Gaming machine

An object of the present invention is to provide a gaming machine that can provide more surprises and greater fun and increase interest in game playing while being distinct from other models by adding a wide variety of representation by moving devices to specific symbols presented on the reels.The present invention provide a gaming machine that can provide more surprises and greater fun and increase interest in game playing while being distinct from other models by adding a wide variety of visual representations by moving device to part of symbols presented on the reels.

This application is based on and claims the benefit of priority from Japanese Patent Application No. 2005-319587, filed on Nov. 2, 2005 the content of which are incorporated herein by reference.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates to a gaming machine. Particularly, the present invention relates to a gaming machine equipped with mechanical reels.

2. Related Art

A slot machine having stop buttons, for example, a so-called pachislot machine, which is a slot machine having stop buttons, has a variable display device constituted by arranging a plurality of mechanical reels showing a plurality of symbols in a front display window or an electric variable display device displaying symbols on reels in a screen. A control device causes each reel to rotate by driving these variable display devices according to a start operation of a player to provide a display that is variable and, after a certain time, causes rotation of each reel to sequentially stop automatically or according to a stop operation of the player. If the symbol of each reel that appears in the display window matches a symbol combination, an award is provided to the player by paying out game media such as coins and medals.

Currently dominant models have a plurality of types of winning modes. Particularly when a predetermined symbol combination occurs a combination is carried out wherein not only are coins paid out once, but also gaming mode better than base gaming mode are set for a predetermined period. Such combinations include one wherein the game can be played a predetermined number of times providing a relatively great award to the player (called “big bonus,” abbreviated henceforth as “BB”) and a combination wherein the game can be played a predetermined number of times providing a relatively small award to the player (called “regular bonus,” abbreviated henceforth as “RB”).

In currently dominant models, to realize winning in which a predetermined combination of symbols lines up along an active payline and have coins or medals paid out, a combination must be won (hereinafter referred to as “internal winning”) through internal lottery process, and also the player is required to perform a stop operation in a timely fashion so as to stop reels in such a way as to display the internally won combination (hereinafter referred to as “internal symbol combination”) on the active line. That is, even if an internally symbol combination occurs, if the player performs a stop operation with incorrect timing, the player cannot win the award. In other words, skills acquired by practicing the timing of a stop operation are required (a Technical intervention called “observation push” is heavily weighted) in mainstream gaming machines.

In such gaming machines, it is known that game representation is improved by having an image generated from image data displayed in a display screen using a liquid crystal display or the like in the front display window (see, for example, Patent Document 1). In this gaming machine, visual representation effects are improved to increase the interest of the player by using a liquid crystal display or the like and displaying images such as predetermined characters.

While the gaming machine has improved visual representation by using a liquid crystal display or the like and controlling image data and the like by digital signals, the visual representation of such gaming machines is lacking in surprises because the representation of image data using a liquid crystal display or the like has been very common in recent years.

Also, regarding the reels in a gaming machine, the symbols presented on the reels show no special originality and merely line up regularly giving a similar impression for almost every gaming machine, reducing the player's fun.

The present invention has been developed in consideration of the above situation and an object thereof is to provide a gaming machine that can provide more surprises and greater fun and increase the interest in game playing while distinguishing itself from other models by adding a wide variety of representation by moving device to specific symbols presented on the reels.

SUMMARY OF THE INVENTION

The first aspect of the invention is the gaming machine comprising a plurality of reels rotatably provided with a plurality of types of symbols on a peripheral face; a plurality of three-dimensional members disposed inside the peripheral face of the reels, each of which is capable of appearing from the peripheral face of each reel; and a plurality of moving device, each of which makes the three-dimensional members freely appear from the peripheral face to an outside and disappear; wherein each of the symbols includes a plurality of planar symbols on the peripheral face of each reel and a plurality of three-dimensional symbols on a surface of each three-dimensional member, and the moving device cause the three-dimensional members to project from the peripheral face to the outside if the reels stop and the symbols displayed in a predetermined area include any of the three-dimensional symbols is provided.

The stopping of the reels includes, in addition to the case of being controlled to stop based on a stop operation by a player shown in an embodiment described later, for example, the case of being controlled to stop by a control device or the like of a gaming machine without relying on the stop button, that is, independent of a stop operation of a player.

The second aspect of the invention is the gaming machine described in the first aspect, characterized in that each of the reels comprises a plurality of light sources disposed inside each three-dimensional member.

Any light source is sufficient and, for example, an LED or a black light may be used. Also, a device that can change colors, luminance, or luminescent symbols, or a combination of them may also be used.

The third aspect of the invention is the gaming machine described in the first aspect, characterized in that each of the reels is connected to each three-dimensional member and comprises a plurality of slewing gears that cause each three-dimensional member to rotate around an axis in a direction perpendicular to the peripheral face. Three-dimensional symbols may also be formed by members that are independent of the reels.

The fourth aspect of the invention is the gaming machine described in the first aspect, wherein three reels arrange side by side and the gaming machine is a slot machine.

The fifth aspect of the invention is the gaming machine described in the first aspect, characterized in that each of the moving device is elastically connected to each three-dimensional member, symbol holes formed in shapes similar to symbols corresponding to the three-dimensional symbols and formed to allow the three-dimensional members to slide are provided on the peripheral face of the reels, and each three-dimensional member frequently appears in a direction perpendicular to the peripheral face from the symbol holes of the peripheral face by expansion and contraction of each moving device.

The sixth aspect of the invention is the gaming machine described in the first aspect, further comprising an image display device displaying images related to a game is provided in front of the reels.

According to the present invention, a gaming machine can be provided that can increase interest in game playing by providing more surprises and fun while being distinct from other models by adding a wide variety of visual representations to part of the symbols presented on the reels by moving device.

DETAILED DESCRIPTION OF THE INVENTION

FIG. 1is a perspective view showing the appearance of the gaming machine1according to an embodiment of the present invention. The gaming machine1is a so-called pachislot machine. This gaming machine1is a gaming machine played by using a game medium such as a card in which information about the play value granted or to be granted to a player is stored, in addition to coins, medals, playballs, and tokens, and a gaming machine played by using medals will be used for the descriptions below.

A panel display part2a, a liquid crystal display part2b, and a fixed display part2care formed as an approximately vertical surface in the front of a front door2. To the rear of the front door2, three reels3L,3C, and3R are freely rotatably provided in a horizontal line. Each of the reels3L,3C, and3R rotates at a constant speed (for example, 80 rotations/min).

Below the panel display part2a, liquid crystal display part2b, and fixed display part2c, an approximately horizontal pedestal part4is formed. A medal input slot10into which medals are inserted is provided on the right side of the pedestal part4. A medal inserted into the input port is credited or betted on a game. On the left side of the pedestal part4, a 1-BET switch11, a 2-BET switch12, and a maximum BET switch13are provided for betting credited medals by pushing the switch.

One push operation of the 1-BET switch11bets one medal from among credited medals on a game, one push operation of the 2-BET switch12bets two medals from among credited medals on a game, and pushing the max BET switch13bets the max number of medals that can be betted in one game.

By operating these BET switches11to13, a payline described later will be enabled. An operation of the BET switches11to13and an operation to insert medals (operation to insert medals to play a game) into the medal input slot10will be called a “BET operation” below. Above the BET switches11to13, an operation part17is provided. The operation part17is operated to display information such as the play history in the liquid crystal display131.

On the left front side of the pedestal part4, a C/P switch14is provided so that a player can switch Credit/Payout of medals won in a game. By switching the C/P switch14, medals are paid out from a medal delivery port15and paid-out medals are detained by a medal receiving part5. On the left and right sides above the medal receiving part5, speakers9L and9R are provided to produce sound effects for game representation.

At the right of the C/P switch14, a start lever6for rotating the above reels by the player's operation and starting the variable display of symbols within the symbol display areas21L,21C, and21R is provided freely rotatably within a predetermined range of angle.

In the front center of the pedestal part4and at the right of the start lever6, three stop buttons7L,7C, and7R to stop the rotation of the three reels3L,3C, and3R respectively are provided. In the present embodiment, basically one game (unit play) starts by the operation of the start lever6and ends when all reels3L,3C, and3R stop.

Here, in the present embodiment, a stop operation (operation of the stop button) when all reels are rotating is called a first stop operation, a stop operation performed after the first stop operation is called a second stop operation, and a stop operation performed after the second stop operation is called a third stop operation. On the rear sides of the respective stop button7L,7C, and7R, stop switches7LS,7CS, and7RS shown inFIG. 8described later are arranged. These stop switches detect an operation (stop operation) of the corresponding stop button.

The panel display part2a, liquid crystal display part2b, and fixed display part2cwill be described with reference toFIG. 2. The panel display part2ais comprised of a bonus game information display part16, BET lamps17ato17c, a payout display part18, and a credit display part19. The bonus game information display part16is composed of a 7-segment LED and displays game information provided as a bonus. The 1-BET lamp17a, 2-BET lamp17b, and max BET lamp17care turned on according to the number of medals (hereinafter referred to as a “BET number”) bet on one game.

The 1-BET lamp17ais turned on when the BET number is one. The 2-BET lamp17bis turned on when the BET number is two. The max BET lamp17cis turned on when the BET number is three. The payout display part18and the credit display part19are each composed of a 7-segment LED and display the number of medals to be paid out when an award is won and the number of credited medals respectively.

The liquid crystal display part2bincludes the symbol display areas21L,21C, and21R, window frame display areas22L,22C, and22R, and a representation display area23. The display contents of the liquid crystal display part2bwill change depending on the rotation and stop modes of the reels3L,3C, and3R, and the operation of the liquid crystal display131described later (SeeFIG. 3described later).

The symbol display areas21L,21C, and21R are provided corresponding to each of reels3L,3C, and3R and display symbols arranged on the reels21L,21C, and21R and various kinds of representation.

A center line8is provided in the symbol display areas21L,21C, and21R as a payline. This payline is enabled when a player performs the operation of pushing any of the BET switches11to13or inserting a medal into the medal input slot10(An enabled payline will be described as an “active line”). The active line is always enabled when the BET number is one or more regardless of the BET number.

