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CN1781568A - Gaming machine - Google Patents

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Publication number
CN1781568A
CN1781568A CNA2005101269637A CN200510126963A CN1781568A CN 1781568 A CN1781568 A CN 1781568A CN A2005101269637 A CNA2005101269637 A CN A2005101269637A CN 200510126963 A CN200510126963 A CN 200510126963A CN 1781568 A CN1781568 A CN 1781568A
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game
image
sound
reading
read
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冈田和生
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Universal Entertainment Corp
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Aruze Corp
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Abstract

提供一种游戏机,能在预定时间,提供与读取对象有关的图象和/或声音。例如,预定时间可以包括当基本游戏状态转变到特殊游戏状态时的时间。如果当将人物塑像13A至13C的一个放在投币游戏机上时,玩家玩游戏,投币游戏机1从内置的IC标签读取人物塑像的类型,基于读取的人物塑像类型,效果图象被指定为对应于人物塑像的外观的图象。当游戏状态转变到奖励游戏时,或当游戏状态转变到高概率模式时,可以执行通知效果来通知玩家。

Figure 200510126963

Provided is a game machine capable of providing images and/or sounds related to reading objects at predetermined times. For example, the predetermined time may include the time when the base game state transitions to the special game state. If the player plays the game when one of the figures 13A to 13C is placed on the slot machine, the slot machine 1 reads the type of the figure from the built-in IC tag, based on the read figure type, the effect image An image assigned to correspond to the appearance of the figure. A notification effect may be implemented to notify the player when the game state transitions to a bonus game, or when the game state transitions to a high probability mode.

Figure 200510126963

Description

游戏机game console

技术领域technical field

本发明涉及在包括基本游戏状态和特定游戏状态的多个游戏状态中,玩游戏的游戏机,以及更具体地说,涉及这样一种游戏机,当游戏状态转变到特殊游戏状态时,在所述特殊游戏状态向玩家提供更多有利条件以便能使玩家对游戏产生更大期望感,显示对应于读取对象的图象,并且能够实现具有各种特色的游戏。另外,本发明涉及这样一种游戏机,可以在游戏中,在预定时间生成对应于各种游戏状态的各种声音的游戏机,并且特别地涉及这样一种游戏机,其输出与读取对象有关的声音。而且本发明涉及这样一种游戏机,其包括基于游戏状态,显示图象的显示控制装置,并且特别地涉及这样一种游戏机,其能根据基于读取对象游戏历史改变的各种参数,显示对应于读取对象的改变的图象。The present invention relates to a game machine for playing games in a plurality of game states including a basic game state and a specific game state, and more particularly, to a game machine that, when the game state transitions to a special game state, The above-mentioned special game state provides more advantages to the player so that the player can have a greater sense of expectation for the game, displays an image corresponding to the read object, and can realize a game with various characteristics. In addition, the present invention relates to a game machine that can generate various sounds corresponding to various game states at predetermined times during a game, and particularly to a game machine that outputs and reads objects about the sound. Furthermore, the present invention relates to a game machine including a display control device for displaying an image based on the state of the game, and particularly to a game machine capable of displaying Corresponds to the changed image of the read object.

背景技术Background technique

传统地,游戏机,诸如投币游戏机和纸牌游戏机当用户将游戏媒介,诸如硬币插入游戏机时,可以开始执行游戏以及基于在游戏机内实施的内部抽选结果,接着显示游戏结果(例如在投币游戏机中,沿胜出行,停止和显示预定符号,以及在纸牌游戏机中,显示抽出纸牌的类型。)然后,游戏配置成基于游戏结果,支付预定量的游戏媒介。Conventionally, gaming machines, such as slot machines and poker machines, when a user inserts a game medium, such as coins, into the gaming machine, game execution can be started and based on an internal lottery result implemented in the gaming machine, the game result ( For example, in a slot machine, predetermined symbols are stopped and displayed along a winning row, and in a card game machine, a type of card drawn is displayed.) Then, the game is configured to pay out a predetermined amount of game media based on the game result.

在上述游戏机中,通常做成游戏由多个游戏状态组成以便游戏不会变得单调和可以在预定时间,频繁地改变游戏状态。例如,日本未审专利申请No.2002-53787中所示的投币游戏机除基本游戏状态外,还具有当在预定地方停止和显示预定符号时启动的奖励游戏状态。通常,这种奖励游戏设置成处于对玩家来说,比平常更有利以及玩家能获得更多游戏媒介的游戏状态。然后,在转变到奖励游戏后,输出某一图象和音乐以便告知玩家该转变。In the above game machine, the game is usually made up of a plurality of game states so that the game does not become monotonous and the game state can be frequently changed at a predetermined time. For example, the slot machine shown in Japanese Unexamined Patent Application No. 2002-53787 has, in addition to the basic game state, a bonus game state activated when a predetermined symbol is displayed and stopped at a predetermined place. Typically, such bonus games are set in a game state that is more favorable to the player than usual and where the player obtains more game media. Then, after the transition to the bonus game, a certain image and music are output to inform the player of the transition.

通常实现根据游戏状态,提供各种效应。例如,日本未审专利公开号No.2004-57221公开了一种游戏机,如果存在当停止最后一转轮同时按预定顺序,停止多个旋转轮的机会,通过灯光系统,将声音效果和照明增加到游戏状态。因此,可以向玩家提供更吸引人的游戏方面。Usually the implementation provides various effects depending on the game state. For example, Japanese Unexamined Patent Publication No. 2004-57221 discloses a game machine that, if there is an opportunity to stop multiple reels in a predetermined order while stopping the last reel, through a lighting system, sound effects and lighting added to the game state. Therefore, more attractive aspects of the game can be provided to the player.

然而,在上述日本未审专利公开号Nos.2002-53787或2004-57221中公开的投币游戏机中,对每个游戏机,初始设置预告通知游戏状态将改变或已经改变游戏状态的效果内容。更具体地说,即使当游戏状态打算转变到奖励状态,对玩家更有利的游戏状态,游戏机仅提供图象或声音效果,而与玩家的实际动作无关,以致玩家可能未感觉游戏的刺激或对游戏丢失兴趣。However, in the slot machine disclosed in the above-mentioned Japanese Unexamined Patent Publication Nos. 2002-53787 or 2004-57221, for each gaming machine, an initial setting notice notifies that the game state will change or has changed the effect content of the game state. . More specifically, even when the game state is intended to transition to a bonus state, a game state that is more beneficial to the player, the gaming machine only provides image or sound effects, regardless of the actual action of the player, so that the player may not feel the excitement or excitement of the game. Lost interest in the game.

同时,在一些传统的游戏机中,玩家预先购买游戏卡和人物塑像以及通过作为允许玩家参与游戏的工具的这些游戏卡或人物塑像玩游戏。这些游戏机仅设计成通过允许预先存储在每张纸牌或人物塑像中的信息一律反映在显示器上出现的角色和物品的参数和其他中来实施游戏。Meanwhile, in some conventional game machines, players purchase game cards and figures in advance and play games with these game cards or figures as a tool for allowing players to participate in games. These gaming machines are only designed to implement the game by allowing the information pre-stored in each card or figure to be uniformly reflected in the parameters and others of the characters and items appearing on the display.

发明内容Contents of the invention

然而,未来,期望游戏卡、人物塑像和其他不仅用于允许玩家参与游戏,而且使游戏更多样化以便这些游戏卡、人物塑像和其他不仅仅简单地反映在游戏的角色、物品和其他上。However, in the future, it is expected that game cards, figurines, and others are used not only to allow players to participate in the game, but to make the game more diverse so that these game cards, figure figures, and others are not simply reflected in the game's characters, items, and other features. .

在本发明中,根据由玩家使用的读取对象,可以改变通知游戏结果的形式。因此,游戏机可以基于与玩家的实际动作有关的信息内容,提供新效果。游戏机还向玩家提供读取对象影响游戏结果的感觉。因此,根据本发明,读取对象可以使游戏机具有各种游戏。例如,可以基于游戏状态,实现对应于读取对象输出声。同时,可以通过逐渐改变对应于使用该对象的次数的图象,实现该效果。In the present invention, according to the reading object used by the player, the form of notifying the game result can be changed. Thus, the gaming machine can provide new effects based on information content related to the player's actual actions. The gaming machine also provides the player with the feeling that reading objects affects the outcome of the game. Therefore, according to the present invention, the reading object can make the gaming machine have various games. For example, based on the state of the game, outputting sound corresponding to the read object can be implemented. Meanwhile, the effect can be achieved by gradually changing the image corresponding to the number of times the object is used.

为实现上述目的,根据本发明,提供一种游戏机(例如投币游戏机1),包括:图象显示装置(例如,下部液晶显示器4),用于显示图象;游戏控制装置,用于通过包括基本游戏状态和比在基本游戏状态中,向玩家提供更多有利条件的特殊游戏状态的多个游戏状态,实施游戏;显示控制装置,用于基于由游戏控制装置实施的游戏状态,控制图象显示装置的显示,其中,游戏机包括:读取对象,存储预定标识信息(例如人物塑像ID)和读取装置(例如IC标签读/写器107),用于读取在该读取对象中存储的标识信息,其中,当基本游戏状态转变到特殊游戏状态时,该显示控制装置以能显示对应于读取对象的图象(例如效果图象130-133)的方式,基于由该读取装置读取的标识信息,控制图象显示。To achieve the above object, according to the present invention, a game machine (such as a slot machine 1) is provided, comprising: an image display device (such as a lower liquid crystal display 4) for displaying images; a game control device for The game is implemented through a plurality of game states including a basic game state and a special game state that provides more advantages to the player than in the basic game state; display control means for controlling the game state based on the game state implemented by the game control means The display of the image display device, wherein the game machine includes: read objects, store predetermined identification information (such as figure ID) and reading means (such as IC tag reader/writer 107), for reading The identification information stored in the object, wherein, when the basic game state transitions to the special game state, the display control means can display the image corresponding to the read object (for example, the effect image 130-133), based on the The identification information read by the reading device is used to control image display.

另外,提供一种游戏机(例如投币游戏机1),包括:图象显示装置(例如上部液晶显示器4),用于显示图象;以及显示控制装置,用于基于游戏状态,控制该图象显示装置;其中,游戏机进一步包括读取对象(例如IC标签93),存储预定标识信息(例如人物塑像ID)和读取装置(例如IC标签读/写器107),用于读取在该读取对象中存储的标识信息;历史存储装置(例如IC标签93),用于存储读取对象的游戏历史;更新装置,用于根据游戏进度,更新在该历史存储装置中存储的游戏历史;参数存储装置,用于存储对应于读取对象的可变参数;以及参数改变装置,用于基于由该更新装置更新的游戏历史,按多级改变可变参数,其中,该显示控制控制该图象显示装置基于由该读取装置读取的标识信息和在可变参考存储装置中存储的可变参数,在预定时间,显示对应于读取对象和在该可变参数存储装置中存储的可变参数的图象(例如初步通知效果图象320-325)。In addition, there is provided a game machine (for example, a slot machine 1) comprising: image display means (for example, an upper liquid crystal display 4) for displaying an image; Like a display device; Wherein, the game machine further includes a reading object (such as an IC tag 93), stores predetermined identification information (such as a figure ID) and a reading device (such as an IC tag reader/writer 107), for reading The identification information stored in this reading object; History storage device (such as IC tag 93), is used to store the game history of reading object; Update device, is used for according to game progress, updates the game history stored in this history storage device ; parameter storage means for storing variable parameters corresponding to the read object; and parameter changing means for changing the variable parameters in multiple stages based on the game history updated by the updating means, wherein the display control controls the The image display means, based on the identification information read by the reading means and the variable parameters stored in the variable reference storage means, at a predetermined time, displays the Images of variable parameters (eg, preliminary notification effect images 320-325).

另外,在该实例中,提供有利于玩家的条件的特殊游戏状态包括允许玩家实施游戏,而不插入游戏媒介,诸如奖章的“自动游戏状态”以及“高概率模式状态”,其中,提供比平常或正常状态,更高概率地获得胜出组合。因此,从基本游戏状态转变到特殊游戏状态的游戏状态的条件包括在投币游戏机中,在预定位置停止和显示预定符号的情形,获得JP(累积赌注)的情形、支付率已经变得低于预定值(例如80)的情形,以及从开始游戏以来,预定时间已过的情形。另外,允许曾经转变的特殊游戏状态返回到基本游戏状态的条件包括在投币游戏机中停止和显示预定符号的情形、支付率超出预定值(例如90%)的情形、从开始高概率模式以来预定时间周期已过的情形,以及从开始高概率模式以来,已经支付预定多个信用的情形。In addition, in this example, special game states that provide conditions favorable to the player include allowing the player to play the game without inserting the game medium, an "automatic game state" such as a medal, and a "high probability mode state" that provides more than usual Or in a normal state, the winning combination is obtained with a higher probability. Therefore, the conditions of the game state transition from the basic game state to the special game state include, in the slot machine, a situation where a predetermined symbol is stopped and displayed at a predetermined position, a situation where JP (Jackpot) is obtained, a payout rate has become low In the case of a predetermined value (for example, 80), and in the case of a predetermined time elapsed since the start of the game. In addition, the conditions that allow the special game state once transitioned to return to the basic game state include a situation where a predetermined symbol is stopped and displayed in the slot machine, a situation where the payout rate exceeds a predetermined value (for example, 90%), a situation since the start of the high-probability mode. Situations where a predetermined period of time has elapsed, and where a predetermined number of credits have been paid since the start of the high probability mode.

在该实例中,在本说明书中所述的“可变参数”定义为下述实施例中的角色级和基于游戏历史,角色级逐步从级1改变(生长)到级4。In this instance, "variable parameters" described in this specification are defined as character levels in the following embodiments and based on game history, character levels change (grow) from level 1 to level 4 step by step.

