1, as shown in FIG. 44A, a combination of the symbols in which Stars are individually arrayed on the middle stage of the left reel 3L, the middle stage of the center reel 3C, and the middle stage of the right reel 3R (that is, “Star-Star-Star”) is displayed on the display windows 4L, 4C and 4R.
  • FIG. 34 shows a stop table for Special losing 2 to be decided when the winning number is 6 (that is, Special losing 2).
  • In the stop table for Special losing 2, the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the left reel 3L, is any of “1”, “6”, “9”, “14”, and “19”. When the rotation of the left reel 3L is stopped based on such a stop scheduling position, Bell is displayed on the upper stage of the left display window 4L.
  • The stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the center reel 3C, is any of “0”, “4”, “7”, “12”, and “16”. When the rotation of the center reel 3C is stopped based on such a stop scheduling position, Bell is displayed on the middle stage of the center display window 4C.
  • The stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the right reel 3R, is any of “1”, “5”, “8”, “12”, and “17”. When the rotation of the right reel 3R is stopped based on such a stop scheduling position, Bell is displayed on the upper stage of the right display window 4R.
  • Hence, when the rotations of the reels 3L, 3C and 3R are stopped based on the stop table for Special losing 2, as shown in FIG. 44B, a combination of the symbols in which Bells are individually arrayed on the upper stage of the left display window 4L, the middle stage of the center display window 4C, and the upper stage of the right display window 4R (that is, “V-shape of Bells”) is displayed on the display windows 4L, 4C and 4R.
  • FIG. 39 shows a stop table for Special losing 3 to be decided when the winning number is 7 (that is, Special losing 3).
  • In the stop table for Special losing 3, the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the left reel 3L, is any of “2”, “7”, “10”, “15”, and “20”. When the rotation of the left reel 3L is stopped based on such a stop scheduling position, Bell is displayed on the upper stage of the left display window 4L.
  • The stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the center reel 3C, is any of “0”, “4”, “7”, “12”, and “16”. When the rotation of the center reel 3C is stopped based on such a stop scheduling position, Bell is displayed on the middle stage of the center display window 4C.
  • The stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the right reel 3R, is any of “0”, “4”, “7”, “11”, and “16”. When the rotation of the right reel 3R is stopped based on such a stop scheduling position, Replay is displayed on the middle stage of the right display window 4R.
  • Hence, when the rotations of the reels 3L, 3C and 3R are stopped based on the stop table for Special losing 3, as shown in FIG. 44C, a combination of the symbols is displayed on the display windows 4L, 4C, and 4R, in which Bell, Bell, and Replay are arrayed on the middle stage of the left display window 4L, the middle stage of the center display window 4C, and the middle stage of the right display window 4R, respectively. Specifically, the combination “Bell-Bell-Replay” is displayed.
  • A specific configuration of a stop table for Losing, which corresponds to the winning number 0, is not shown; however, the stop table for Losing is a table in which the numbers of sliding symbols are defined so that combinations of the symbols, which are different from those of the stop tables individually corresponding to the winning numbers 5 to 7 (for example, “Replay-Replay-Bell” on the center line 8 c), can be displayed. When the rotations of the reels 3L, 3C and 3R are stopped as described above based on the stop tables individually corresponding to the winning numbers 5 to 7 and 0 by which Losings are decided, the combinations of the symbols, which are different from one another, are displayed on the display windows 4L, 4C and 4R.
  • A description will be made of a priority table with reference to FIG. 46.
  • In the priority table, priorities at which the internal winning combinations (or the symbols) are captured are defined. Specifically, 1 to 3 are defined as the priorities, and “Replay” is defined in response to the priority 1, “RB” is defined in response to the priority 2, and “Cherry, Bell, Watermelon” are defined in response to the priority 3. Cherry, Bell, and Watermelon are grouped, and one priority is defined thereto. Specifically, the priorities given to these symbols are equal to each other. Basically, when two or more internal winning combinations relating to the winning are decided, this priority table is referred to, and to which of the internal winning combinations the priority is to be given is decided.
  • A description will be made of a symbol combination table with reference to FIG. 47.
  • In the symbol combination table, there are defined combinations of the symbols, which relate to the winning, and displayed combinations and payout numbers, which correspond thereto. In a similar way to the above-described data representing the internal winning combination, each displayed combination is represented by data of one byte. For example, data representing Cherry is “00000001”.
  • A combination of the symbols, which relates to Cherry, is “Cherry-ANY (representing that any type of symbol is allowed here) -ANY”, where Cherry of the left reel 3L is displayed on any of the upper, middle and lower stages of the left display windows 4L. When Cherry of the left reel 3L is displayed in such a way, it is decided that the displayed combination is Cherry irrespective of the types of symbols displayed on the remaining display windows 4C and 4R. The payout number corresponding to Cherry is 14.
  • When a combination “Bell-Bell-Bell” of the symbols, which relates to Bell, that is, three Bells of the reels 3L, 3C and 3R are displayed in line along one activated line, it is decided that the displayed combination is Bell. Moreover, the payout number corresponding to Bell is 8.
  • When a combination “Watermelon-Watermelon-Watermelon” of the symbols, which relates to Watermelon, that is, three Watermelons of the reels 3L, 3C and 3R are displayed in line along one activated line, it is decided that the displayed combination is Watermelon. Moreover, the payout number corresponding to Watermelon is 6.
  • When a combination “Replay-Replay-Replay” of the symbols, which relates to Replay, that is, three Replays of the reels 3L, 3C and 3R are displayed in line along one activated line, it is decided that the displayed combination is Replay. Moreover, when it is decided that the displayed combination is Replay, a repeated game is performed in the next unit game. Specifically, the same number of medals as the dropped number in a unit game where Replay is established are automatically dropped in the next unit game without being based on a dropping operation by the player. Thus, the player can play the next unit game without consuming the medals.
  • When a combination “Red 7-Red 7-Red 7” of the symbols, which relates to RB, that is, three Red 7s of the reels 3L, 3C and 3R are displayed in line along one activated line, it is decided that the displayed combination is RB. When it is decided that the displayed combination is RB, an RB operating flag to be described later is updated, and the operation of RB is started.
  • In the symbol combination table, addresses are assigned to Cherry as a head, Bell, Watermelon, Replay, RB, and End code in this order. When the retrieval proceeds to the address of End code, the retrieval of the displayed combinations is ended. As a result that the retrieval of the displayed combination is ended, when the combination of the symbols displayed on the activated line does not apply to any of the combinations of the symbols, which relate to the winnings defined in the above-described symbol combination table, it is decided that the displayed combination is Losing. For example, when the combination of the symbols, which relates to each of the above-described Losing, Special losing 1, Special losing 2, and Special losing 3, is displayed, it is decided that the displayed combination is Losing. Here, Cherry, Bell, and Watermelon relate to the payout of the game mediums (for example, the medals). Replay relates to the operation of the repeated game. Furthermore, RB relates to an operation of a gaming state (for example, an RB gaming state) advantageous for the player.
  • A description will be made of a configuration of the internal winning combination storage area of the RAM 33 of the main control circuit 71 with reference to FIG. 48.
  • When the internal winning combination is decided by the above-described internal winning combination decision table, the decided internal winning combination is stored (memorized) in the internal winning combination storage area. The internal winning combination storage area is composed of one byte, and corresponds to the configuration of the data of the above-described internal winning combination. Specifically, a bit string corresponding to the type of the decided internal winning combination is turned on. Note that, when the winning number is 0, basically, the entire bits become 0. When two or more of internal winning combinations are decided, both of bit strings individually corresponding thereto are turned on. Note that a displayed combination storage area in which the displayed combinations decided based on the above-described symbol combination table are stored has a configuration similar to that of the internal winning combination storage area.
  • A description will be made of a configuration of the carryover combination storage area of the RAM 33 of the main control circuit 71 with reference to FIG. 49.
  • When RB is decided as the internal winning combination by the above-described internal winning combination decision table, RB is stored in the carryover combination storage area. The carryover combination storage area is composed of one byte, and Bit 4 corresponds to RB as in the internal winning combination storage area. When the operation of RB is started, data in the carryover combination storage area is cleared. Specifically, in the gaming machine 1, when RB is decided, data thereof is stored in a period until the operation of RB is started (this operation is referred to as so-called carryover). Note that, since the carryover combination is decided based on the internal winning combination, it can also be said that the carryover combination is a subordinate concept of the internal winning combination.
  • A description will be made of a configuration of symbol storage areas of the RAM 33 of the main control circuit 71 with reference to FIG. 51.
  • In the symbol storage areas, data representing the types of symbols displayed on the respective display windows 4L, 4C and 4R are stored. Each symbol storage area is composed of one byte, and corresponds to the data representing the types of symbols defined in the above-described symbol arrangement table.
  • The types of symbols displayed on the respective display windows 4L, 4C and 4R are specified based on the symbol counter and the symbol arrangement table. The symbol storage areas are provided in response to the center line 8 c, the top line 8 b, the bottom line 8 d, the cross down line 5 e, and the cross up line 5 a. For example, in the symbol storage area corresponding to the center line 8 c, there are individually stored the type of symbol on the middle stage of the left display window 4L, the type of symbol on the middle stage of the center display window 4C, and the type of symbol on the middle stage of the right display window 4R. Then, the displayed combination is decided based on the data stored in all the symbol storage areas and on the above-described symbol combination table.
  • A description will be made of the control to be performed by the CPU 31 of the main control circuit 71 with reference to flowcharts shown in FIG. 54, FIG. 60, FIG. 62, FIG. 63, FIG. 65, and FIG. 66.
  • A description will be made of a reset intervention process to be performed by the CPU 31 of the main control circuit 71 with reference to FIG. 54. The CPU 31 is composed for the following purpose. First, a power supply is turned on to apply a voltage to a reset terminal of the CPU 31, and thus a reset intervention is generated. Based on the reset intervention thus generated, the CPU 31 sequentially performs the respective processes of the reset intervention process, which are stored in the ROM 32.
  • When the power supply is turned on, the CPU 31 first performs an initialization process (Step S1). In this initialization process, a process for returning data and effective address of a register stored in the RAM 33 when the power supply is cut, and the like are performed.
  • Next, the CPU 31 clears the designated storage area in the RAM 33 (Step S2). Thus, the data stored in the internal winning combination storage area and the like of the RAM 33 is cleared.
  • Next, the CPU 31 performs a medal receiving/start check process to be described later with reference to FIG. 57 (Step S3). In this medal receiving/start check process, a dropped number counter is updated by checking the medal sensor 22S, the BET switches 11S, 12S and 13S, and the like, an input from the start switch 6S is checked, and so on.
  • Next, the CPU 31 extracts a random number value, and stores the random number value in a random number value storage area (Step S4). Specifically, the CPU 31 extracts the random number value for the lottery, which is to be used in an internal sortition process to be described later, by the random number generator 36 and the sampling circuit 37, and stores the random number value in the random number value storage area of the RAM 33.
  • Next, the CPU 31 performs a gaming state monitoring process (Step S5). Specifically, the CPU 31 stores an identifier (a so-called flag) indicating the RB gaming state in the RAM 33 if the RB operating flag is turned on, and stores an identifier indicating the normal gaming state in the RAM 33 if the RB operating flag is turned off.
  • Next, the CPU 31 performs the internal sortition process to be described latter with reference to FIG. 60 (Step S6). In this internal sortition process, a process such as decision of the internal winning combination is performed.
  • Next, the CPU 31 decides the stop table based on the winning number storage area and the stop table decision table (Step S7).
  • Next, the CPU 31 transmits the start command to the sub-control circuit 72 (Step S8). In the start command, data regarding the internal winning combination, the gaming state, and the like are included.
  • Next, the CPU 31 requests the rotations of all the reels to be started (Step S9). Moreover, in this process, the CPU 31 also activates the pressing operation for the stop buttons. When the rotations of all the reels are requested to be started, a process for starting the rotations of the reels is performed in an intervention process (refer to FIG. 63) to be described later.
  • Next, the CPU 31 performs a reel stop control process to be described later with reference to FIG. 62 (Step S10). In this reel stop control process, a process for stopping the rotations of the reels 3L, 3C and 3R is performed.
  • Next, the CPU 31 performs a displayed combination retrieval process (Step S11). Specifically, the CPU 31 compares the combination of the symbols, which is defined in the symbol combination table, and the combination of the symbols on each of the activated lines 8 a to 8 e, which is stored in the symbol storage area, with each other, and then determines whether or not both of them coincide with each other. Then, in the case of determining that both of the combinations of the symbols coincide with each other, the CPU 31 decides the displayed combination and the payout number based on the combination concerned of the symbols, and updates the displayed combination storage area and the payout number counter. Then, in the case of determining that the displayed combination is Replay, the CPU 31 copies a value of the dropped number counter to the automatic drop counter. Moreover, when it is determined that both of the combinations do not coincide with each other, the displayed combination becomes Losing (Specifically, the displayed combination storage area and the payout number counter are left to be “0”).
  • Next, the CPU 31 transmits a displayed combination command to the sub-control circuit 72 (Step S12). In the displayed combination command, data regarding the established displayed combination and the like are included.
  • Next, the CPU 31 performs a medal payout process (Step S13). Specifically, based on the payout number counter, the CPU 31 controls the hopper 40, updates a credit counter, and so on.
  • Next, the CPU 31 determines whether or not the RB operating flag is turned on (Step S14). In the case of determining that the RB operating flag is turned on, the CPU 31 performs a bonus ending check process (Step S15). Specifically, the CPU 31 subtracts 1 from a value of the gaming-enabling number counter, and further subtracts 1 from the winning-enabling number counter if the displayed combination relating to the winning (the symbols of which are three, which are Cherry, Bell, and Watermelon during the operation of RB) is decided. The gaming-enabling number counter indicates data obtained by counting the number of unit games performed during the operation of RB. The winning-enabling number counter indicates data obtained by counting the number that the winning is established when the RB operating flag is turned on. Then, the CPU 31 determines whether or not the winning-enabling number counter or the gaming-enabling number counter indicates 0, and clears the RB operating flag when it is determined that any of the counters indicates 0.
  • After Step S15, or when it is determined in Step S14 that the RB operating flag is not turned on, the CPU 31 performs a bonus operation check process (Step S16). Specifically, the CPU 31 determines whether or not the displayed combination is RB. When it is determined that the displayed combination is RB, the CPU 31 turns on the RB operating flag, stores 8 in the winning-enabling number counter, and stores 12 in the gaming-enabling number counter. Further, the CPU 31 clears the carryover combination storage area.
  • Next, the CPU 31 determines whether or not an RT operating flag is turned on (Step S17). In the case of determining that the RT operating flag is turned on, the CPU 31 performs an RT ending check process to be described later with reference to FIG. 66 (Step S18). In this RT ending check process, a process for checking whether or not the operation of RT is to be ended is performed. When this process is ended, the CPU 31 returns to Step S2.
  • In the case of determining in Step S17 that the RT operating flag is not turned on, the CPU 31 performs an RT operation check process to be described later with reference to FIG. 65 (Step S19). In this RT operation check process, a process for checking whether or not the operation of RB is to be started based on the combination of the symbols displayed on the activated line is performed. When this process is ended, the CPU 31 returns to Step S2. Here, the RT operation check process is adapted to be performed only when the RT operating flag is turned off, and thus an operation of new RT is adapted not to be started when the RT operating flag is turned on.
  • As described above, the CPU 31 executes Steps S2 to S18 (or Step S19) as the process in the unit game, and when Step S18 (or Step S19) is ended, the CPU 31 returns to Step S2 in order to execute processes in the next unit game.
  • A description will be made of the medal receiving/start check process with reference to FIG. 57.
  • First, the CPU 31 determines whether or not the automatic drop counter indicates 0 (Step S51). The automatic drop counter indicates data for identifying whether or not Replay has been established in the previous unit game and for specifying the dropped number in the previous unit game. When it is determined that the displayed combination is Replay, the value of the dropped number counter is copied to the automatic drop counter.
  • In the case of determining in Step S51 that the automatic drop counter does not indicate 0, the CPU 31 copies a value of the automatic drop counter to the dropped number counter (Step S52). Moreover, the CPU 31 prohibits the addition to the dropped number counter. Next, the CPU 31 transmits a BET command to the sub-control circuit 72 (Step S53).
  • After Step S53 or in the case of determining in Step S51 that the automatic drop counter indicates 0, the CPU 31 determines whether or not the process currently performed is a dropping process (Step S54). Specifically, when the medal sensor 22S or the BET switches 11S, 12S and 13S are switched on, the CPU 31 determines that the dropping process is performed. Moreover, when the BET switches 11S, 12S and 13S are switched on, the CPU 31 calculates a value to be added to the dropped number counter for counting the dropped number based on the types of BET switches 11S, 12S and 13S, a value of the dropped number counter for counting the dropped number, and a value of the credit counter for counting the number of credited medals.
  • In the case of determining in Step S54 that the dropping process is performed, the CPU 31 updates the dropped number counter (Step S55). Note that, when the addition to the dropped number counter is prohibited in this process, the CPU 31 updates the credit counter in place of the dropped number counter.
  • Next, the CPU 31 transmits a BET command to the sub-control circuit 72 (Step S56). Data regarding the dropped number, and the like are included in the BET command.
  • After Step S56 or in the case of determining in Step S54 that the dropping process is not performed, the CPU 31 determines whether or not the dropped number counter indicates 3 (Step S57). In the case of determining that the dropped number counter does not indicate 3, the CPU 31 returns to Step S54.
  • In the case of determining in Step S57 that the dropped number counter indicates 3, the CPU 31 prohibits the addition to the dropped number counter, and determines whether or not the start lever 6 is tilted (Step S58). In the case of determining that the start lever 6 is not tilted, the CPU 31 returns to Step S54. Moreover, in the case of determining that the start lever 6 is tilted, the CPU 31 ends the medal receiving/start check process, and proceeds to Step S4 of FIG. 54.
  • A description will be made of the internal sortition process with reference to FIG. 60.
  • First, the CPU 31 decides the type of internal sortition table and the number of lotteries based on the gaming state and the internal sortition table decision table (Step S91).
  • Next, the CPU 31 determines whether or not a flag of RB is stored in the carryover combination storage area (Step S92). In the case of determining that the flag of RB is stored in the carryover combination storage area, the CPU 31 changes the number of lotteries to 7 (Step S93). Thus, RB is not decided repeatedly when the carryover combination is present.