Here, in each of the symbol display areas21L,21C, and21R, three positions (upper, middle, lower) are provided as symbol stop positions respectively in a vertical direction. If variable displaying (moving display) of symbols in each of the symbol display areas21L,21C, and21R stops, a symbol is stopped at each of the symbol stop positions provided in each of the symbol display areas21L,21C, and21R then displayed. The payline links the symbol stop position in each of the symbol display areas21L,21C, and21R.

The symbol display areas21L,21C, and21R are in a transparent state at least while the corresponding reels3L,3C, and3R are rotating or the corresponding stop buttons7L,7C, and7R are ready for pushing down so that the player can visually recognize symbols on the reels3L,3C, and3R.

The window frame display areas22L,22C, and22R are provided to frame each of the symbol display areas21L,21C, and21R and represent the window frames of the symbol display areas21L,21C, and21R arranged in front of the reels3L,3C, and3R.

The presentation display area23is an area excluding the symbol display areas21L,21C, and21R and the window frame display areas22L,22C, and22R from the liquid crystal display part2b. The fixed display part2cis an area in which predetermined figures and drawings are shown. Also, one static image or dynamic image may be made to be displayable by combining figures and drawings shown in the fixed display part2cwith images displayed in the presentation display area23.

The presentation display area23has an information area101. The information area101is an area provided below the window frame display areas22L,22C, and22R and is used, for example, when an image indicating internal winning of MB described later is signaled. The information area101looks, for example, as shown inFIG. 10described later when a start operation is performed.

FIG. 3is a perspective view showing an outline of the configuration of the liquid crystal display131. The liquid crystal display131is comprised of a cover glass132, a display board133, a liquid crystal panel134, a light guide plate135, a reflection film136, fluorescent lamps137a,137b,138a, and138b, which are white light sources (including, for example, light of all wavelengths so that no a specific color stands out does not jump to a person's eyes), lamp holders139ato139h, and a flexible board (not shown) composed of a table carrier package on which ICs for driving the liquid crystal panel are mounted and which is connected to a terminal area of the liquid crystal panel134.

The liquid crystal display131is provided on the near side when viewed from the front of the display areas of the reels3L,3C, and3R (that is, on the near side of the display surface). The reels3L,3C, and3R and the liquid crystal display131are provided separately (for example, with a predetermined gap).

The cover glass132and the display board133are made of translucent members. The cover glass132is provided to protect the liquid crystal panel134. Figures and drawings are drawn in areas of the display board133corresponding to the panel display part2aand the fixed display part2c(See FIG.2).

InFIG. 3, illustrations of various display parts (such as the bonus game information display part16, payout display part18and credit display part19) arranged on the rear side of the area of the display board133corresponding to the panel display part2aand electric circuits for operating the BET lamps17ato17care omitted.

The liquid crystal panel134is formed by filling a liquid crystal in a gap part between a transparent board such as a glass plate on which a thin-film transistor layer is formed and an opposite transparent board. The display mode of the liquid crystal panel134is set to normally white. Normally white is a setup in which white is displayed when the liquid crystal is not driven (that is, when no voltage is applied to the liquid crystal panel134). That is, sufficient light reaches the display surface side and thus transmitted light is visible from outside.

Thus, by adopting the liquid crystal panel134set up for normally white, symbols arranged on the reels3L,3C, and3R can visually be recognized through the symbol display areas21L,21C, and21R even if a situation occurs in which the liquid crystal cannot be driven, and therefore a game can be continued. That is, even if a situation occurs in which the liquid crystal cannot be driven, games including rotation of the reels3L,3C, and3R and their stopping can still be played.

The light guide plate135is provided on the rear side of the liquid crystal panel134to lead light from the fluorescent lamps137aand137binto the liquid crystal panel134(illuminate the liquid crystal panel134) and is made, for example, of translucent members (that is, members having a light guiding function) such as an acrylic resin having a thickness of about 2 cm.

The reflection film136is used by forming, for example, a silver evaporated film on a white polyester film or aluminum thin film, and causes light led into the light guide plate135to reflect toward the front side. This illuminates the liquid crystal panel134. The reflection film136is comprised of a reflection area136A and non-reflection areas (that is, transmission areas)136BL,136BC, and136BR. The non-reflection areas136BL,136BC, and136BR are formed by transparent material as light transmission areas to allow incident light to transmit without reflection.

The non-reflection areas136BL,136BC, and136BR are provided at a front position of each symbol to be displayed when rotation of the reels3L,3C, and3R stops. The sizes and positions of the non-reflection areas136BL,136BC, and136BR are formed to match those of the symbol display areas21L,21C, and21R (SeeFIG. 2). In the reflection film136, other areas than the non-reflection areas136BL,136BC, and136BR are the reflection area136A and light led by the light guide plate135is caused to reflect toward the front side by the reflection area136A.

The fluorescent lamps137aand137bare arranged along a top end and bottom end of the light guide plate135and both ends thereof are supported by the lamp holders139a,139b,139g, and139h. The fluorescent lamps137aand137bgenerate light to be led into the light guide plate135.

The fluorescent lamps138aand138bare arranged above and below on the rear side of the reflection film136. Light emitted from the fluorescent lamps138aand138bis reflected on the surface of the reels3L,3C, and3R to enter the non-reflection areas136BL,136BC, and136BR. Then, the incident light passes through the non-reflection areas136BL,136BC, and136BR to illuminate the liquid crystal panel134.

Additional functions of the fluorescent lamps137a,137b,138a, and138bwill be described. First, a function of each lamp when the liquid crystal in the symbol display areas21L,21C, and21R is not driven (that is, no voltage is applied to areas corresponding to the symbol display areas21L,21C, and21R of the liquid crystal panel134) will be described.

Part of light emitted from the fluorescent lamps138aand138bis reflected by a reel sheet310. Since the light passes through the non-reflection areas136BL,136BC, and136BR, and the light guide plate135and the liquid crystal panel134constituting the liquid crystal display131, the player can visually recognize the symbols arranged on the reels.

Also, light emitted from the fluorescent lamps137aand137band led toward the light guide plate135reaches the player's eyes after passing through the liquid crystal panel134. That is, areas of the liquid crystal panel134corresponding to the window frame display areas22L,22C, and22R, and the representation display area23are illuminated by the fluorescent lamps137aand137b.

Next, the function of each lamp when the liquid crystal in the symbol display areas21L,21C, and21R is driven (that is, a voltage is applied to areas corresponding to the symbol display areas21L,21C, and21R of the liquid crystal panel134) will be described.

Part of light emitted from the fluorescent lamps138aand138bis reflected by the reel sheet310. Since part of the light is reflected, absorbed, or transmitted by areas of the liquid crystal panel134where the liquid crystal is driven, the player can visually recognize representation symbols and the like displayed in the symbol display areas21L,21C, and21R.

FIG. 4is a schematic diagram showing the appearance of a reel unit300having the reels3L,3C, and3R. As shown inFIG. 4, the reels3L,3C, and3R are freely rotatably provided in the reel unit300. The reel unit300has an approximately L-shaped frame301and a side plate301a. Brackets302L,302C, and302R are provided in the approximately L-shaped frame301. Stepping motors49L,49C, and49R described later are held by the brackets302L,302C, and302R. The reels3L,3C, and3R are supported by the stepping motors49L,49C, and49R. InFIG. 4, the reel sheet310(FIG. 7) on which symbols are presented, symbol members191and192, and actuators304L,304C, and304R are omitted.

FIG. 5is a perspective view showing the left reel3L of the reel unit300arranged on the left side viewed from the player.

As shown inFIG. 5, the left reel3L has a cylindrical-shaped frame3L′ formed by connecting two circular frames3La of the same shape using a plate-like connecting member3Lb with both circular frames a predetermined distance (for example, a reel width) apart, a plurality of actuators304L whose drive is controlled by a symbol member drive circuit330described later, the symbol members191and192, each of which is driven to slide by each actuator304L, and a cylindrical-shaped rotating member305provided in the center of the cylindrical-shaped frame3L′ to support the actuator304L. The stepping motor49L is provided in the hollow interior of the rotating member305. The rotating member305is connected to the cylindrical-shaped frame3L′ and rotates together with the cylindrical-shaped frame3L′.

The symbol members191and192are provided at an end in the lengthwise direction, of the actuator304L. The symbol members191and192have a presentation surface on which symbols are presented and a three-dimensional part extending in a direction perpendicular to the presentation surface. The three-dimensional part sliding moves symbol holes191′,192′,191″, and192″ described later.

The connecting member3Lb is furnished with the reel sheet310described later (FIG. 7). On the reel sheet310, a plurality of types of symbols193,194,195,196, and197are arranged. At positions where the symbol members191and192are arranged, symbol holes191′ and192′ (FIG. 6A) obtained by hollowing out symbol outlines of the symbol members191and192are provided. The connecting member3Lb also has the symbol holes191″ and192″ provided for sliding the symbol members191and192respectively. The symbol members191and192slide through the symbol holes191′ and192′ and the symbol holes191″ and192″ by expansion and contraction of the actuator304L (FIG. 6A).

FIG. 6Ashows states in which the symbol members191and192are driven to slide by expansion and contraction of the actuator304L.

FIG. 6Bis a schematic diagram showing the normal state, that is, the so-called reel3L rotating state or the state not related to a symbol combination described later. As shown inFIG. 6B, the actuator304L normally is not driven to expand or contract and the presentation surface of symbols of the symbol members191and192has a planar appearance on the surface of the reel L3similarly to other planar symbols of the reel sheet310. On the other hand, if the reel3L stops, as shown inFIG. 6A, the actuator304L is expanded by the symbol member drive circuit330controlled by a CPU31described later so that the symbol members191and192project from the surface of the reel3L.

Though not used in the present embodiment, the symbol members191and192may be constituted using transparent members with luminescent devices such as an LED inside. Also, a luminous configuration may be adopted by arranging luminescent devices such as an LED along the outside edges of the symbols. This will increase the visibility of the player.