(1)一种游戏机(例如投币游戏机1)包括:图象显示装置(例如下部液晶显示器4),用于显示图象;游戏控制装置,用于通过包括基本游戏状态和比在基本游戏状态中,向玩家提供更多有利条件的特殊游戏状态的多个游戏状态,实施游戏;显示控制装置,用于根据由游戏控制装置实施游戏的游戏状态的一个,控制在图象显示装置上显示的图象;读取对象,存储预定标识信息;以及读取装置(例如IC标签读/写器107),用于读取在读取对象中存储的标识信息,其中,当游戏状态从基本游戏状态转变到特殊游戏状态时,显示控制装置控制图象显示装置,基于由读取装置读取的标识信息,显示对应于读取对象的图象。(1) A game machine (such as a slot machine 1) includes: an image display device (such as a lower liquid crystal display 4) for displaying an image; In the game state, a plurality of game states of special game states that provide more favorable conditions to the player implement the game; the display control device is used to control one of the game states in which the game is implemented by the game control device on the image display device Displayed image; read object, store predetermined identification information; and reading device (such as IC tag reader/writer 107), be used to read the identification information stored in the read object, wherein, when the game state changes from basic When the game state transitions to the special game state, the display control means controls the image display means to display an image corresponding to the read object based on the identification information read by the reading means.

(2)根据(1)的游戏机,进一步包括:图象存储装置(例如图象ROM),用于存储对应于各个类型的对象的多个图象,其中,读取对象包括各个对象类型,图象信息选择装置,用于从在该图象存储装置中存储的其他图象信息选择图象信息,其中,被选图象信息对应于存储已经由该读取装置读取的标识信息的读取对象,其中,该显示控制装置控制该图象显示装置以便基于由该图象信息选择装置选择的图象信息显示图象。(2) The game machine according to (1), further comprising: an image storage device (such as an image ROM) for storing a plurality of images corresponding to each type of object, wherein the read object includes each object type, Image information selecting means for selecting image information from other image information stored in the image storage means, wherein the selected image information corresponds to the reading that stores the identification information that has been read by the reading means object, wherein the display control means controls the image display means so as to display an image based on the image information selected by the image information selection means.

(3)根据(1)或(2)的游戏机,进一步包括:可变显示装置(例如可变显示窗口21-25),由多个阵列组成,在其上可变地显示多个符号;停止控制装置,用于控制该可变显示装置来在阵列中显示所停止的符号;以及奖励装置,用于当由该停止控制装置,在该可变显示装置的阵列中停止和出现的符号在预定胜出符号组合中时,向玩家提供奖励;其中,显示由停止控制装置停止的预定胜出符号组合的概率在特殊游戏状态中高于基本游戏状态。(3) The gaming machine according to (1) or (2), further comprising: variable display means (such as variable display windows 21-25) consisting of a plurality of arrays on which a plurality of symbols are variably displayed; stop control means for controlling the variable display means to display stopped symbols in the array; and reward means for when the stop and appearing symbols in the array of the variable display means are A bonus is provided to the player when in a predetermined winning symbol combination; wherein the probability of displaying a predetermined winning symbol combination stopped by the stop control means is higher in the special game state than in the base game state.

(4)一种游戏机,包括:图象显示装置(例如下部液晶显示器4),用于显示图象;显示控制装置,用于基于游戏状态,控制图象显示装置;读取对象,存储预定标识信息;读取装置(例如IC标签读/写器107),用于读取在读取对象中存储的标识信息;历史存储装置,用于存储读取对象的游戏历史;更新装置,用于基于游戏进度,更新在历史存储装置中存储的游戏历史;参数存储装置,用于存储对应于读取对象的可变参数;以及参数改变装置,用于基于由更新装置更新的游戏历史,响应多个级的每一个,改变可变参数,其中,显示控制装置以基于由读取装置读取的标识信息,在预定时间,显示对应于读取对象和在可变参数存储装置中存储的可变参数的图象(例如通知效果图象320-325)的方式,控制图象显示装置。(4) A game machine, comprising: an image display device (such as a lower liquid crystal display 4), for displaying images; a display control device, for controlling the image display device based on the game state; reading objects, storing predetermined Identification information; Reading device (such as IC tag reader/writer 107), is used to read the identification information stored in the read object; History storage device, is used to store the game history of reading object; Update device, is used for Based on the progress of the game, the game history stored in the history storage means is updated; the parameter storage means is used to store variable parameters corresponding to the read object; In each of the stages, the variable parameter is changed, wherein the display control means displays the variable parameter corresponding to the read object and stored in the variable parameter storage means at a predetermined time based on the identification information read by the reading means. The image display device is controlled by means of the image of the parameter (for example, the notification effect image 320-325).

(5)根据(4)的游戏机,其中,读取对象包括多种对象;其中,对应于读取对象和可变参数的图象(例如通知效果图象320-325)包括对应于多种对象的每一个的多个不同类型的图象以及其中,显示控制装置显示对应于存储由读取装置(例如IC标签读/写器107)读取的标识信息的读取对象的各种类型的一个。(5) The game machine according to (4), wherein the reading object includes various objects; A plurality of different types of images of each of the objects and wherein the display control means displays various types of images corresponding to the read objects storing the identification information read by the reading means (such as the IC tag reader/writer 107). one.

(6)根据(4)或(5)的游戏机,其中,基于该游戏历史改变的可变参数对每种对象,具有不同改变模型。(6) The gaming machine according to (4) or (5), wherein the variable parameter changed based on the game history has a different change pattern for each object.

(7)根据(4)至(6)的游戏机,进一步包括:抽选装置,用于抽出游戏的抽选;其中,对应于读取对象和可变参数的图象(例如通知效果图象320-325)包括响应可变参数的各个级的各种类型,以及其中,显示控制装置基于包括为多种设置的预定概率的抽选装置的抽选结果,显示对应于读取对象和可变参数的图象。(7) The game machine according to (4) to (6), further comprising: a lottery device for drawing out a lottery of a game; 320-325) include various types of respective levels responsive to variable parameters, and wherein the display control means displays the results corresponding to the read object and the variable based on the lottery result of the lottery means including predetermined probabilities set for a plurality of kinds. parameter image.

(8)根据(4)至(7)的任何一个的游戏机,进一步包括:可变显示装置(例如可变显示窗口21至25),用于可变地显示多个阵列中的多个符号;停止控制装置,用于控制该可变显示装置显示响应该抽选装置的抽选结果停止的符号;以及奖励装置,用于当由该停止控制装置停止并出现在该可变显示装置的多个阵列中的符号在预定胜出组合中时,向玩家提供奖励,其中,该显示控制装置以显示对应于待读取的和可变参数的图象同时在多个阵列中可变地显示符号的方式控制该图象显示装置。(8) The gaming machine according to any one of (4) to (7), further comprising: variable display means (such as variable display windows 21 to 25) for variably displaying a plurality of symbols in a plurality of arrays stop control means for controlling the variable display means to display symbols stopped in response to the lottery result of the lottery means; A prize is provided to a player when symbols in a plurality of arrays are in a predetermined winning combination, wherein the display control means variably displays symbols in a plurality of arrays while displaying an image corresponding to an image to be read and a variable parameter mode to control the image display device.

(9)一种游戏机,包括:声音输出装置(例如扬声器5L和5R),用于输出声音;声音输出控制装置,用于响应游戏状态,控制该声音输出装置;读取对象,存储预定标识信息(例如人物塑像ID);读取装置(例如IC标签读/写器107),用于读取在该读取对象中存储的标识信息;历史存储装置,用于存储读取对象的游戏历史;更新装置,用于响应游戏进度,更新在该历史存储装置中存储的游戏历史;参数存储装置,用于存储对应于读取对象的可变参数;以及参数改变装置,用于基于由该更新装置更新的游戏历史,改变多个级中的可变参数,其中,该声音输出控制装置以基于由该读取装置读取的标识信息和在该可变参数存储装置中存储的可变参数,在预定时间,输出对应于读取对象和可变参数的声音的方式,控制该声音输出装置。(9) A game machine, comprising: a sound output device (such as loudspeakers 5L and 5R), for outputting sound; a sound output control device, for responding to a game state, controlling the sound output device; reading an object, storing a predetermined identification Information (for example figure statue ID); Reader (for example IC tag reader/writer 107), is used to read the identification information stored in this read object; History storage device, is used to store the game history of read object updating means, for responding to game progress, updating the game history stored in the history storage means; parameter storage means, for storing variable parameters corresponding to the read object; and parameter changing means, for based on the update by the a game history updated by means, changing variable parameters in a plurality of stages, wherein the sound output control means is based on the identification information read by the reading means and the variable parameters stored in the variable parameter storage means, The sound output device is controlled in a manner to output a sound corresponding to the read object and the variable parameter at a predetermined time.

(10)根据(9)的游戏机,其中,读取对象包括多种对象,其中,对应于读取对象和可变参数的声音包括对应于多种对象的多个不同种类的声音;以及其中,该声音输出控制装置输出对应于存储由该读取装置(例如IC标签读/写器107)读取的标识信息的读取对象的各种的一个。(10) The game machine according to (9), wherein the reading object includes various objects, wherein the sounds corresponding to the reading object and the variable parameter include a plurality of different kinds of sounds corresponding to the various objects; and wherein , the sound output control means outputs one of various ones corresponding to the reading object storing the identification information read by the reading means (for example, the IC tag reader/writer 107).

(11)根据(9)或(10)的游戏机,其中,响应该游戏历史改变的可变参数对每种对象,具有不同改变模型。(11) The gaming machine according to (9) or (10), wherein the variable parameter that changes in response to the game history has a different change pattern for each object.

(12)根据(9)至(10)的游戏机,进一步包括:抽选装置,用于抽出游戏的抽选,其中,对应于读取对象和可变参数的声音包括响应可变参数级的各种类型,以及其中,该声音输出控制装置基于该抽选装置的抽选结果,为多种的每一个设置的预定概率,输出对应于读取对象和可变参数的声音。(12) The gaming machine according to (9) to (10), further comprising: a lottery device for drawing a lottery of a game, wherein the sound corresponding to the reading object and the variable parameter includes a sound corresponding to the level of the variable parameter Various types, and wherein the sound output control means outputs the sound corresponding to the reading object and the variable parameter with a predetermined probability set for each of the plurality based on the lottery result of the lottery means.

(13)根据(9)至(12)的任何一个的游戏机(例如投币游戏机1),进一步包括:可变显示装置(例如可变显示窗口21至25),用于可变地显示多个阵列中的多个符号;停止控制装置,用于控制该可变显示装置显示基于该抽选装置的抽选结果停止的符号;奖励装置,用于当由该停止控制装置停止并出现在该可变显示装置的多个阵列中的符号在预定胜出组合中时,向玩家提供奖励,其中,该声音输出控制装置用输出对应于读取对象和可变参数的声音,同时在多个阵列中可变地显示符号的方式,控制该声音输出装置(例如扬声器5L和5R)。(13) The gaming machine (such as the slot machine 1) according to any one of (9) to (12), further comprising: variable display means (such as variable display windows 21 to 25) for variably displaying A plurality of symbols in a plurality of arrays; stop control means for controlling the variable display means to display symbols stopped based on the lottery result of the lottery means; reward means for when stopped by the stop control means and appear in When the symbols in the plurality of arrays of the variable display means are in a predetermined winning combination, an award is provided to the player, wherein the sound output control means is used to output sounds corresponding to the read objects and the variable parameters, simultaneously in the plurality of arrays. The sound output device (for example, the speakers 5L and 5R) is controlled in a manner in which symbols are variably displayed.

(14)一种游戏机,包括:声音存储装置(例如ROM51),用于存储声音信息;声音输出装置(例如扬声器5L和5R),用于基于在该声音存储装置中存储的声音信息,在预定时间,为玩家输出声音;声音控制装置,用于控制该声音输出装置基于游戏状态输出声音;读取对象,存储预定标识信息(例如人物塑像ID);以及读取装置(例如IC标签读/写器107),用于读取在该读取对象中存储的标识信息,其中,该声音控制装置用响应由该读取装置读取的标识信息,输出对应于读取对象的声音的方式控制该声音输出装置。(14) A game machine comprising: sound storage means (such as ROM51) for storing sound information; sound output means (such as speakers 5L and 5R) for, based on the sound information stored in the sound storage means, Predetermined time, output sound for the player; Sound control device, be used for controlling this sound output device to output sound based on game state; Read object, store predetermined identification information (for example figure figure ID); And reading device (for example IC tag reads/ Writer 107) for reading the identification information stored in the reading object, wherein the sound control device is controlled in a manner of outputting a sound corresponding to the reading object in response to the identification information read by the reading device The sound output device.

(15)根据(14)的游戏机,其中,读取对象包括多种对象,其中,声音存储装置(例如ROM51),存储对应于多种对象的每一个的声音信息;以及其中,该声音控制装置选择对应于由读取装置读取的标识信息的读取对象,在声音存储装置中存储的声音信息。(15) The game machine according to (14), wherein the read object includes various objects, wherein the sound storage device (such as ROM51) stores sound information corresponding to each of the various objects; and wherein the sound control The means selects the sound information stored in the sound storage means corresponding to the reading object of the identification information read by the reading means.

(16)根据(14)或(15)的游戏机,进一步包括:抽选装置,用于抽出游戏的抽选;其中,该声音控制装置基于该抽选装置的抽选结果,输出对应于读取对象的声音。(16) The game machine according to (14) or (15), further comprising: drawing means for drawing a lottery of the game; wherein the sound control means outputs a signal corresponding to the reading based on the result of the drawing by the drawing means. Take the object's voice.

(17)根据(14)或(15)的游戏机,其中,读取对象包括连接到表示预定角色(例如武士、女巫、女算命者)的构件(例如人物塑像13A至13C)的存储介质;以及其中,对应于读取对象的声音是与角色的外观有关的声音。(17) The gaming machine according to (14) or (15), wherein the read object includes a storage medium connected to a member (eg, figure figures 13A to 13C) representing a predetermined character (eg, warrior, witch, female fortune teller); And wherein, the sound corresponding to the reading object is a sound related to the appearance of the character.