  • After Step S93 or in the case of determining in Step S92 that the flag of RB is not stored in the carryover combination storage area, the CPU 31 determines whether or not the RT operating flag is turned on (Step S94). In the case of determining that the RT operating flag is turned on, the CPU 31 changes the internal sortition table from the internal sortition table for the normal gaming state to the internal sortition table for RT (Step S95). The process of Step S95 constitutes a part of internal sortition table changing unit for changing a first internal sortition table to a second internal sortition table.
  • After Step S95 or in the case of determining in Step S94 that the RT operating flag is not turned on, the CPU 31 sets, as the winning number, the same value as the number of lotteries (Step S96).
  • Next, the CPU 31 compares the random number value stored in the random number value storage area and the lower and upper limit values corresponding to the winning number with each other (Step S97). Next, the CPU 31 determines whether or not the random number value is equal to or more than the lower limit value and equal to or less than the upper limit value (Step S98).
  • In the case of determining in Step S98 that the random number value is equal to or more than the lower limit value and equal to or less than the upper limit value, the CPU 31 stores the set winning number in the winning number storage area of the RAM 33 (Step S99). A configuration of the winning number storage area is in which an initial value is 0 and sequentially overwritten by performing this process.
  • Next, the CPU 31 refers to the internal winning combination decision table, and decides the internal winning combination based on the winning number (Step S100). Next, the CPU 31 determines whether or not the internal winning combination is RB (Step S101). In the case of determining that the internal winning combination is RB, the CPU 31 stores the flag in the carryover combination storage area based on the internal winning combination (Step S102).
  • After Step S102 or in the case of determining in Step S101 that the internal winning combination is not RB, the CPU 31 stores, in the internal winning combination storage area, a logical sum of the internal winning combination and the data in the carryover combination storage area (Step S103). For example, in the case where Bell is decided when RB is carried over, the data in the internal winning combination storage area becomes “00010010”.
  • After Step S103 or in the case of determining in Step S98 that the random number value is not equal to or more than the lower limit value or equal to or less than the upper limit value, the CPU 31 subtracts 1 from the number of lotteries (Step S104).
  • Next, the CPU 31 determines whether or not the number of lotteries is 0 (Step S105). In the case of determining that the number of lotteries is not 0, the CPU 31 returns to Step S96 described above.
  • In the case of determining in Step S105 that the number of lotteries is 0, the CPU 31 stores, in the internal winning combination storage area, the logical sum of the internal winning combination and the data in the carryover combination storage area (Step S106). As a result of this process, if the data in the internal winning combination storage area is “00000000”, “00100000”, “01000000”, or “10000000”, then the internal winning combination becomes Losing. After this process is ended, the internal sortition process is ended, and the CPU 31 proceeds to Step S7 of FIG. 54.
  • A description will be made of the reel stop control process with reference to FIG. 62.
  • First, the CPU 31 determines whether or not the activated stop button is pressed (Step S131). In the case of determining that the activated stop button is not pressed, the CPU 31 repeats the process of Step S131. The CPU 31 may also determine whether or not a predetermined time (for example, 30 seconds) has elapsed since the start switch 6S was switched on (in order to perform a so-called automatic stop) as well as determines whether or not the activated stop button is pressed.
  • In the case of determining in Step S131 that the activated stop button is pressed, the CPU 31 specifies the type of the stop button concerned and the symbol counter of the reel concerned, and inactivates the subsequent pressing operations for the stop button. Then, based on the stop table, the internal winning combination, and the priority table, the CPU 31 decides the number of sliding symbols (Step S132).
  • In the process of Step S132 described above, basically, the number of sliding symbols is decided based on the above-described stop table. However, when the internal winning combination relating to the winning is stored in the internal winning combination storage area, and the presence of the symbol position where the combination of the symbols, which relates to the above-described internal winning combination, is displayable is retrieved within the range of four symbols from the stop starting position, a difference to the symbol position concerned is decided as the number of sliding symbols. For example, in the case where the stop table for Losing is decided and RB is stored in the internal winning combination storage area, if the symbol position where Red 7 is displayable is present within the range of four symbols from the stop starting position of the reel concerned, then a difference to the symbol position where Red 7 is displayable is decided as the number of sliding symbols. If the symbol position where Red 7 is displayable is not present within the range of four symbols from the stop starting position of the reel concerned, then the number of sliding symbols, which is extracted from the stop table for Losing, is decided as the number of sliding symbols. When two types of internal winning combinations (for example, RB and Bell) relating to the winning are stored in the internal winning combination storage area, the priority table is referred to, and the number of sliding symbols is decided based on the priority.
  • Next, the CPU 31 decides the stop scheduling position based on the decided number of sliding symbols and the current symbol position (Step S133). For example, if the decided number of sliding symbols is “2” and the current symbol position (that is, the stop starting position) is “20”, then the stop scheduling position is decided at “1”. Moreover, when the stop scheduling position is decided, a process for stopping the rotation of the reel based on the stop scheduling position is performed in the intervention process (refer to FIG. 63) to be described later. Note that the number of sliding symbols and the stop scheduling position are in a relationship where, when one of them is decided, the other is decided, and accordingly, it can be said that both of them are in a relationship where they are equivalent to each other.
  • Next, the CPU 31 transmits a reel stop command to the sub-control circuit 72 (Step S134). In the reel stop command, data regarding the type of the stopped reel and the like are included.
  • Next, the CPU 31 updates the symbol storage areas based on the stop scheduling position (Step S135). Specifically, the identifier of the symbol to be displayed on the activated line for the reel to be stopped is stored in all the symbol storage areas.
  • Next, the CPU 31 determines whether or not the stop button for which the pressing operation is activated is present (Step S136). In the case of determining that the stop button for which the pressing operation is activated is present, the CPU 31 returns to Step S131, and in the case of determining that the stop button for which the pressing operation is activated is not present, the CPU 31 ends the reel stop control process, and proceeds to Step S11 of FIG. 54.
  • A description will be made of the RT operation check process with reference to FIG. 65.
  • First, the CPU 31 determines whether or not the combination “Star-Star-Star” of the symbols is stored in the symbol storage area (that is, whether or not Stars of the respective reels 3L, 3C and 3R are displayed in line on any of the activated lines) (Step S141). In the case of determining that the combination “Star-Star-Star” of the symbols is not stored in the symbol storage area, the CPU 31 ends the RT operation check process, and returns to Step S2 of FIG. 54.
  • In the case of determining that the combination “Star-Star-Star” of the symbols is stored in the symbol storage area, the CPU 31 updates the RT operating flag to be on (Step S142). Next, the CPU 31 stores 30 in an RT gaming-enabling number counter (Step S143). The RT gaming-enabling number counter indicates data for counting the number of unit games performed during the operation of RT. After this process is ended, the RT operation check process is ended, and the CPU 31 returns to Step S2 of FIG. 54.
  • A description will be made of the RT ending check process with reference to FIG. 66.
  • First, the CPU 31 subtracts 1 from the RT gaming-enabling number counter (Step S151). Next, the CPU 31 determines whether or not the RT gaming-enabling number counter indicates 0 (Step S152). In the case of determining that the RT gaming-enabling number counter does not indicate 0, the CPU 31 ends the RT ending check process, and returns to Step S2 of FIG. 54.
  • In the case of determining in Step S152 that the RT gaming-enabling number counter indicates 0, the CPU 31 updates the RT operating flag to be off (Step S153). When this process is ended, the RT operation check process is ended, and the CPU 31 returns to Step S2 of FIG. 54.
  • A description will be made of the intervention process in a cycle of 1.1173 ms, which is performed by the control from the CPU 31 of the main control circuit 71, with reference to FIG. 63.
  • First, the CPU 31 saves the register (Step S201). Next, the CPU 31 performs an input port check process (Step S202). Specifically, the CPU 31 checks an input of a signal from each switch, and the like.
  • Next, the CPU 31 performs a reel control process (Step S203). Specifically, when the rotations of the reels are requested to be started, the CPU 31 starts the rotations of the reels 3L, 3C and 3R, and rotates the reels concerned at a constant speed. Moreover, if the stop scheduling position is decided, then the rotation of the reel concerned is decelerated and stopped after waiting for the data of the symbol counter of the reel concerned to be updated to the same value as that of the stop scheduling position. For example, if the symbol counter indicates “0” and the stop scheduling position is “4”, then the rotation of the reel is stopped when the symbol counter is updated to “4”.
  • Next, the CPU 31 performs a lamp/7-SEG driving process (Step S204). Specifically, the CPU 31 performs processes for turning on the BET lamps 9 a, 9 b and 9 c and displaying the payout number on the information display portion 18 based on the dropped number counter.
  • Next, the CPU 31 returns the register (Step S205). When this process is ended, the intervention process in the cycle of 1.1173 ms is ended.
  • As described above, in the gaming machine 1 of the fifth embodiment, Losing is decided in the case where the random number value assigned to the winning combination is not included in any of the plural numerical ranges defined in the internal sortition table (that is, Losing in which the winning number is 0). In addition to and separately from the above, the plural numerical ranges in which the random number values become Losing (that is, the winning number 5, the winning number 6, and the winning number 7) are defined in the internal sortition table, and Losings to be decided in the case where the random number values are included in the numerical ranges concerned (that is, Special losing 1 of the winning number 5, Special losing 2 of the winning number 6, and Special losing 3 of the winning number 7) are provided. Thus, the plural numerical ranges in which the internal winning combinations relating to the non-winning are decided are defined. Then, the stop table is decided, in which the numbers of sliding symbols are defined so as to display the combinations of the symbols, which are different from one another, in response to these plural numerical ranges in which the internal winning combinations relating to the non-winning are decided. Hence, even if the internal winning combinations relating to the same non-winning in terms of the types are decided by the stop of the rotations of the reels 3L, 3C and 3R based on the stop tables of such Special losings, it is made possible to display, on the display windows 4L, 4C and 4R, the combinations of the symbols, which are different from one another, in response to the numerical ranges in which the internal winning combinations are decided. As a result, for example, as compared with the conventional case where only one numerical range in which the internal winning combination relating to the non-winning is decided is defined, the combinations of the symbols to be displayed on the display windows 4L, 4C and 4R can be varied, thus making it possible to enhance the interest of the game.
  • The numerical range in which the internal winning combination relating to the non-winning is decided is further classified into much more ranges, and the stop tables are decided, in which the combinations of the symbols, which are different from one another in response to the respective classified ranges, followed by the definition thereof, thus making it possible to further vary the combinations of the symbols to be displayed on the display windows 4L, 4C and 4R.
  • For example, plural types of the stop tables are provided for each of the internal winning combinations, sortition processes dedicated thereto are performed, and thus one stop table is decided from these plural stop tables. In this case, since it is necessary to perform the sortition process dedicated to one stop table in order to decide the one stop table from the plural stop tables, there has been a problem that a load on the capacity for the program and the data, which relate to the sortition process concerned, becomes large. However, in the fifth embodiment, as described above, the following configuration is adopted. Specifically, the numerical range in which the internal winning combinations relating to the non-winning are decided is classified into the plural numerical ranges in advance, and the stop tables different from one another are provided therefor. Accordingly, it becomes unnecessary to select, by the sortition processes, the combination of the symbols to be displayed, and it is made possible to vary the displayable combinations of the symbols while reducing the load to be applied to the processes concerned.
  • In the fifth embodiment, the operation of RT is started under a condition where the stop table for Special losing 1 is decided in response to the numerical range of the winning number 5 among the above-described plural numerical ranges in which the internal winning combinations relating to the non-winning are decided, and where the combination “Star-Star-Star” of the symbols is displayed on the display windows 4L, 4C and 4R based on the stop table for Special losing 1. When the operation of RT is started, the sortition table is changed from the internal sortition table for the normal gaming state to the internal sortition table for RT during a period of 30 unit games, and the internal sortition process is performed based on the internal sortition table for RT. Moreover, the internal sortition table for RT has a configuration in which the winning probability of the winning number 4 (that is, Replay) is increased as compared with that in the internal sortition table for the normal gaming state. Specifically, it is made possible to increase the probability, at which Replay is won, during the period until 30 unit games are performed under the condition where the combination “Star-Star-Star” of the symbols is displayed on the display windows 4L, 4C and 4R based on the stop table for Special losing 1. Moreover, the internal sortition table for RT has a similar configuration to that of the internal sortition table for the normal gaming state with regard to the winning probabilities relating to the other winnings such as RB and Bell. Accordingly, it is possible to allow the player to expect that the winnings of RB, Bell, and the like are decided while suppressing the dropped number as much as possible. During the operation of RT, it is made possible to increase a net increase number (that is, the number obtained by subtracting the dropped number from the payout number). Accordingly, it is made possible for the player to win much more medals. As described above, it is made possible to give a bonus to the player when the predetermined combination of the symbols is displayed while varying such combinations of the symbols displayable on the display windows 4L, 4C and 4R. Accordingly, it is made possible to enhance the interest of the game.
  • Although the description has been made above of the fifth embodiment, the present invention is not limited to this.
  • With regard to specific configurations of the symbol display unit, the starting operation detecting unit, the random number value extracting unit, the internal winning combination deciding unit, the symbol varying unit, the stopping operation detecting unit, the stop control unit, the winning deciding unit, the repeated game unit, the numerical range deciding unit, the stop table deciding unit, the first internal sortition table, the second internal sortition table, the numerical range, the stop table, and the like, all of which constitute the above-described gaming machine, such specific configurations are not limited to those of the above-described respective constituents of the fifth embodiment, and are arbitrary changeable.
  • In the fifth embodiment, the stop tables are provided in response to the plural numerical ranges in which the internal winning combinations relating to the non-winning are decided, and the combinations of the symbols, which are different from one another, are displayed based on the stop tables. However, without being limited to this, the present invention is also applicable to a configuration in which the stop tables are not particularly provided. For example, in the case of Special losing 1 of the winning number 5, a stop control (so-called control of control) to capture the symbols within the maximum number of sliding symbols from the stop starting positions so as to display “Star-Star-Star” on the display windows 4L, 4C and 4R is performed. Also in such a way, it is made possible to display the combinations of the symbols, which are different from one another, in the respective numerical ranges.
  • The device configuration shown in FIG. 1 and FIG. 3, the circuit configuration and the peripheral devices, which are shown in FIG. 5, the configurations of the tables, which are shown in FIG. 7, FIG. 9, FIGS. 14A to 14C, FIG. 18, FIG. 27, FIG. 32, FIG. 34, FIG. 39, FIG. 46, and FIG. 47, the configurations of the storage areas of the RAM, which are shown in FIG. 48, FIG. 49, and FIG. 51, the configurations of the flowcharts, which are shown in FIG. 54, FIG. 57, FIG. 60, FIG. 62, FIG. 63, FIG. 65, and FIG. 66, and the like, all of which are applied in the fifth embodiment, are arbitrarily changeable or modifiable within the range without departing from the gist of the present invention.
  • The present invention is also applicable to a gaming machine such as a slot machine and a video slot machine besides the pachi-slot machine as described in the fifth embodiment. Moreover, in such a game program as executing the operation in the above-described slot machine as one for a family gaming machine in a pseudo manner, a game can be executed by applying the preset invention thereto. In this case, for a recording medium which records the game program, a CD-ROM, a floppy disk (FD), and other arbitrary recording mediums can be used.
  • Sixth Embodiment
  • A description will be made of the internal sortition tables with reference to FIGS. 15A and 15B.
  • In each of the internal sortition tables, the lower and upper limit values (that is, the numerical ranges from the lower limit values to the upper limit values) of the random number values assigned to the respective winning numbers are defined. The winning numbers are data for identifying the plural numerical ranges defined in the internal sortition tables, and data for use in deciding the internal winning combinations to be described later, and so on.
  • In the internal sortition tables, the retrieval is performed in the descending order of the winning numbers as to whether or not the random number values extracted from the range of “0 to 65535” are included in the numerical ranges from the lower limit values to the upper limit values, which are assigned to the above-described respective winning numbers. Then, when each of the extracted random number values is included in any of the numerical ranges, the winning number corresponding thereto is decided. The above-described number of lotteries indicates the number of times that the retrieval is performed. Note that, as a result that the retrieval is performed by the number of lotteries, when the random number value does not apply to any of the winning numbers, the winning number 0 is decided. Moreover, a winning probability of each winning number can be calculated by “the number obtained by adding 1 to a difference between the upper and lower limit values defined for each winning number/the number of the entire random number values generated (that is, 65536)”.
  • FIG. 15A shows the internal sortition table for the normal gaming state. In the internal sortition table for the normal gaming state, lower and upper limit values corresponding to the winning numbers 1 to 8 are defined. In the internal sortition table for the normal gaming state in the sixth embodiment, a configuration is not adopted, in which the winning probabilities of the respective winning numbers are different from one another in response to the dropped numbers. However, a configuration may also be adopted, in which the winning probabilities of the respective winning numbers are different from one another in response to the dropped numbers.
  • FIG. 15B shows the internal sortition table for the RB gaming state. In the internal sortition table for the RB gaming state, lower and upper limit values corresponding to the winning numbers 1 to 3 are defined. Moreover, in the internal sortition table for the RB gaming state, a configuration is adopted, in which the winning probability of the winning number 2 (Bell to be described later) is extremely high.
  • A description will be made of an internal winning combination decision table with reference to FIG. 18.
  • In the internal winning combination decision table, the internal winning combinations corresponding to the above-described winning numbers are defined. Specifically, Cherry, Bell, Watermelon, Replay, Special losing 1, Special losing 2, Special losing 3, and RB are defined in response to the respective winning numbers 1 to 8. Note that, when the winning number is 0, Losing is decided. When a certain winning number is decided (that is, when the numerical range in which the extracted random number value is included is decided) by the above-described internal sortition table, the internal winning combination corresponding to the winning number concerned is decided. Accordingly, it can be said that the decision of the winning number and the decision of the internal winning combination are in a relationship where they are equivalent to each other.
  • As shown in the drawing, the type of each internal winning combination is represented by data of one byte, and a bit string corresponding to the type of each internal winning combination is turned on. For example, data representing Cherry is “00000001”, and data representing Special losing 3 is “10000000”.
  • A description will be made of a conceptual view of the winning areas of the respective winning numbers (that is, the internal winning combinations) in the normal gaming state with reference to FIG. 24. The winning areas shown in FIG. 24 correspond to the above-described internal sortition table for the normal gaming state.
  • The entire area of the winning areas shown in FIG. 24 represents the range of all the generated random number values, which is the above-described “0 to 65535”. Moreover, the area of each winning number (that is, each internal winning combination) represents the numerical range defined by the lower and upper limit values defined for each thereof.