FIG. 7shows symbol sequences presented on each of the reels3L,3C, and3R in which 21 multiple symbols are arranged. Each symbol is code-numbered from “00” to “20” and stored in ROM32(FIG. 8) as a data table described later. On each of the reels3L,3C, and3R, a symbol sequence composed of symbols “Red 7”, “Don-chan”, “BAR (symbol 193)”, “Bell (symbol 194)”, “Red cherry (symbol 195)”, “Blue cherry (symbol 196)”, and “Replay (symbol 197)” is presented. Each of the reels3L,3C, and3R is driven to rotate so that each symbol sequence moves in the direction of the arrow inFIG. 7.

In the present embodiment, “Red 7” and “Don-chan” are selected as three-dimensional symbols, but the present invention is not limited to this and other symbols may also adopt three-dimensional symbols.

On each of the reels3L,3C, and3R, “Red 7” and “BAR”, which constitute a symbol combination of MB (continuous actuator related to a second-type special accessory) are in some places arranged at intervals of symbols exceeding the maximum number of sliding pieces (4 in the present embodiment). For example, “Red 7” of the code number04and “Red 7” of the code number14are arranged at intervals of nine symbols.

A combination (combination data) is basically control information in which correspondences between awards to be granted to the player and symbol combinations are established in advance, and is used for stop control of the reels3L,3C, and3R, switching (transition) of gaming mode, and granting of play value. A combined combination has a plurality of correspondences (a set of a plurality of combinations) between awards to be granted to the player and the symbol combinations. A symbol combination to be presented is determined by the timing of the operation of the stop buttons7L,7C, and7R.

The gaming mode in the present embodiment is basically either the base gaming mode or challenge bonus gaming mode (abbreviated as “CB gaming mode” below). The gaming mode can basically be distinguished by the type of internal lottery table used for determining the internal lottery combination and the mode of reel stop control (such as the maximum number of the so-called “number of sliding pieces”). More specifically, the gaming mode can be distinguished by the type of combination likely to achieve internal winning, in a probability of internal winning, the maximum number of sliding pieces and the like. After the left stop button7L is operated, the left reel3L in the CB gaming mode stops within a first time (for example, 75 ms). Otherwise, the left reel3L stops within a second time (for example, 190 ms). That is, a plurality of types of gaming mode with different max times until the reels3L,3C, and3R stop after the stop buttons7L,7C, and7R are operated are provided.

The base gaming mode is composed of a normal interval without carryover, a replay time interval (abbreviated as a “RT interval” below) in which internal winning of a replay is more probable than the normal interval, and a carryover interval with a carryover combination. No internal winning of MB occurs in the carryover interval, and internal winning of the MB may occur in the normal interval and RT interval. Internal winning of a replay is more probable in the RT interval than the normal interval and carryover interval.

Thus, the normal interval, RT interval, and carryover interval basically represent mutually different gaming modes. A carryover combination is a combination in which a corresponding combination of symbols is permitted (permitted according to the internal symbol combination) to line up along the active line in one game or a plurality of games. The carryover combination is contained in the internal symbol combination. A playing interval of the base gaming mode other than the RT interval will be called “non-RT interval” below.

Whether an RT interval occurs or not can be determined based on whether or not an RT game number counter is equal to or more than 1. 50 is set to the RT game number counter when the base gaming mode starts after an MB is realized (step S134inFIG. 30described later). 1 is subtracted from the counter value per game (step S10inFIG. 20described later). If internal winning of an MB occurs, the value of the counter is cleared to 0.

Whether a carryover interval occurs or not can be determined based on the presence/absence of a carryover combination. If an interval has no carryover combination and the value of the RT game number counter is 0, the interval is a normal interval.

The CB gaming mode is basically a gaming mode constituted by games in which “a second-type special accessory” is operating. In the CB gaming mode, the left reel3L is not controlled (the maximum number of sliding pieces is 1) and the maximum number of sliding pieces of other reels is 4. The maximum number of sliding pieces is four in a gaming mode other than the CB gaming mode. The number of sliding pieces is a movement magnitude of symbols after the corresponding stop button is operated.

The CB gaming mode is determined by whether a CB operating flag is on or off. The CB operating flag is information for recognizing whether the gaming mode is the CB gaming mode. A condition for the CB operating flag being updated to on is that an MB operating flag described later is on. A condition for the CB operating flag being updated to off (step S131inFIG. 30described later) is that a game ends.

The MB operating flag is information for recognizing whether an advantageous state has been generated by realization of MB. An expected value of the play value granted to the player relative to the unit play value (for example, one medal betted on a game) used for game playing in the advantageous state is relatively higher than that in the general playing statue (the degree of advantage is relatively high). A condition for the MB operating flag being updated to on is that MB is realized. MB is a continuous accessory actuator related to the second-type special accessory. A condition for the MB operating flag being updated to off is that the number of paid out medals exceeds the number of payable medals (the bonus end number counter becomes 0). The number of payable medals is the number of medals that can be paid out in the game between the time the MB operating flag is updated to on and the time the MB operating flag is updated to off. When an MB is realized, 250 is set as an initial value for the bonus end number counter.

Here, the relationship between the MB operating flag and the CB operating flag between the time the MB operating flag is updated to on and the time the flag is updated to off will be described. When MB is realized, the MB operating flag is updated to on. If the MB operating flag is on, the CB operating flag is updated to on. Then, when the game ends, the CB operating flag is updated to off. If the MB operating flag is on when a game starts, the CB operating flag is updated to on again.

The MB operating flag is updated to off if a condition for updating the MB operating flag to off is satisfied and, when the MB operating flag is updated to off, a state in which the CB operating flag is updated to off will be maintained. When the MB operating flag is on, the CB operating flag is updated to on. That is, after an MB is realized, the CB gaming mode will continue until the MB operating flag is updated to off.

FIG. 8shows a circuit configuration including a main control circuit71controlling the game processing operation of the gaming machine1, peripheral devices electrically connected to the main control circuit71, and a sub-control circuit72controlling the liquid crystal display131, the speakers9L and9R, LEDs100a, and lamps100bbased on control commands transmitted from the main control circuit71.

The main control circuit71has a microcomputer30arranged on a circuit board as a main component thereof, and is also provided with a circuit for random number sampling. The microcomputer30comprises the CPU31that performs a control operation according to preset programs (SeeFIGS. 20 to 32described later) and the ROM32and RAM33, which are storage devices.

A clock pulse generation circuit34generating a standard clock pulse, a frequency divider35, a random number generator36generating a random number to be sampled, and a sampling circuit37are connected to the CPU31. Incidentally, a device for random number sampling may also be constituted by performing random number sampling in the microcomputer30, that is, in the operating program of the CPU31. In this case, the random number generator36and the sampling circuit37can be omitted, or may be remained as a back up for the random number sampling.

In the ROM32of the microcomputer30, the internal lottery table (FIG. 14described later) used for determining random number sampling each time the start lever6is operated (operated to start), stop tables for determining a stop mode of a reel according to a stop button operation, and the like are stored. Also, various control commands for transmission to the sub-control circuit72are stored. The sub-control circuit72never inputs a command or information into the main control circuit71and one-way communication is always performed from the main control circuit71to the sub-control circuit72. In the RAM33, various types of information are stored and various storage areas are set up. For example, information such as internal lottery combinations, carryover combinations, and the current gaming mode is stored in the RAM33.

Main peripheral devices in the circuit ofFIG. 8whose operation is controlled by a control signal from the microcomputer30include the BET lamps (1-BET lamp17a, 2-BET lamp17b, and max BET lamp17c), display parts such as the bonus game information display part16, payout display part18, and credit display part19, a hopper (including a driver for payout) that accommodates medals and pays out the predetermined number of medals according to instructions of a hopper drive circuit41, the stepping motors49L,49C, and49R driving the reels3L,3C, and3R to rotate, and the actuators304L,304C, and304R driving the symbol members191and192to slide.

Moreover, a motor drive circuit39performing drive control of the stepping motors49L,49C, and49R, the hopper drive circuit41performing drive control of the hopper40, a lamp drive circuit45performing drive control of the BET lamps17a,17b, and17c, a display part drive circuit48performing drive control of the display parts such as the bonus game information display part16, payout display part18, and credit display part19, and the symbol member drive circuit330performing drive control of the actuators304L,304C, and304R are connected to an output part of the CPU31. These drive circuits control the operations of each actuator by receiving a control signal such as a drive command output from the CPU31.

The main input signal generators that generate an input signal required by the microcomputer30to generate a control command include the start switch6S, the stop switches7LS,7CS, and7RS, the 1-BET switch11, the 2-BET switch12, and the max BET switch13, the C/P switch14, the medal sensor10S, the reel position detection circuit50, and the payout complete signal circuit51.

The start switch6S detects the operation of the start lever6and outputs a game start command signal (signal to instruct the start of the game). The medal sensor10S detects a medal input into the medal input slot10. The stop switches7LS,7CS, and7RS generate a stop command signal (signal to instruct the stopping of the symbol variables) according to an operation of the corresponding stop buttons7L,7C, and7R. The reel position detection circuit50receives a pulse signal from a reel rotation sensor and supplies a signal for detecting the position of each reel3L,3C, and3R to the CPU31. The payout complete signal circuit51generates a signal for detecting medal payout completion when a counter value (the number of medals paid out from the hopper40) of a medal detection part40S reaches a specified number.

In the circuit ofFIG. 8, the random number generator36generates a random number within a certain numerical range and the sampling circuit37performs sampling of one random number in a timely fashion after the start lever6is operated. By using random numbers sampled in this manner, the internal symbol combinations and the like are determined based on, for example, the internal lottery table (FIG. 14described later) stored in the ROM32. An internal symbol combination (internal symbol combination data) can be said to provide an indirect correspondence between a combination of symbols and the award to be granted to a player via a stop control mode corresponding to the internal symbol combination and the like.

After rotation of the reels3L,3C, and3R is started, the number of driving pulses supplied to each of the stepping motors49L,49C, and49R is counted and the counter value is written into a predetermined area in the RAM33. A reset pulse is obtained per rotation from the reels3L,3C, and3R and these pulses are input into the CPU31via the reel position detection circuit50. Reset pulses obtained in this manner clear the counter value of the driving pulses counted by the RAM33to “0.” Thus, a counter value corresponding to the rotation position within the range of one rotation of each of the reels3L,3C, and3R is stored in the RAM33.