(18)根据(17)的游戏机,其中,该声音控制装置用输出提供帮助信息(例如用于选择奖励游戏中的选项的暗示)以便帮助玩家游戏的声音的方式控制该声音输出装置(例如扬声器5L和5R)。(18) The gaming machine according to (17), wherein the voice control means controls the voice output means (e.g., Speakers 5L and 5R).

(19)一种游戏机,执行包括基本游戏状态和基于标识信息,向玩家提供更多有利条件的特殊游戏状态的游戏,该游戏机包括:读取装置,用于从存储标识信息的读取对象读取标识信息;显示装置,用于显示与游戏有关的图象,其中,标识信息对应于读取对象外观,其中,当基本游戏状态转变到特殊状态时,在预定时间,在显示器设备上显示对应于标识信息的图象。(19) A game machine that executes a game including a basic game state and a special game state that provides players with more advantages based on identification information, the game machine includes: reading means for reading the identification information from the storage The object reads the identification information; the display device is used to display the image related to the game, wherein the identification information corresponds to the appearance of the read object, wherein, when the basic game state transitions to a special state, at a predetermined time, on the display device An image corresponding to the identification information is displayed.

(20)根据(19)的游戏机,进一步包括:存储设备,用于存储对应于标识信息的图象的图象信息,其中,当响应标识信息,抽取图象信息时,显示图象信息的图象。(20) The game machine according to (19), further comprising: a storage device for storing image information of an image corresponding to the identification information, wherein, when the image information is extracted in response to the identification information, an image information of the image information is displayed. image.

(21)根据(19)或(20)的游戏机,其中,显示设备由包括多个阵列的可变显示设备组成,其中,在游戏中,基于在基本游戏状态和特殊游戏状态中,在阵列中停止可变显示设备时出现的符号的组合,向玩家提供奖励,其中,用在特殊游戏状态中提供奖励的概率高于在基本状态中控的方式控制游戏。(21) The game machine according to (19) or (20), wherein the display device is composed of a variable display device including a plurality of arrays, wherein, in the game, based on the basic game state and the special game state, the array A bonus is provided to the player in combination of symbols that appear when the variable display device is stopped, wherein the game is controlled in such a way that the probability of providing the bonus is higher in the special game state than in the basic state.

(22)根据(19)至(21)的游戏机,进一步包括:声音输出设备,其中,该声音输出设备与显示图象同步,输出对应于标识信息的声音。(22) The game machine according to (19) to (21), further comprising: a sound output device, wherein the sound output device outputs a sound corresponding to the identification information in synchronization with the display image.

(23)根据(19)至(22)的游戏机,其中,所输出的声音与读取对象的外观有关以及包括帮助玩家游戏的帮助信息。(23) The gaming machine according to (19) to (22), wherein the output sound is related to the appearance of the read object and includes help information to help the player play.

(24)根据(19)至(23)的游戏机,其中,该读取对象存储可变参数,其中,该读取设备读取可变参数,其中,该图象显示设备显示对应于标识信息和与读取对象的外观无关地改变的可变参数的图象。(24) The game machine according to (19) to (23), wherein the reading object stores variable parameters, wherein the reading device reads the variable parameters, and wherein the image display device displays and images of variable parameters that change independently of the appearance of the read object.

(25)根据(19)至(24)的游戏机,其中,当终止游戏时,更新可变参数,以及其中,该读取装置将更新可变参数写在读取对象上。(25) The gaming machine according to (19) to (24), wherein the variable parameter is updated when the game is terminated, and wherein the reading means writes the updated variable parameter on the read object.

(26)一种游戏系统,包括:游戏机,通过基本游戏状态和向玩家提供更有利条件的特殊状态,执行游戏,以及向游戏提供预定条件的读取对象,其中,读取对象放在游戏机上,其中,读取对象存储对应于读取对象的外观的标识信息,其中,游戏机包括:读取设备,用于从读取对象读取标识信息;以及显示设备,用于显示有关该游戏的图象,声音生成设备,用于生成有关该游戏的声音,写入设备,用于将历史信息读取对象上,在终止游戏时更新历史信息,其中,当基本游戏状态转变到特殊状态时,分别在显示设备上显示并由声音生成设备生成对应于标识信息的图象和声音,以及其中,与读取对象的外观无关,更新历史信息。(26) A game system comprising: a game machine that executes a game through a basic game state and a special state that provides more favorable conditions to a player, and a reading object that provides a predetermined condition to the game, wherein the reading object is placed in the game On the machine, wherein the reading object stores identification information corresponding to the appearance of the reading object, wherein the game machine includes: a reading device for reading the identification information from the reading object; and a display device for displaying information about the game image, sound generating device for generating sound about the game, writing device for reading historical information on objects, and updating historical information when the game is terminated, wherein, when the basic game state transitions to a special state , respectively displaying on the display device and generating an image and a sound corresponding to the identification information by the sound generating device, and wherein, irrespective of the appearance of the read object, the history information is updated.

另外,游戏机包括可变显示装置,包括由机械盘组成的投币游戏机和由视频转轮组成的投币游戏机,如下述实施例所述。In addition, the gaming machine includes a variable display device, including a slot machine consisting of mechanical discs and a slot machine consisting of video reels, as described in the following embodiments.

在根据(1)的游戏机中,当游戏状态从基本游戏状态转变到特殊游戏状态时,由于基于由读取装置读取的标识信息,图象显示装置显示对应于读取对象的图象,玩家可以意识到游戏状态已经转变到特殊游戏状态。因此,通过使用读取对象,玩家可以感到获得到特殊游戏状态的转变。以及可以增加玩家使用读取对象的机会以及玩家可以感到更多期望以便更期望玩游戏。另外,将对应于读取对象的各种效果提供给玩家以便玩家不会由于游戏而无聊。In the gaming machine according to (1), when the game state transitions from the basic game state to the special game state, since the image display means displays an image corresponding to the read object based on the identification information read by the reading means, The player can realize that the game state has transitioned to a special game state. Therefore, by using the read object, the player can feel the transition to a particular game state. And the chances of the player using the reading object can be increased and the player can feel more expected to play the game more. In addition, various effects corresponding to the reading objects are provided to the player so that the player will not be bored by the game.

根据(2)的游戏机中,由于基于由读取装置读取的标识信息,由图象信息选择装置选择对应于存储标识信息的读取对象的图象信息,玩家可以通过参考对应于读取对象的特殊游戏状态的通知图象玩游戏,而读取对象包括多种对象。同时,玩家能通过各种游戏状态玩游戏,其中,当用待读取的另一类型的对象玩游戏时,可以显示改变通知图象,以便游戏机能防止玩家无聊。通过由玩家选择读取对象,可以直接选择另外的通知图象,从而使得提供具有能满足各种玩家的高游戏刺激的游戏成为可能。In the game machine according to (2), since based on the identification information read by the reading means, the image information selection means selects the image information corresponding to the reading object storing the identification information, the player can refer to the image information corresponding to the reading object. The notification image of the particular game state of the object plays the game, and the reading object includes various objects. Meanwhile, the player can play the game through various game states, wherein, when the game is played with another type of object to be read, a change notification image can be displayed so that the game machine can prevent the player from being bored. By selecting the reading object by the player, another notification image can be directly selected, thereby making it possible to provide a game with high game excitement satisfying various players.

在根据(4)的游戏机中,当基于由更新装置更新的游戏历史,响应在游戏进度中多个级的每一个,改变可变参数时,由于基于由读取装置读取的标识信息,在预定时间,图象显示装置显示对应于读取对象和在可变参数存储装置中存储的可变参数的图象,玩家可以通过不同图象的效果玩游戏。玩家能通过对应于用在游戏中的读取对象不同图象的效果玩游戏以便不会由于不同游戏变化而对游戏无聊。In the gaming machine according to (4), when the variable parameter is changed in response to each of a plurality of stages in the progress of the game based on the game history updated by the updating means, since based on the identification information read by the reading means, At a predetermined time, the image display means displays images corresponding to the read objects and the variable parameters stored in the variable parameter storage means, and the player can play the game by the effects of the different images. The player can play the game with effects corresponding to different images of the reading objects used in the game so as not to be bored with the game due to different game variations.

在根据(5)的游戏机中,由于读取对象包括多种对象以及显示控制装置显示对应于存储由读取装置读取的标识信息的待读取的的多种的一个,玩家可以通过对应于读取对象的不同图象的效果玩游戏。当通过待读取的多个对象实施游戏时,当每次改变效果的内容时,玩家可以通过各种游戏状态来玩游戏。In the game machine according to (5), since the read object includes a variety of objects and the display control means displays one of the kinds of objects to be read corresponding to the identification information read by the reading means, the player can pass the corresponding Play the game with the effect of reading different images of objects. When a game is implemented by a plurality of objects to be read, the player can play the game through various game states when the content of the effect is changed each time.

在根据(6)的游戏机中,由于基于游戏历史改变的可变参数具有用于读取对象的类型的不同变化模型,玩家可以从各种图选择可变参数的变化模型。In the gaming machine according to (6), since the variable parameters changed based on the game history have different change models for the types of reading objects, the player can select the change models of the variable parameters from various graphs.

在根据(7)的游戏机中,由于基于为多种各个图象设置的各个概率的抽选装置的抽选结果,显示对应于待读取的各个对象和各个可变参数的各种各个图象,通过参考对应于读取对象的图象,此时玩家可以具有更有利游戏结果的期望。同时,可以提供各种图象。In the gaming machine according to (7), due to the drawing result of the drawing means based on the respective probabilities set for a plurality of kinds of respective images, various respective images corresponding to the respective objects to be read and the respective variable parameters are displayed. Like, by referring to the image corresponding to the read object, the player can have the expectation of a more favorable game result at this time. Meanwhile, various images can be provided.

在根据(8)的游戏机中,由于显示对应于读取对象和可变参数的图象同时在所谓的投币游戏机的多个阵列中可变显示符号,玩家可以具有此时停止和显示的符号的组合可以是对玩家有利的预定组合的期望。因此,玩家可以根据对应于用在游戏中的读取对象的各个图象效果玩游戏。因此,可以防止玩家由于游戏具有各种变化而无聊。In the gaming machine according to (8), since the image corresponding to the read object and the variable parameter is displayed while variably displaying symbols in a plurality of arrays of the so-called slot machine, the player can have the ability to stop and display at this time. The combination of symbols may be a desired combination of predetermined combinations beneficial to the player. Therefore, the player can play the game according to the respective image effects corresponding to the reading objects used in the game. Therefore, it is possible to prevent the player from being bored because the game has various variations.

在根据(9)的游戏机中,由于当基于由更新装置,根据游戏进度改变的游戏历史,根据对应于读取对象的多个级,改变可变参数时,基于由读取装置读取的标识信息和可变参数,在预定时间输出对应于读取对象和可变参数的声音,根据对应于用在游戏中的读取对象的各种声音效果玩游戏。因此,可以防止游戏具有更多变化而无聊。In the gaming machine according to (9), since when the variable parameter is changed based on the game history changed according to the progress of the game by the updating means, based on the game history changed by the updating means, based on the Identifying information and variable parameters, outputting sounds corresponding to the read objects and the variable parameters at a predetermined time, playing a game according to various sound effects corresponding to the read objects used in the game. Therefore, it is possible to prevent the game from being boring with more variations.

在根据(9)的游戏机中,由于读取对象包括多种以及输出各种声音的一种,玩家可以根据对应于用在游戏中的待读取的的各种声音效果玩游戏,其中,一种游戏对应于存储由读取装置读取的标识信息的读取对象。同时,玩家能通过各种游戏状态玩游戏,以便当使用待读取的各种对象,在每个游戏中的声音类型会改变。因此,不会使玩家无聊。In the game machine according to (9), since the reading object includes a plurality of kinds and one of various sounds is output, the player can play the game according to various sound effects corresponding to the to-be-read used in the game, wherein, A game corresponds to a reading object storing identification information read by the reading means. At the same time, the player can play the game through various game states so that when using various objects to be read, the type of sound changes in each game. Therefore, the player will not be bored.

在根据(11)的游戏机中,由于响应游戏历史改变的可变参数具有对应于待使用的每种对象的不同变化模型,玩家可以在用他的手,在各种图中选择可变参数的变化模型。因此,可以具有能满足各种玩家的高游戏刺激的游戏。In the gaming machine according to (11), since the variable parameter changed in response to the game history has a different change model corresponding to each object to be used, the player can select the variable parameter in various graphs with his hand. change model. Therefore, it is possible to have a game with high game excitement that can satisfy various players.

同时,在根据(12)的游戏机中,由于按基于抽选装置的抽选结果,为多种声音的每一个设置的预定概率,输出对应于读取对象和可变参数的声音,玩家可以具有通过参考输出声音,游戏结果此时很有利的期望。因此,游戏机可以提供各种游戏。Meanwhile, in the gaming machine according to (12), since the sound corresponding to the reading object and the variable parameter is output according to the predetermined probability set for each of the plurality of sounds according to the result of the lottery based on the lottery means, the player can There is an expectation that the game outcome is favorable at this time by referring to the output sound. Therefore, the gaming machine can provide various games.

同时,在根据(13)的游戏机中,由于输出对应于读取对象和可变参数的声音,同时通过可变地显示各种符号的所谓投币游戏机,多个阵列中可变地显示符号,玩家可以具有停止和显示的符号组合可以是对玩家有利的组合的期望。因此,可以防止玩家由于游戏具有更多变化而无聊。Meanwhile, in the gaming machine according to (13), since the sound corresponding to the reading object and the variable parameter is outputted, while by the so-called slot machine which variably displays various symbols, a plurality of arrays are variably displayed Symbols, the player may have the desire to stop and the combination of symbols shown may be a combination favorable to the player. Therefore, it is possible to prevent the player from being bored because the game has more variations.