  • In the entirety of the winning areas in the sixth embodiment, the areas corresponding to the winning numbers 1 to 4 and 8 are areas relating to the winning, and the areas corresponding to the winning numbers 5 to 7 and 0 are areas relating to the non-winning (the so-called Losing). Specifically, in the sixth embodiment, when the extracted random number value is included in a numerical range of “15536 to 65535”, Losing is decided. The numerical range of “15536 to 65535” where Losing is decided is defined to be classified into the following four ranges, which are: “15536 to 25535” corresponding to the winning number 5; 25536 to 35535” corresponding to the winning number 6; “35536 to 45535” corresponding to the winning number 7; and “45536 to 65535” corresponding to the winning number 0.
  • A description will be made of a stop table decision table with reference to FIG. 29.
  • In the stop table decision table, the types of stop tables corresponding to the winning numbers are defined in response to whether or not the carryover combination to be described later is present. Specifically, when the carryover combination is not present, stop tables individually corresponding to the stop table for Losing, the stop table for Cherry, the stop table for Bell, the stop table for Watermelon, the stop table for Replay, the stop table A for Special losing 1, the stop table for Special losing 2, the stop table for Special losing 3, and the stop table for RB are defined in response to the respective winning numbers 0 to 8 stored in the winning number storage areas. Moreover, when the carryover combination is present, stop tables individually corresponding to the stop table for Losing, the stop table for Cherry, the stop table for Bell, the stop table for Watermelon, the stop table for Replay, the stop table B for Special losing 1, the stop table for Special losing 2, and the stop table for Special losing 3 are defined in response to the respective winning numbers 0 to 7 stored in the winning number storage areas. Here, for the four winning numbers 5 to 7 and 0 in which the internal winning combinations become Losings, the stop tables different from one another are defined in response thereto. Moreover, for the winning number 5, the stop tables different from each other are defined in response to whether or not the carryover combination is present.
  • A description will be made of the stop tables with reference to FIG. 33, FIG. 36, FIG. 37, and FIG. 40. A description will be made of display examples of combinations of the symbols, which are based on the stop tables shown in FIG. 33, FIG. 36, FIG. 37, and FIG. 40, with reference to FIGS. 45A to 45D.
  • In each of the stop tables, the numbers of sliding symbols are defined, which correspond to the symbol positions corresponding to the symbol counters of the reels for which the stopping operations by the stop switch 7S are detected. The symbol positions are positions where the stop of the rotations of the reels is started, which are referred to as “stop starting positions”.
  • Each number of sliding symbols is a rotation amount of the reel from the detection of the stopping operation by the stop switch 7S to the stop of the rotation of the corresponding reel. In other words, the number of sliding symbols is the number of sliding symbols which pass through the center line 8 c in a period from the detection of the stopping operation by the stop switch 7S to the stop of the rotation of the corresponding reel. The number is grasped by a value of the symbol counter, which is updated since the stopping operation is detected by the stop switch 7S.
  • In the gaming machine 1, basically, a control to stop the rotations of the reels 3L, 3C and 3R is performed in 190 msec after the signal is outputted from the stop switch 7S, and the maximum number of sliding symbols is defined to be “4”. For example, if the stop starting position is “0”, then it is made possible to stop the rotations of the reels so that the symbols of which positions are up to “4” can be displayed on the center line 8 c.
  • The control to stop the rotations of the reels, which makes it possible to display the symbols within the range of the number of symbols from the stop starting position on the center line 8 c as described above, is referred to as so-called “capture”. Moreover, the symbol positions where the symbols are captured by the number of sliding symbols from the stop starting position and are stopped are referred to as “stop scheduling positions”. Note that, since the combination of the symbols, which is based on the number of sliding symbols, the number being defined in the stop table, is displayed on the display windows 4L, 4C and 4R, it can be said that the combination of the symbols to be displayed on the display windows 4L, 4C and 4R is defined in the stop table.
  • FIG. 33 shows the stop table A for Special losing 1 to be decided when the carryover combination is not present and the winning number is 5 (that is, Special losing 1).
  • In the stop table A for Special losing 1, the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the left reel 3L, is any of “1”, “6”, “9”, “14”, and “17”. When the rotation of the left reel 3L is stopped based on such a stop scheduling position, Replay is displayed on the middle stage of the left display window 4L.
  • The stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the center reel 3C, is any of “0”, “4”, “7”, “12”, and “16”. When the rotation of the center reel 3C is stopped based on such a stop scheduling position, Bell is displayed on the middle stage of the center display window 4C.
  • Furthermore, the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the right reel 3R, is any of “1”, “5”, “9”, “14”, and “17”. When the rotation of the right reel 3R is stopped based on such a stop scheduling position, Watermelon is displayed on the middle stage of the right display window 4R.
  • Hence, when the rotations of the reels 3L, 3C and 3R are stopped based on the stop table A for Special losing 1, as shown in FIG. 45A, a combination of the symbols is displayed on the display windows 4L, 4C, and 4R, in which Replay, Bell, and Watermelon are arrayed along the center line 8 c on the left reel 3L, the center reel 3C, and the right reel 3R, respectively. Specifically, the combination “Replay-Bell-Watermelon” is displayed.
  • FIG. 36 shows the stop table B for Special losing 1 to be decided when the carryover combination is present and the winning number is 5 (that is, Special losing 1).
  • In the stop table B for Special losing 1, the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the left reel 3L, is any of “1”, “6”, “9”, “14”, and “19”. When the rotation of the left reel 3L is stopped based on such a stop scheduling position, Bell is displayed on the upper stage of the left display window 4L.
  • The stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the center reel 3C, is any of “0”, “4”, “7”, “12”, and “16”. When the rotation of the center reel 3C is stopped based on such a stop scheduling position, Bell is displayed on the middle stage of the center display window 4C.
  • The stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the right reel 3R, is any of “1”, “5”, “9”, “12”, and “17”. When the rotation of the right reel 3R is stopped based on such a stop scheduling position, Bell is displayed on the upper stage of the right display window 4R.
  • Hence, when the rotations of the reels 3L, 3C and 3R are stopped based on the stop table B for Special losing 1, as shown in FIG. 45B, a combination of the symbols in which Bells are individually arrayed on the upper stage of the left display window 4L, the middle stage of the center display window 4C, and the upper stage of the right display window 4R (that is, “V-shape of Bells”) is displayed on the display windows 4L, 4C and 4R.
  • FIG. 37 shows the stop table for Special losing 2 to be decided when the winning number is 6 (that is, Special losing 2).
  • In the stop table for Special losing 2, the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the left reel 3L, is any of “0”, “5”, “8”, “13”, and “16”. When the rotation of the left reel 3L is stopped based on such a stop scheduling position, Replay is displayed on the upper stage of the left display window 4L.
  • The stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the center reel 3C, is any of “1”, “5”, “8”, “13”, and “17”. When the rotation of the center reel 3C is stopped based on such a stop scheduling position, Replay is displayed on the middle stage of the center display window 4C.
  • The stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the right reel 3R, is any of “3”, “6”, “10”, “15”, and “20”. When the rotation of the right reel 3R is stopped based on such a stop scheduling position, Replay is displayed on the upper stage of the right display window 4R.
  • Hence, when the rotations of the reels 3L, 3C and 3R are stopped based on the stop table for Special losing 2, as shown in FIG. 45C, a combination of the symbols in which Replays are individually arrayed on the upper stage of the left display window 4L, the middle stage of the center display window 4C, and the upper stage of the right display window 4R (that is, “V-shape of Replays”) is displayed on the display windows 4L, 4C and 4R.
  • FIG. 40 shows the stop table for Special losing 3 to be decided when the winning number is 7 (that is, Special losing 3).
  • In the stop table for Special losing 3, the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the left reel 3L, is any of “2”, “7”, “10”, “15”, and “20”. When the rotation of the left reel 3L is stopped based on such a stop scheduling position, Bell is displayed on the middle stage of the left display window 4L.
  • The stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the center reel 3C, is any of “3”, “6”, “10”, “14”, “18” and “20”. When the rotation of the center reel 3C is stopped based on such a stop scheduling position, Watermelon is displayed on the middle stage of the center display window 4C.
  • The stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the right reel 3R, is any of “0”, “4”, “7”, “11”, and “16”. When the rotation of the right reel 3R is stopped based on such a stop scheduling position, Replay is displayed on the middle stage of the right display window 4R.
  • Hence, when the rotations of the reels 3L, 3C and 3R are stopped based on the stop table for Special losing 3, as shown in FIG. 45D, a combination of the symbols is displayed on the display windows 4L, 4C, and 4R, in which Bell, Watermelon, and Replay are arrayed along the center line 8 c on the left reel 3L, the center reel 3C, and the right reel 3R, respectively. Specifically, the combination “Bell-Watermelon-Replay” is displayed.
  • A specific configuration of a stop table for Losing, which corresponds to the winning number 0, is not shown; however, the stop table for Losing is a table in which the numbers of sliding symbols are defined so that combinations of the symbols, which are different from those of the stop tables individually corresponding to the winning numbers 5 to 7 (for example, “Bell-Replay-Watermelon” on the center line 8 c), can be displayed. When the rotations of the reels 3L, 3C and 3R are stopped as described above based on the stop tables individually corresponding to the winning numbers 5 to 7 and 0 by which Losings are decided, the combinations of the symbols, which are different from one another, are displayed on the display windows 4L, 4C and 4R.
  • A description will be made of a priority table with reference to FIG. 46.
  • In the priority table, priorities at which the internal winning combinations (or the symbols) are captured are defined. Specifically, 1 to 3 are defined as the priorities, and “Replay” is defined in response to the priority 1, “RB” is defined in response to the priority 2, and “Cherry, Bell, Watermelon” are defined in response to the priority 3. Cherry, Bell, and Watermelon are grouped, and one priority is defined thereto. Specifically, the priorities given to these symbols are equal to each other. Basically, when two or more internal winning combinations relating to the winning are decided, this priority table is referred to, and to which of the internal winning combinations the priority is to be given is decided.
  • A description will be made of a symbol combination table with reference to FIG. 47.
  • In the symbol combination table, there are defined combinations of the symbols, which relate to the winning, and displayed combinations and payout numbers, which correspond thereto. In a similar way to the above-described data representing the internal winning combination, each displayed combination is represented by data of one byte. For example, data representing Cherry is “00000001”.
  • A combination of the symbols, which relates to Cherry, is “Cherry-ANY (representing that any type of symbol is allowed here) -ANY”. When this combination is displayed on an activated line, that is, when Cherry of the left reel 3L is displayed on any of the upper, middle and lower stages of the left display window 4L, it is decided that the displayed combination is Cherry irrespective of the types of symbols displayed on the remaining display windows 4C and 4R. The payout number corresponding to Cherry is 14.
  • When a combination “Bell-Bell-Bell” of the symbols, which relates to Bell, that is, three Bells of the reels 3L, 3C and 3R are displayed in line along one activated line, it is decided that the displayed combination is Bell. Moreover, the payout number corresponding to Bell is 8.
  • When a combination “Watermelon-Watermelon-Watermelon” of the symbols, which relates to Watermelon, that is, three Watermelons of the reels 3L, 3C and 3R are displayed in line along one activated line, it is decided that the displayed combination is Watermelon. Moreover, the payout number corresponding to Watermelon is 6.
  • When a combination “Replay-Replay-Replay” of the symbols, which relates to Replay, that is, three Replays of the reels 3L, 3C and 3R are displayed in line along one activated line, it is decided that the displayed combination is Replay. When it is decided that the displayed combination is Replay, a repeated game is performed in the next unit game. Specifically, the same number of medals as the dropped number in a unit game where Replay is established are automatically dropped in the next unit game without being based on a dropping operation by the player. Thus, the player can play the next unit game without consuming the medals.
  • When a combination “Red 7-Red 7-Red 7” of the symbols, which relates to RB, that is, three Red 7s of the reels 3L, 3C and 3R are displayed in line along one activated line, it is decided that the displayed combination is RB. When it is decided that the displayed combination is RB, an RB operating flag to be described later is updated, and the operation of RB is started.
  • In the symbol combination table, addresses are assigned to Cherry as a head, Bell, Watermelon, Replay, RB, and End code in this order. When the retrieval proceeds to the address of End code, the retrieval of the displayed combinations is ended.
  • As a result that the retrieval of the displayed combination is ended, when the combination of the symbols displayed on the activated line does not apply to any of the combinations of the symbols, which relate to the winnings defined in the above-described symbol combination table, it is decided that the displayed combination is Losing. For example, when the combination of the symbols, which relates to each of the above-described Losing, Special losing 1, Special losing 2, and Special losing 3, is displayed, it is decided that the displayed combination is Losing. Here, Cherry, Bell, and Watermelon relate to the payout of the game mediums (for example, the medals). Moreover, Replay relates to the operation of the repeated game. Furthermore, RB relates to an operation of a gaming state (for example, an RB gaming state) advantageous for the player.
  • A description will be made of a configuration of the internal winning combination storage area of the RAM 33 of the main control circuit 71 with reference to FIG. 48.
  • When the internal winning combination is decided by the above-described internal winning combination decision table, the decided internal winning combination is stored (memorized) in the internal winning combination storage area. The internal winning combination storage area is composed of one byte, and corresponds to the configuration of the data of the above-described internal winning combination. Specifically, a bit string corresponding to the type of the decided internal winning combination is turned on. When the winning number is 0, basically, the entire bits become 0. Moreover, when two or more of internal winning combinations are decided, both of bit strings individually corresponding thereto are turned on. Note that a displayed combination storage area in which the displayed combinations decided based on the above-described symbol combination table are stored has a configuration similar to that of the internal winning combination storage area.
  • A description will be made of a configuration of the carryover combination storage area of the RAM 33 of the main control circuit 71 with reference to FIG. 49.
  • When RB is decided as the internal winning combination by the above-described internal winning combination decision table, RB is stored in the carryover combination storage area. The carryover combination storage area is composed of one byte, and Bit 4 corresponds to RB as in the internal winning combination storage area. Moreover, when the operation of RB is started, data in the carryover combination storage area is cleared. Specifically, in the gaming machine 1, when RB is decided, data thereof is stored in a period until the operation of RB is started (this operation is referred to as so-called carryover). Since the carryover combination is decided based on the internal winning combination, it can also be said that the carryover combination is a subordinate concept of the internal winning combination.
  • A description will be made of a configuration of symbol storage areas of the RAM 33 of the main control circuit 71 with reference to FIG. 46.
  • In the symbol storage areas, data representing the types of symbols displayed on the respective display windows 4L, 4C and 4R are stored. Each symbol storage area is composed of one byte, and corresponds to the data representing the types of symbols defined in the above-described symbol arrangement table.
  • The types of symbols displayed on the respective display windows 4L, 4C and 4R are specified based on the symbol counter and the symbol arrangement table. The symbol storage areas are provided in response to the center line 8 c, the top line 8 b, the bottom line 8 d, the cross down line 5 e, and the cross up line 5 a. For example, in the symbol storage area corresponding to the center line 8 c, there are individually stored the type of symbol on the middle stage of the left display window 4L, the type of symbol on the middle stage of the center display window 4C, and the type of symbol on the middle stage of the right display window 4R. Then, the displayed combination is decided based on the data stored in all the symbol storage areas and on the above-described symbol combination table.
  • A description will be made of the control to be performed by the CPU 31 of the main control circuit 71 with reference to flowcharts shown in FIG. 55, FIG. 56, FIG. 61, FIG. 62, and FIG. 63.
  • A description will be made of a reset intervention process to be performed by the CPU 31 of the main control circuit 71 with reference to FIG. 55. The CPU 31 is composed for the following purpose. First, a power supply is turned on to apply a voltage to a reset terminal of the CPU 31, and thus a reset intervention is generated. Based on the reset intervention thus generated, the CPU 31 sequentially performs the respective processes of the reset intervention process, which are stored in the ROM 32.
  • When the power supply is turned on, the CPU 31 first performs an initialization process (Step S1). In this initialization process, a process for returning data and effective address of a register stored in the RAM 33 when the power supply is cut, and the like are performed.
  • Next, the CPU 31 clears the designated storage area in the RAM 33 (Step S2). Thus, the data stored in the internal winning combination storage area and the like of the RAM 33 is cleared.
  • Next, the CPU 31 performs a medal receiving/start check process to be described later with reference to FIG. 56 (Step S3). In this medal receiving/start check process, a dropped number counter is updated by checking the medal sensor 22S, the BET switches 11S, 12S and 13S, and the like, an input from the start switch 6S is checked, and so on.
  • Next, the CPU 31 extracts a random number value, and stores the random number value in a random number value storage area (Step S4). Specifically, the CPU 31 extracts the random number value for the lottery, which is to be used in an internal sortition process to be described later, by the random number generator 36 and the sampling circuit 37, and stores the random number value in the random number value storage area of the RAM 33.
  • Next, the CPU 31 performs a gaming state monitoring process (Step S5). Specifically, the CPU 31 stores an identifier (a so-called flag) indicating the RB gaming state in the RAM 33 if the RB operating flag is turned on, and stores an identifier indicating the normal gaming state in the RAM 33 if the RB operating flag is turned off.
  • Next, the CPU 31 performs the internal sortition process to be described latter with reference to FIG. 61 (Step S6). In this internal sortition process, a process such as decision of the internal winning combination is performed.
  • Next, the CPU 31 decides the stop table based on the winning number storage area and the stop table decision table (Step S7). For example, when the winning number 5 (that is, Special losing 1) is stored in the winning number storage area, and RB is stored in the carryover combination storage area (that is, when the carryover combination is present), the stop table B for Special losing 1 is decided.
  • Next, the CPU 31 transmits the start command to the sub-control circuit 72 (Step S8). In the start command, data regarding the internal winning combination, the gaming state, and the like are included.
  • Next, the CPU 31 requests the rotations of all the reels to be started (Step S9). Moreover, in this process, the CPU 31 also activates the pressing operation for the stop buttons. When the rotations of all the reels are requested to be started, a process for starting the rotations of the reels is performed in an intervention process (refer to FIG. 63) to be described later.
  • Next, the CPU 31 performs a reel stop control process to be described later with reference to FIG. 62 (Step S10). In this reel stop control process, a process for stopping the rotations of the reels 3L, 3C and 3R is performed.