To establish a correspondence between the rotation position of the reels3L,3C, and3R and symbols presented on an outer circumferential surface of the reels, a symbol arrangement table (FIG. 11described later) is stored in the ROM32. In the symbol arrangement table, the correspondences between the code number to be sequentially assigned after each of a certain amount of rotation of each reel3L,3C, and3R and a symbol code showing a symbol provided corresponding to each code number are established.

Moreover, the symbol combination table (FIG. 12described later) is stored in the ROM32. In the symbol combination table, the correspondence between a combination of symbols (combination of symbols corresponding to a symbol combination described later) for realizing a winning combination, the number of medals to be paid out corresponding to the symbol combination described later, and the winning determination code (realization determination code), which is not shown, showing the winning (realization) is established. The symbol combination table is referenced for the stop control of the left reel3L, center reel3C, and right reel3R, winning confirmation after all reels3L,3C, and3R stop, determination of the number of medals to be paid out, and drive control of the symbol members191and192. The symbol combination (symbol combination data) is basically a combination (realization combination) corresponding to a combination of symbols lining up along the active line. An award corresponding to the symbol combination is granted to the player.

If the internal symbol combination is determined by lottery processing (such as internal lottery processing) based on the above random number sampling, the CPU31transmits, when the player operates the stop button7L,7C, or7R, an operation signal transmitted from the stop switch7LS,7CS, or7RS and a signal to perform a stop control operation of the reel3L,3C, or3R based on the determined stop table to the motor drive circuit39.

If, a stop mode indicating winning of an internal symbol combination occurs, the CPU31supplies a drive signal to the symbol member drive circuit330to drive the actuators304L,304C, and304R for a predetermined time. The CPU31also supplies a payout command signal to the hopper drive circuit41to pay out a predetermined number of medals from the hopper40. At this point, the medal detection part40S counts the number of medals paid out from the hopper40and when the counter number reaches a specified number, a medal payout complete signal is input into the CPU31. Based on the medal payout complete signal, the CPU31stops driving the hopper40via the hopper drive circuit41to complete the medal payout processing.

FIG. 9is a block diagram showing the configuration of the sub-control circuit72. The sub-control circuit72is comprised of an image control circuit (g Sub)72aand a sound/lamp control circuit (m Sub)72b. The image control circuit (g Sub)72aand the sound/lamp control circuit (m Sub)72bare each constituted on a different circuit board from that of the main control circuit71.

Communication between the main control circuit71and the image control circuit (g Sub)72ais performed uni-directionally from the main control circuit71to the image control circuit (g Sub)72aand the image control circuit (g Sub)72anever inputs a command or information into the main control circuit71. Communication between the image control circuit (g Sub)72aand the sound/lamp control circuit (m Sub)72bis performed uni-directionally from the image control circuit (g Sub)72ato the sound/lamp control circuit (m Sub)72band the sound/lamp control circuit (m Sub)72bnever inputs a command or information into the image control circuit (g Sub)72a.

The image control circuit (g Sub)72ais comprised of an image control microcomputer81, a serial port82, program ROM83, work RAN84, a calendar IC85, an image control IC86, control RAM87, image ROM (CROM (character ROM))88and video RAM89.

The image control microcomputer81comprises a CPU, an interrupt controller, and an input/output port (the serial port is shown). The CPU in the image control microcomputer81performs various kinds of processing according to control programs stored in the program ROM83based on a command transmitted from the main control circuit71. The image control circuit (g Sub)72ais not equipped with a clock pulse generation circuit, a frequency demultiplexer, a random number generator, or a sampling circuit, but is constituted to perform random number sampling in an operating program of the image control microcomputer81.

The serial port82receives commands and the like transmitted from the main control circuit71. In the program ROM83, control programs (FIGS. 33 to 35described later) executed in the image control microcomputer81, various tables and the like are stored. The work RAM84is constituted as a temporary storage unit for work when the image control microcomputer81executes the control programs. Various kinds of information are stored in the RAM84. For example, information such as an MB notification flag is stored.

The calendar IC85stores date data. An operation part17is connected to the image control microcomputer81. In the present embodiment, an employee of an amusement center should operate the operation part17to set the date and the like. The image control microcomputer81stores the set date information in the calendar IC85based on an input signal transmitted from the operation part17. Date information stored in the calendar IC85will be backed up.

The work RAM84and calendar IC85are backup subjects. That is, even if power supplied to the image control microcomputer81is cut off, power will still be supplied to them to prevent deletion of stored information and the like.

The image control IC86generates an image according to representation content (such as the information mode representation) determined by the image control microcomputer81and outputs the image to the liquid crystal display131(FIG. 10described later). For example, the image control IC86displays an image (dynamic image) of the Don-chan character102described later.

The control RAM87is incorporated in the image control IC86. The image control microcomputer81writes information and the like into the control RAM87and reads information and the like from the control RAM87. In the control RAM87, registers of the image control IC86, a sprite attribute table, and a color palette table are expanded. The image control microcomputer81updates registers of the image control IC86and the sprite attribute table at predetermined intervals.

The liquid crystal display131, the image ROM88, and the video RAM89are connected to the image control IC86. Incidentally, a configuration in which the image ROM88is connected to the image control microcomputer81may also be adopted. In this case, the configuration may prove to be effective in the processing of a large amount of image data such as three-dimensional image data. In the image ROM88, image data, dot data and the like for generating images are stored. The video RAM89is constituted as a temporary storage unit when generating an image using the image control IC86. The image control IC86also transmits a signal to the image control microcomputer81each time the transfer of data of the video RAM89to the liquid crystal display131is completed.

In the image control circuit (g Sub)72a, the image control microcomputer81also controls the sound/lamp representation. The image control microcomputer81determines the type of sound/lamp and output timing based on the determined representation. Then, the image control microcomputer81transmits a command to the sound/lamp control circuit (m Sub)72bvia the serial port at predetermined intervals. The sound/lamp control circuit (m Sub)72bmainly outputs only sound/lamps according to the command transmitted from the image control circuit (g Sub)72a.

The sound/lamp control circuit (m Sub)72bis comprised of a sound/lamp control microcomputer91, a serial port92, program ROM93, work RAM94, a sound source IC95, a power amplifier96, and sound source ROM97.

The sound/lamp control microcomputer91comprises a CPU, an interrupt controller, and an input/output port (the serial port is shown). The CPU in the sound/lamp control microcomputer91performs output processing of sound/lamps according to control programs stored in the program ROM93based on a command transmitted from the image control circuit (g Sub)72a. Also, the LEDs100aand lamps100bare connected to the sound/lamp control microcomputer91. The sound/lamp control microcomputer91transmits an output signal to the LEDs100aand lamps100baccording to a command transmitted from the image control circuit (g Sub)72aat predetermined intervals. This causes the LEDs100aand lamps100bto emit light in a predetermined mode.

The serial port92receives a command and the like transmitted from the image control circuit (g Sub)72a. In the program ROM93, control programs executed in the sound/lamp control microcomputer91and the like are stored. The work RAM94is constituted as a temporary storage unit for work when the sound/lamp control microcomputer91executes the control programs.

The sound source IC95generates a sound source based on a command transmitted from the image control circuit (g Sub)72aand outputs the sound source to the power amplifier96. The power amplifier96is an amplifier and the speakers9L and9R are connected to the power amplifier96. The power amplifier96amplifies a sound source output from the sound source IC95and causes the speakers9L and9R to output the amplified sound source. The sound source RAM97stores sound source data (such as a phrase) for generating a sound source and the like.

Also, a volume controller103is connected to the sound/lamp control microcomputer91. The volume controller103is operable by an employee of an amusement center and the volume output from the speakers9L and9R is controlled. The sound/lamp control microcomputer91performs a control operation to control the sound output from the speakers9L and9R to the input volume based on an input signal transmitted from the volume controller103.

A representative example of the liquid crystal display part2bwill be described with reference toFIG. 10.

As shown inFIG. 10, the Don-chan character102(character image) related to the “Don-chan” symbol may be displayed as a representation in the liquid crystal display part2b. This representation (information) informs the player that MB is an internal symbol combination (carryover combination) and is basically started when a start operation of a game for which MB is internally won is performed in a normal interval. This representation is performed if the MB notification flag described later is on.

However, if a minor combination is also internally won for the game for which MB is internally won in a normal interval, the representation is performed when a start operation of a game whose internal symbol combination is not Replay is performed in a carryover interval on the condition that MB is not realized. The Don-chan character102is displayed continuously until an MB is realized. That is, the Don-chan character102display ends when the MB is realized.

Here, in the present embodiment, if a plurality of combinations is determined as the internal symbol combination, the priority for display of the combinations in the active line is determined using a draw-in priority table (FIG. 17described later). If Replay is internally won in a carryover interval, Replay is drawn in with priority over MB, which is a carryover combination. Replay is a combination that can play a game when realized regardless of the input of any play value.

Under the stop control of the reels in the carryover interval described above, the player can immediately recognize the internal winning of an MB after internal winning of the MB occurs by signaling the above notice on condition that the first game in the carryover interval has started regardless of the internal symbol combination. However, if internal winning of Replay occurs in the carryover interval, the MB basically cannot be realized even if the above notice has started because Replay is drawn with priority over the MB. Thus, it is disadvantageous for a novice that the MB is an internal symbol combination because the MB cannot be realized even though the winning of the MB is announced.

If Replay is realized, on the other hand, the next game can be played without consuming any medals. Thus, the player is assumed to always play the next game without quitting the game in which Replay is realized. Therefore, even if the above notice is not started in a game in which Replay is internally won in a carryover interval, there is no disadvantage for the player to quit the game regardless of the carryover of the MB.

Thus, in the present embodiment, if the above notice has not been made in a carryover interval, the above notice is started on the condition that the internal symbol combination is note replay. Since, after the above notice has started, the above notice continues until an MB is realized, a situation occurs in which the above notice is given in a game in which the internal symbol combination is a replay.