在根据(14)的游戏机中,由于响应由读取装置读取的标识信息,声音输出装置输出对应于读取对象的声音,玩家可以通过参考对应于读取对象的声音,识别游戏机的游戏状态。因此,玩家能在新的游戏方面玩游戏,其中,玩家能听到对应于由玩家自己使用的读取对象的声音。同时,根据读取对象,可以实施各种效果,以便玩家不会无聊。In the gaming machine according to (14), since the sound output means outputs the sound corresponding to the read object in response to the identification information read by the reading means, the player can recognize the sound of the game machine by referring to the sound corresponding to the read object. game state. Therefore, the player can play the game in a new game aspect, wherein the player can hear the sound corresponding to the reading object used by the player himself. At the same time, depending on the reading object, various effects can be implemented so that the player will not be bored.

在根据(15)的游戏机中,由于读取对象包括各种对象以及基于由读取装置读取的标识信息,在对应于待读取的多种对象中读取的对象的多种声音信息中,选择其声音信息,玩家可以玩游戏,听对应于读取对象的声音。同时,玩家可以通过各种游戏状态玩游戏,以便当使用待读取的多种对象时,在每个游戏中的声音类型可以改变。因此,玩家不会无聊。另外,当玩家选择对象时,玩家可以选择声音类型以便可以提供具有能满足不同玩家的高游戏刺激的游戏。In the game machine according to (15), since the read objects include various objects and based on the identification information read by the reading means, various sound information of the objects read among the various objects corresponding to to be read , select its sound information, the player can play the game and listen to the sound corresponding to the read object. Meanwhile, the player can play the game through various game states so that when using various objects to be read, the sound type can be changed in each game. Therefore, players will not be bored. In addition, when a player selects an object, the player can select a sound type so that a game with high game excitement satisfying various players can be provided.

在根据(15)的游戏机中,由于通过所谓的投币游戏机,当游戏状态转变到停止和显示胜出符号的组合的概率比在基本状态中高的游戏状态时,基于由读取装置读取的读取对象的标识信息,显示对应于读取对象的图象,通过参考对应于投币游戏机中读取对象的图象,玩家可以识别变得对玩家更有利的游戏状态的转变,其中,能可变地显示多个符号。因此,玩家能感到通过使用读取对象,获得通过投币游戏机,对玩家有利的游戏状态以便玩家可以使用时常读取的对象以及玩家可以具有更高期望和更期望玩游戏。同时,通过提供对应于读取对象的各种效果,防止玩家无聊。In the gaming machine according to (15), since by a so-called slot machine, when the game state transitions to a game state in which the probability of stopping and displaying a combination of winning symbols is higher than in the basic state, based on reading by the reading means, The identification information of the reading object in the slot machine displays the image corresponding to the reading object, and by referring to the image corresponding to the reading object in the slot machine, the player can recognize the transition of the game state that becomes more favorable to the player, wherein , which can display multiple symbols variably. Therefore, the player can feel that by using the reading object, a game state favorable to the player is obtained through the slot machine so that the player can use the object that is frequently read and the player can play the game with higher expectations and more desire. At the same time, the player is prevented from being bored by providing various effects corresponding to the reading objects.

在根据(16)的游戏机中,由于基于抽选装置的抽选结果,输出对应于读取对象的声音,玩家可以由对应于用在游戏中的读取对象的声音,识别游戏的抽选结果。因此,由于产生对应于读取对象的各种效果,可以防止玩家无聊。In the game machine according to (16), since the sound corresponding to the reading object is output based on the drawing result of the drawing means, the player can recognize the drawing of the game by the sound corresponding to the reading object used in the game. result. Therefore, since various effects corresponding to the read objects are generated, it is possible to prevent the player from being bored.

同时,在根据(17)的游戏机中,由于声音输出装置输出与角色的外观有关的声音(或话音),可以提供就象角色正与玩家交谈一样的新效果,其中,读取对象包括连接到表示预定角色的构件的存储介质。另外,通过玩家的手,直接改变角色,从而使得玩家选择用在游戏中的效果(图象、声音、语音等等(音频和视频效果))。因此,可以提供具有能满足不同玩家的高游戏刺激的图象。Meanwhile, in the game machine according to (17), since the sound output device outputs the sound (or voice) related to the appearance of the character, it is possible to provide a new effect as if the character is talking to the player, wherein the reading object includes a connection to a storage medium representing components of predetermined roles. In addition, the character is directly changed by the player's hand, thereby allowing the player to select effects (images, sounds, voices, etc. (audio and video effects)) used in the game. Therefore, it is possible to provide images with high game stimulation that can satisfy various players.

同时,在根据(17)的游戏机中,与未使用读取对象相比,玩家可以更舒适地玩游戏,以及由于用声音提供帮助玩家玩游戏的帮助信息,很可能获得更多支付。因此,玩家可以时常使用读取对象以及玩家可以具有更高期望值以及更多地希望玩游戏。Meanwhile, in the gaming machine according to (17), the player can play the game more comfortably than if the read object is not used, and since the help information for helping the player play is provided with sound, it is likely to get more payouts. Therefore, the player may use the read object more often and the player may have higher expectations and desire to play the game more.

本发明的另外的特征、本质和各种优点从附图和优选实施例的下述描述将更显而易见。Additional features, nature and various advantages of the present invention will be more apparent from the accompanying drawings and the following description of the preferred embodiments.

附图说明Description of drawings

图1是表示实施例的投币游戏机的外观的透视图。Fig. 1 is a perspective view showing the appearance of the slot machine of the embodiment.

图2是表示实施例1的投币游戏机的可变显示窗口的前视图。Fig. 2 is a front view showing a variable display window of the slot machine of the first embodiment.

图3是表示实施例1的投币游戏机的操作台的前视图。Fig. 3 is a front view showing a console of the slot machine of the first embodiment.

图4A和4B是表示用在实施例1的投币游戏机中的人物塑像的前视图。4A and 4B are front views showing a figure used in the slot machine of Embodiment 1. FIG.

图5是表示嵌入实施例1的人物塑像中的IC标签的存储区的示意图。FIG. 5 is a schematic diagram showing a memory area of an IC tag embedded in the figure of the first embodiment.

图6是在实施例1的投币游戏机中提供的验证单元7的分解透视图。FIG. 6 is an exploded perspective view of the authentication unit 7 provided in the slot machine of Embodiment 1. FIG.

图7是表示具有所安装的人物塑像的验证单元7的前视图。FIG. 7 is a front view showing the authentication unit 7 with the figure mounted.

图8A至8E是表示在第一至第五转轮带的可变显示窗上可变显示的一系列符号的示意图。8A to 8E are diagrams showing a series of symbols variably displayed on the variable display windows of the first to fifth reel belts.

图9是示意表示实施例1的投币游戏机的控制系统的框图。Fig. 9 is a block diagram schematically showing a control system of the slot machine of the first embodiment.

图10是示意表示液晶显示器的液晶驱动电路的框图。FIG. 10 is a block diagram schematically showing a liquid crystal drive circuit of a liquid crystal display.

图11是表示用在实施例1中的ROM的每个存储区的图。FIG. 11 is a diagram showing each storage area of the ROM used in Embodiment 1. FIG.

图12是胜出组合及其支付的表。Figure 12 is a table of winning combinations and their payouts.

图13A是表示在基本模式中,单独改变和停止在可变显示窗中出现的转轮带的示意图。Fig. 13A is a diagram showing individually changing and stopping the reel belt appearing in the variable display window in the basic mode.

图13B是表示在高概率模式中,单独改变和停止在可变显示窗中出现的转轮带的示意图。Fig. 13B is a schematic diagram showing individually changing and stopping the runner belt appearing in the variable display window in the high probability mode.

图14是表示在可变显示窗口中可变显示的第六转轮带的一系列符号的示意图。Fig. 14 is a schematic diagram showing a series of symbols of the sixth reel belt variably displayed in the variable display window.

图15A是表示在奖励游戏中,在下部液晶显示器上显示的奖励游戏图象的示意图。Fig. 15A is a diagram showing a bonus game image displayed on the lower liquid crystal display during the bonus game.

图15B是表示在奖励游戏中,在选择选项后,在下部液晶显示器上显示的奖励游戏图象的示意图。Fig. 15B is a diagram showing a bonus game image displayed on the lower liquid crystal display after an option is selected in the bonus game.

图16是表示奖励游戏中每项支付的图。Fig. 16 is a diagram showing each payout in the bonus game.

图17是表示在奖励游戏中输出的提示声图的图。Fig. 17 is a diagram showing a cue sound pattern output in a bonus game.

图18是表示提供为转变到高概率模式的效果图象的图;Fig. 18 is a diagram showing an effect image provided for transition to a high probability mode;

图19是表示提供为转变到奖励游戏的效果图象的图。Fig. 19 is a diagram showing an effect image provided for shifting to a bonus game.

图20是用在实施例1的投币游戏机中的主处理程序的流程图。FIG. 20 is a flowchart of a main processing program used in the slot machine of Embodiment 1. FIG.

图21是用在实施例1的投币游戏机中的开始接受处理程序的流程图。FIG. 21 is a flowchart of a start acceptance processing program used in the slot machine of Embodiment 1. FIG.

图22是用在实施例1的投币游戏机中的抽选处理程序的流程图。Fig. 22 is a flowchart of a lottery processing program used in the slot machine of the first embodiment.

图23是用在实施例1的投币游戏机中的基本游戏处理程序的流程图。FIG. 23 is a flowchart of a base game processing program used in the slot machine of Embodiment 1. FIG.

图24是用在实施例1的投币游戏机中的奖励游戏处理程序的流程图。FIG. 24 is a flowchart of a bonus game processing program used in the slot machine of Embodiment 1. FIG.

图25是用于切换用在实施例1的投币游戏机中的高概率模式的处理程序的流程图。25 is a flowchart of a processing procedure for switching the high-probability mode used in the slot machine of Embodiment 1.

图26是表示在奖励游戏开始的效果处理中,在下部液晶显示器上显示的图象的前视图。Fig. 26 is a front view showing an image displayed on the lower liquid crystal display during the effect processing of the start of the bonus game.

图27是表示在奖励游戏开始的效果处理中,在下部液晶显示器上显示的图象的前视图。Fig. 27 is a front view showing an image displayed on the lower liquid crystal display during the effect processing of the start of the bonus game.

图28是表示在高概率模式通知的效果处理中,在下部液晶显示器上显示的图象的前视图。Fig. 28 is a front view showing an image displayed on the lower liquid crystal display during the effect processing of the high-probability mode notification.

图29是表示在高概率模式通知的效果处理中,在下部液晶显示器上显示的图象的前视图。Fig. 29 is a front view showing an image displayed on the lower liquid crystal display during the effect processing of the high probability mode notification.

图30是用在实施例2的投币游戏机中的抽选处理程序的流程图。Fig. 30 is a flowchart of a lottery processing program used in the slot machine of the second embodiment.

图31是表示用在实施例2的基本模式中的胜出组合抽选表的图。Fig. 31 is a diagram showing a winning combination drawing table used in the basic pattern of the second embodiment.

图32是表示用在实施例2的高概率模式中的胜出组合抽选表的图。Fig. 32 is a diagram showing a winning combination drawing table used in the high probability mode of the second embodiment.

图33是表示嵌入实施例3的图中的IC标签的存储区的示意图。Fig. 33 is a schematic diagram showing a memory area embedded in an IC tag in the figure of the third embodiment.

图34是表示用在实施例3的ROM的每个存储区的图。Fig. 34 is a diagram showing each storage area of the ROM used in the third embodiment.

图35是表示胜出组合及其支付的表的图。Fig. 35 is a diagram showing a table of winning combinations and their payouts.

图36是表示根据使用角色的次数的角色级的成长模型的说明图。FIG. 36 is an explanatory diagram showing a character-level growth model according to the number of times a character is used.

图37是表示实施例3的通知效果的选择表的图。Fig. 37 is a diagram showing a notification effect selection table of the third embodiment.

图38是表示实施例3的通知效果的确定表的图。FIG. 38 is a diagram showing a determination table of notification effects in the third embodiment.

图39是表示通知效果的可靠性表的图。Fig. 39 is a diagram showing a reliability table of notification effects.

图40是用在实施例3的投币游戏机中的主处理程序的流程图。FIG. 40 is a flowchart of a main processing program used in the slot machine of Embodiment 3. FIG.

图41是用在实施例3的投币游戏机中的开始接受处理程序的流程图。Fig. 41 is a flowchart of a start acceptance processing routine used in the slot machine of the third embodiment.

图42是用在实施例3的投币游戏机中的基本游戏处理程序的流程图。FIG. 42 is a flowchart of a base game processing program used in the slot machine of Embodiment 3. FIG.

图43是用在实施例3的投币游戏机中的效果处理程序的流程图。FIG. 43 is a flowchart of an effect processing program used in the slot machine of Embodiment 3. FIG.

图44是用在实施例3的投币游戏机中的奖励游戏处理程序的流程图。FIG. 44 is a flowchart of a bonus game processing program used in the slot machine of Embodiment 3. FIG.

图45是用在实施例3的投币游戏机中的历史更新处理程序的流程图。Fig. 45 is a flowchart of a history update processing program used in the slot machine of the third embodiment.

图46是表示在使用角色级1的“武士”的人物塑像的情况下,在奖励游戏的通知效果中,在下部液晶显示器上显示的图象的前视图。Fig. 46 is a front view showing an image displayed on the lower liquid crystal display in the notification effect of the bonus game in the case of using the figure of "Samurai" of character level 1.