  • Next, the CPU 31 performs a displayed combination retrieval process (Step S11). Specifically, the CPU 31 compares the combination of the symbols, which is defined in the symbol combination table, and the combination of the symbols on each of the activated lines 8 a to 8 e, which is stored in the symbol storage area, with each other, and then determines whether or not both of them coincide with each other. Then, in the case of determining that both of the combinations of the symbols coincide with each other, the CPU 31 decides the displayed combination and the payout number based on the combination concerned of the symbols, and updates the displayed combination storage area and the payout number counter. Note that, when it is determined that both of the combinations do not coincide with each other, the displayed combination becomes Losing (specifically, the displayed combination storage area and the payout number counter are left to be “0”). Note that the displayed combination retrieval process constitutes a part of winning deciding unit for deciding whether or not the prize is won based on the symbol combination table which defines the combination of the symbols, which relates to the winning, and on the combination of the symbols displayed by the symbol display unit.
  • Next, the CPU 31 transmits a displayed combination command to the sub-control circuit 72 (Step S12). In the displayed combination command, data regarding the established displayed combination and the like are included.
  • Next, the CPU 31 performs a medal payout process (Step S13). Specifically, based on the payout number counter, the CPU 31 controls the hopper 40, updates a credit counter, and so on.
  • Next, the CPU 31 determines whether or not the RB operating flag is turned on (Step S14). In the case of determining that the RB operating flag is turned on, the CPU 31 performs a bonus ending check process (Step S15). Specifically, the CPU 31 subtracts 1 from a value of the gaming-enabling number counter, and further subtracts 1 from a value of the winning-enabling number counter if the displayed combination relating to the winning (the symbols of which are three, which are Cherry, Bell, or Watermelon during the operation of RB) is decided. The gaming-enabling number counter indicates data obtained by counting the number of unit games performed during the operation of RB. The winning-enabling number counter indicates data obtained by counting the number that the winning is established when the RB operating flag is turned on. Then, the CPU 31 determines whether or not the winning-enabling number counter or the gaming-enabling number counter indicates 0, and clears the RB operating flag when it is determined that any of the counters indicates 0.
  • After Step S15, or when it is determined in Step S14 that the RB operating flag is not turned on, the CPU 31 performs a bonus operation check process (Step S16). Specifically, the CPU 31 determines whether or not the displayed combination is RB. When it is determined that the displayed combination is RB, the CPU 31 turns on the RB operating flag, stores 8 in the winning-enabling number counter, and stores 12 in the gaming-enabling number counter. Further, the CPU 31 clears the carryover combination storage area.
  • As described above, the CPU 31 executes Steps S2 to S16 as the process in the unit game, and when Step S16 is ended, the CPU 31 returns to Step S2 in order to execute processes in the next unit game.
  • Next, a description will be made of the medal receiving/start check process with reference to FIG. 56.
  • First, the CPU 31 determines whether or not the process currently performed is a dropping process (Step S51). Specifically, when the medal sensor 22S or the BET switches 11S, 12S and 13S are switched on, the CPU 31 determines that the dropping process is performed. Moreover, when the BET switches 11S, 12S and 13S are switched on, the CPU 31 calculates a value to be added to the dropped number counter for counting the dropped number based on the types of BET switches 11S, 12S and 13S, a value of the dropped number counter for counting the dropped number, and a value of the credit counter for counting the number of credited medals.
  • In the case of determining in Step S51 that the dropping process is performed, the CPU 31 updates the dropped number counter (Step S52). Note that, when the addition to the dropped number counter is prohibited in this process, the CPU 31 updates the credit counter in place of the dropped number counter.
  • Though not shown, before performing Step S51, the CPU 31 determines whether or not an automatic drop counter indicates 0, and in the case of determining that the counter concerned does not indicate 0, performs a process for copying a value of the counter concerned to the dropped number counter. Then, the CPU 31 prohibits a subsequent addition to the dropped number counter. The automatic drop counter indicates data for identifying whether or not Replay has been established in the previous unit game and for specifying the dropped number in the previous unit game. When it is determined that the displayed combination is Replay, the value of the dropped number counter is copied to the automatic drop counter.
  • Next, the CPU 31 stores 5 in an activated line counter (Step S53). The activated line counter indicates data for specifying the number of activated lines. In the sixth embodiment, 5 is stored in the activated line counter irrespective of the value of the dropped number counter.
  • Next, the CPU 31 transmits a BET command to the sub-control circuit 72 (Step S54). Data regarding the dropped number, and the like are included in the BET command.
  • After Step S54 or in the case of determining in Step S51 that the dropping process is not performed, the CPU 31 determines whether or not the dropped number counter indicates 3 (Step S55). In the case of determining that the dropped number counter does not indicate 3, the CPU 31 returns to Step S51.
  • In the case of determining in Step S55 that the dropped number counter indicates 3, the CPU 31 prohibits the addition to the dropped number counter, and determines whether or not the start lever 6 is tilted (Step S56). In the case of determining that the start lever 6 is not tilted, the CPU 31 returns to Step S51. In the case of determining that the start lever 6 is tilted, the CPU 31 ends the medal receiving/start check process, and proceeds to Step S4 of FIG. 55.
  • A description will be made of the internal sortition process with reference to FIG. 61.
  • First, the CPU 31 decides the type of internal sortition table and the number of lotteries based on the gaming state and the internal sortition table decision table (Step S91).
  • Next, the CPU 31 determines whether or not a flag of RB is stored in the carryover combination storage area (Step S92). In the case of determining that the flag of RB is stored in the carryover combination storage area, the CPU 31 changes the number of lotteries to 7 (Step S93). Thus, RB is not decided duplicately when the carryover combination is present in the normal gaming state.
  • After Step S93 or in the case of determining in Step S92 that the flag of RB is not stored in the carryover combination storage area, the CPU 31 sets, as the winning number, the same value as the number of lotteries (Step S94).
  • Next, the CPU 31 compares the random number value stored in the random number value storage area and the lower and upper limit values corresponding to the winning number with each other (Step S95). Next, the CPU 31 determines whether or not the random number value is equal to or more than the lower limit value and equal to or less than the upper limit value (Step S96).
  • In the case of determining in Step S96 that the random number value is equal to or more than the lower limit value and equal to or less than the upper limit value, the CPU 31 stores the set winning number in the winning number storage area of the RAM 33 (Step S97). A configuration of the winning number storage area is in which an initial value is 0 and sequentially overwritten by performing this process.
  • Next, the CPU 31 refers to the internal winning combination decision table, and decides the internal winning combination based on the winning number (Step S98). Next, the CPU 31 determines whether or not the internal winning combination is RB (Step S99). In the case of determining that the internal winning combination is RB, the CPU 31 stores the flag in the carryover combination storage area based on the internal winning combination (Step S100).
  • After Step S100 or in the case of determining in Step S99 that the internal winning combination is not RB, the CPU 31 stores, in the internal winning combination storage area, a logical sum of the internal winning combination and the data in the carryover combination storage area (Step S101). For example, in the case where Bell is decided when RB is carried over, the data in the internal winning combination storage area becomes “00010010”.
  • After Step S101 or in the case of determining in Step S96 that the random number value is not equal to or more than the lower limit value or equal to or less than the upper limit value, the CPU 31 subtracts 1 from the number of lotteries (Step S102).
  • Next, the CPU 31 determines whether or not the number of lotteries is 0 (Step S103). In the case of determining that the number of lotteries is not 0, the CPU 31 returns to Step S94 described above.
  • In the case of determining in Step S103 that the number of lotteries is 0, the CPU 31 stores, in the internal winning combination storage area, the logical sum of the internal winning combination and the data in the carryover combination storage area (Step S104). As a result of this process, if the data in the internal winning combination storage area is “00000000”, “00100000”, “01000000”, or “10000000”, then the internal winning combination becomes Losing. After this process is ended, the internal sortition process is ended, and the CPU 31 proceeds to Step S7 of FIG. 55.
  • In the internal sortition process, a configuration is adopted, in which the retrieval is performed for all the winning numbers until the number of lotteries is updated to 0. However, without being limited to this, a configuration can also be applied, in which, when the winning number is decided until the number of lotteries is updated to 0, the retrieval is not performed for the rest of the winning numbers. Thus, the speed of the process can be enhanced.
  • A description will be made of the reel stop control process with reference to FIG. 62.
  • First, the CPU 31 determines whether or not the activated stop button is pressed (Step S131). In the case of determining that the activated stop button is not pressed, the CPU 31 repeats the process of Step S131. Note that the CPU 31 may also determine whether or not a predetermined time (for example, 30 seconds) has elapsed since the start switch 6S was switched on (in order to perform a so-called automatic stop) as well as determines whether or not the activated stop button is pressed.
  • In the case of determining in Step S131 that the activated stop button is pressed, the CPU 31 specifies the type of the stop button concerned and the symbol counter of the reel concerned, and inactivates the subsequent pressing operations for the stop button. Then, based on the stop table, the internal winning combination, and the priority table, the CPU 31 decides the number of sliding symbols (Step S132).
  • In the process of Step S132 described above, basically, the number of sliding symbols is decided based on the above-described stop table. However, when RB is stored in the internal winning combination storage area, and the presence of the symbol position where the combination of the symbols, which relates to the above-described internal winning combination, is displayable is retrieved within the range of four symbols from the stop starting position, a difference to the symbol position concerned is decided as the number of sliding symbols. For example, in the case where the stop table B for Special losing 1 is decided and RB is stored in the internal winning combination storage area, if the symbol position where Red 7 is displayable is present within the range of four symbols from the stop starting position of the reel concerned, then a difference to the symbol position where Red 7 is displayable is decided as the number of sliding symbols. If the symbol position where Red 7 is displayable is not present within the range of four symbols from the stop starting position of the reel concerned, then the number of sliding symbols, which is extracted from the stop table B for Special losing 1, is decided as the number of sliding symbols. When two types of internal winning combinations (for example, RB and Bell) relating to the winning are stored in the internal winning combination storage area, the priority table is referred to, and the number of sliding symbols is decided based on the priority.
  • Next, the CPU 31 decides the stop scheduling position based on the decided number of sliding symbols and the current symbol position (Step S133). For example, if the decided number of sliding symbols is “2” and the current symbol position (that is, the stop starting position) is “20”, then the stop scheduling position is decided at “1”. Moreover, when the stop scheduling position is decided, a process for stopping the rotation of the reel based on the stop scheduling position is performed in the intervention process (refer to FIG. 63) to be described later. Note that the number of sliding symbols and the stop scheduling position are in a relationship where, when one of them is decided, the other is decided, and accordingly, it can be said that both of them are in a relationship where they are equivalent to each other.
  • Next, the CPU 31 transmits a reel stop command to the sub-control circuit 72 (Step S134). In the reel stop command, data regarding the type of the stopped reel and the like are included.
  • Next, the CPU 31 updates the symbol storage areas based on the stop scheduling position (Step S135). Specifically, the identifier of the symbol to be displayed on the activated line for the reel to be stopped is stored in all the symbol storage areas.
  • Next, the CPU 31 determines whether or not the stop button for which the pressing operation is activated is present (Step S136). In the case of determining that the stop button for which the pressing operation is activated is present, the CPU 31 returns to Step S131, and in the case of determining that the stop button for which the pressing operation is activated is not present, the CPU 31 ends the reel stop control process, and proceeds to Step S11 of FIG. 55.
  • A description will be made of the intervention process in a cycle of 1.1173 ms, which is performed by the control from the CPU 31 of the main control circuit 71, with reference to FIG. 63.
  • First, the CPU 31 saves the register (Step S201). Next, the CPU 31 performs an input port check process (Step S202). Specifically, the CPU 31 checks an input of a signal from each switch, and the like.
  • Next, the CPU 31 performs a reel control process (Step S203). Specifically, when the rotations of the reels are requested to be started, the CPU 31 starts the rotations of the reels 3L, 3C and 3R, and rotates the reels concerned at a constant speed. Moreover, if the stop scheduling position is decided, then the rotation of the reel concerned is decelerated and stopped after waiting for the data of the symbol counter of the reel concerned to be updated to the same value as that of the stop scheduling position. For example, if the symbol counter indicates “0” and the stop scheduling position is “4”, then the rotation of the reel is stopped when the symbol counter is updated to “4”.
  • Next, the CPU 31 performs a lamp/7-SEG driving process (Step S204). Specifically, the CPU 31 performs processes for turning on the BET lamps 9 a, 9 b and 9 c and displaying the payout number on the information display portion 18 based on the dropped number counter.
  • Next, the CPU 31 returns the register (Step S205). When this process is ended, the intervention process in the cycle of 1.1173 ms is ended.
  • As described above, in the gaming machine 1 of the sixth embodiment, Losing is decided in the case where the random number value assigned to the winning combination is not included in any of the plural numerical ranges defined in the internal sortition table (that is, Losing in which the winning number is 0). In addition to and separately from the above, the plural numerical ranges in which the random number values become Losing (that is, the winning number 5, the winning number 6, and the winning number 7) are defined in the internal sortition table, and Losings to be decided in the case where the random number values are included in the numerical ranges concerned (that is, Special losing 1 of the winning number 5, Special losing 2 of the winning number 6, and Special losing 3 of the winning number 7) are provided. Thus, the plural numerical ranges in which the internal winning combinations relating to the non-winning are decided are defined. Then, the stop table is decided, in which the numbers of sliding symbols are defined so as to display the combinations of the symbols, which are different from one another, in response to these plural numerical ranges in which the internal winning combinations relating to the non-winning are decided. Hence, even if the internal winning combinations relating to the same non-winning in terms of the types are decided by the stop of the rotations of the reels 3L, 3C and 3R based on the stop tables of such Special losings, it is made possible to display, on the display windows 4L, 4C and 4R, the combinations of the symbols, which are different from one another, in response to the numerical ranges in which the internal winning combinations are decided. As a result, for example, as compared with the conventional case where only one numerical range in which the internal winning combination relating to the non-winning is decided is defined, the combinations of the symbols to be displayed on the display windows 4L, 4C and 4R can be varied, thus making it possible to enhance the interest of the game.
  • The numerical range in which the internal winning combination relating to the non-winning is decided is further classified into much more ranges, and the stop tables are decided, in which the combinations of the symbols, which are different from one another in response to the respective classified ranges, followed by the definition thereof, thus making it possible to further vary the combinations of the symbols to be displayed on the display windows 4L, 4C and 4R.
  • When the numerical range corresponding to the winning number 5 (that is, Special losing 1) is decided from among the plural numerical ranges in which the internal winning combinations relating to the non-winning are decided, the stop tables are decided, in which the combinations of the symbols, which are different from each other in response to whether or not the carryover combination is present, are defined. Specifically, when the carryover combination is not present, the stop table A for Special losing 1 is decided, and when the carryover combination is present, the stop table B for Special losing 1 is decided. The stop table B for Special losing 1 is one to be decided only when the carryover combination is present and the winning number is 5, and otherwise, is not decided. Hence, the combination “V-shape of Bells” of the symbols, which is based on the stop table B for Special losing 1, is displayed only when the carryover combination is present. Accordingly, when the combination “V-shape of Bells” is displayed, the player can get to definitely know that RB is carried over, and thus a function as a “reach combination” can be imparted to the combination “V-shape of Bells”. As opposed to this, when the winning number 7 (that is, Special losing 3) is decided, the stop table for Special losing 3 is decided no matter whether or not the winning combination is present. Hence, it is possible that the combination “Bell-Watermelon-Replay” of the symbols, which is based on the stop table for Special losing 3, is displayed in both of the cases where the carryover combination is not present and present. Accordingly, even if the combination “Bell-Watermelon-Replay” is displayed, the player cannot get to definitely know that RB is carried over (this combination has a different function from that of the reach combination). As described above, also when the carryover combination is present, it is made possible to display the combinations of the symbols, which are different from each other, in response to the plural numerical ranges in which the internal winning combinations relating to the non-winning are decided. Therefore, it is made possible to display the combination of symbols, which is other than the reach combination, as well as the reach combination, thus making it possible to enhance the interest of the game.
  • Although the description has been made above of the sixth embodiment, the present invention is not limited to this.
  • With regard to specific configurations of the symbol display unit, the starting operation detecting unit, the random number value extracting unit, the internal winning combination deciding unit, the symbol varying unit, the stopping operation detecting unit, the stop control unit, the advantageous state operating unit, the carryover unit, the numerical range deciding unit, the stop table deciding unit, the internal sortition table, the plural numerical ranges, the stop tables, and the like, all of which constitute the above-described gaming machine, such specific configurations are not limited to those of the above-described respective constituents of the sixth embodiment, and are arbitrarily changeable.
  • In the sixth embodiment, the stop tables are provided in response to the plural numerical ranges in which the internal winning combinations relating to the non-winning are decided, and the combinations of the symbols, which are different from one another, are displayed based on the stop tables. However, without being limited to this, the present invention is also applicable to a configuration in which the stop tables are not particularly provided. For example, in the case of Special losing 3 of the winning number 7, a stop control to capture the symbols within the maximum number of sliding symbols from the stop starting positions so as to display “Bell-Watermelon-Replay” on the display windows 4L, 4C and 4R is performed. Also in such a way, it is made possible to display the combinations of the symbols, which are different from one another, in the respective numerical ranges.
  • The device configuration shown in FIG. 1 and FIG. 4, the circuit configuration and the peripheral devices, which are shown in FIG. 5, the configurations of the tables, which are shown in FIG. 8, FIG. 9, FIGS. 15A and 15B, FIG. 18, FIG. 29, FIG. 33, FIG. 36, FIG. 37, FIG. 40, FIG. 46, and FIG. 47, the configurations of the storage areas of the RAM, which are shown in FIG. 48 to FIG. 50, the configurations of the flowcharts, which are shown in FIG. 55, FIG. 56, FIG. 61, FIG. 62, and FIG. 63, and the like, all of which are applied in the sixth embodiment, are arbitrarily changeable or modifiable within the range without departing from the gist of the present invention.
  • The present invention is also applicable to a gaming machine such as a slot machine and a video slot machine besides the pachi-slot machine as described in the sixth embodiment. Moreover, in such a game program as executing the operation in the above-described slot machine as one for a family gaming machine in a pseudo manner, a game can be executed by applying the preset invention thereto. In this case, for a recording medium which records the game program, a CD-ROM, FD (flexible disk), and other arbitrary recording mediums can be used.
  • Seventh Embodiment
  • A description will be made of the internal sortition tables with reference to FIGS. 16A to 16C.
  • In each of the internal sortition tables, the lower and upper limit values (that is, the numerical ranges from the lower limit values to the upper limit values) of the random number values assigned to the respective winning numbers are defined. The winning numbers are data for identifying the plural numerical ranges defined in the internal sortition tables, and data for use in deciding the internal winning combinations to be described later, and so on.