The symbol arrangement table will be described with reference toFIG. 11.

The symbol arrangement table has information of symbols presented on the outer circumferential surface corresponding to the symbol position (code number) of the reels3L,3C, and3R. A combination of symbols lining up along the active line can be grasped based on the symbol arrangement table and the symbol combination table described later.

The symbol combination table will be described with reference toFIG. 12

As shown inFIG. 12, the symbol combination table has information of the symbol combination stopped and presented at each of the stop positions of three symbols linked by one active line and the number of payout medals for each input number of medals (BET number). The symbol combination table is also referenced when, after all reels3L,3C, and3R have stopped, the actuators304L,304C, and304R are moved sliding and the number of payout medals is determined according to a combination of symbols presented along the active line.

If, for example, a winning number described later is 1 (Red cherry), the symbol combination may be Red cherry. If “Red cherry—any—any” line up along the active line, Red cherry becomes the symbol combination. If the input number of the medals is 1, 15 medals are paid out, and if the input number of the medals is 3, 3 medals are paid out. Any indicates any symbol.

Likewise, if, for example, “Red 7—Bell—Bell” line up along the active line, Red 7 bell takes on the symbol combination. If the input number of medals is 1, 12 medals are paid out, and if the input number of medals is 3, 1 medal is paid out. In this case, “Red 7”, which is the symbol member191, is driven to slide. If “Don-chan—Bell—Bell” line up along the active line, Don-chan bell takes on the symbol combination. If the input number of medals is 1, 12 medals are paid out, and if the input number of medals is 3, 1 medal is paid out. Similarly in this case, “Don-chan”, which is the symbol member192, is driven to slide.

If, for example, “Red 7—Red 7—Red 7” (combination of symbols causing the actuator related to the second-type special accessory to operate) line up along the active line, MB1takes on the symbol combination and the gaming mode changes to the CB gaming mode. In this case, all three symbol members191“Red 7” are driven to slide. All three symbol members191“Red 7” may be made to slide at the same time or at random.

In the present embodiment, “Red 7” and “Don-chan” are assigned to the symbol members191and192respectively and, if a combination of symbols related to “Red 7” and “Don-chan” appears, the symbol members191and192are caused to slide, but the present invention is not limited to this and all symbols presented on the reels may be symbol members that slide when the symbol members stop and line up along the active line.

Since the number of combined symbols that cause the continuous actuators for the second-type special accessory to operate is not specified, the number of combined symbols can freely be set. For example, a symbol arrangement that always draws in such as Bell and Replay can be made. For example, if the maximum number of payout medals of the continuous actuator (MB) related to the second-type special accessory is set to 250, 50 games after MB ending and MB internal winning may be adopted as terminating conditions for high-probability Replay.

An internal lottery table determination table will be described with reference toFIG. 13.

The internal lottery table determination table has information of the internal lottery table (FIG. 14described later) corresponding to the gaming mode and the number of times a lottery occurs. In the base gaming mode, the internal lottery table (FIG. 14described later) for the general gaming mode is selected and 9 is basically determined as the number of times the lottery occurs (step S71described later). The number of times the lottery occurs is the number of times the processing required for determining the internal symbol combination is repeated.

More specifically, the number of times of the lottery occurs is the number of times to determine whether or not a random number is within a predetermined range (numerical range indicated by an upper limit and a lower limit corresponding to a winning number described later inFIG. 14). However, for a carryover interval, the number of times the lottery occurs determined as 9 is updated to 7 (step S73described later).

The internal lottery table will be described with reference toFIG. 14. The internal lottery table is set up for each gaming mode and has information of the numerical range indicated by the upper limit and lower limit corresponding to the winning number for each input number of medals.FIG. 14shows an internal lottery table for the base gaming mode. Other internal lottery tables than an internal lottery table for the base gaming mode such as an internal lottery table for the CB gaming mode are omitted.

In a determination (lottery) of the winning number based on an internal lottery table, whether a random number value is within a numerical range indicated by a lower limit and an upper limit corresponding to the winning number is determined in descending order of the winning number identical to the number of times the lottery occurs specified for each gaming mode until the winning number becomes 0. If a random number value is within a numerical range indicated by a lower limit and an upper limit, the corresponding winning number is won. The number of times of determining whether a random number value is within a numerical range indicated by a lower limit and an upper limit corresponding to the winning number is the same as that determined by the internal lottery table determination table inFIG. 13.

If a random number is never within a numerical range indicated by a lower limit and an upper limit until the winning number becomes 0, the winning number will be 0 (loss). A loss of the internal symbol combination means that a combination corresponding to an award of the player has not been won in the internal lottery. Also, a loss in the present embodiment is not a combination corresponding to any play value. A combination of symbols corresponding to a loss as an internal symbol combination can also be considered as any different combination of symbols from the combinations of symbols corresponding to a plurality of preset combinations, but in the present embodiment, it is assumed that no combination of symbols corresponding to a loss is provided.

Since the numerical ranges specified by an upper limit and a lower limit corresponding to each of a plurality of combinations are set to overlap while determining whether a random number is within the numerical range in descending order of the winning number until the winning number becomes 0, a plurality of combinations may be determined as the internal symbol combination. The internal symbol combination is determined based on the winning number that has won, the gaming mode, the number of input medals, and an internal symbol combination determination table (FIG. 15described later).

If, for example, the number of input medals in the base gaming mode (playing intervals other than a carryover interval) is 3 and a random number extracted from a range of 0 to 65535 is 850, first the random number X (850)−lower limit L (544) is calculated for the winning number 9. The result of this calculation yields 0 or larger. Next, the random number X (850)−upper limit U (895) is calculated. The result of this calculation yields 0 or smaller. Thus, the random number is within a numerical range (U≦R≦L) indicated by a lower limit and an upper limit corresponding to the winning number and if the extracted random number is 850, the winning number 9 is won. If the winning number 9 is won, MB2which corresponds to the winning number 9 takes on the internal symbol combination based on an internal symbol combination determination table (FIG. 12) described later.

Next, the random number R (850)−lower limit L (171) is calculated for the winning number 8. Since the result of this calculation yields 0 or larger, then, the random number R (850)−upper limit U (522) is calculated. The result of this calculation yields 0 or larger. Thus, the random number is not within the numerical range indicated by the lower limit and the upper limit and if the extracted random number is 850, the winning number 8 is not won.

By repeating the calculation of the random number R (850)−lower limit L and the calculation of the random number R (850)−upper limit U until the winning number becomes 0 in this manner, whether each of the winning numbers 7 to 1 is won is determined. If the extracted random number is 850, the winning numbers 7 to 2 are not won. In contrast, the lower limit L is 807 and the upper limit U is 1066 for the winning number 1. Thus, if the extracted random number is 850, the winning numbers 1 and 9 are won and, based on the internal symbol combination determination table (FIG. 15) described later, both Red cherry and MB2are determined as the internal symbol combinations.

Since here the number of times the lottery occurs is updated to 7 (step S73inFIG. 25described later) in a carryover interval and there is no chance that the winning number 8 or 9 will win, there is no chance that MB1or MB2is determined as an internal symbol combination based on the internal symbol combination determination table (FIG. 15) described later in the carryover interval. In an RT interval, the upper limit corresponding to the winning number 7 and the number of input medals 1 is changed to 32217 and that corresponding to the number of input medals 3 is changed to 37808 and thus, the probability of internally winning Replay becomes relatively higher than in the normal and carryover intervals. More specifically, the probability of internally winning Replay in an RT interval is 29800/65536 when the number of input medals is 1 or 3. In a non-RT interval, the probability of internally winning Replay is 8980/65536 when the number of input medals is 1 or 3.

In a normal interval, the internal lottery table for base gaming mode has a lottery value 8980 of corresponding to the number of input medals 3 and the winning number 7. In an RT interval, on the other hand, the internal lottery table for base gaming mode has a lottery value of 29800 corresponding to the number of input medals 3 and the winning number 7. Thus, it can be said that a plurality of internal lottery tables for base gaming mode to determine the internal symbol combination are stored.

Here, the expected value K (expected value without consideration of a so-called an “unexpected defeat”) of the number of medals paid out per “one medal” bet on a game will be described. The expected value K can basically be calculated by: {number of payout medals/BET number}×{probability of internal winning} for each internal symbol combination in a probability lottery table and adding them. The probability of internal winning is the value obtained by dividing the lottery value by 65536.

If K is an expected value in an RT interval in the base gaming mode when a game is played with the BET number 3, we obtain K as shown below:

Here, if Replay is realized, the next game can be played without betting any medal, and thus Replay can be considered to be a combination that pays out no medals. Consequently, in the denominator of the internal winning probability, a probability lottery value of Replay (“29800”) is subtracted from “65536.”

Then expected value T of a net increase in the number of medals in a RT interval when 50 games are continued in the RT interval will be determined. Thus, the expected value K and the number of input medals (3×50) are multiplied to determine the number of payout medals and then the number of input medals 150 is subtracted from the calculated number of payout medals to obtain

As described above, the expected value K is smaller than 1. Thus, an RT interval in the base gaming mode in which a game is played with the BET number 3 is disadvantageous to the player. Also, the probability “29800/65536” of winning a replay is set relatively high in the RT interval, as shown by the expected value T, but after playing out 50 games, about 20 to 30 medals decrease and thus the RT interval is basically disadvantageous to the player.

The internal symbol combination determination table will be described with reference toFIG. 15.

The internal symbol combination determination table has information (data) of the internal symbol combination (flag information) corresponding to the winning number. The flag is represented as a binary number. An internal symbol combination1and an internal symbol combination2shown corresponding to the winning number are information to distinguish the internal symbol combination and each of them is 1-byte data. The internal symbol combination2is basically related to a carryover combination.

If the winning number is 0 and the internal symbol combination2is “00000000” in the base gaming mode, the internal symbol combination is a loss. If the winning number is 1 and the internal symbol combination2is “00000001”, the internal symbol combination is Red cherry. If the winning number is 2 and the internal symbol combination2is “00000010”, the internal symbol combination is Blue cherry.