图47是表示在使用角色级2的“武士”的人物塑像的情况下,在奖励游戏的通知效果中,在下部液晶显示器上显示的图象的前视图。Fig. 47 is a front view showing an image displayed on the lower liquid crystal display in the notification effect of the bonus game in the case of using the figure of "Samurai" of character level 2.

图48是表示在使用角色级1的“女巫”的人物塑像的情况下,在奖励游戏的通知效果中,在下部液晶显示器上显示的图象的前视图。Fig. 48 is a front view showing an image displayed on the lower liquid crystal display in the notification effect of the bonus game in the case of using the "witch" figure of character level 1.

图49是表示在使用角色级2的“女巫”的人物塑像的情况下,在奖励游戏的通知效果中,在下部液晶显示器上显示的图象的前视图。Fig. 49 is a front view showing an image displayed on the lower liquid crystal display in the notification effect of the bonus game in the case of using the "witch" figure of character level 2.

图50是表示在使用角色级3的“女巫”的人物塑像的情况下,在奖励游戏的通知效果中,在下部液晶显示器上显示的图象的前视图。Fig. 50 is a front view showing an image displayed on the lower liquid crystal display in the notification effect of the bonus game in the case of using the "witch" figure of character level 3.

图51是表示在无人物塑像的上,在奖励游戏的通知效果中,在下部液晶显示器上显示的图象的前视图。Fig. 51 is a front view showing an image displayed on the lower liquid crystal display in the notification effect of the bonus game on the one without a figure.

图52是表示实施例4的胜出组合的抽选表的图。Fig. 52 is a diagram showing a drawing table of winning combinations in the fourth embodiment.

具体实施方式Detailed ways

在下文中,基于将本发明具体化的投币游戏机的1至4的实施例,通过参考图,详细地说明本发明的游戏机。Hereinafter, based on Embodiments 1 to 4 of the slot machine embodying the present invention, the gaming machine of the present invention will be explained in detail by referring to the drawings.

然而,本发明不限于实施例,以及在不背离本发明的范围的情况下,可以在符号方面做出各种改进和修改。However, the present invention is not limited to the embodiments, and various improvements and modifications can be made in symbols without departing from the scope of the present invention.

(实施例1)(Example 1)

在该实例中,实施例1的投币游戏机是具有所谓视频转轮的投币游戏机,其中,由玩家单独购买的人物塑像位于投币游戏机的预定地方,从而使得通过提供对应于所放的人物塑像的效果(或效果再现)实施游戏成为可能。首先,通过参考图1至3,说明实施例1的投币游戏机的一般结构。图1是实施例1的投币游戏机的透视图。图2是实施例1的投币游戏机的可变显示部的前视图。可变显示部可以包括多个可变显示窗口。图3是实施例1的投币游戏机的操作板的前视图。In this example, the slot machine of Embodiment 1 is a slot machine having a so-called video reel in which a figure purchased individually by a player is placed at a predetermined place of the slot machine so that by providing It becomes possible to implement the effect (or reproduction of the effect) of the figure placed in the game. First, by referring to FIGS. 1 to 3, the general structure of the slot machine of Embodiment 1 will be described. FIG. 1 is a perspective view of a slot machine of Embodiment 1. FIG. Fig. 2 is a front view of a variable display unit of the slot machine of the first embodiment. The variable display section may include a plurality of variable display windows. FIG. 3 is a front view of an operation panel of the slot machine of Embodiment 1. FIG.

如图1所示,投币游戏机1具有构成外部结构的机柜2。上部液晶显示器3位于机柜2的正面上部,下部液晶显示器4位于固定在机柜2的正面中心处的设备前面板20。上部液晶显示器3和下部液晶显示器4由普通和商业上可获得的液晶显示器组成。As shown in FIG. 1, a slot machine 1 has a cabinet 2 constituting an external structure. The upper liquid crystal display 3 is located at the front upper part of the cabinet 2 , and the lower liquid crystal display 4 is located at the equipment front panel 20 fixed at the front center of the cabinet 2 . The upper liquid crystal display 3 and the lower liquid crystal display 4 are composed of common and commercially available liquid crystal displays.

在上部液晶显示器3的两侧提供一对扬声器5L和5R,基于投币游戏机1的游戏类型玩家提供某些BGM、声音、声音效果和其他。另外,在具有向前凸出的操作台6的下部,提供下部液晶显示器4。操作台从左侧开始顺序地分别设置有:验证单元7,用于放置稍后所述的人物塑像13;排列着各种按钮的操作板8;用于插入诸如硬币之类的游戏媒介的硬币插入部9;以及用于插入纸币的纸币插入部10。A pair of speakers 5L and 5R are provided on both sides of the upper liquid crystal display 3 to provide certain BGM, sounds, sound effects and others based on the game type player of the slot machine 1 . In addition, at the lower portion with the console 6 protruding forward, a lower liquid crystal display 4 is provided. The console is respectively provided in order from the left side: a verification unit 7 for placing a figure 13 described later; an operation panel 8 on which various buttons are arranged; coins for inserting game media such as coins an insertion portion 9; and a bill insertion portion 10 for inserting bills.

另外,稍后详细说明人物塑像13和验证单元7。In addition, the figure 13 and the authentication unit 7 will be described in detail later.

上部液晶显示器3具有有关游戏处理过程、胜出组合的类型和支付、相关游戏的各种效果等等的信息。另外,在下部液晶显示器4上,显示玩家目前具有的作为押金的信用点数和各种效果图象,还在接近中心的位置处显示五个可变显示窗口21,22,23,24和25。然后,改变稍后所述的各种符号类型并显示在这些可变显示窗口21至25上,同时从上向下方向滚动,经过预定时间后,预定符号的组合停止和显示。The upper liquid crystal display 3 has information about game processing, types and payouts of winning combinations, various effects of related games, and the like. In addition, on the lower liquid crystal display 4, display the credit points and various effect images that the player currently has as a deposit, and also display five variable display windows 21, 22, 23, 24 and 25 near the center. Then, various symbol types described later are changed and displayed on these variable display windows 21 to 25 while scrolling from top to bottom, and after a predetermined time, combinations of predetermined symbols are stopped and displayed.

因此,实施例1的投币游戏机1所谓的视频投币游戏机,其中,通过下部液晶显示器4的各个可变显示窗口21至25,通过显示符号等,实现视频转轮以便该机器能实施投币游戏(包括两种游戏类型,即基本游戏和奖励游戏)。在实施例1的投币游戏中,通过在各个可变显示窗口21至25上停止和显示的符号(每一个有三个符号,总共15个符号),实现基本游戏,而通过选择在下部液晶显示器4上显示的选项,实施奖励游戏。Therefore, the slot machine 1 of Embodiment 1 is a so-called video slot machine in which, by displaying symbols and the like through the respective variable display windows 21 to 25 of the lower liquid crystal display 4, video reels are realized so that the machine can implement Slot games (includes two game types, base game and bonus game). In the slot game of Embodiment 1, the basic game is realized by stopping and displaying symbols (each having three symbols, 15 symbols in total) on the respective variable display windows 21 to 25, and by selecting The options shown on 4 implement a bonus game.

如图2所示,将可变显示窗口21至25分成第一停止和显示区211、221,231,241和251、第二停止和显示区212,222,232,242和252,以及第三停止和显示区213,223,233,243和253,以及基于稍后所述的内部抽选的抽选结果,在每个停止和显示区,即211至213、221至223、231至233、241至243和251至253上停止和显示预定符号。As shown in FIG. 2, the variable display windows 21 to 25 are divided into first stop and display areas 211, 221, 231, 241 and 251, second stop and display areas 212, 222, 232, 242 and 252, and third stop and display areas. The stop and display areas 213, 223, 233, 243 and 253, and the drawing results based on the internal drawing described later, in each of the stop and display areas, namely, 211 to 213, 221 to 223, 231 to 233, 241 to 243 and 251 to 253 stop and display predetermined symbols.

在该投币游戏的基本游戏中,提供20条胜出行,这些胜出行由五个停止和显示区211至213、211至213、221至223、231至233、241至243和251至253形成。这些胜出行如果激活,当分别停止和显示符号时,并且在被激活的胜出行中排列有预定的符号时,则支付给玩家预定数量的游戏点数。在此,对每个胜出行进行说明。In the base game of the slot game, 20 winning lines are provided formed by five stop and display areas 211 to 213, 211 to 213, 221 to 223, 231 to 233, 241 to 243 and 251 to 253 . These winning lines, if activated, when symbols are stopped and displayed, respectively, and predetermined symbols are arranged in the activated winning lines, pay out a predetermined number of game points to the player. Here, each winning row will be described.

第一胜出行L1由第二停止和显示区212、222,232,242和252形成。第二胜出行L2由第一停止和显示区211、221,231,241和251形成。第三胜出行L3由第三停止和显示区213,223,233,243和253形成。用类似的方法,分别由停止和显示区211至213、221至223、231至233、241至243和251至253形成从第四胜出行L4至第二十胜出行L20的其他胜出行。The first winning line L1 is formed by the second stop and display areas 212 , 222 , 232 , 242 and 252 . The second winning line L2 is formed by the first stop and display areas 211 , 221 , 231 , 241 and 251 . The third winning line L3 is formed by the third stop and display areas 213 , 223 , 233 , 243 and 253 . In a similar manner, other winning lines from the fourth winning line L4 to the twentieth winning line L20 are formed by the stop and display areas 211 to 213 , 221 to 223 , 231 to 233 , 241 to 243 , and 251 to 253 , respectively.

另外,在上述20个胜出行的该实例中,通过操作稍后所述的各个下注按钮(BET 1 PER LINE按钮33、BET 3 PER LINE按钮34、BET 5PER LINE按钮35)激活的胜出行被称为“激活胜出行”。Also, in this example of the above-mentioned 20 winning lines, the winning lines activated by operating the respective bet buttons (BET 1 PER LINE button 33, BET 3 PER LINE button 34, BET 5 PER LINE button 35) described later are Called the "Activation Winning Row".

另外,当在激活胜出行上停止使游戏状态转变到奖励游戏的预定触发符号时,在下部液晶显示器4的显示区上显示字母“BonusTimes!!”。当人物塑像13放在验证单元7上时,显示预定时间(在实施例1中为三秒)的对应于人物塑像13的角色的外观的图象,以及从扬声器5L和5R输出对应于角色的外观的声音,告知玩家转变到奖励游戏(参考图26和27)。In addition, letters "BonusTimes!!" are displayed on the display area of the lower liquid crystal display 4 when the predetermined trigger symbol that causes the game state to transition to the bonus game is stopped on the activating win line. When the figure 13 is placed on the verification unit 7, an image corresponding to the appearance of the role of the figure 13 is displayed for a predetermined time (three seconds in Embodiment 1), and an image corresponding to the role is output from the speakers 5L and 5R. Appearance sound, informing the player of the transition to the bonus game (see Figures 26 and 27).

另外,当游戏转移到高概率模式时,在高概率模式时,获得稍后所述的胜出组合的概率比平常高,在下部液晶显示器4的显示区上显示字母“Special Time!!”。当人物塑像3放在验证单元7上时,显示预定时间(在实施例1中为三秒)的对应于人物塑像13的角色的外观的图象以及从扬声器5L和5R输出对应于角色的外观的声音,告知玩家转移到高概率模式(参考图28和29)。In addition, when the game is transferred to the high probability mode, the probability of obtaining the winning combination described later is higher than usual in the high probability mode, and the letters "Special Time!!" are displayed on the display area of the lower liquid crystal display 4. When the figure 3 is placed on the verification unit 7, an image corresponding to the appearance of the character of the figure 13 is displayed for a predetermined time (three seconds in Embodiment 1) and the appearance corresponding to the character is output from the speakers 5L and 5R The sound informs the player to transfer to the high probability mode (refer to Figures 28 and 29).

用于告知玩家转变到奖励游戏或高概率模式的方法应当不限于上述方法,还可以包括例如在上部液晶显示器3上,显示对应于人物塑像13的图象的方法。The method for informing the player of the transition to the bonus game or the high probability mode should not be limited to the above methods, and may include, for example, a method of displaying an image corresponding to the figure 13 on the upper liquid crystal display 3 .

另外,在操作台6上安装的操作板8上放置各种操作按钮。将参考图3,详细说明每个操作按钮。“COLLECT”按钮31和“GAMERULES”按钮32从最左侧开始顺序地放置在操作板8的上部。“BET1 PER LINE”按钮33、“BET 3 PER LINE”按钮34、“BET 5 PER LINE”按钮35和“WIN START PERATURE”按钮36从最左侧开始顺序地位于其中部。“PLAY 1 LINE”按钮37、“PLAY 5 LINES”按钮38、“PLAY 20 LINES”按钮39和“GAMBLE RESERVE”按钮40从最左侧开始顺序地位于其下部。In addition, various operation buttons are placed on an operation panel 8 mounted on the operation table 6 . Each operation button will be described in detail with reference to FIG. 3 . A “COLLECT” button 31 and a “GAMERULES” button 32 are sequentially placed on the upper portion of the operation panel 8 from the leftmost. "BET1 PER LINE" button 33, "BET 3 PER LINE" button 34, "BET 5 PER LINE" button 35, and "WIN START PERATURE" button 36 are sequentially located in the middle from the leftmost. A "PLAY 1 LINE" button 37, a "PLAY 5 LINES" button 38, a "PLAY 20 LINES" button 39, and a "GAMBLE RESERVE" button 40 are sequentially located at the lower part thereof from the far left.

在该实例中,COLLECT按钮31是通常在结束游戏时按下的按钮。当按压COLLECT按钮31时,经安装在投币游戏机1内的储币盒(未示出),将价值等于在游戏中获得的信用点数的硬币从稍后所述的硬币支付口15支付到硬币接收器16。在COLLECT按钮31上提供COLLECT开关45,通过按压COLLECT按钮31,将开关信号输出到CPU50(参考图9)。In this example, the COLLECT button 31 is a button that is usually pressed when ending a game. When the COLLECT button 31 is pressed, via a hopper (not shown) installed in the slot machine 1, coins worth equal to credit points obtained in the game are paid out from the coin payout port 15 described later to Coin acceptor 16. A COLLECT switch 45 is provided on the COLLECT button 31, and by pressing the COLLECT button 31, a switch signal is output to the CPU 50 (see FIG. 9).