  • In the internal sortition tables, the retrieval is performed in the descending order of the winning numbers as to whether or not the random number values extracted from the range of “0 to 65535” are included in the numerical ranges from the lower limit values to the upper limit values, which are assigned to the above-described respective winning numbers. Then, when each of the extracted random number values is included in any of the numerical ranges, the winning number corresponding thereto is decided. The above-described number of lotteries indicates the number of times that the retrieval is performed. Note that, as a result that the retrieval is performed by the number of lotteries, when the random number value does not apply to any of the winning numbers, the winning number 0 is decided. Moreover, a winning probability of each winning number can be calculated by “the number obtained by adding 1 to a difference between the upper and lower limit values defined for each winning number/the number of the entire random number values generated (that is, 65536)”.
  • FIG. 16A shows the internal sortition table for the normal gaming state. In the internal sortition table for the normal gaming state, lower and upper limit values corresponding to the winning numbers 1 to 8 are defined. In the internal sortition table for the normal gaming state in the seventh embodiment, a configuration is not adopted, in which the winning probabilities of the respective winning numbers are different from one another in response to the dropped numbers. However, a configuration may also be adopted, in which the winning probabilities of the respective winning numbers are different from one another in response to the dropped numbers.
  • FIG. 16B shows an internal sortition table for a replay time (hereinafter, abbreviated as “RT”). In the internal sortition table for RT, lower and upper limit values corresponding to the winning numbers 1 to 8 are defined. The internal sortition table for RT has a basically similar configuration to that of the internal sortition table for the normal gaming state. However, though the numerical range corresponding to the winning number 4 (Replay to be described later) is defined at “6556 to 15535” in the internal sortition table for the normal gaming state, the numerical range corresponding to the winning number 4 is defined at “6556 to 50235” larger than the above-described numerical range in the internal sortition table for RT. Specifically, in the internal sortition table for RT, the winning probability of the winning number 4 (Replay to be described later) is increased as compared with that in the internal sortition table for the normal gaming state.
  • In the internal sortition table for RT, a configuration is adopted, in which the upper limit value corresponding to the winning number 4 is increased, and thus the numerical range “50236 to 50535” corresponding to the winning number 5 (Special losing 1 to be described later) is entirely included in the numerical range “6556 to 50535” corresponding to the winning number 4. With this configuration, when the extracted random number value is included in the numerical range “50236 to 50535”, both of the winning number 5 and the winning number 4 are decided.
  • FIG. 16C shows the internal sortition table for the RB gaming state. In the internal sortition table for the RB gaming state, lower and upper limit values corresponding to the winning numbers 1 to 3 are defined. Moreover, in the internal sortition table for the RB gaming state, a configuration is adopted, in which the winning probability of the winning number 2 (Bell to be described later) is extremely high.
  • A description will be made of an internal winning combination decision table with reference to FIG. 18.
  • In the internal winning combination decision table, the internal winning combinations corresponding to the above-described winning numbers are defined. Specifically, Cherry, Bell, Watermelon, Replay, Special losing 1, Special losing 2, Special losing 3, and RB are defined in response to the respective winning numbers 1 to 8. Note that, when the winning number is 0, Losing is basically decided. When a certain winning number is decided (that is, when the numerical range in which the extracted random number value is included is decided) by the above-described internal sortition table, the internal winning combination corresponding to the winning number concerned is decided. Accordingly, it can be said that the decision of the winning number and the decision of the internal winning combination are in a relationship where they are equivalent to each other.
  • As shown in the drawing, the type of each internal winning combination is represented by data of one byte, and a bit string corresponding to the type of each internal winning combination is turned on. For example, data representing Cherry is “00000001”, and data representing Special losing 3 is “10000000”.
  • A description will be made of conceptual views of the winning areas of the respective winning numbers (that is, the internal winning combinations) in the normal gaming state with reference to FIGS. 25A and 25B. The winning areas shown in FIG. 25A correspond to the above-described internal sortition table for the normal gaming state, and the winning areas shown in FIG. 25B correspond to the above-described internal sortition table for RT.
  • The entire area of the winning areas shown in each of FIGS. 25A and 25B represents the range of all the generated random number values, which is the above-described “0 to 65535”. Moreover, the area of each winning number (that is, each internal winning combination) represents the numerical range defined by the lower and upper limit values defined for each thereof.
  • In the entirety of the winning areas in the seventh embodiment, the areas corresponding to the winning numbers 1 to 4 and 8 are areas relating to the winning, and the areas corresponding to the winning numbers 5 to 7 and 0 are areas relating to the non-winning (the so-called Losing).
  • In the winning areas shown in FIG. 25A, the numerical range in which the internal winning combinations becomes Losings is classified into the following ranges, which are: “50236 to 50535” corresponding to the winning number 5; “50536 to 55535” corresponding to the winning number 6; “55536 to 60535” corresponding to the winning number 7; and “15536 to 50235” and “60536 to 65535”, both of which correspond to the winning number 0, followed by the definition. Moreover, “6556 to 15535” is defined as the numerical range corresponding to the winning number 4 (that is, Replay).
  • In the winning areas shown in FIG. 25B, “6556 to 50535” is defined as the numerical range corresponding to the winning number 4 (that is, Replay). Thus, the numerical range “50236 to 50535” corresponding to the winning number 5 is entirely included in the numerical range “6556 to 50535” corresponding to the winning number 4.
  • A description will be made of a stop table decision table with reference to FIG. 27.
  • In the stop table decision table, the types of stop tables corresponding to the winning numbers are defined. Specifically, the stop tables individually corresponding to Losing, Cherry, Bell, Watermelon, Replay, Special losing 1, Special losing 2, Special losing 3, and RB are defined in response to the respective winning numbers 0 to 8 stored in winning number storage areas. Here, the stop tables different from one another are defined in response to the respective winning numbers 5 to 7 and 0 in which the internal winning combinations become Losings.
  • A description will be made of the stop tables with reference to FIG. 32, FIG. 34, and FIG. 39. Moreover, a description will be made of display examples of combinations of the symbols, which are based on the stop tables shown in FIG. 32, FIG. 34, and FIG. 39, with reference to FIGS. 44A to 44C.
  • In each of the stop tables, the numbers of sliding symbols are defined, which correspond to the symbol positions corresponding to the symbol counters of the reels for which the stopping operations by the stop switch 7S are detected. The symbol positions are positions where the stop of the rotations of the reels is started, which are referred to as “stop starting positions”.
  • Each number of sliding symbols is a rotation amount of the reel from the detection of the stopping operation by the stop switch 7S to the stop of the rotation of the corresponding reel. In other words, the number of sliding symbols is the number of sliding symbols which pass through the center line 8 c in a period from the detection of the stopping operation by the stop switch 7S to the stop of the rotation of the corresponding reel. The number is grasped by a value of the symbol counter, which is updated after the stopping operation is detected by the stop switch 7S.
  • In the gaming machine 1, basically, a control to stop the rotations of the reels 3L, 3C and 3R is performed in 190 msec after the signal is outputted from the stop switch 7S, and the maximum number of sliding symbols is defined to be “4”. For example, if the stop starting position is “0”, then it is made possible to stop the rotations of the reels so that the symbols of which positions are up to “4” can be displayed on the center line 8 c.
  • The control to stop the rotations of the reels, which makes it possible to display the symbols within the range of the number of symbols from the stop starting position on the center line 8 c as described above, is referred to as so-called “capture”. Moreover, the symbol positions where the symbols are captured by the number of sliding symbols from the stop starting position and are stopped are referred to as “stop scheduling positions”. Note that, since the combination of the symbols, which is based on the number of sliding symbols, the number being defined in the stop table, is displayed on the display windows 4L, 4C and 4R, it can be said that the combination of the symbols to be displayed on the display windows 4L, 4C and 4R is defined in the stop table.
  • Here, Replay (the symbol 64) and Bell (the symbol 63) are arranged so as to be included within the range of four symbols that is the maximum number of sliding symbols whichever the stop starting positions thereof may be on the circumferential surfaces of the respective reels 3L, 3C and 3R. Therefore, for example, the combination “Replay-Replay-Replay” of the symbols, which relates to Replay, is displayed on one activated line whichever the stop starting positions may be, and a configuration is adopted, in which a stopping operation (a so-called observation push) measuring timing to capture these symbols is not particularly required.
  • FIG. 32 shows a stop table for Special losing 1 to be decided when the winning number is 5 (that is, Special losing 1).
  • In the stop table for Special losing 1, the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the left reel 3L, is any of “0”, “3”, “8”, “13”, and “16”. When the rotation of the left reel 3L is stopped based on such a stop scheduling position, Star is displayed on the middle stage of the left display window 4L.
  • The stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the center reel 3C, is any of “2”, “6”, “11”, “15”, and “20”. When the rotation of the center reel 3C is stopped based on such a stop scheduling position, Star is displayed on the middle stage of the center display window 4C.
  • The stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the right reel 3R, is any of “1”, “5”, “8”, “12”, and “17”. When the rotation of the right reel 3R is stopped based on such a stop scheduling position, Star is displayed on the middle stage of the right display window 4R.
  • Hence, when the rotations of the reels 3L, 3C and 3R are stopped based on the stop table for Special losing 1, as shown in FIG. 44A, a combination of the symbols in which Stars are individually arrayed on the middle stage of the left reel 3L, the middle stage of the center reel 3C, and the middle stage of the right reel 3R (that is, “Star-Star-Star”) is displayed on the display windows 4L, 4C and 4R.
  • FIG. 34 shows a stop table for Special losing 2 to be decided when the winning number is 6 (that is, Special losing 2).
  • In the stop table for Special losing 2, the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the left reel 3L, is any of “1”, “6”, “9”, “14”, and “19”. When the rotation of the left reel 3L is stopped based on such a stop scheduling position, Bell is displayed on the upper stage of the left display window 4L.
  • The stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the center reel 3C, is any of “0”, “4”, “7”, “12”, and “16”. When the rotation of the center reel 3C is stopped based on such a stop scheduling position, Bell is displayed on the middle stage of the center display window 4C.
  • The stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the right reel 3R, is any of “1”, “5”, “8”, “12”, and “17”. When the rotation of the right reel 3R is stopped based on such a stop scheduling position, Bell is displayed on the upper stage of the right display window 4R.
  • Hence, when the rotations of the reels 3L, 3C and 3R are stopped based on the stop table for Special losing 2, as shown in FIG. 44B, a combination of the symbols in which Bells are individually arrayed on the upper stage of the left display window 4L, the middle stage of the center display window 4C, and the upper stage of the right display window 4R (that is, “V-shape of Bells”) is displayed on the display windows 4L, 4C and 4R.
  • FIG. 39 shows a stop table for Special losing 3 to be decided when the winning number is 7 (that is, Special losing 3).
  • In the stop table for Special losing 3, the stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the left reel 3L, is any of “2”, “7”, “10”, “15”, and “20”. When the rotation of the left reel 3L is stopped based on such a stop scheduling position, Bell is displayed on the upper stage of the left display window 4L.
  • The stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the center reel 3C, is any of “0”, “4”, “7”, “12”, and “16”. When the rotation of the center reel 3C is stopped based on such a stop scheduling position, Bell is displayed on the middle stage of the center display window 4C.
  • The stop scheduling position to be decided based on the number of sliding symbols, which is defined in response to each stop starting position of the right reel 3R, is any of “0”, “4”, “7”, “11”, and “16”. When the rotation of the right reel 3R is stopped based on such a stop scheduling position, Replay is displayed on the upper stage of the right display window 4R.
  • Hence, when the rotations of the reels 3L, 3C and 3R are stopped based on the stop table for Special losing 3, as shown in FIG. 44C, a combination of the symbols is displayed on the display windows 4L, 4C, and 4R, in which Bell, Bell, and Replay are arrayed on the middle stage of the left display window 4L, the middle stage of the center display window 4C, and the middle stage of the right display window 4R, respectively. Specifically, the combination “Bell-Bell-Replay” is displayed.
  • A specific configuration of a stop table for Losing, which corresponds to the winning number 0, is not shown; however, the stop table for Losing is a table in which the numbers of sliding symbols are defined so that combinations of the symbols, which are different from those of the stop tables individually corresponding to the winning numbers 5 to 7 (for example, “Replay-Replay-Bell” on the center line 8 c), can be displayed. When the rotations of the reels 3L, 3C and 3R are stopped as described above based on the stop tables individually corresponding to the winning numbers 5 to 7 and 0 by which Losings are decided, the combinations of the symbols, which are different from one another, are displayed on the display windows 4L, 4C and 4R.
  • A description will be made of a priority table with reference to FIG. 46.
  • In the priority table, priorities at which the type of the internal winning combinations (or the types of the symbols) are captured with priority are defined. Specifically, 1 to 3 are defined as the priorities, and “Replay” is defined in response to the priority 1, “RB” is defined in response to the priority 2, and “Cherry, Bell, Watermelon” are defined in response to the priority 3. Cherry, Bell, and Watermelon are grouped, and one priority is defined thereto. Specifically, the priorities given to these symbols are equal to each other. Basically, when two or more types of internal winning combinations have been decided, this priority table is referred to, and to which of the internal winning combinations the priority is to be given is decided. Note that, since Special losing 1, Special losing 2, and Special losing 3 are the internal winning combinations relating to the non-winning, such Special losings are handled as ones of which priorities are the lowest. Moreover, Priority 4 may be defined as the lowest priority, and “Special losing 1, Special losing 2, and Special losing 3” may be defined in response to Priority 4 concerned.
  • A description will be made of a symbol combination table with reference to FIG. 47.
  • In the symbol combination table, there are defined combinations of the symbols, which relate to the winning, and displayed combinations and payout numbers, which correspond thereto. In a similar way to the above-described data representing the internal winning combination, each displayed combination is represented by data of one byte. For example, data representing Cherry is “00000001”.
  • A combination of the symbols, which relates to Cherry, is “Cherry-ANY (representing that any type of symbol is allowed here) -ANY”, where Cherry of the left reel 3L is displayed on any of the upper, middle and lower stages of the left display windows 4L. When Cherry of the left reel 3L is displayed in such a way, it is decided that the displayed combination is Cherry irrespective of the types of symbols displayed on the remaining display windows 4C and 4R. The payout number corresponding to Cherry is 14.
  • When a combination “Bell-Bell-Bell” of the symbols, which relates to Bell, that is, three Bells of the reels 3L, 3C and 3R are displayed in line along one activated line, it is decided that the displayed combination is Bell. Moreover, the payout number corresponding to Bell is 8.
  • When a combination “Watermelon-Watermelon-Watermelon” of the symbols, which relates to Watermelon, that is, three Watermelons of the reels 3L, 3C and 3R are displayed in line along one activated line, it is decided that the displayed combination is Watermelon. Moreover, the payout number corresponding to Watermelon is 6.
  • When a combination “Replay-Replay-Replay” of the symbols, which relates to Replay, that is, three Replays of the reels 3L, 3C and 3R are displayed in line along one activated line, it is decided that the displayed combination is Replay. Moreover, when it is decided that the displayed combination is Replay, a repeated game is performed in the next unit game. Specifically, the same number of medals as the dropped number in a unit game where Replay is established are automatically dropped in the next unit game without being based on a dropping operation by the player. Thus, the player can play the next unit game without consuming the medals.
  • When a combination “Red 7-Red 7-Red 7” of the symbols, which relates to RB, that is, three Red 7s of the reels 3L, 3C and 3R are displayed in line along one activated line, it is decided that the displayed combination is RB. When it is decided that the displayed combination is RB, an RB operating flag to be described later is updated, and the operation of RB is started.
  • In the symbol combination table, addresses are assigned to Cherry as a head, Bell, Watermelon, Replay, RB, and End code in this order. When the retrieval proceeds to the address of End code, the retrieval of the displayed combinations is ended. As a result that the retrieval of the displayed combination is ended, when the combination of the symbols displayed on the activated line does not apply to any of the combinations of the symbols, which relate to the winnings defined in the above-described symbol combination table, it is decided that the displayed combination is Losing. For example, when the combination of the symbols, which relates to each of the above-described Losing, Special losing 1, Special losing 2, and Special losing 3, is displayed, it is decided that the displayed combination is Losing. Here, Cherry, Bell, and Watermelon relate to the payout of the game mediums (for example, the medals). Moreover, Replay relates to the operation of the repeated game. Furthermore, RB relates to an operation of a gaming state (for example, an RB gaming state) advantageous for the player.
  • A description will be made of a configuration of the internal winning combination storage area of the RAM 33 of the main control circuit 71 with reference to FIG. 48.
  • When the internal winning combination is decided by the above-described internal winning combination decision table, the decided internal winning combination is stored (memorized) in the internal winning combination storage area. The internal winning combination storage area is composed of one byte, and corresponds to the configuration of the data of the above-described internal winning combination. Specifically, a bit string corresponding to the type of the decided internal winning combination is turned on. Note that, when the winning number is 0, basically, the entire bits become 0. When two or more of internal winning combinations are decided, both of bit strings individually corresponding thereto are turned on. A displayed combination storage area in which the displayed combinations decided based on the above-described symbol combination table are stored has a configuration similar to that of the internal winning combination storage area.
  • A description will be made of a configuration of the carryover combination storage area of the RAM 33 of the main control circuit 71 with reference to FIG. 49.
  • When RB is decided as the internal winning combination by the above-described internal winning combination decision table, RB is stored in the carryover combination storage area. The carryover combination storage area is composed of one byte, and Bit 4 corresponds to RB as in the internal winning combination storage area. Moreover, when the operation of RB is started, data in the carryover combination storage area is cleared. Specifically, in the gaming machine 1, when RB is decided, data thereof is stored in a period until the operation of RB is started (this operation is referred to as so-called carryover). Since the carryover combination is decided based on the internal winning combination, it can also be said that the carryover combination is a subordinate concept of the internal winning combination.
  • A description will be made of a configuration of symbol storage areas of the RAM 33 of the main control circuit 71 with reference to FIG. 51.
  • In the symbol storage areas, data representing the types of symbols displayed on the respective display windows 4L, 4C and 4R are stored. Each symbol storage area is composed of one byte, and corresponds to the data representing the types of symbols defined in the above-described symbol arrangement table.