If the winning number is 3 and the internal symbol combination2is “00000100”, the internal symbol combination is Bell. If the winning number is 4 and the internal symbol combination2is “00001000”, the internal symbol combination is Red 7 bell. If the winning number is 5 and the internal symbol combination2is “00010000”, the internal symbol combination is BAR bell. If the winning number is 6 and the internal symbol combination2is “00100000”, the internal symbol combination is Don-chan bell.

If the winning number is 7 and the internal symbol combination1is “00000001”, the internal symbol combination is Replay. If the winning number is 8 and the internal symbol combination1is “00000010”, the internal symbol combination is MB1. If the winning number is 9 and the internal symbol combination1is “00000100”, the internal symbol combination is MB2.

In the CB gaming mode, the internal symbol combination2is “00011111” and the internal symbol combination is the combined combination for any of the winning numbers 0 to 5.

The internal symbol combination (internal symbol combination data) is basically information for identifying a stop control mode and combinations that could become symbol combinations (combinations permitted as symbol combinations). An internal symbol combination can be said to provide an indirect correspondence between a corresponding combination of symbols and an award to be granted to a player via a stop control mode (stop table) corresponding to the internal symbol combination and the like.

A reel stop initial determination table will be described with reference toFIG. 16.

The reel stop initial determination table has information of the stop tables corresponding to each of the stop select counter values 0 to 9. The winning number is basically set to the stop select counter (step S106inFIG. 27). However, if the internal symbol combination is the combined combination, 8 or 9 is set to the stop select counter (step S108inFIG. 27).

The stop tables have information specifying the stop control modes of the reels3L,3C, and3R. More specifically, the stop tables have information of the stop modes (for example, information of the symbol stop positions and that of the numbers of the sliding pieces) of the reels3L,3C, and3R corresponding to the operation timing of the stop buttons7L,7C, and7R by the player. Each stop table is basically constituted so that the corresponding internal symbol combination can be realized.

A draw-in priority table will be described with reference toFIG. 17.

The draw-in priority table has information of the relative priorities when drawing in a combination of symbols corresponding to a combination. “Drawing-in” is basically to cause the reels (reels corresponding to the stop operations), which are the targets of stop control, to stop so that symbols constituting a symbol combination corresponding to a draw-in target combination (hereinafter referred to as “draw-in target symbols”) within the range of the maximum number of sliding pieces are presented at the symbol stop positions linked by the active line (hereinafter referred to as a “active symbol stop position”) The draw-in target combination is a combination (internal symbol combination) corresponding to a symbol combination attempted to line up along the active line.

If, however, in the second stop operation or the third stop operation, symbols constituting a symbol combination corresponding to the draw-in target combination are presented at the active symbol stop position together with the draw-in target symbol corresponding to this stop operation, presenting draw-in target symbols at the active symbol stop position within the symbol display areas21L,21C, and21R linked by the active line linking the active symbol stop position is called “draw-in.”

Replay has the highest draw-in priority. MB has a higher priority than any combination other than Replay. Thus, if Replay is internally won when MB is carried over, Replay is realized by priority. If, on the other hand, a combination other than Replay is internally won when MB is carried over, MB is realized by priority.

Red cherry, Blue cherry, and Bell have a higher priority than Red 7 bell, BAR bell, and Don-chan bell. Thus, when controlling to stop the center and right reels3C and3R in the CB gaming mode, the drawing-in of Red cherry, Blue cherry, and Bell takes precedence over Red 7 bell, BAR bell, and Don-chan bell.

A bonus operation time table will be described with reference toFIG. 18.

The bonus operation time table has information of operating flags updated to on, the value to be set to the bonus end number counter, the number of medals available for game playing, and the allowable number of times to win. The bonus operation time table is referenced in the processing of step S144inFIG. 31described later.

The operating flags are information for identifying the operating gaming mode (current gaming mode). Among the operating flags, an MB operating flag corresponding to the symbol combination is provided.

The bonus end number counter is a counter to count the number of medals paid out in a game between the time when the MB operating flag updated to on and the time when the MB operating flag updated to off.

The internal symbol combination1, internal symbol combination2, and storage areas of the carryover combination and random numbers will be described with reference toFIG. 19.

(1) inFIG. 19shows an internal symbol combination1storage area. In the internal symbol combination1storage area, information (data) of the internal symbol combinations is stored in the 1-byte internal symbol combination1storage area. Bit0(the first bit) in the internal symbol combination1storage area is a storage area corresponding to Replay. Bit1(the second bit) is a storage area corresponding to MB1.

Bit2(the third bit) is a storage area corresponding to MB2. Bit3(the fourth bit) to Bit7(the eighth bit) are unused storage areas. In the internal symbol combination1storage area, an object (combination) corresponding to a bit that is 1 becomes the internal symbol combination. If, for example, “00000010” is stored in the internal symbol combination1storage area (bit1(the second bit) is 1), and the internal symbol combination is MB1.

(2) inFIG. 19shows an internal symbol combination2storage area. In the internal symbol combination2storage area, information (data) of the internal symbol combinations is stored in the 1-byte internal symbol combination2storage area. Bit0(the first bit) in the internal symbol combination2storage area is a storage area corresponding to Red cherry. Bit1(the second bit) is a storage area corresponding to Blue cherry.

Bit2(the third bit) is a storage area corresponding to Bell. Bit3(the fourth bit) is a storage area corresponding to Red 7 bell. Bit4(the fifth bit) is a storage area corresponding to BAR bell. Bit5(the sixth bit) is a storage area corresponding to Don-chan bell. Bit6(the seventh bit) and Bit7(the eighth bit) are unused storage areas. In the internal symbol combination2storage area, an object (combination) corresponding to a bit that is 1 becomes the internal symbol combination. If, for example, “00000010” is stored in the internal symbol combination2storage area (bit1(the second bit) is 1), the internal symbol combination is Blue cherry.

(3) inFIG. 19is a carryover combination storage area. In the carryover combination storage area, information of the carryover combination is stored in the 1-byte carryover combination storage area. Bit1(the second bit) in the carryover combination storage area is a storage area corresponding to MB1. Bit2(the third bit) in the carryover combination storage area is a storage area corresponding to MB2. Bit0(the first bit) and Bit3(the fourth bit) to Bit7(the eighth bit) are unused storage areas. When there is a carryover combination (there is a carryover interval), 1 is stored in bit1(second bit) or bit2(third bit) corresponding to MB1or MB2in the carryover combination storage area (“0000010” or “00000100” is stored in the carryover combination storage area).

The control operation of the main control circuit71will be described with reference to the main flow chart shown inFIGS. 20 and 21.

First, the CPU31is initialized (step S1). More specifically, the storage contents of the RAM33are initialized and communication data is initialized, then the flow proceeds to step S2. In step S2, the storage contents of the RAM33are deleted (cleared). More specifically, data in write permitted areas of the RAM33used in the last game33is deleted, a write operation of parameters required for the next game into the write permitted areas of the RAM33is performed, a start address of a sequence program of the next game is specified and so on.

In step S3, a bonus operation monitoring process described later with reference toFIG. 22is performed, then the flow proceeds to step S4. In step S4, the medal input/start check processing described later with reference toFIG. 23is performed, then the flow proceeds to step S5. In this processing, processing such as changing the BET number based on input from the start switch6S, the medal sensor22S, or the BET switches11to13is performed.

In step S5, a random number for the lottery is extracted, then the flow proceeds to step S6. The random number extracted in this processing is used for internal lottery processing described later. In step S6, the gaming mode monitoring processing described later with reference toFIG. 24is performed, then the flow proceeds to step S7. In step S7, the internal lottery processing described later with reference toFIG. 25is performed, then the flow proceeds to step S8. In step S8, the reel stop initialization processing described later with reference toFIG. 27is performed, then the flow proceeds to step S9.

In step S9, start command transmission is performed, then the flow proceeds to step S10. The start command includes information about the gaming mode, the internal symbol combination and the like and is transmitted to the sub-control circuit72. In step S10, the RT game number counter subtraction processing is performed, then the flow proceeds to step S11inFIG. 21. In the RT game number counter subtraction processing, is subtracted from the RT game number counter value if the counter value is 1 or more.

In step S11inFIG. 21, whether 4.1 seconds have passed since the last reel rotation start is determined. YES for this determination leads to step S13and NO for this determination leads to step S12. In step S12, processing (wait) to kill a game start wait time is performed, then the flow proceeds to step S13. More specifically, until a predetermined number of seconds (such as 4.1 seconds) have passed after starting the last game, processing to invalidate input based on an operation to start a game by a player is performed.

In step S13, rotation start of reels is requested, then the flow proceeds to step S14. In step S14, reel stop control processing described later with reference toFIG. 28is performed, then the flow proceeds to step S15. In step S15, symbol combination search processing described later with reference toFIG. 29is performed, then the flow proceeds to step S16. In step S16, symbol combination transmission is performed, then the flow proceeds to step S17.

In step S17, drive processing of the symbol members described later with reference toFIG. 30is performed, then the flow proceeds to step S18. In step S18, medal payout processing is performed, then the slow proceeds to step S19. In step S19, the bonus end number counter is updated based on the number of payout medals, then the flow proceeds to step S20. If the bonus end number counter value is 1 or more, the counter value is subtracted according to the number of payout medals. In step S20, whether the MB operating flag or CB operating flag is on is determined. YES for this determination leads to step S21and NO for this determination leads to step S22.

In step S21, bonus end check processing described later with reference toFIG. 31is performed, then the flow proceeds to step S21. In step S21, bonus operation check processing described later with reference toFIG. 32is performed, then the flow proceeds to step S2inFIG. 20.

The bonus operation monitoring processing will be described with reference toFIG. 22.

First, the CPU31determines whether the MB operating flag is on (step S31). YES for this determination leads to step S32and NO for this determination leads to step S4inFIG. 20. In step S32, the CB operating flag is updated to on, then the flow proceeds to step S4inFIG. 20.

The medal input/start check processing will be described with reference toFIG. 23.