GAME RULES按钮32是当玩家不确定游戏的操作方法等时按压的按钮。当按压GAME RULES按钮32时,在上部液晶显示器3和下部液晶显示器4上显示各种帮助信息。在GAME RULES按钮32上提供GAME RULES开关46,以及当按压GAME RULES按钮32时,将开关信号从GAME RULES开关46传送到CPU50(参考图9)。The GAME RULES button 32 is a button that the player presses when he or she is uncertain about the operation method of the game or the like. When pressing the GAME RULES button 32, various help information is displayed on the upper liquid crystal display 3 and the lower liquid crystal display 4. A GAME RULES switch 46 is provided on the GAME RULES button 32, and when the GAME RULES button 32 is pressed, a switch signal is transmitted from the GAME RULES switch 46 to the CPU 50 (refer to FIG. 9 ).

BET 1 PER LINE按钮33是这样一个按钮:每按下该按钮一次,利用玩家所拥有的信用点数在每条被激活的胜出行上下一注。BET 1PER LINE按钮33上具有1-BET开关57,通过按压BET 1 PER LINE按钮33,将开关信号从1-BET开关57传送到CPU50(参考图9)。The BET 1 PER LINE button 33 is a button that places a bet on each activated winning line with credits owned by the player every time the button is pressed. The BET 1PER LINE button 33 has a 1-BET switch 57, and by pressing the BET 1PER LINE button 33, the switch signal is transmitted from the 1-BET switch 57 to the CPU 50 (refer to FIG. 9 ).

BET 3 PER LINE按钮34是这样一个按钮:每按下该按钮一次,通过在每条被激活的胜出行上下三注而开始游戏。BET 3 PER LINE按钮34上具有3-BET开关58,通过按压BET 3 PER LINE按钮34,将开关信号从3-BET开关58传送到CPU50(参考图9)。The BET 3 PER LINE button 34 is a button that starts the game by placing three bets on each activated winning line each time the button is pressed. The BET 3 PER LINE button 34 has a 3-BET switch 58, and by pressing the BET 3 PER LINE button 34, the switch signal is transmitted from the 3-BET switch 58 to the CPU 50 (refer to FIG. 9 ).

另外,BET 5 PER LINE按钮35是这样一个按钮:每按下该按钮一次,通过在每条被激活的胜出行上下三注而开始游戏。BET 5 PERLINE按钮35上具有5-BET开关59,通过按压BET 5 PER LINE按钮35,将开关信号从5-BET开关59传送到CPU50(参考图9)。In addition, the BET 5 PER LINE button 35 is a button that starts the game by placing three bets on each activated winning line every time the button is pressed. The BET 5 PER LINE button 35 has a 5-BET switch 59, and by pressing the BET 5 PER LINE button 35, the switch signal is transmitted from the 5-BET switch 59 to the CPU 50 (refer to FIG. 9 ).

因此,通过按压BET 1 PER LINE按钮33、BET 3 PER LINE按钮34或BET 5 PER LINE按钮35,确定在每一激活的胜出行上所下注的下注量。Thus, by pressing the BET 1 PER LINE button 33, the BET 3 PER LINE button 34 or the BET 5 PER LINE button 35, the bet amount to bet on each active winning line is determined.

另外,WIN START FEATURE按钮36是启动稍后所述的奖励游戏,并且将在奖励游戏中获得的奖励添加到当前信用记录上的按钮。WIN-START开关47位于WIN START FEATURE按钮36上,在按压时,将开关信号从WIN-START开关47传送到CPU50(参考图9)。In addition, the WIN START FEATURE button 36 is a button for starting a bonus game described later, and adding an award obtained in the bonus game to the current credit record. The WIN-START switch 47 is positioned on the WIN START FEATURE button 36, and when pressed, a switch signal is transmitted from the WIN-START switch 47 to the CPU 50 (refer to FIG. 9 ).

PLAY 1 LINE按钮37是这样一个按钮:当按压该按钮时,将所激活的胜出行的数量设置成“1”而启动有一个激活行的游戏。1-LINE开关60位于PLAY 1 LINE按钮37上,基于按压,将开关信号从1-LINE开关60传送到CPU50(参考图9)。The PLAY 1 LINE button 37 is a button that, when pressed, sets the number of activated winning lines to "1" to start a game with one active line. The 1-LINE switch 60 is located on the PLAY 1 LINE button 37, and upon pressing, a switch signal is transmitted from the 1-LINE switch 60 to the CPU 50 (refer to FIG. 9 ).

PLAY 5 LINES按钮38是这样一个按钮:当按压该按钮时,将所激活的胜出行的数量设置成“5”而启动有五个激活行的游戏。5-LINES开关61位于PLAY 5 LINES按钮38上,基于按压,将开关信号从5-LINES开关61传送到CPU50(参考图9)。The PLAY 5 LINES button 38 is a button that, when pressed, sets the number of activated winning lines to "5" to start a game with five active lines. The 5-LINES switch 61 is located on the PLAY 5 LINES button 38, and upon pressing, a switch signal is transmitted from the 5-LINES switch 61 to the CPU 50 (refer to FIG. 9 ).

PLAY 20 LINES按钮39是这样一个按钮:当按压该按钮时,将所激活的胜出行的数量设置成“20”而启动有二十个激活行的游戏。20-LINES开关62位于PLAY 20 LINES按钮39上,基于按压,将开关信号从20-LINES开关62传送到CPU50(参考图9)。The PLAY 20 LINES button 39 is a button that, when pressed, sets the number of activated winning lines to "20" to start a game with twenty activated lines. The 20-LINES switch 62 is located on the PLAY 20 LINES button 39, and upon pressing, a switch signal is transmitted from the 20-LINES switch 62 to the CPU 50 (refer to FIG. 9 ).

因此,按压PLAY 1 LINE按钮37、PLAY 5 LINES按钮38或PLAY20 LINES按钮39将确定所激活的胜出行的数量。Thus, pressing the PLAY 1 LINE button 37, PLAY 5 LINES button 38 or PLAY 20 LINES button 39 will determine the number of winning lines activated.

在该实例中,当按压PLAY 1 LINE按钮37时,激活先前所述的第一胜出行L1。另外,当按压PLAY 5 LINES按钮38时,从第一胜出行L1至第五胜出行L5的胜出行均被激活。另外,当按压PLAY 20LINES按钮39时,从第一胜出行L1至第二十胜出行L20的胜出行均被激活。In this example, when the PLAY 1 LINE button 37 is pressed, the previously described first winning line L1 is activated. In addition, when the PLAY 5 LINES button 38 is pressed, the winning lines from the first winning line L1 to the fifth winning line L5 are all activated. In addition, when the PLAY 20 LINES button 39 is pressed, the winning lines from the first winning line L1 to the twentieth winning line L20 are all activated.

PLAY 1 LINE按钮37、PLAY 5 LINES按钮38或PLAY 20 LINES按钮39也作为启动按钮操作,通过按下这些按钮中的一个,各个符号开始移动,可变显示在下部液晶显示器4的可变显示窗口21至25,以便开始具有预定下注量和预定胜出行的游戏。The PLAY 1 LINE button 37, the PLAY 5 LINES button 38 or the PLAY 20 LINES button 39 also operate as start buttons, and by pressing one of these buttons, the respective symbols start to move and are variably displayed on the variable display window of the lower liquid crystal display 4 21 to 25 in order to start a game with a predetermined bet amount and a predetermined winning line.

GAMBLE RESERVE按钮40是当玩家离开自己的座位时或当在完成奖励游戏后,游戏转变到翻倍停叫游戏(double down game)时按压的按钮。在该实例中,翻倍停叫游戏是通过使用在奖励游戏中获得的玩家的信用点,玩家可以玩的游戏,在此省略其详细说明。The GAMBLE RESERVE button 40 is a button that is pressed when the player leaves his seat or when the game transitions to a double down game after completing the bonus game. In this instance, the double stop game is a game that a player can play by using the player's credits obtained in the bonus game, and a detailed description thereof is omitted here.

CAMBLE RESERVE开关48位于GAMBLE RESERVE按钮40上,以及基于按压,将开关信号从GAMBLE RESERVE开关48传送到CPU50(参考图9)。The CAMBLE RESERVE switch 48 is located on the GAMBLE RESERVE button 40, and upon pressing, a switch signal is transmitted from the GAMBLE RESERVE switch 48 to the CPU 50 (refer to FIG. 9 ).

硬币传感器49位于硬币插入部9上,当将硬币插入硬币插入部9时,将硬币检测信号从硬件传感器49传送到CPU50(参考图9),以便增加等于由此插入的硬币的信用点数。另外,纸币传感器67位于纸币插入部10上,当将纸币插入纸币插入部10(或纸币插入槽)时,将纸币检测信号从纸币传感器67传送到CPU50(参考图9),由此增加等于由此插入的纸币的信用点数。A coin sensor 49 is located on the coin insertion portion 9, and when a coin is inserted into the coin insertion portion 9, a coin detection signal is transmitted from the hardware sensor 49 to the CPU 50 (refer to FIG. 9 ) to increase credits equal to the coin thus inserted. In addition, the banknote sensor 67 is located on the banknote insertion portion 10, and when the banknote is inserted into the banknote insertion portion 10 (or the banknote insertion slot), the banknote detection signal is transmitted from the banknote sensor 67 to the CPU 50 (refer to FIG. The number of credits for this inserted note.

机柜2在下部具有硬币支付口15以及还具有硬币接收器16,用于接收从硬币支付口15支付的硬币。能逐个释放硬币的储币盒71和稍后所述的由传感器和其他部件组成的硬币检测部73位于硬币支付口15内(参考图9),以及硬件检测部73检测从硬币支付口15支付的硬币数。另外,代替从硬币支付口15支付硬币,还可以将游戏机配置成发出指明将支付的硬币数(或价值)的象收据一样的凭证票据。在该实例中,玩家能将所发出的凭证票据拿到游戏店的柜台兑换奖品或礼品。The cabinet 2 has a coin payout port 15 at the lower portion and also has a coin acceptor 16 for receiving coins paid out from the coin payout port 15 . A coin storage box 71 capable of releasing coins one by one and a coin detection section 73 composed of a sensor and other components described later are located in the coin payout port 15 (refer to FIG. 9 ), and the hardware detection section 73 detects payment from the coin payout port 15 number of coins. In addition, instead of paying out coins from the coin payout port 15, the gaming machine may also be configured to issue a receipt-like voucher specifying the number (or value) of coins to be paid out. In this example, the player can take the issued voucher ticket to the counter of the game store to redeem a prize or gift.

接着,参考图4A、4B和5,将说明用在根据实施例1的投币游戏机1中的人物塑像13和安装和位于投币游戏机1上的、读取和写入嵌入人物塑像13内的IC标签的信息的验证单元7。Next, with reference to FIGS. 4A , 4B, and 5 , the figure 13 used in the slot machine 1 according to Embodiment 1 and the reading and writing embedded figure 13 installed and located on the slot machine 1 will be described. The verification unit 7 of the information of the IC tag inside.

首先,参考图4A、4B和5,说明实施例1的人物塑像13。图4A和4B表示实施例1的各个人物塑像的前视图。图5是表示嵌入实施例1的每个人物塑像中的IC标签的存储区的示意图。First, with reference to FIGS. 4A , 4B and 5 , the figure 13 of Embodiment 1 will be described. 4A and 4B show front views of individual figures of Embodiment 1. FIG. FIG. 5 is a schematic view showing a memory area of an IC tag embedded in each figure of Embodiment 1. FIG.

如图4A和4B所示,实施例1的人物塑像13A和13B的每一个基本上由基座部90和人物塑像主体部91组成。As shown in FIGS. 4A and 4B , each of the figure figures 13A and 13B of Embodiment 1 is basically composed of a base portion 90 and a figure main body portion 91 .

基座部90的直径对应于稍后所述的验证单元7的直径,形成在中空的厚圆形板上。另外,人物塑像主体部91固定到基座部90的上表面92并且IC标签被安装和固定到位于基座部90的底部上的底部凹座中。IC标签93可以是商业上可获得的IC标签,由包括存储器和传送和接收部的IC芯片以及连接到IC芯片的天线组成,并形成为硬币状。另外中,用在实施例1的投币游戏机1中的IC标签93是能在其上重写信息的读取/写入型IC标签。然后,如下所述,IC标签93存储对应于人物塑像主体91的角色唯一的人物塑像ID、投币游戏机1使用人物塑像13的次数等等(参考图5)。The base portion 90 has a diameter corresponding to the diameter of the verification unit 7 described later, and is formed on a hollow thick circular plate. In addition, the figure main body portion 91 is fixed to the upper surface 92 of the base portion 90 and the IC tag is mounted and fixed into a bottom recess on the bottom of the base portion 90 . The IC tag 93 may be a commercially available IC tag, composed of an IC chip including a memory and a transmission and reception section, and an antenna connected to the IC chip, and formed in a coin shape. In addition, the IC tag 93 used in the slot machine 1 of Embodiment 1 is a read/write type IC tag on which information can be rewritten. Then, as described below, the IC tag 93 stores a figure ID unique to the character corresponding to the figure main body 91, the number of times the slot machine 1 uses the figure 13, and the like (refer to FIG. 5).