  • The types of symbols displayed on the respective display windows 4L, 4C and 4R are specified based on the symbol counter and the symbol arrangement table. The symbol storage areas are provided in response to the center line 8 c, the top line 8 b, the bottom line 8 d, the cross down line 5 e, and the cross up line 5 a. For example, in the symbol storage area corresponding to the center line 8 c, there are individually stored the type of symbol on the middle stage of the left display window 4L, the type of symbol on the middle stage of the center display window 4C, and the type of symbol on the middle stage of the right display window 4R. Then, the displayed combination is decided based on the data stored in all the symbol storage areas and on the above-described symbol combination table.
  • A description will be made of the control to be performed by the CPU 31 of the main control circuit 71 with reference to flowcharts shown in FIG. 54, FIG. 60, FIG. 62, FIG. 63, FIG. 65, and FIG. 66.
  • A description will be made of a reset intervention process to be performed by the CPU 31 of the main control circuit 71 with reference to FIG. 54. The CPU 31 is composed for the following purpose. First, a power supply is turned on to apply a voltage to a reset terminal of the CPU 31, and thus a reset intervention is generated. Based on the reset intervention thus generated, the CPU 31 sequentially performs the respective processes of the reset intervention process, which are stored in the ROM 32.
  • When the power supply is turned on, the CPU 31 first performs an initialization process (Step S1). In this initialization process, a process for returning data and effective address of a register stored in the RAM 33 when the power supply is cut, and the like are performed.
  • Next, the CPU 31 clears the designated storage area in the RAM 33 (Step S2). Thus, the data stored in the internal winning combination storage area and the like of the RAM 33 is cleared.
  • Next, the CPU 31 performs a medal receiving/start check process to be described later with reference to FIG. 57 (Step S3). In this medal receiving/start check process, a dropped number counter is updated by checking the medal sensor 22S, the BET switches 11S, 12S and 13S, and the like, an input from the start switch 6S is checked, and so on.
  • Next, the CPU 31 extracts a random number value, and stores the random number value in a random number value storage area (Step S4). Specifically, the CPU 31 extracts the random number value for the lottery, which is to be used in an internal sortition process to be described later and the like, by the random number generator 36 and the sampling circuit 37, and stores the random number value in the random number value storage area of the RAM 33.
  • Next, the CPU 31 performs a gaming state monitoring process (Step S5). Specifically, the CPU 31 stores an identifier (a so-called flag) indicating the RB gaming state in the RAM 33 if the RB operating flag is turned on, and stores an identifier indicating the normal gaming state in the RAM 33 if the RB operating flag is turned off.
  • Next, the CPU 31 performs the internal sortition process to be described latter with reference to FIG. 60 (Step S6). In this internal sortition process, a process such as decision of the internal winning combination is performed.
  • Next, the CPU 31 decides the stop table based on the winning number storage area and the stop table decision table (Step S7).
  • Next, the CPU 31 transmits the start command to the sub-control circuit 72 (Step S8). In the start command, data regarding the internal winning combination, the gaming state, and the like are included.
  • Next, the CPU 31 requests the rotations of all the reels to be started (Step S9). Moreover, in this process, the CPU 31 also activates the pressing operation for the stop buttons. When the rotations of all the reels are requested to be started, a process for starting the rotations of the reels is performed in an intervention process (refer to FIG. 63) to be described later.
  • Next, the CPU 31 performs a reel stop control process to be described later with reference to FIG. 62 (Step S10). In this reel stop control process, a process for stopping the rotations of the reels 3L, 3C and 3R is performed.
  • Next, the CPU 31 performs a displayed combination retrieval process (Step S11). Specifically, the CPU 31 compares the combination of the symbols, which is defined in the symbol combination table, and the combination of the symbols on each of the activated lines 8 a to 8 e, which is stored in the symbol storage area, with each other, and then determines whether or not both of them coincide with each other. Then, in the case of determining that both of the combinations of the symbols coincide with each other, the CPU 31 decides the displayed combination and the payout number based on the combination concerned of the symbols, and updates the displayed combination storage area and the payout number counter. Then, in the case of determining that the displayed combination is Replay, the CPU 31 copies a value of the dropped number counter to the automatic drop counter. Moreover, when it is determined that both of the combinations do not coincide with each other, the displayed combination becomes Losing (specifically, the displayed combination storage area and the payout number counter are left to be “0”).
  • Next, the CPU 31 transmits a displayed combination command to the sub-control circuit 72 (Step S12). In the displayed combination command, data regarding the established displayed combination and the like are included.
  • Next, the CPU 31 performs a medal payout process (Step S13). Specifically, based on the payout number counter, the CPU 31 controls the hopper 40, updates a credit counter, and so on.
  • Next, the CPU 31 determines whether or not the RB operating flag is turned on (Step S14). In the case of determining that the RB operating flag is turned on, the CPU 31 performs a bonus ending check process (Step S15). Specifically, the CPU 31 subtracts 1 from a value of the gaming-enabling number counter, and further subtracts 1 from the winning-enabling number counter if the displayed combination relating to the winning (the symbols of which are three, which are Cherry, Bell, and Watermelon during the operation of RB) is decided. The gaming-enabling number counter indicates data obtained by counting the number of unit games performed during the operation of RB. The winning-enabling number counter indicates data obtained by counting the number that the winning is established when the RB operating flag is turned on. Then, the CPU 31 determines whether or not the winning-enabling number counter or the gaming-enabling number counter indicates 0, and clears the RB operating flag when it is determined that any of the counters indicates 0.
  • After Step S15, or when it is determined in Step S14 that the RB operating flag is not turned on, the CPU 31 performs a bonus operation check process (Step S16). Specifically, the CPU 31 determines whether or not the displayed combination is RB. When it is determined that the displayed combination is RB, the CPU 31 turns on the RB operating flag, stores 8 in the winning-enabling number counter, and stores 12 in the gaming-enabling number counter. Further, the CPU 31 clears the carryover combination storage area.
  • Next, the CPU 31 determines whether or not an RT operating flag is turned on (Step S17). In the case of determining that the RT operating flag is turned on, the CPU 31 performs an RT ending check process to be described later with reference to FIG. 66 (Step S18). In this RT ending check process, a process for checking whether or not the operation of RT is to be ended is performed. When this process is ended, the CPU 31 returns to Step S2.
  • In the case of determining in Step S17 that the RT operating flag is not turned on, the CPU 31 performs an RT operation check process to be described later with reference to FIG. 65 (Step S19). In this RT operation check process, a process for checking whether or not the operation of RB is to be started based on the combination of the symbols displayed on the activated line is performed. When this process is ended, the CPU 31 returns to Step S2. Here, the RT operation check process is adapted to be performed only when the RT operating flag is turned off, and thus an operation of new RT is adapted not to be started when the RT operating flag is turned on.
  • As described above, the CPU 31 executes Steps S2 to S18 (or Step S19) as the process in the unit game, and when Step S18 (or Step S19) is ended, the CPU 31 returns to Step S2 in order to execute processes in the next unit game.
  • Next, a description will be made of the medal receiving/start check process with reference to FIG. 57.
  • First, the CPU 31 determines whether or not the automatic drop counter indicates 0 (Step S51). The automatic drop counter indicates data for identifying whether or not Replay has been established in the previous unit game, which is for specifying the dropped number in the previous unit game. When it is determined that the displayed combination is Replay, the value of the dropped number counter is copied to the automatic drop counter.
  • In the case of determining in Step S51 that the automatic drop counter does not indicate 0, the CPU 31 copies a value of the automatic drop counter to the dropped number counter (Step S52). Moreover, the CPU 31 prohibits the addition to the dropped number counter. Next, the CPU 31 transmits a BET command to the sub-control circuit 72 (Step S53).
  • After Step S53 or in the case of determining in Step S51 that the automatic drop counter indicates 0, the CPU 31 determines whether or not the process currently performed is a dropping process (Step S54). Specifically, when the medal sensor 22S or the BET switches 11S, 12S and 13S are switched on, the CPU 31 determines that the dropping process is performed. Moreover, when the BET switches 11S, 12S and 13S are switched on, the CPU 31 calculates a value to be added to the dropped number counter for counting the dropped number based on the types of BET switches 11S, 12S and 13S, a value of the dropped number counter for counting the dropped number, and a value of the credit counter for counting the number of credited medals.
  • In the case of determining in Step S54 that the dropping process is performed, the CPU 31 updates the dropped number counter (Step S55). When the addition to the dropped number counter is prohibited in this process, the CPU 31 updates the credit counter in place of the dropped number counter.
  • Next, the CPU 31 transmits a BET command to the sub-control circuit 72 (Step S56). Data regarding the dropped number, and the like are included in the BET command.
  • After Step S56 or in the case of determining in Step S54 that the dropping process is not performed, the CPU 31 determines whether or not the dropped number counter indicates 3 (Step S55). In the case of determining that the dropped number counter does not indicate 3, the CPU 31 returns to Step S54.
  • In the case of determining in Step S57 that the dropped number counter indicates 3, the CPU 31 prohibits the addition to the dropped number counter, and determines whether or not the start lever 6 is tilted (Step S58). In the case of determining that the start lever 6 is not tilted, the CPU 31 returns to Step S54. Moreover, in the case of determining that the start lever 6 is tilted, the CPU 31 ends the medal receiving/start check process, and proceeds to Step S4 of FIG. 54.
  • A description will be made of the internal sortition process with reference to FIG. 60.
  • First, the CPU 31 decides the type of internal sortition table and the number of lotteries based on the gaming state and the internal sortition table decision table (Step S91).
  • Next, the CPU 31 determines whether or not a flag of RB is stored in the carryover combination storage area (Step S92). In the case of determining that the flag of RB is stored in the carryover combination storage area, the CPU 31 changes the number of lotteries to 7 (Step S93). Thus, RB is not decided repeatedly when the carryover combination is present.
  • After Step S93 or in the case of determining in Step S92 that the flag of RB is not stored in the carryover combination storage area, the CPU 31 determines whether or not the RT operating flag is turned on (Step S94). In the case of determining that the RT operating flag is turned on, the CPU 31 changes the internal sortition table from the internal sortition table for the normal gaming state to the internal sortition table for RT (Step S95). Note that the process of Step S95 constitutes a part of internal sortition table changing unit for changing the internal sortition table from a first internal sortition table to a second internal sortition table.
  • After Step S95 or in the case of determining in Step S94 that the RT operating flag is not turned on, the CPU 31 sets, as the winning number, the same value as the number of lotteries (Step S96).
  • Next, the CPU 31 compares the random number value stored in the random number value storage area and the lower and upper limit values corresponding to the winning number with each other (Step S97). Next, the CPU 31 determines whether or not the random number value is equal to or more than the lower limit value and equal to or less than the upper limit value (Step S98).
  • In the case of determining in Step S98 that the random number value is equal to or more than the lower limit value and equal to or less than the upper limit value, the CPU 31 stores the set winning number in the winning number storage area of the RAM 33 (Step S99).
  • Here, a configuration of the winning number storage area is the one in which an initial value is 0 and sequentially overwritten by performing this process. Moreover, since the retrieval is performed for the winning numbers in the descending order from a larger one thereof in value, a winning number smaller in value is preferentially stored when the winning numbers are decided repeatedly. Hence, in the internal sortition table for RT, when the extracted random number value is included in the numerical range “50236 to 50535”, the winning number 4 (that is, Replay) is preferentially stored though both of the winning number 4 and the winning number 5 (that is, Special losing 1) are decided. As a result, when both of the winning number 4 and the winning number 5 are decided, the stop table for Replay is decided based on the winning number 4 in Step S7 of FIG. 54 described above. Note that, in the stop table for Replay, the numbers of sliding symbols are defined at the respective symbol positions so that the combination “Replay-Replay-Replay” of the symbols, which relates to Replay, can be displayed on one activated line.
  • Next, the CPU 31 refers to the internal winning combination decision table, and decides the internal winning combination based on the winning number (Step S100).
  • Next, the CPU 31 determines whether or not the internal winning combination is RB (Step S101). In the case of determining that the internal winning combination is RB, the CPU 31 stores the flag in the carryover combination storage area based on the internal winning combination (Step S102).
  • After Step S102 or in the case of determining in Step S101 that the internal winning combination is not RB, the CPU 31 stores, in the internal winning combination storage area, a logical sum of the internal winning combination and the data in the carryover combination storage area (Step S103). For example, in the case where Bell is decided when RB is carried over, the data in the internal winning combination storage area becomes “00010010”.
  • After Step S103 or in the case of determining in Step S98 that the random number value is not equal to or more than the lower limit value and equal to or less than the upper limit value, the CPU 31 subtracts 1 from the number of lotteries (Step S104).
  • Next, the CPU 31 determines whether or not the number of lotteries is 0 (Step S105). In the case of determining that the number of lotteries is not 0, the CPU 31 returns to Step S96 described above.
  • In the case of determining in Step S105 that the number of lotteries is 0, the CPU 31 stores, in the internal winning combination storage area, the logical sum of the internal winning combination and the data in the carryover combination storage area (Step S106). As a result of this process, if the data in the internal winning combination storage area is “00000000”, “00100000”, “01000000”, or “10000000”, then the internal winning combination becomes Losing. After this process is ended, the internal sortition process is ended, and the CPU 31 proceeds to Step S7 of FIG. 54.
  • A description will be made of the reel stop control process with reference to FIG. 62.
  • First, the CPU 31 determines whether or not the activated stop button is pressed (Step S131). In the case of determining that the activated stop button is not pressed, the CPU 31 repeats the process of Step S131. The CPU 31 may also determine whether or not a predetermined time (for example, 30 seconds) has elapsed since the start switch 6S was switched on (in order to perform a so-called automatic stop) as well as determines whether or not the activated stop button is pressed.
  • In the case of determining in Step S131 that the activated stop button is pressed, the CPU 31 specifies the type of the stop button concerned and the symbol counter of the reel concerned, and inactivates the subsequent pressing operations for the stop button. Then, based on the stop table, the internal winning combination, and the priority table, the CPU 31 decides the number of sliding symbols (Step S132).
  • In the process of Step S132 described above, basically, the number of sliding symbols is decided based on the above-described stop table. However, when the internal winning combination relating to the winning is stored in the internal winning combination storage area, and the presence of the symbol position where the combination of the symbols, which relates to the above-described internal winning combination, is displayable is retrieved within the range of four symbols from the stop starting position, a difference to the symbol position concerned is decided as the number of sliding symbols. For example, in the case where the stop table for Losing is decided and RB is stored in the internal winning combination storage area, if the symbol position where Red 7 is displayable is present within the range of four symbols from the stop starting position of the reel concerned, then a difference to the symbol position where Red 7 is displayable is decided as the number of sliding symbols. If the symbol position where Red 7 is displayable is not present within the range of four symbols from the stop starting position of the reel concerned, then the number of sliding symbols, which is extracted from the stop table for Losing, is decided as the number of sliding symbols. Moreover, when two types of internal winning combinations (for example, RB and Bell) are stored in the internal winning combination storage area, the priority table is referred to, and the number of sliding symbols is decided based on the priority.
  • As described above, when both of Replay and Special losing 1 are decided in the operation of RT, the stop table for Replay is decided. Hence, in this case, the number of sliding symbols is decided, which is extracted from the stop table for Replay based on the stop starting position, and then the stop scheduling position is decided. As a result, during the operation of RT, the combination “Replay-Replay-Replay” of the symbols, which relates to Replay, is preferentially displayed on the display windows 4L, 4C and 4R. Accordingly, the combination “Star-Star-Star” of the symbols, which relates to Special losing 1, comes not to be displayed on the display windows 4L, 4C and 4R. Note that, even if the stop table for Special losing 1 is adapted to be decided when both of Replay and Special losing 1 are decided, the combination of the symbols, which relates to Replay, is displayed on the display windows 4L, 4C and 4R in a similar way because the priority of Replay is defined to be the highest in the priority table.
  • Next, the CPU 31 decides the stop scheduling position based on the decided number of sliding symbols and the current symbol position (Step S133). For example, if the decided number of sliding symbols is “2” and the current symbol position (that is, the stop starting position) is “20”, then the stop scheduling position is decided at “1”. Moreover, when the stop scheduling position is decided, a process for stopping the rotation of the reel based on the stop scheduling position is performed in the intervention process (refer to FIG. 63) to be described later. The number of sliding symbols and the stop scheduling position are in a relationship where, when one of them is decided, the other is decided, and accordingly, it can be said that both of them are in a relationship where they are equivalent to each other.
  • Next, the CPU 31 transmits a reel stop command to the sub-control circuit 72 (Step S134). In the reel stop command, data regarding the type of the stopped reel and the like are included.
  • Next, the CPU 31 updates the symbol storage areas based on the stop scheduling position (Step S135). Specifically, the identifier of the symbol to be displayed on the activated line for the reel to be stopped is stored in all the symbol storage areas.
  • Next, the CPU 31 determines whether or not the stop button for which the pressing operation is activated is present (Step S136). In the case of determining that the stop button for which the pressing operation is activated is present, the CPU 31 returns to Step S131, and in the case of determining that the stop button for which the pressing operation is activated is not present, the CPU 31 ends the reel stop control process, and proceeds to Step S11 of FIG. 54.
  • A description will be made of the RT operation check process with reference to FIG. 65.
  • First, the CPU 31 determines whether or not the combination “Star-Star-Star” of the symbols is stored in the symbol storage area (that is, whether or not Stars of the respective reels 3L, 3C and 3R are displayed in line on any of the activated lines) (Step S141). In the case of determining that the combination “Star-Star-Star” of the symbols is not stored in the symbol storage area, the CPU 31 ends the RT operation check process, and returns to Step S2 of FIG. 54.
  • In the case of determining that the combination “Star-Star-Star” of the symbols is stored in the symbol storage area, the CPU 31 updates the RT operating flag to be on (Step S142). Next, the CPU 31 stores 30 in an RT gaming-enabling number counter (Step S143). The RT gaming-enabling number counter indicates data for counting the number of unit games performed during the operation of RT. After this process is ended, the RT operation check process is ended, and the CPU 31 returns to Step S2 of FIG. 54.
  • A description will be made of the RT ending check process with reference to FIG. 66.
  • First, the CPU 31 subtracts 1 from the RT gaming-enabling number counter (Step S151). Next, the CPU 31 determines whether or not the RT gaming-enabling number counter indicates 0 (Step S152). In the case of determining that the RT gaming-enabling number counter does not indicate 0, the CPU 31 ends the RT ending check process, and returns to Step S2 of FIG. 54.
  • In the case of determining in Step S152 that the RT gaming-enabling number counter indicates 0, the CPU 31 updates the RT operating flag to be off (Step S153). When this process is ended, the RT operation check process is ended, and the CPU 31 returns to Step S2 of FIG. 54.