First, the CPU31determines whether an auto input counter is 0, that is, whether a Replay was realized in the last game (step S41). YES for this determination leads to step S42and NO for this determination leads to step S43. The auto input counter is a counter that counts the number of automatically input medals when the symbol combination is Replay. In step S42, the input of medals is permitted, then the flow proceeds to step S45. In step S43, the number of input medals (input number counter) is updated based on the auto input counter, then the flow proceeds to step S44. The input number counter is a counter that counts the number of input medals.

In step S44, the BET command transmission is performed, then the flow proceeds to step S45. In step S45, whether medal input is permitted is determined. YES for this determination leads to step S46and NO for this determination leads to step S53. In step S46, the medal sensor/BET switch is checked, then the flow proceeds to step S47. More specifically, input from the medal sensor10S or the BET switches11to13is checked.

In step S47, whether a signal from the medal sensor/BET switches has been detected, that is, whether any medal has been input is determined. More specifically, whether a signal from the medal sensor10S or BET switches11to13has been detected is determined. YES for this determination leads to step S48and NO for this determination leads to step S53. In step S48, whether the input number counter value is below the maximum number of input medals is determined. YES for this determination leads to step S49and NO for this determination leads to step S52.

In step S49, 1 is added to the input number counter value, then the flow proceeds to step S50. In step S50, 1 is added to the active line counter value, then the flow proceeds to step S51. The active line counter is a counter to identify, among a plurality of active lines, the number of active lines whose symbol combination has been determined. In step S51, a BET command is transmitted, then the flow proceeds to step S53. In step S52, 1 is added to the credit counter, then the flow proceeds to step S53.

In step S53, whether the number of input medals is 1 or more is determined. YES for this determination leads to step S54and NO for this determination leads to step S45. In step S54, whether the start switch is on is determined. YES for this determination leads to step S5inFIG. 20and NO for this determination leads to step S45.

The gaming mode monitoring processing will be described with reference toFIG. 24.

First, the CPU31determines whether the CB operating flag is on (step S61). YES for this determination leads to step S62and NO for this determination leads to step S63. In step S62, an identifier of the CB gaming mode is stored, then the flow proceeds to step S7inFIG. 20. In step S63, an identifier of the general gaming mode is stored, then the flow proceeds to step S7inFIG. 20. In the gaming mode monitoring processing, as described above, the gaming mode is monitored based on the operating flag (CB operating flag) and information for selecting the type of internal lottery table according to the gaming mode is stored in the RAM33(gaming mode storage area) in step S71inFIG. 25described later.

The internal lottery processing will be described with reference toFIGS. 25 and 26.

First, the CPU31determines the number of times the lottery occurs (step S71) based on the internal lottery table determination table (FIG. 13), then the flow proceeds to step S72. In step S72, whether or not data (information) stored in the carryover combination storage area is 0 (the presence/absence of the carryover combination) is determined. YES for this determination leads to step S74and NO for this determination leads to step S73. Here, NO in step S72is determined when the interval is a carryover interval. In step S73, the number of times the lottery occurs is updated to 7, then the flow proceeds to step S74.

In step S74, the same value as the number of times the lottery occurs is set to a register of the CPU31as the winning number, then the flow proceeds to step S75. This sets “9” for the base gaming mode, “6” for the CB gaming mode, and “7” for the internal winning state as the winning number. In step S75, the internal lottery table determined in step S71is referenced and a lower limit (L) is obtained based on the winning number and the number of input medals, then the flow proceeds to step S76. In step S76, the lower limit (L) is subtracted from the random number (R) stored in the random number storage area in the RAM33(R−L), then the flow proceeds to step S77.

In step S77, a whether cancellation has occurred is determined. More specifically, whether the result of the calculation of (R−L) is negative is determined. YES for this determination leads to step S86inFIG. 26and NO for this determination leads to step S78. Here, YES is determined when the random number is smaller than the lower limit (L>R) and NO is determined when the random number is greater than or equal to the lower limit (R≦L).

In step S78, the internal lottery table determined in step S71is referenced and an upper limit (U) is obtained based on the winning number and the number of input medals, then the flow proceeds to step S79. In step S79, the upper limit (U) is subtracted from the random number (R) stored in the random number storage area in the RAM33(R−U), then the flow proceeds to step S80.

In step S80, whether the value obtained by the subtraction, more specifically the calculation result of (R−U), is “0” is determined. YES for this determination leads to step S82inFIG. 26and NO for this determination leads to step S81. Here, YES is determined when the random number is equal to the upper limit (R=U) and NO is determined when the random number is not equal to the upper limit (R≠U).

In step S81, whether a cancellation has occurred is determined. More specifically, whether the result of the calculation of (R−U) is negative is determined. YES for this determination leads to step S82inFIG. 26and NO for this determination leads to step S86inFIG. 26. Here, YES is determined when the random number is smaller than the upper limit (R<U) and NO is determined when the random number is greater than the upper limit (R>U).

In step S82, the winning number is stored in an internal lottery result information storage area of the RAM33, then the flow proceeds to step S83. In step S83, the internal symbol combination determination table is referenced and the internal symbol combination1and internal symbol combination2are determined based on the winning number, then the flow proceeds to step S84. In step S84, the logical sum of the internal symbol combination2determined in step S83and the internal symbol combination2storage area (FIG. 19) is stored in the internal symbol combination2storage area. Here, a bit corresponding to the minor combination type that has been won is set in the internal symbol combination2storage area.

In step S85, the logical product of the internal symbol combination1and the bonus check data is calculated and the logical sum of the logical product and a carryover combination storage area is stored in the carryover combination storage area, then the flow proceeds to step S86. This stores the determined MB in the carryover combination storage area. Incidentally, the bonus check data is “00010000.” In step S86, the logical sum of the internal symbol combination1and the carryover combination storage area is stored in the internal symbol combination1storage area, then the flow proceeds to step S87. Here, a bit corresponding to MB or Replay that has been won is set in the internal symbol combination2storage area.

In step S87, 1 is subtracted from the number the times of lottery occurs then the flow proceeds to step S88. In step S88, whether or not the number of times the lottery occurs is 0 is determined. YES for this determination leads to step S89and NO for this determination leads to step S74inFIG. 25. Here, YES is determined when the number of times of determining whether a random number R is within a numerical range specified by an upper limit U and a lower limit L is nine times for the general gaming mode, six times for the MB gaming mode, and seven times for the internal win mode (carryover interval). On the other hand, NO is determined when the number of times of making the above determination is less than nine times for the general gaming mode, less than six times for the MB gaming mode, and less than seven times for the internal win mode (carryover interval).

In step S89, the internal symbol combination determination table is referenced and the internal symbol combination1and internal symbol combination2are determined based on the winning number, then the flow proceeds to step S90. In step S90, the logical sum of the determined internal symbol combination2and the internal symbol combination2storage area (FIG. 19) is stored in the internal symbol combination2storage area. In step S91, the logical product of the internal symbol combination1and bonus check data is calculated and the logical sum of the logical product and the carryover combination storage area is stored in the carryover combination storage area, then the flow proceeds to step S92. This stores the carryover combination in the carryover combination storage area. In step S92, the logical sum of the internal symbol combination1and the carryover combination storage area is stored in the internal symbol combination1storage area, then the flow proceeds to step S8inFIG. 20. This ensures that, if a random number R does not belong to any numerical range of the internal lottery table inFIG. 14and step S82to step S86have not been performed, a loss or the carryover combination will be stored in the internal symbol combination1storage area.

The reel stop initialization processing will be described with reference toFIG. 27.

First, the CPU31compares data in the internal symbol combination2storage area with the combined combination check data (“00011111”) (step S101), then the flow proceeds to step S102. In step S102, whether data in the internal symbol combination2storage area and combined combination check data are the same is determined. YES (when the internal symbol combination is the combined combination) for this determination leads to step S108and NO for this determination leads to step S103.

In step S103, whether or not the winning number is 0 is determined. YES for this determination leads to step S104and NO for this determination leads to step S106. In step S104, the logical product of data in the internal symbol combination1storage area and operation combination check data (“00001111”) is calculated, then the flow proceeds to step S105. In step S105, whether or not the logical sum is 0 is determined. YES for this determination leads to step S106and NO (there is a carryover combination) for this determination leads to step S107.

In step S106, the winning number is stored in the stop select counter, then the flow proceeds to step S109. In step S107, data in the internal symbol combination1storage area is converted to a number and 6 is added to the number before storing the result in the stop select counter, then the flow proceeds to step S109. Data is converted to a number by setting 1 if bit0is on (1 is stored in bit0), 2 if Bit1is on (1 is stored in bit1), and 3 if bit2is on (1 is stored in bit2). More specifically, if the data in the internal symbol combination1storage area indicates MB1or MB2, 8 or 9 is respectively stored in the stop select counter.

In step S108, 8 or 9 is stored in the stop select counter, then the flow proceeds to step S109. More specifically, if the internal symbol combination is MB1, the stop select counter is set to 8 and, if the internal symbol combination is MB2, the stop select counter is set to 9. In step S109, the stop table is determined based on a reel stop initialization table, then the flow proceeds to step S9inFIG. 20.

The reel stop control processing will be described with reference toFIG. 28.

First, the CPU31determines whether a pushing operation of an active stop button has been performed, that is, whether there has been input from any of the stop switches7LS,7CS, and7RS (step S111). YES for this determination leads to step S114and NO for this determination leads to step S112. In step S112, whether or not an auto stop timer is 0 is determined. YES for this determination leads to step S113and NO for this determination leads to step S111.

In step S113, information of a rotating reel to the right is set, then the flow proceeds to step S114. Based on this information, for example, when a plurality of reels is rotating, reels automatically stop, starting with the right one. In step S114, the number of sliding pieces is determined based on the internal symbol combination, stop table, and draw-in priority table, then the flow proceeds to step S115. In step S115, the planned stop position (the position at which a symbol is caused to stop) is determined based on the determined number of sliding pieces and the current position of the symbol, then the flow proceeds to step S116. In step S116, a transition to a planned stop position wait state occurs, then the flow proceeds to step S117.