人物塑像主体91由合成树脂等等,用描绘特定角色的玩偶形状形成。在该实例中,用在实施例1的投币游戏机1中的人物塑像13现在有三种角色,即人物塑像13A至13C,分别为“武士”、“女巫”和“女算命者”。相对于基座部90,直立固定用于这些人物塑像13A和13C的每一个的人物塑像主体91。在武士的人物塑像13A中,描述男武士的玩偶固定到基座部90作为人物塑像主体91(参考图4A)。另外,在女巫的人物塑像13B中,描述女巫的玩偶固定到基座部90作为人物塑像主体91(参考图4B)。另外,在女算命者的人物塑像13C中,描述女算命者的玩偶固定到基座部90作为人物塑像主体91(未示出)。图4A和4B仅示例说明这三种人物塑像中,武士13A和女巫13B的人物塑像。The figure main body 91 is formed of synthetic resin or the like in a doll shape depicting a specific character. In this example, the figure 13 used in the slot machine 1 of Embodiment 1 now has three characters, ie, figures 13A to 13C, respectively "samurai", "witch" and "female fortune teller". With respect to the base portion 90 , a figure main body 91 for each of these figure figures 13A and 13C is fixed upright. In the samurai figure 13A, a figure of a male warrior is depicted fixed to the base portion 90 as a figure main body 91 (refer to FIG. 4A ). In addition, in the witch figure 13B, it is described that a witch doll is fixed to the base portion 90 as a figure main body 91 (refer to FIG. 4B ). In addition, in the female fortune teller figure 13C, a doll depicting a female fortune teller is fixed to the base portion 90 as a figure main body 91 (not shown). 4A and 4B illustrate only the figures of the warrior 13A and the witch 13B among the three types of figures.

这些人物塑像13A至13C的每一个放在具有预定大小的盒中并由与投币游戏机分开安装的特定售货机售卖。Each of these figure figures 13A to 13C is housed in a case having a predetermined size and sold by a specific vending machine installed separately from the slot machine.

然后,玩家能参考人物塑像主体91,区分这些人物塑像13A至13C,投币游戏机1能通过读取存储在每个人物塑像的IC标签中的人物塑像ID,区分这些人物塑像13A至13C。Then, the player can distinguish these figures 13A to 13C with reference to the figure main body 91, and the slot machine 1 can distinguish these figures 13A to 13C by reading the figure ID stored in the IC tag of each figure.

这里,将说明在人物塑像13A至13C的每一个中嵌入的IC标签93中提供的各个存储区。图5是表示IC标签的每个存储区的示意图。Here, the respective storage areas provided in the IC tag 93 embedded in each of the figure figures 13A to 13C will be described. Fig. 5 is a schematic diagram showing each storage area of the IC tag.

如图5所示,IC标签93具有:人物塑像ID存储区93A,其中,预先存储用于人物塑像13A至13C的每一个的人物塑像ID或唯一值(例如人物塑像13A为0001(武士)、人物塑像13B为0002(女巫)以及人物塑像13C为0003(女算命者));以及游戏历史存储区93B,其中,存储和更新用于每个游戏的信息,其中,信息有关在投币游戏机1中使用过多少次嵌入人物塑像13中的IC标签93玩游戏(在该实例中,一个游戏是一系列动作,其中,基于当前可获得的信用,执行下注操作以便移动(或改变)和停止符号出现在可变显示窗口,以及根据所出现的符号的组合,实施其他不同操作(奖励游戏处理、支付处理等等)。As shown in FIG. 5, the IC tag 93 has a figure ID storage area 93A in which a figure ID or a unique value for each of the figures 13A to 13C is stored in advance (for example, 0001 (samurai), 0001 (samurai) for the figure 13A, Figure 13B is 0002 (Witch) and Figure 13C is 0003 (Female Fortune Teller)); and a game history storage area 93B in which information for each game is stored and updated, wherein the information is about How many times has the IC tag 93 embedded in the figure 13 been used in 1 to play a game (in this instance, a game is a series of actions in which, based on currently available credits, betting operations are performed to move (or change) and Stop symbols appear on the variable display window, and other various operations (bonus game processing, payment processing, etc.) are performed according to combinations of the symbols that appear.

接着,参考图6和7,描述在实施例1的投币游戏机1上提供的验证单元7。图6是表示在实施例1的投币游戏机上提供的验证单元7的分解透视图。图7是表示放置人物塑像13的验证单元7的前视图。Next, referring to FIGS. 6 and 7 , the authentication unit 7 provided on the slot machine 1 of Embodiment 1 will be described. FIG. 6 is an exploded perspective view showing the authentication unit 7 provided on the slot machine of Embodiment 1. As shown in FIG. FIG. 7 is a front view showing the verification unit 7 where the figure 13 is placed.

如图6所示,实施例1的验证单元7基本上由引导构件95、支撑框架96和衬底97组成。As shown in FIG. 6 , the verification unit 7 of Embodiment 1 basically consists of a guide member 95 , a support frame 96 and a substrate 97 .

引导构件95具有主体98,主体98由为厚的板状透明树脂的透明聚氨酯制成,在主体98的中心形成有锥形引导孔99,所述锥形引导孔99为中空的圆锥台。引导孔99上开口的面积大于下开口的面积,具有倾斜的圆锥形侧壁。下开口的面积约等于人物塑像13的基座部90的下表面的面积。The guide member 95 has a main body 98 made of transparent urethane which is a thick plate-shaped transparent resin, and a tapered guide hole 99 which is a hollow truncated cone is formed at the center of the main body 98 . The area of the upper opening of the guide hole 99 is larger than that of the lower opening, and has an inclined conical side wall. The area of the lower opening is approximately equal to the area of the lower surface of the base portion 90 of the figure 13 .

引导构件95在前边缘还具有凸起100。凸起100形成在主体98的前面并且与主体98一体形成。另外,在引导构件95的主体98的上表面上,围绕引导孔9附着薄板状遮光构件101。The guide member 95 also has a protrusion 100 at the front edge. The protrusion 100 is formed on the front of the main body 98 and is integrally formed with the main body 98 . In addition, on the upper surface of the main body 98 of the guide member 95 , a thin-plate-shaped light shielding member 101 is attached around the guide hole 9 .

遮光构件101的表面上涂有黑色以便为其中所设置的稍后所述的彩色LED109遮光。在主体98的遮光构件101外的部分,设有通知部102,通过接通和断开光线,通知部102响应投币游戏机1的游戏状态,发出光,从而将投币游戏机1的当前游戏状态告知玩家。The surface of the light shielding member 101 is painted black in order to shield the later-described color LEDs 109 provided therein. In the part outside the light-shielding member 101 of the main body 98, a notification part 102 is provided. By turning on and off the light, the notification part 102 emits light in response to the game state of the slot machine 1, thereby displaying the current status of the slot machine 1. The game state informs the player.

支撑框架96大致为梯形,其通过在其中装配引导构件95,保持形状。因此,支撑框架具有当装配引导构件95时,覆盖主体98周围的框架构件103。另外,在框架构件103的底部中心提供人物塑像13的基座部90装配和连接到其上的底座部101。The supporting frame 96 has a substantially trapezoidal shape, which is maintained in shape by fitting the guide member 95 therein. Accordingly, the support frame has frame members 103 that cover the periphery of the main body 98 when the guide member 95 is assembled. In addition, a base portion 101 to which the base portion 90 of the figure 13 is fitted and connected is provided at the bottom center of the frame member 103 .

底座部104由圆柱空间形成并制造尺寸稍微大于人物塑像13的基座部90以及深度稍微大于基座部90的高度,用这种方式,人物塑像13的基座部90具有一些间隙,并且基座部90能以一定的位置关系装配和固定到底座部104中。如图7所示,基座部90设置在底座部104处,从而防止人物塑像13倒下。The base part 104 is formed by a cylindrical space and manufactured in a size slightly larger than the base part 90 of the figure 13 and a depth slightly greater than the height of the base part 90, in this way the base part 90 of the figure 13 has some clearance and is basically The seat portion 90 can be fitted and fixed into the base portion 104 in a certain positional relationship. As shown in FIG. 7 , the base portion 90 is provided at the base portion 104 so as to prevent the figure 13 from falling down.

还在框架构件103的前面提供凸起引导构件105。凸起引导构件105的位置和尺寸使得:当引导构件95的主体98装配到支撑框架96中时,凸起引导构件105覆盖凸起100的表面。A protrusion guide member 105 is also provided in front of the frame member 103 . The position and dimensions of the protrusion guide member 105 are such that the protrusion guide member 105 covers the surface of the protrusion 100 when the main body 98 of the guide member 95 is fitted into the support frame 96 .

另外,位于支撑框架96下的衬底97由衬底主体106和安装在衬底主体106上的IC标签读/写器107组成。IC标签读/写器107由控制器、数据传送/接收部和天线组成。特别地,将与IC标签93通信的天线部放置成正好在支撑框架96的底座部104下,从而保证与嵌入位于底座部104上的人物塑像13的基座部90中的IC标签93的数据通信。In addition, the substrate 97 located under the support frame 96 is composed of a substrate main body 106 and an IC tag reader/writer 107 mounted on the substrate main body 106 . The IC tag reader/writer 107 is composed of a controller, a data transmission/reception section, and an antenna. In particular, the antenna part communicating with the IC tag 93 is placed just under the base part 104 of the supporting frame 96, thereby securing the data with the IC tag 93 embedded in the base part 90 of the figure 13 on the base part 104. communication.

因此,将上述构成的IC标签读/写器107连接到稍后所述的CPU50,并受CPU50控制,从而执行从和到IC标签93读取和写入过程。在实施例1中,通过非接触型实现数据通信,自然地,也能将它们制成接触型。Therefore, the IC tag reader/writer 107 constituted as described above is connected to the CPU 50 described later, and is controlled by the CPU 50 so that reading and writing processes from and to the IC tag 93 are performed. In Embodiment 1, data communication is realized by a non-contact type, but naturally, they can also be made into a contact type.

衬底97还具有在背面,在竖直位置中形成的背板108,并且背板108具有彩色LED109。因此,彩色LED109响应投币游戏机1的游戏状态,通过预定发光示象发光,从通知部102,将投币游戏机1的当前游戏状态告知玩家。The substrate 97 also has a backplane 108 formed on the backside, in a vertical position, and the backplane 108 has colored LEDs 109 . Therefore, the color LED 109 responds to the game state of the slot machine 1 by emitting light in a predetermined lighting pattern, and the notification unit 102 notifies the player of the current game state of the slot machine 1 .

在实施例1的投币游戏机1中,安装上述结构的验证单元7,CPU50使用IC标签读/写器107,确定人物塑像13A至13C的任何一个是否位于验证单元7上,玩家何时通过硬币插入部9插入硬币来完成下注的接受。结果,当确定放置人物塑像13A至13C的任何一个时,在从原始模式到稍后所述的高概率模式的转变周期中,或从基本游戏到奖励游戏的转变周期中,提供对应于每个人物塑像的角色的外观的图象和基于声音的效果(参考图26至29)。在奖励游戏期间,可以提供暗示,通过用对应于角色外观的声音输出提示,帮助玩家实施游戏(参考图17)。稍后说明细节。In the slot machine 1 of Embodiment 1, the verification unit 7 of the above-mentioned structure is installed, and the CPU 50 uses the IC tag reader/writer 107 to determine whether any one of the figure figures 13A to 13C is located on the verification unit 7, when the player passes The coin insertion section 9 inserts coins to complete the acceptance of bets. As a result, when it is determined to place any one of the figure figures 13A to 13C, in the transition period from the original mode to the later-described high-probability mode, or in the transition period from the base game to the bonus game, offers corresponding to each Graphical and sound-based effects for the appearance of the character of the figurehead (see Figures 26 to 29). During the bonus game, hints may be provided to help the player implement the game by outputting hints with sounds corresponding to the appearance of the characters (refer to FIG. 17 ). Details will be explained later.

接着,对当通过在基本游戏和奖励游戏中滚动,可变地显示符号时,在下部液晶显示器4上的可变显示窗口21至25处变动和显示的符号例子,参考图8A至8E进行说明。在图8A至8E中,用第一转轮带111表示的符号阵列是在可变显示窗口21处可变地显示的符号的阵列,用第二转轮带112表示的符号阵列是将在可变显示窗口22处可变显示的符号的阵列,用第三转轮带113表示的符号阵列是将在可变显示窗口23处可变显示的符号的阵列,用第四转轮带114表示的符号阵列是将在可变显示窗口24处可变显示的符号的阵列,以及用第五转轮带115表示的符号阵列是将在可变显示窗口25处可变显示的符号的阵列。Next, when the symbols are variably displayed by scrolling in the base game and the bonus game, examples of symbols changed and displayed at the variable display windows 21 to 25 on the lower liquid crystal display 4 will be described with reference to FIGS. 8A to 8E . In FIGS. 8A to 8E , the array of symbols represented by the first wheel 111 is an array of symbols variably displayed at the variable display window 21, and the array of symbols represented by the second wheel 112 is the array of symbols to be displayed in the variable display window 21. Variable display window 22 place variably displayed symbol array, the symbol array represented by the third wheel band 113 is the array of symbols that will be variably displayed at the variable display window 23 places, represented by the fourth wheel band 114 The symbol array is an array of symbols to be variably displayed at the variable display window 24 , and the symbol array represented by the fifth reel strip 115 is an array of symbols to be variably displayed at the variable display window 25 .

用于形成从第一转轮带111至第五转轮带115的符号阵列的点数据存储在图象ROM82中(参考图11)。Dot data for forming symbol arrays from the first reel band 111 to the fifth reel band 115 are stored in the image ROM 82 (refer to FIG. 11).

在该实例中,用第一转轮带111至第五转轮带115表示的符号阵列具有相互不同的符号排列并且这些符号阵列由十三个符号,诸如“LOBSTER”、“SHARK”、“FISH”、“PUNK”、“OCTOPUS”、“CRAB”、“WORM”、“A”、“K”、“Q”、“J”、“WILD”和“SARDINEG”的适当的组合形成。In this example, the symbol arrays represented by the first reel strip 111 to the fifth reel strip 115 have mutually different symbol arrangements and these symbol arrays are composed of thirteen symbols such as "LOBSTER", "SHARK", "FISH", etc. ", "PUNK", "OCTOPUS", "CRAB", "WORM", "A", "K", "Q", "J", "WILD" and "SARDINEG" are formed by appropriate combinations.