  • A description will be made of the intervention process in a cycle of 1.1173 ms, which is performed by the control from the CPU 31 of the main control circuit 71, with reference to FIG. 63.
  • First, the CPU 31 saves the register (Step S201). Next, the CPU 31 performs an input port check process (Step S202). Specifically, the CPU 31 checks an input of a signal and so on from each switch, and the like.
  • Next, the CPU 31 performs a reel control process (Step S203). Specifically, when the rotations of the reels are requested to be started, the CPU 31 starts the rotations of the reels 3L, 3C and 3R, and rotates the reels concerned at a constant speed. Moreover, if the stop scheduling position is decided, then the rotation of the reel concerned is decelerated and stopped after waiting for the data of the symbol counter of the reel concerned to be updated to the same value as that of the stop scheduling position. For example, if the symbol counter indicates “0” and the stop scheduling position is “4”, then the rotation of the reel is stopped when the symbol counter is updated to “4”.
  • Next, the CPU 31 performs a lamp/7-SEG driving process (Step S204). Specifically, the CPU 31 performs processes for turning on the BET lamps 9 a, 9 b and 9 c and displaying the payout number on the information display portion 18 based on the dropped number counter.
  • Next, the CPU 31 returns the register (Step S205). When this process is ended, the intervention process in the cycle of 1.1173 ms is ended.
  • As described above, in the gaming machine 1 of the seventh embodiment, Losing is decided in the case where the random number value assigned to the winning combination is not included in any of the plural numerical ranges defined in the internal sortition table. Specifically, Losing in which the winning number is 0 is decided. In addition to and separately from the above, Losings (that is, Special losing 1 of the winning number 5, Special losing 2 of the winning number 6, and Special losing 3 of the winning number 7) are decided in the case where the random number values as described above are included in the following plural numerical ranges in which the random number values become Losing. These plural numerical ranges are defined for the winning number 5, the winning number 6, and the winning number 7 in the internal sortition table. By providing Losings described above, the plural numerical ranges are defined, in which the internal winning combinations relating to the non-winning are decided. Then, the stop table is decided, in which the numbers of sliding symbols are defined so as to display the combinations of the symbols, which are different from one another, in response to these plural numerical ranges in which the internal winning combinations relating to the non-winning are decided. Hence, even if the rotations of the reels 3L, 3C and 3R are stopped based on the stop tables of such special losings, and the internal winning combinations relating to the same non-winning in terms of the types are thus decided, it is made possible to display, on the display windows 4L, 4C and 4R, the combinations of the symbols, which are different from one another, in response to the numerical ranges in which the internal winning combinations are decided. As a result, for example, as compared with the conventional case where only one numerical range in which the internal winning combination relating to the non-winning is decided is defined, the combinations of the symbols to be displayed on the display windows 4L, 4C and 4R can be varied, thus making it possible to enhance the interest of the game.
  • The numerical range in which the internal winning combination relating to the non-winning is decided is further classified into much more ranges, and the stop tables are decided, in which the combinations of the symbols, which are different from one another in response to the respective classified ranges, followed by the definition thereof, thus making it possible to further vary the combinations of the symbols to be displayed on the display windows 4L, 4C and 4R.
  • For example, plural types of the stop tables are provided for each of the internal winning combinations, sortition processes dedicated thereto are performed, and thus one stop table is decided from these plural stop tables. In this case, since it is necessary to perform the sortition process dedicated to one stop table in order to decide the one stop table from the plural stop tables, there has been a problem that a load on the capacity for the program and the data, which relate to the sortition process concerned, becomes large. However, in the seventh embodiment, as described above, the following configuration is adopted. Specifically, the numerical range in which the internal winning combinations relating to the non-winning are decided is classified into the plural numerical ranges in advance, and the stop tables different from one another are provided therefor. Accordingly, it becomes unnecessary to select, by the sortition processes, the combination of the symbols to be displayed, and it is made possible to vary the displayable combinations of the symbols while reducing the load to be applied to the processes concerned.
  • In the seventh embodiment, the operation of RT is started under a condition where the stop table for Special losing 1 is decided in response to the numerical range of the winning number 5 among the above-described plural numerical ranges in which the internal winning combinations relating to the non-winning are decided, and where the combination “Star-Star-Star” of the symbols is displayed on the display windows 4L, 4C and 4R based on the stop table for Special losing 1. When the operation of RT is started, the sortition table is changed from the internal sortition table for the normal gaming state to the internal sortition table for RT during a period of 30 unit games, and the internal sortition process is performed based on the internal sortition table for RT. Moreover, the internal sortition table for RT has a configuration in which the numerical range of the winning number 4 (that is, Replay) is larger and the winning probability thereof is increased as compared with those in the internal sortition table for the normal gaming state. Specifically, it is made possible to increase the probability, at which Replay is won, during the period until 30 unit games are performed under the condition where the combination “Star-Star-Star” of the symbols is displayed on the display windows 4L, 4C and 4R based on the stop table for Special losing 1. Moreover, the internal sortition table for RT has a similar configuration to that of the internal sortition table for the normal gaming state with regard to the winning probabilities relating to the other winnings such as RB and Bell. Accordingly, it is possible to allow the player to expect that the winnings of RB, Bell, and the like are decided while suppressing the dropped number as much as possible. Specifically, during the operation of RT, it is made possible to increase a net increase number (that is, the number obtained by subtracting the dropped number from the payout number). Accordingly, it is made possible for the player to win much more medals. As described above, it is made possible to give a bonus to the player when the predetermined combination of the symbols is displayed while varying such combinations of the symbols displayable on the display windows 4L, 4C and 4R. Accordingly, it is made possible to enhance the interest of the game.
  • In the seventh embodiment, in the internal sortition table for RT, the numerical range of the winning number 4 is increased, and thus the numerical range “50236 to 50535” of the winning number 5 (Special losing to be described later) is entirely included in the numerical range “6556 to 50535” of the winning number 4. In such a way, when Special losing 1 is decided, Replay is decided without fail. Moreover, when both of Replay and Special losing 1 are decided, the combination “Replay-Replay-Replay” of the symbols, which relates to Replay, is preferentially displayed on the display windows 4L, 4C and 4R. Hence, during the operation of RT, it is made possible not to display the combination “Star-Star-Star” of the symbols, which relates to Special losing 1, on the display windows 4L, 4C and 4R.
  • Here, the configuration is applied, in which an operation of new RT is not started during the operation of RT, by applying the configuration not to check whether the operation of RT is performed during the operation of RT (that is, the configuration to perform the RT operation check process only when the result of Step S17 of FIG. 54 is “NO”). However, even if such a configuration is adopted as a premise, if the combination of the symbols, which relates to the above-described operation of RT, is displayed during the operation of RT, then this gives the illusion that the operation of new RT is started from that time to the player who has viewed the above-described combination of the symbols. This not only leads to a confusion but also gives the player a feeling that a loss is made because the operation of RT is not actually performed, resulting in a possibility that the interest of the game is decreased. Accordingly, in the seventh embodiment, the combination of the symbols, which relates to the operation of RT, is adapted not to be displayed on the display windows 4L, 4C and 4R when the operation of RT is not performed. Thus, such an event is prevented, in which the operation of another RT is started before the operation of RT, which has been already started, is ended, thus the operation of RT is substantially extended (as a result, the player is prevented from gaining a more advantage than necessary, thus making it possible to prevent a loss of the soundness of the game). In addition, it is made possible to eliminate an occurrence of a harmful effect such as the player's confusion caused by that the combination concerned of the symbols, which is as described above, is displayed.
  • Although the description has been made above of the seventh embodiment, the present invention is not limited to this.
  • With regard to specific configurations of the symbol display unit, the starting operation detecting unit, the random number value extracting unit, the internal winning combination deciding unit, the symbol varying unit, the stopping operation detecting unit, the stop control unit, the winning deciding unit, the repeated game unit, the numerical range deciding unit, the stop table deciding unit, the first internal sortition table, the second internal sortition table, the numerical range, the stop table, and the like, all of which constitute the above-described gaming machine, such specific configurations are not limited to those of the above-described respective constituents of the seventh embodiment, and are arbitrarily changeable.
  • In the seventh embodiment, the stop tables are provided in response to the plural numerical ranges in which the internal winning combinations relating to the non-winning are decided, and the combinations of the symbols, which are different from one another, are displayed based on the stop tables. However, without being limited to this, the present invention is also applicable to a configuration in which the stop tables are not particularly provided. For example, in the case of Special losing 1 of the winning number 5, a stop control to capture the symbols within the maximum number of sliding symbols from the stop starting positions so as to display “Star-Star-Star” on the display windows 4L, 4C and 4R is performed. Also in such a way, it is made possible to display the combinations of the symbols, which are different from one another, in the respective numerical ranges.
  • The device configuration shown in FIG. 1 and FIG. 3, the circuit configuration and the peripheral devices, which are shown in FIG. 5, the configurations of the tables, which are shown in FIG. 7, FIG. 9, FIGS. 16A to 16C, FIG. 18, FIG. 27, FIG. 32, FIG. 34, FIG. 39, FIG. 46, and FIG. 47, the configurations of the storage areas of the RAM, which are shown in FIG. 48, FIG. 49, and FIG. 51, the configurations of the flowcharts, which are shown in FIG. 54, FIG. 57, FIG. 60, FIG. 62, FIG. 63, FIG. 65, and FIG. 66, and the like, all of which are applied in the seventh embodiment, are arbitrarily changeable or modifiable within the range without departing from the gist of the present invention.
  • The present invention is also applicable to a gaming machine such as a slot machine and a video slot machine besides the pachi-slot machine as described in the seventh embodiment. Moreover, in such a game program as executing the operation in the above-described slot machine as one for a family gaming machine in a pseudo manner, a game can be executed by applying the preset invention thereto. In this case, for a recording medium which records the game program, a CD-ROM, FD (flexible disk), and other arbitrary recording mediums can be used.
  • Although the present invention has been described as above based on the first to seventh embodiment, the effects described in these embodiments only list the most suitable effects derived from the present invention, and the effects according to the present invention are not limited to those described in these embodiments. Moreover, the constituents of the respective portions can be replaced by arbitrary constituents having functions similar thereto.

Claims (14)

1. A gaming machine, comprising:
a symbol display unit configured to display plural symbols;
a starting operation detection unit configured to detect a starting operation;
a random number value extraction unit configured to extract a random number value based on the detection of the starting operation, the detection being performed by the starting operation detection unit;
an internal winning combination decision unit configured to decide an internal winning combination based on an internal sortition table which defines a numerical range in which the internal winning combination is decided and on the random number value extracted by the random number value extraction unit;
a symbol varying unit configured to vary the symbols to be displayed by the symbol display unit based on the detection of the starting operation, the detection being performed by the starting operation detection unit;
a stopping operation detection unit configured to detect a stopping operation; and
a stop control unit configured to perform a stop control for the variation of the symbols, the variation being performed by the symbol varying unit, based on the detection of the stopping operation, the detection being performed by the stopping operation detection unit, and on the internal winning combination decided by the internal winning combination decision unit,
wherein the internal sortition table defines a plurality of the numerical ranges in which predetermined types of the internal winning combination are decided by the internal winning combination decision unit, and
the stop control unit performs the stop control for the variation of the symbols so that combinations of the symbols, the combinations being different from one another can be displayed by the symbol display unit in response to the plurality of numerical ranges.
2. A gaming machine, comprising:
a symbol display unit configured to display plural symbols;
a starting operation detection unit configured to detect a starting operation;
a random number value extraction unit configured to extract a random number value based on the detection of the starting operation, the detection being performed by the starting operation detection unit;
a numerical range decision unit configured to decide a numerical range in which the random number value extracted by the random number value extraction unit is included based on an internal sortition table which defines a plurality of predetermined numerical ranges and on the random number value extracted by the random number value extraction unit;
an internal winning combination decision unit configured to decide an internal winning combination based on the numerical range decided by the numerical range decision unit;
a stop table decision unit configured to decide, based on the numerical range decided by the numerical range decision unit, a stop table which defines a combination of the symbols to be displayed by the symbol display unit;
a symbol varying unit configured to vary the symbols to be displayed by the symbol display unit based on the detection of the starting operation, the detection being performed by the starting operation detection unit;
a stopping operation detection unit configured to detect a stopping operation; and
a stop control unit configured to perform a stop control for the variation of the symbols to be displayed by the symbol display unit based on the detection of the stopping operation, the detection being performed by the stopping operation detection unit, on the internal winning combination decided by the internal winning combination decision unit, and on the stop table decided by the stop table decision unit,
wherein the internal sortition table defines a plurality of the numerical ranges in which predetermined types of the internal winning combinations are decided by the internal winning combination decision unit, and
the stop table decision unit decides the stop tables which define the combinations of the symbols, the combinations being different from one another, in response to the plurality of numerical ranges in which the predetermined types of internal winning combination are decided.
3. A gaming machine, comprising:
a symbol display unit configured to display plural symbols;
a starting operation detection unit configured to detect a starting operation;
a random number value extraction unit configured to extract a random number value based on the detection of the starting operation, the detection being performed by the starting operation detection unit;
an internal sortition table storage unit configured to store an internal sortition table which defines a numerical range in which an internal winning combination is decided;
an internal winning combination decision unit configured to decide the internal winning combination based on the random number value extracted by the random number value extraction unit, and on the internal sortition table stored by the internal sortition table storage unit;
a symbol varying unit configured to vary the symbols to be displayed by the symbol display unit based on the detection of the starting operation, the detection being performed by the starting operation detection unit;
a stopping operation detection unit configured to detect a stopping operation; and
a stop control unit configured to perform a stop control for the variation of the symbols, the variation being performed by the symbol varying unit, based on the detection of the stopping operation, the detection being performed by the stopping operation detection unit, and on the internal winning combination decided by the internal winning combination decision unit,
wherein the internal sortition table defines a plurality of the numerical ranges in which predetermined types of the internal winning combinations are decided by the internal winning combination decision unit,
the stop control unit performs the stop control for the variation of the symbols so that combinations of the symbols, the combinations being different from one another, can be displayed by the symbol display unit in response to the plurality of numerical ranges,
the internal sortition table storage unit stores at least first and second internal sortition tables in which at least any of the plurality of numerical ranges having the predetermined types of internal winning combinations decided therein is different in size from the other, and
when a specific condition is established, the internal winning combination decision unit performs switching between the first and second internal sortition tables stored by the internal sortition table storage unit, and decides the internal winning combination based on the internal sortition table selected by the switching and on the random number value extracted by the random number value extraction unit.
4. A gaming machine, comprising:
a symbol display unit configured to display plural symbols;
a starting operation detection unit configured to detect a starting operation;
a random number value extraction unit configured to extract a random number value based on the detection of the starting operation, the detection being performed by the starting operation detection unit;
an internal sortition table storage unit configured to store an internal sortition table which defines a plurality of predetermined numerical ranges;
a numerical range decision unit configured to decide a numerical range in which the random number value extracted by the random number value extraction unit is included based on the random number value extracted by the random number value extraction unit and on the internal sortition table stored by the internal sortition table storage unit;
an internal winning combination decision unit configured to decide an internal winning combination based on the numerical range decided by the numerical range decision unit;
a stop table decision unit configured to decide, based on the numerical range decided by the numerical range decision unit, a stop table which defines a combination of the symbols to be displayed by the symbol display unit;
a symbol varying unit configured to vary the symbols to be displayed by the symbol display unit based on the detection of the starting operation, the detection being performed by the starting operation detection unit;
a stopping operation detection unit configured to detect a stopping operation; and
a stop control unit configured to perform a stop control for the variation of the symbols to be displayed by the symbol display unit based on the detection of the stopping operation, the detection being performed by the stopping operation detection unit, on the internal winning combination decided by the internal winning combination decision unit, and on the stop table decided by the stop table decision unit,
wherein the internal sortition table defines a plurality of the numerical ranges in which predetermined types of the internal winning combinations are decided by the internal winning combination decision unit,
the stop table decision unit decides the stop tables which define the combinations of the symbols, the combinations being different from one another, in response to the plurality of numerical ranges in which the predetermined types of internal winning combinations are decided,
the internal sortition table storage unit stores at least first and second internal sortition tables in which at least any of the plurality of numerical ranges having the predetermined types of internal winning combinations decided therein is different in size from the other, and
when a specific condition is established, the numerical range decision unit performs switching between the first and second internal sortition tables stored by the internal sortition table storage unit, and decides the numerical range in which the random number value extracted by the random number value extraction unit is included based on the internal sortition table selected by the switching and on the random number value extracted by the random number value extraction unit.
5. A gaming machine, comprising:
a symbol display unit configured to display plural symbols;
a starting operation detection unit configured to detect a starting operation;
a random number value extraction unit configured to extract a random number value based on the detection of the starting operation, the detection being performed by the starting operation detection unit;
a numerical range determination unit configured to determine which of a plurality of predetermined numerical ranges the random number value extracted by the random number value extraction unit is included in based on an internal sortition table which defines the plurality of predetermined numerical ranges, and on the random number value extracted by the random number value extraction unit;
an internal winning combination decision unit configured to decide an internal winning combination based on a result of the determination performed by the numerical range determination unit;
a symbol varying unit configured to vary the symbols to be displayed by the symbol display unit based on the detection of the starting operation, the detection being performed by the starting operation detection unit;
a stopping operation detection unit configured to detect a stopping operation; and
a stop control unit configured to perform a stop control for the variation of the symbols to be displayed by the symbol display unit based on the detection of the stopping operation, the detection being performed by the stopping operation detection unit, and on the internal winning combination decided by the internal winning combination decision unit,
wherein, as the result of the determination performed by the numerical range determination unit, in a case where the random number value extracted by the random number value extraction unit is not included in any of the plurality of numerical ranges defined by the internal sortition table, or in a case where the random umber value extracted by the random number value extraction unit is included in a predetermined numerical range among the plurality of numerical ranges defined by the internal sortition table, the internal winning combination decision unit decides a predetermined type of the internal winning combination, and
the stop control unit performs the stop control for the variation of the symbols so that combinations of the symbols, the combinations being different from each other, can be displayed by the symbol display unit in response to the case where the random number value extracted by the random number value extraction unit is not included in any of the plurality of numerical ranges defined by the internal sortition table and to the case where the random number value extracted by the random number value extraction unit is included in the predetermined numerical range among the plurality of numerical ranges defined by the internal sortition table.