In step S117, a reel stop command transmission is performed, then the flow proceeds to step S118. In step S118, whether or not there is any rotating reel is determined. YES for this determination leads to step S111and NO for this determination leads to step S15inFIG. 21.

The symbol combination search processing will be described with reference toFIG. 29.

First, the CPU31obtains the active line counter (step S121), then the flow proceeds to step S122. When a game starts, 1 is stored in the active line counter (step S50). In step S122, whether or not the active line counter value is 0 is determined. YES for this determination leads to step S16inFIG. 21and NO for this determination leads to step S123. The active line counter value becomes 0 when a symbol combination search for one active line is completed.

In step S123, the symbol combination is determined based on the symbol combination table (FIG. 12), then the flow proceeds to step S124. In step S124, a logical sum of the symbol combination and the symbol combination storage area is stored in the symbol combination storage area, then the flow proceeds to step S125. In step S125, the number of payout medals is determined based on the symbol combination and the number of input medals, then the flow proceeds to step S126. In step S126, the active line to be searched is changed, then the flow proceeds to step S127. In step S127, 1 is subtracted from the active line counter value, then the flow proceeds to step S122.

The drive processing of the symbol members191and192will be described with reference toFIG. 30.

First, the CPU31identifies the symbol member191or192corresponding to the symbol combination (step S191), then the flow proceeds to step S192. In step S192, the symbol member191or192corresponding to the symbol combination is driven, then the flow proceeds to step S193. In step S193, whether a drive time of the symbol member191or192has passed a predetermined time (for example, 2 seconds) is determined. NO for this determination leads to step S192and YES for this determination leads to step S18inFIG. 21.

The bonus end check processing will be described with reference toFIG. 31.

First, the CPU31updates the CB operating flag to off (step S131), then the flow proceeds to step S132. In step S132, whether or not the bonus end number counter value is 0 is determined. YES for this determination leads to step S133and NO for this determination leads to step S21inFIG. 21. In step S133, the bonus end processing is performed, then the flow proceeds to step S134. In step S134, 50 is stored in the RT game number counter, then the flow proceeds to step S21inFIG. 21.

The bonus operation check processing will be described with reference toFIG. 32.

First, the CPU31determines whether the symbol combination is Replay (step S141). YES for this determination leads to step S142and NO for this determination leads to step S143. In step S142, the input number counter is copied to the auto input counter, then the flow proceeds to step S145. More specifically, in step S145, the same number as that of input medals for the game is set (auto input) to the auto input counter.

In step S143, whether the symbol combination is MB is determined. YES for this determination leads to step S144and NO for this determination leads to step S2inFIG. 20. In step S144, the MB operation time processing is performed based on the bonus operation time table then proceeding to step S145. In the MB operation time processing, the MB operation time flag is updated to on and the bonus end number counter is set to250. In step S145, the carryover combination is cleared then proceeding to step S2.

Interrupt processing by controlling the main CPU (CPU31) will be described with reference toFIG. 33. This periodic interrupt processing is performed every 1.1173 ms.

First, the CPU31saves the registers (step S151), then the flow proceeds to step S152. In step S152, input port check processing is performed, then the flow proceeds to step S153. More specifically, input or the like from the start switch6S by pushing the start lever6is checked for. In step S153, reel control processing is performed, then the flow proceeds to step S154. More specifically, information indicating a reel to be controlled is set as a reel identifier to control driving of the reel.

In step S154, lamp/7segment drive processing is performed, then the flow proceeds to step S155. More specifically, the BET lamps17ato17care caused to turn on based on the number of medals bet on the game. Also, the number of credited medals, the number of payout medals when a combination is realized and the like are displayed in the credit display part19. In step S155, the registers are restored to end the periodic interrupt processing.

The reset interrupt processing by the sub-CPU (image control microcomputer81) will be described with reference toFIG. 34.

The image control microcomputer81is constituted so that power is first turned on and a reset interrupt is caused by applying a voltage to the reset terminals. Then, based on generation of the interrupt, “reset interrupt processing by the sub-CPU” stored in the program ROM83is sequentially performed.

First, the image control microcomputer81initializes the work RAM84, control RAM87, video RAM89and the like (step S161), and then the flow proceeds to step S162. In step S162, command reception processing described later with reference to35is performed, then the flow proceeds to step S163. In the command reception processing, symbol data by the LEDs100a, speakers9L and9R, liquid crystal display131, lamps100band the like is determined in accordance with the type and information of the received command. In step S163, command (command in accordance with the determined symbol data to each control circuit such as the LEDs100a) output processing for outputting a command to the sound/lamp control circuit (m Sub)72bis carried out, then the flow proceeds to step S161.

The command reception processing will be described with reference toFIG. 35.

First, the sub-control circuit72determines whether any command has been received (step S171). YES for this determination leads to step S172and NO for this determination leads to step S163inFIG. 33. In step S172, processing at a jump destination is determined based on a jump table and the processing is performed before, basically, proceeding to step S163inFIG. 34. Processing at the jump destination includes start processing (FIG. 36described later).

The start processing will be described with reference toFIG. 36. The start processing is performed when a start operation is performed.

First, the sub-control circuit72determines whether the MB notification flag is on (step S181). YES for this determination leads to step S163inFIG. 34and NO for this determination leads to step S182.

The MB notification flag is information for identifying whether to notify the player that MB has been won in a carryover interval. Conditions for updating the MB notification flag to on are that only MB is internally won in a normal interval, that is, MB is not internally won together with a minor combination and a combination other than Replay is internally won for the first time after starting a carryover interval. A condition for updating the MB notification flag to off is that a carryover interval ends.

In step S182, whether or not a carryover interval occurs is determined. YES for this determination leads to step S186and NO for this determination leads to step S183. In step S183, whether an MB is contained in the internal symbol combination is determined. YES for this determination leads to step S184and NO for this determination leads to step S163inFIG. 34. In step S184, whether a minor combination is contained in the internal symbol combination is determined. YES for this determination leads to step S163inFIG. 34and NO for this determination leads to step S185.

In step S185, the MB notification flag is updated to on, then the flow proceeds to step S163inFIG. 34. If the MB notification flag is updated to on, information shown inFIG. 10is signaled until the current carryover interval ends. In step S186, whether Replay is contained in the internal symbol combination is determined. YES for this determination leads to step S163inFIG. 34and NO for this determination leads to step S187. In step S187, the MB notification flag is updated to on, then the flow proceeds to step S163inFIG. 34.

In the present embodiment, “Red 7” and “Don-chan” are selected as symbol members on each of the reels3L,3C, and3R, but the present invention is not limited to this and symbol members may be used for all symbols to drive them to slide. By enabling all symbol members to be driven to slide, symbol members can be moved sliding not only when certain symbols appear, but also when expectations are raised due, for example, to appearance of a combination of symbols just before winning.

Symbol members may also be allowed to rotate while they are made to project from the surface of each of the reels3L,3C, and3R. This can help with “sharpshooting” so that even a novice can enjoy game playing. Furthermore, symbol members may be constituted so that, after causing the symbol members to project from the surface of each of the reels3L,3C, and3R, they are rotated or the like. This can help to give more surprises to the player with a presentation other than sliding, even in a gaming machine with not much room available for the sliding distance.

So far, an embodiment according to the present invention has been described, but the present invention is not limited to this embodiment. For example, in addition to the pachislot machine of the present embodiment, the present invention can also be applied to other gaming machines such as slot machines.

Here,FIG. 37shows a perspective view of an appearance of a slot machine400. In the case of the slot machine400, when a player performs an operation of a start button401(start switch) or an operation lever402, this establishes a game condition. A control device (not shown) drives reels403L,403C, and403R of a symbol variable device (not shown) to rotate and, at the same time, samples a random number to determine whether the sampled value corresponds to a winning combination by referencing a predetermined table. Then, based on this determination result, the control device determines the symbols to be presented in display windows404L,404C, and404R when the reels stop and, after a predetermined time passes, performs a control operation to stop rotation of the reels403L,403C, and403R to grant a play value to the player. In this way, the present invention can also be applied to a controlled slot machine400. The control to stop the reels is not limited to the passage of a predetermined time, as described above and, instead, a condition of a play value such as the number of coins or the like may be imposed. Also, these may be changed at appropriate times.

According to the present invention, as described above, first, by using three-dimensional symbols (for example, the symbols members191and192) having moving device (for example, the actuators304L,304C, and304R) that can appear from the outer circumferential surface of reels to the outside of the reel surface in parts of the reel symbols and causing these three-dimensional symbols to project in a direction perpendicular to the outer circumferential surface of the reels using the moving device, it becomes possible for the three-dimensional symbols to appear from the outer circumferential surface of the reels or more out and back. This makes it possible, for example, to add visual representations to reel symbols and the player can enjoy playing games while perceiving surprises and fun in the behavior of such three-dimensional symbols.

By linking such visual representations using three-dimensional symbols with other representations such as liquid crystal displays (for example, the liquid crystal display131), indication lamps (for example, the LEDs100aand lamps100b), and speech output devices (for example, the speakers9L and9R), more still fun can be provided.

Furthermore, if reels are caused to rotate while three-dimensional symbols are projected from the reels, visibility of symbols is improved and, for example, “sharpshooting” can be helped so that even a novice can have more fun playing the game.

Also, second, by providing a light source, that is, a luminescent device such as an LED inside a three-dimensional symbol, in addition to a projecting operation of the three-dimensional symbol, representation by light can also be added, further increasing the degree of an attention to symbols. This makes it possible for a player to enjoy unconventional surprises and fun because the player can play games while visually recognizing changes in the color of symbols changing in a variety of ways.

Moreover, third, since a player can, for example, play games while visually recognizing changes of three-dimensional symbols and the like changing in a variety of ways by providing a slewing gear (for example) in a reel that causes three-dimensional symbols to rotate, the player can play games while perceiving unconventional surprises and fun.

Furthermore, fourth, if used in a slot machine, game playing results by reels are presented on a larger scale than other gaming machines such as a pinball gaming machine and thus games can be played while perceiving representations with more visual impact. Therefore, the player can, for example, enjoy playing games while perceiving unconventional surprises and fun, further increasing interest in the game.