6. A gaming machine, comprising:
a symbol display unit configured to display plural symbols;
a starting operation detection unit configured to detect a starting operation;
a random number value extraction unit configured to extract a random number value based on the detection of the starting operation, the detection being performed by the starting operation detection unit;
a numerical range determination unit configured to determine which of a plurality of predetermined numerical ranges the random number value extracted by the random number value extraction unit is included in based on an internal sortition table which defines the plurality of numerical ranges, and on the random number value extracted by the random number value extraction unit;
an internal winning combination decision unit configured to decide an internal winning combination based on a result of the determination performed by the numerical range determination unit;
a stop table decision unit configured to decide, based on the result of the determination performed by the numerical range determination unit, a stop table which defines a combination of the symbols to be displayed by the symbol display unit;
a symbol varying unit configured to vary the symbols to be displayed by the symbol display unit based on the detection of the starting operation, the detection being performed by the starting operation detection unit;
a stopping operation detection unit configured to detect a stopping operation; and
a stop control unit configured to perform a stop control for the variation of the symbols to be displayed by the symbol display unit based on the detection of the stopping operation, the detection being performed by the stopping operation detection unit, on the internal winning combination decided by the internal winning combination decision unit, and on the stop table decided by the stop table decision unit,
wherein, as the result of the determination performed by the numerical range determination unit, in a case where the random number value extracted by the random number value extraction unit is not included in any of the plurality of numerical ranges defined by the internal sortition table, or in a case where the random umber value extracted by the random number value extraction unit is included in a predetermined numerical range among the plurality of numerical ranges defined by the internal sortition table, the internal winning combination decision unit decides a predetermined type of the internal winning combination, and
the stop table decision unit decides the stop tables which define combinations of the symbols, the combinations being different from each other, in response to the case where the random number value extracted by the random number value extraction unit is not included in any of the plurality of numerical ranges defined by the internal sortition table and to the case where the random number value extracted by the random number value extraction unit is included in the predetermined numerical range among the plurality of numerical ranges defined by the internal sortition table.
7. A gaming machine, comprising:
a symbol display unit configured to display plural symbols;
a starting operation detection unit configured to detect a starting operation;
a random number value extraction unit configured to extract a random number value based on the detection of the starting operation, the detection being performed by the starting operation detection unit;
a numerical range decision unit configured to decide a numerical range in which the random number value extracted by the random number value extraction unit is included based on an internal sortition table which defines a numerical range in which an internal winning combination relating to winning is decided, and a numerical range in which an internal winning combination relating to non-winning is decided, and on the random number value extracted by the random number value extraction unit;
an internal winning combination decision unit configured to decide the internal winning combination based on the numerical range decided by the numerical range decision unit;
a stop table decision unit configured to decide, based on the numerical range decided by the numerical range decision unit, a stop table which defines a combination of the symbols to be displayed by the symbol display unit;
a symbol varying unit configured to vary the symbols to be displayed by the symbol display unit based on the detection of the starting operation, the detection being performed by the starting operation detection unit;
a stopping operation detection unit configured to detect a stopping operation;
a stop control unit configured to perform a stop control for the variation of the symbols to be displayed by the symbol display unit based on the detection of the stopping operation, the detection being performed by the stopping operation detection unit, on the internal winning combination decided by the internal winning combination decision unit, and on the stop table decided by the stop table decision unit; and
a winning decision unit configured to decide whether or not a prize is won based on the combination of the symbols to be displayed by the symbol display unit,
wherein the internal sortition table defines a plurality of the numerical ranges in which the internal winning combinations relating to the non-winning are decided, and
the stop table decision unit:
decides the stop tables which define the combinations of the symbols, the combinations being different from one another, in response to the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided; and
decides a stop table common to the numerical ranges in which the internal winning combinations relating to the non-winning are decided and to the numerical range in which the internal winning combination relating to the winning is decided.
8. The gaming machine according to claim 7, further comprising:
a symbol specifying unit configured to specify the symbols at predetermined positions based on the detection of the stopping operation, the detection being performed by the stopping operation detection unit,
wherein, when the internal winning combination relating to the winning is decided by the internal winning combination decision unit, the stop control unit:
performs the stop control for the variation of the symbols so that the symbols applying to the internal winning combination relating to the winning can be displayed by the symbol display unit when the symbols applying to the internal winning combination relating to the winning are included in the symbols within a predetermined range from the symbols specified by the symbol specifying unit; and
performs the stop control for the variation of the symbols based on the stop table decided by the stop table decision unit when the symbols applying to the internal winning combination relating to the winning are not included in the symbols within the predetermined range from the symbols specified by the symbol specifying unit.
9. A gaming machine, comprising:
a symbol display unit configured to display plural symbols;
a starting operation detection unit configured to detect a starting operation;
a random number value extraction unit configured to extract a random number value based on the detection of the starting operation, the detection being performed by the starting operation detection unit;
an internal sortition table storage unit configured to store an internal sortition table which defines a plurality of numerical ranges in which internal winning combinations are decided;
an internal winning combination decision unit configured to decide an internal winning combination based on the random number value extracted by the random number value extraction unit, and on the internal sortition table stored by the internal sortition table storage unit;
a symbol varying unit configured to vary the symbols to be displayed by the symbol display unit based on the detection of the starting operation, the detection being performed by the starting operation detection unit;
a stopping operation detection unit configured to detect a stopping operation;
a stop control unit configured to perform a stop control for the variation of the symbols, the variation being performed by the symbol varying unit, based on the detection of the stopping operation, the detection being performed by the stopping operation detection unit, and on the internal winning combination decided by the internal winning combination decision unit;
a winning decision unit configured to decide whether or not a prize is won based on a combination of the symbols to be displayed by the symbol display unit; and
a repeated gaming unit configured to perform a repeated game when a combination of the symbols, the combination relating to the repeated game, is displayed by the symbol display unit,
wherein the internal sortition table storage unit stores a first internal sortition table which defines, as a first size, a numerical range in which an internal winning combination relating to the repeated game is decided, and a second internal sortition table which defines, as a second size larger than the first size, the numerical range in which the internal winning combination relating to the repeated game is decided, each of the first and second internal sortition tables defining a plurality of numerical ranges in which internal winning combinations relating to non-winning are decided,
the stop control unit performs the stop control for the variation of the symbols so that combinations of the symbols, the combinations being different from one another, can be displayed by the symbol display unit in response to the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided, and
when a combination of the symbols, the combination corresponding to a predetermined numerical range among the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided, is displayed by the symbol display unit, the internal winning combination decision unit changes the first internal sortition table to the second internal sortition table, and decides the internal winning combination based on the second internal sortition table and the random number value extracted by the random number value extraction unit.
10. A gaming machine, comprising:
a symbol display unit configured to display plural symbols;
a starting operation detection unit configured to detect a starting operation;
a random number value extraction unit configured to extract a random number value based on the detection of the starting operation, the detection being performed by the starting operation detection unit;
an internal sortition table storage unit configured to store an internal sortition table which defines a plurality of predetermined numerical ranges;
a numerical range decision unit configured to decide a numerical range in which the random number value extracted by the random number value extraction unit is included based on the random number value extracted by the random number value extraction unit and on the internal sortition table stored by the internal sortition table storage unit;
an internal winning combination decision unit configured to decide an internal winning combination based on the numerical range decided by the numerical range decision unit;
a stop table decision unit configured to decide, based on the numerical range decided by the numerical range decision unit, a stop table which defines a combination of the symbols to be displayed by the symbol display unit;
a symbol varying unit configured to vary the symbols to be displayed by the symbol display unit based on the detection of the starting operation, the detection being performed by the starting operation detection unit;
a stopping operation detection unit configured to detect a stopping operation;
a stop control unit configured to perform a stop control for the variation of the symbols to be displayed by the symbol display unit based on the detection of the stopping operation, the detection being performed by the stopping operation detection unit, on the internal winning combination decided by the internal winning combination decision unit, and on the stop table decided by the stop table decision unit;
a winning decision unit configured to decide whether or not a prize is won based on the combination of the symbols to be displayed by the symbol display unit; and
a repeated gaming unit configured to perform a repeated game when a combination of the symbols, the combination relating to a repeated game, is displayed by the symbol display unit,
wherein the internal sortition table storage unit stores a first internal sortition table which defines, as a first size, a numerical range in which an internal winning combination relating to the repeated game is decided, and a second internal sortition table which defines, as a second size larger than the first size, the numerical range in which the internal winning combination relating to the repeated game is decided, each of the first and second internal sortition tables defining a plurality of numerical ranges in which internal winning combinations relating to non-winning are decided,
the stop table decision unit decides the stop tables which define combinations of the symbols, the combinations being different from one another, in response to the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided, and
when a combination of the symbols, the combination being defined in a stop table corresponding to a predetermined numerical range among the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided, is displayed by the symbol display unit, the numerical range decision unit changes the first internal sortition table to the second internal sortition table, and decides the numerical range in which the random number value extracted by the random number value extraction unit is included based on the second internal sortition table and on the random number value extracted by the random number value extraction unit.
11. A gaming machine, comprising:
a symbol display unit configured to display plural symbols;
a starting operation detection unit configured to detect a starting operation;
a random number value extraction unit configured to extract a random number value based on the detection of the starting operation, the detection being performed by the starting operation detection unit;
an internal winning combination decision unit configured to decide an internal winning combination based on an internal sortition table which defines a plurality of numerical ranges in which the internal winning combination is decided and on the random number value extracted by the random number value extraction unit;
a symbol varying unit configured to vary the symbols to be displayed by the symbol display unit based on the detection of the starting operation, the detection being performed by the starting operation detection unit;
a stopping operation detection unit configured to detect a stopping operation;
a stop control unit configured to perform a stop control for the variation of the symbols, the variation being performed by the symbol varying unit, based on the detection of the stopping operation, the detection being performed by the stopping operation detection unit, and on the internal winning combination decided by the internal winning combination decision unit;
an advantageous state operation unit configured to perform an operation of a gaming state advantageous for a player when a specific combination of the symbols is displayed by the symbol display unit; and
a carryover unit configured to perform carryover of a specific internal winning combination relating to the operation of the gaming state advantageous for the player when the specific internal winning combination is decided by the internal winning combination decision unit,
wherein the internal sortition table defines a plurality of numerical ranges in which internal winning combinations relating to non-winning are decided by the internal winning combination decision unit, and
the stop control unit performs the stop control for the variation of the symbols so that combinations of the symbols, the combinations being different from one another, can be displayed by the symbol display unit in response to the plurality of numerical ranges when the carryover of the specific internal winning combination is performed by the carryover unit.
12. A gaming machine, comprising:
a symbol display unit configured to display plural symbols;
a starting operation detection unit configured to detect a starting operation;
a random number value extraction unit configured to extract a random number value based on the detection of the starting operation, the detection being performed by the starting operation detection unit;
a numerical range decision unit configured to decide a numerical range in which the random number value extracted by the random number value extraction unit is included based on an internal sortition table which defines a plurality of predetermined numerical ranges and on the random number value extracted by the random number value extraction unit;
an internal winning combination decision unit configured to decide an internal winning combination based on the numerical range decided by the numerical range decision unit;
a stop table decision unit configured to decide, based on the numerical range decided by the numerical range decision unit, a stop table which defines a combination of the symbols to be displayed by the symbol display unit;
a symbol varying unit configured to vary the symbols to be displayed by the symbol display unit based on the detection of the starting operation, the detection being performed by the starting operation detection unit;
a stopping operation detection unit configured to detect a stopping operation;
a stop control unit configured to perform a stop control for the variation of the symbols to be displayed by the symbol display unit based on the detection of the stopping operation, the detection being performed by the stopping operation detection unit, on the internal winning combination decided by the internal winning combination decision unit, and on the stop table decided by the stop table decision unit;
an advantageous state operation unit configured to perform an operation of a gaming state advantageous for a player when a specific combination of the symbols is displayed by the symbol display unit; and
a carryover unit configured to perform carryover of a specific internal winning combination relating to the operation of the gaming state advantageous for the player when the specific internal winning combination is decided by the internal winning combination decision unit,
wherein the internal sortition table defines a plurality of numerical ranges in which internal winning combinations relating to non-winning are decided by the internal winning combination decision unit, and
the stop table decision unit decides the stop tables which define the combinations of the symbols, the combinations being different from one another, in response to the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided when the carryover of the specific internal winning combination is performed by the carryover unit.
13. A gaming machine, comprising:
a symbol display unit configured to display plural symbols;
a starting operation detection unit configured to detect a starting operation;
a random number value extraction unit configured to extract a random number value based on the detection of the starting operation, the detection being performed by the starting operation detection unit;
an internal sortition table storage unit configured to store an internal sortition table which defines a plurality of numerical ranges in which internal winning combinations are decided;
an internal winning combination decision unit configured to decide an internal winning combination based on the random number value extracted by the random number value extraction unit, and on the internal sortition table stored by the internal sortition table storage unit;
a symbol varying unit configured to vary the symbols to be displayed by the symbol display unit based on the detection of the starting operation, the detection being performed by the starting operation detection unit;
a stopping operation detection unit configured to detect a stopping operation;
a stop control unit configured to perform a stop control for the variation of the symbols, the variation being performed by the symbol varying unit, based on the detection of the stopping operation, the detection being performed by the stopping operation detection unit, on the internal winning combination decided by the internal winning combination decision unit, and on a priority table in which priorities given to types of the internal winning combinations are defined;
a winning decision unit configured to decide whether or not a prize is won based on a combination of the symbols to be displayed by the symbol display unit; and
a repeated gaming unit configured to perform a repeated game when a combination of the symbols, the combination relating to the repeated game, is displayed by the symbol display unit,
wherein the internal sortition table storage unit stores a first internal sortition table which defines, as a first size, a numerical range in which an internal winning combination relating to the repeated game is decided, and a second internal sortition table which defines, as a second size larger than the first size, the numerical range in which the internal winning combination relating to the repeated game is decided, each of the first and second internal sortition tables defining a plurality of numerical ranges in which internal winning combinations relating to non-winning are decided,
the stop control unit performs the stop control for the variation of the symbols so that combinations of the symbols, the combinations being different from one another, can be displayed by the symbol display unit in response to the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided,
when a combination of the symbols, the combination corresponding to a predetermined numerical range among the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided, is displayed by the symbol display unit, the internal winning combination decision unit changes the first internal sortition table to the second internal sortition table, and decides the internal winning combination based on the second internal sortition table and the random number value extracted by the random number value extraction unit,
the second internal sortition table is defined so that the predetermined numerical range among the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided can be entirely included in the numerical range in which the internal winning combination relating to the repeated game is decided, and
the priority table defines, as a highest one, priority given to the internal winning combination relating to the repeated game.
14. A gaming machine, comprising:
a symbol display unit configured to display plural symbols;
a starting operation detection unit configured to detect a starting operation;
a random number value extraction unit configured to extract a random number value based on the detection of the starting operation, the detection being performed by the starting operation detection unit;
an internal sortition table storage unit configured to store an internal sortition table which defines a plurality of predetermined numerical ranges;
a numerical range decision unit configured to decide a numerical range in which the random number value extracted by the random number value extraction unit is included based on the random number value extracted by the random number value extraction unit and on the internal sortition table stored by the internal sortition table storage unit;
an internal winning combination decision unit configured to decide an internal winning combination based on the numerical range decided by the numerical range decision unit;
a stop table decision unit configured to decide, based on the numerical range decided by the numerical range decision unit, a stop table which defines a combination of the symbols to be displayed by the symbol display unit;
a symbol varying unit configured to vary the symbols to be displayed by the symbol display unit based on the detection of the starting operation, the detection being performed by the starting operation detection unit;
a stopping operation detection unit configured to detect a stopping operation;
a stop control unit configured to perform a stop control for the variation of the symbols to be displayed by the symbol display unit based on the detection of the stopping operation, the detection being performed by the stopping operation detection unit, on the internal winning combination decided by the internal winning combination decision unit, and on the stop table decided by the stop table decision unit;
a winning decision unit configured to decide whether or not a prize is won based on the combination of the symbols to be displayed by the symbol display unit; and
a repeated gaming unit configured to perform a repeated game when a combination of the symbols, the combination relating to the repeated game, is displayed by the symbol display unit,
wherein the internal sortition table storage unit stores a first internal sortition table which defines, as a first size, a numerical range in which an internal winning combination relating to the repeated game is decided, and a second internal sortition table which defines, as a second size larger than the first size, the numerical range in which the internal winning combination relating to the repeated game is decided, each of the first and second internal sortition tables defining a plurality of numerical ranges in which internal winning combinations relating to non-winning are decided,
the stop table decision unit decides the stop tables which define the combinations of the symbols, the combinations being different from one another, in response to the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided,
when a combination of the symbols, the combination being defined in a stop table corresponding to a predetermined numerical range among the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided, is displayed by the symbol display unit, the numerical range decision unit changes the first internal sortition table to the second internal sortition table, and decides the numerical range in which the random number value extracted by the random number value extraction unit is included based on the second internal sortition table and on the random number value extracted by the random number value extraction unit,
the second internal sortition table is defined so that the predetermined numerical range among the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided can be entirely included in the numerical range in which the internal winning combination relating to the repeated game is decided, and
the stop control unit performs the stop control for the variation of the symbols so that the combination of the symbols, the combination relating to the repeated game, can be displayed by the symbol display unit more preferentially than the combination of the symbols, the combination being defined in the stop table corresponding to the predetermined numerical range among the plurality of numerical ranges in which the internal winning combinations relating to the non-winning are decided.
US11/395,271 2005-11-30 2006-04-03 Gaming machine Abandoned US20070123333A1 (en)

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JP2005345399A JP2007144035A (en) 2005-11-30 2005-11-30 Game machine
JP2005-345397 2005-11-30
JP2005-345398 2005-11-30
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JP2005345400A JP2007144036A (en) 2005-11-30 2005-11-30 Game machine
JP2005345397A JP2007144033A (en) 2005-11-30 2005-11-30 Game machine
JP2005-345400 2005-11-30
JP2005-345396 2005-11-30
JP2005345401A JP2007144037A (en) 2005-11-30 2005-11-30 Game machine
JP2005345398A JP2007144034A (en) 2005-11-30 2005-11-30 Game machine
JP2005-345395 2005-11-30
JP2005-345401 2005-11-30
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Citations (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US4573681A (en) * 1983-04-08 1986-03-04 Kabushiki Kaisha Universal Slot machine with random number generation

Patent Citations (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US4573681A (en) * 1983-04-08 1986-03-04 Kabushiki Kaisha Universal Slot machine with random number generation

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