其中,“LOBSTER”是指描绘龙虾的符号,“SHARK”、“FISH”、“PUNK”、“OCTOPUS”、“CRAB”、“WORM”和“SARDINEG”是指分别描述鲨鱼、鱼、庞克、章鱼、螃蟹、蠕虫和沙丁鱼。另外,“A”、“K”、“Q”、“J”和“WILD”是字母的符号。Among them, "LOBSTER" refers to the symbols depicting lobsters, and "SHARK", "FISH", "PUNK", "OCTOPUS", "CRAB", "WORM" and "SARDINEG" refer to the symbols describing sharks, fish, punk, Octopus, crabs, worms and sardines. In addition, "A", "K", "Q", "J" and "WILD" are symbols of letters.

因此,当沿第一至第二十胜出行L1至L20,从最左侧,停止和显示预定个数的“LOBSTER”、“SHARK”、“FISH”、“PUNK”、“OCTOPUS”、“CRAB”、“WORM”、“A”、“K”、“Q”和“J”时,将预定信用点数添加到由玩家赚得的信用点数(参考图12)。Therefore, when along the first to twentieth winning lines L1 to L20, from the leftmost, a predetermined number of "LOBSTER", "SHARK", "FISH", "PUNK", "OCTOPUS", "CRAB" are stopped and displayed. ", "WORM", "A", "K", "Q" and "J", predetermined credits are added to the credits earned by the player (refer to FIG. 12 ).

另外,“SHARK”是所谓的分散符号,当在可变显示窗口21至25,整个停止和显示两个或多个“SHARK”符号时,将预定信用点数添加到由玩家赚得的信用点数,而与激活的胜出行无关(参考图12)。如稍后所述,“SARDINEG”是用于使游戏转变到奖励游戏的奖励游戏转变符号,以及当在可变显示窗口21至25,总共四或五个地点停止和显示“SARDINEG”的符号时,游戏能转变到奖励游戏,而与激活的胜出行无关。In addition, "SHARK" is a so-called scatter symbol, and when two or more "SHARK" symbols are entirely stopped and displayed in the variable display windows 21 to 25, predetermined credits are added to the credits earned by the player, Regardless of the activated winning row (refer to FIG. 12 ). As will be described later, "SARDINEG" is a bonus game transition symbol for making the game transition to a bonus game, and when the symbols of "SARDINEG" are stopped and displayed at four or five places in total in the variable display windows 21 to 25 , the game can transition to the bonus game regardless of the activated winning row.

另外,“WILD”是代替除“SARDINEG”(分散符号)外的任何一个符号使用的所谓原始符号(wild space)。In addition, "WILD" is a so-called original symbol (wild space) used instead of any symbol except "SARDINEG" (scatter symbol).

当按压PLAY 1 LINE按钮37、PLAY 5 LINES按钮38或PLAY 20LINES按钮39的任何一个以便启动游戏时,在每个可变显示窗口21至25处,从向上至向下滚动和显示用第一转轮带111至第五转轮带115表示的符号阵列并且在经过预定时间后,在每个可变显示窗口处停止和显示三个符号。When any one of the PLAY 1 LINE button 37, PLAY 5 LINES button 38 or PLAY 20 LINES button 39 is pressed to start the game, at each of the variable display windows 21 to 25, scrolling and displaying the first turn from up to down The reel 111 to fifth reel 115 represent an array of symbols and after a predetermined time elapses, three symbols are stopped and displayed at each variable display window.

另外,基于上述符号的多种组合,为每个符号预先设置组合(参考图12)。当在激活胜出行停止对应于一个胜出组合的符号组合时,将对应于胜出组合的支付量添加到现有的信用点数中。当同时,在四个或更多地方停止和显示“SARDINEG”时,游戏转变到奖励游戏,而与胜出行无关。In addition, based on various combinations of the above symbols, a combination is preset for each symbol (refer to FIG. 12 ). When a combination of symbols corresponding to a winning combination is stopped at the activation winning row, the payout amount corresponding to the winning combination is added to the existing credits. When "SARDINEG" is stopped and displayed at four or more places at the same time, the game shifts to a bonus game regardless of the winning row.

当沿激活的胜出行,在五个或更多地方停止“WILD”时,游戏模式转变到高概率模式,其中,从下一游戏开始,存在在胜出行上,获得胜出组合的增加的概率。稍后将说明高概率模式。When "WILD" is stopped at five or more places along the active winning row, the game mode transitions to a high probability mode where, from the next game onwards, there is an increased probability of obtaining a winning combination on the winning row. The high probability mode will be explained later.

接着,将参考图9,说明与投币游戏机1的控制系统有关的机构。图9是表示投币游戏机的控制系统的框图。Next, the mechanism related to the control system of the slot machine 1 will be described with reference to FIG. 9 . Fig. 9 is a block diagram showing a control system of the slot machine.

在图9中,投币游戏机1的控制系统基本上由为核心组件的CPU50组成,CPU50与ROM51和RAM52连接。ROM51存储稍后所述的主处理程序、基本游戏处理程序、奖励游戏处理程序、用于抽出停止和显示符号的符号抽选表、基于停止和显示符号的组合的胜出组合、用于设置基于胜出组合支付的信用的支付表(参考图12)、对应于人物塑像13A至13C的角色的声音数据以及用于控制投币游戏机1所需的其他各种程序和数据表。另外,RAM52是用于临时存储由CPU50计算的各种数据的存储器。In FIG. 9 , the control system of the slot machine 1 is basically composed of a CPU 50 as a core component, and the CPU 50 is connected to a ROM 51 and a RAM 52 . The ROM 51 stores a main processing program described later, a base game processing program, a bonus game processing program, a symbol drawing table for drawing stop and display symbols, a winning combination based on a combination of stop and display symbols, a A payout table (refer to FIG. 12 ) of credits paid out in combination, voice data of characters corresponding to the figures 13A to 13C, and other various programs and data tables required for controlling the slot machine 1 . In addition, RAM52 is a memory for temporarily storing various data calculated by CPU50.

CPU50与用于生成参考时钟脉冲的时钟脉冲生成电路53和分频器54相连,以及还与用于生成随机数的随机数生成器55和随机数取样电路56相连。经随机数取样电路56取样的随机数用于各种抽选,诸如胜出组合。另外,CPU50分别与具有COLLECT按钮31的COLLECT开关45、具有GAME RULES按钮32的GAME RULES开关46、具有BET 1 PER LINE按钮33的1-BET开关57、具有BET 3 PERLINE按钮34的3-BET开关58、具有BET 5 PER LINE按钮35的5-BET开关59、具有WIN START FEATURE按钮36的WIN-START开关47、具有PLAY 1 LINE按钮37的1-LINE开关60、5-LINES开关61、具有PLAY 5 LINES按钮38的20-LINES开关62、具有PLAY 20 LINES按钮39的GAMBLE RESERVE开关48,以及GAMBLE RESERVE按钮40连接。当按压这些按钮时,基于开关信号输出,CPU50将控制对应于每个按钮的操作。The CPU 50 is connected to a clock pulse generation circuit 53 and a frequency divider 54 for generating a reference clock pulse, and is also connected to a random number generator 55 and a random number sampling circuit 56 for generating random numbers. The random numbers sampled by the random number sampling circuit 56 are used for various draws such as winning combinations. In addition, the CPU 50 is connected to a COLLECT switch 45 having a COLLECT button 31, a GAME RULES switch 46 having a GAME RULES button 32, a 1-BET switch 57 having a BET 1 PER LINE button 33, and a 3-BET switch having a BET 3 PER LINE button 34, respectively. 58. 5-BET switch 59 with BET 5 PER LINE button 35, WIN-START switch 47 with WIN START FEATURE button 36, 1-LINE switch 60 with PLAY 1 LINE button 37, 5-LINES switch 61, with PLAY 20-LINES switch 62 with 5 LINES button 38, GAMBLE RESERVE switch 48 with PLAY 20 LINES button 39, and GAMBLE RESERVE button 40 connections. When these buttons are pressed, based on the switch signal output, the CPU 50 will control the operation corresponding to each button.

另外,CPU50分别与位于硬币插入部9的硬币传感器49和位于纸币插入部10的纸币传感器67相连。硬币传感器49检测从硬币插入部9插入的硬币,以及CPU50基于从硬币传感器49输出的硬币检测信号,计算所插入的硬币的数量。纸币传感器67检测从纸币插入部10插入的纸币的类型和数量,以及CPU50基于从纸币传感器67输出的纸币检测信号,计算价值等于纸币的信用点数。In addition, the CPU 50 is connected to the coin sensor 49 located in the coin insertion section 9 and the banknote sensor 67 located in the banknote insertion section 10 . The coin sensor 49 detects a coin inserted from the coin insertion portion 9 , and the CPU 50 calculates the number of inserted coins based on the coin detection signal output from the coin sensor 49 . The bill sensor 67 detects the type and amount of bills inserted from the bill inserting portion 10, and the CPU 50 calculates credits worth equal to the bills based on the bill detection signal output from the bill sensor 67.

经储币盒驱动电路70,将储币盒71连接到CPU50。当将驱动信号从CPU50传送到储币盒驱动电路70时,储币盒从硬币支付口15,支付预定多个硬币。The hopper 71 is connected to the CPU 50 via the hopper drive circuit 70 . When a driving signal is transmitted from the CPU 50 to the hopper driving circuit 70 , the hopper pays out a predetermined number of coins from the coin dispensing port 15 .

另外,硬币检测部73经支付完成信号电路72连接到CPU50。硬币检测部73位于硬币支付口15内。当检测到从硬币支付口15支付预定多个硬币时,将硬币支付检测信号从硬币检测部73输出到支付完成信号电路72。然后,支付完成信号电路72将支付完成信号输出到CPU50。另外,CPU50经液晶驱动电路74,与上部液晶显示器3和下部液晶显示器4相连以便CPU50控制上部液晶显示器3和下部液晶显示器4。In addition, the coin detection unit 73 is connected to the CPU 50 via the payment completion signal circuit 72 . The coin detection unit 73 is located inside the coin payout port 15 . When it is detected that a predetermined number of coins have been paid out from the coin payout port 15 , a coin payout detection signal is output from the coin detection section 73 to the payout completion signal circuit 72 . Then, the payment completion signal circuit 72 outputs a payment completion signal to the CPU 50 . In addition, the CPU 50 is connected to the upper liquid crystal display 3 and the lower liquid crystal display 4 via the liquid crystal driving circuit 74 so that the CPU 50 controls the upper liquid crystal display 3 and the lower liquid crystal display 4 .

在该实例中,如图10所示,液晶驱动电路74由程序ROM81、图象ROM82、图象控制CPU83、工作RAM84、VDP(视频/显示/处理器)85、视频RAM86和其他组成。因此,程序ROM81存储有关上部液晶显示器3和下部液晶显示器4的显示的图象控制程序,以及其他各种选择表。图象ROM82还存储例如成像点数据,诸如在下部液晶显示器4(或可变显示窗口21至25)上显示的、分别对应于人物塑像13A至13C的效果图象(参考图26至29)、图8A至8E中的第一转轮带111至第五转轮带115的符号例子、图14中的第六转轮带116上的符号阵列。In this example, as shown in FIG. 10, the liquid crystal driving circuit 74 is made up of program ROM81, image ROM82, image control CPU83, work RAM84, VDP (video/display/processor) 85, video RAM86 and others. Therefore, the program ROM 81 stores image control programs related to the display of the upper liquid crystal display 3 and the lower liquid crystal display 4, and other various selection tables. The image ROM 82 also stores, for example, imaging point data such as effect images (refer to FIGS. Examples of symbols on the first to fifth reel strips 111 to 115 in FIGS. 8A to 8E , and an array of symbols on the sixth reel strip 116 in FIG. 14 .

图象控制CPU83根据先前在程序ROM81内存储的图象控制程序,基于由CPU50设置的参数,由先前存储在图象ROM82中的点数据,确定将在上部液晶显示器3或下部液晶显示器4上显示的图象。另外,工作RAM84配置成当由图象控制CPU83执行图象控制程序时的临时存储装置。VDP85形成对应于由图象控制CPU83确定的显示内容的图象,以及在上部液晶显示器3和下部液晶显示器4上输出它。因此,例如,在下部液晶显示器4(或可变显示窗口21至25)上,滚动和显示在转轮带111至115中显示的符号阵列。另外,视频RAM86配置成当由VDP85形成图象时的临时存储装置。The image control CPU83 is based on the image control program previously stored in the program ROM81, based on the parameters set by the CPU50, by the point data previously stored in the image ROM82, it is determined to display on the upper liquid crystal display 3 or the lower liquid crystal display 4 image of . In addition, the work RAM 84 is configured as temporary storage means when the image control program is executed by the image control CPU 83 . The VDP 85 forms an image corresponding to the display content determined by the image control CPU 83, and outputs it on the upper liquid crystal display 3 and the lower liquid crystal display 4. Thus, for example, on the lower liquid crystal display 4 (or the variable display windows 21 to 25 ), the symbol arrays displayed in the wheel strips 111 to 115 are scrolled and displayed. In addition, the video RAM 86 is configured as temporary storage means when an image is formed by the VDP 85 .

LED78也经LED驱动电路77连接到CPU50。在投币游戏机1的正面提供LED78以及当再现各种效果时,基于来自CPU50的驱动信号,通过LED驱动电路77,用灯泡来控制。特别是在实施例1的投币游戏机1中,接通LED78以便改进稍后所述的高概率模式中的效果。LED 78 is also connected to CPU 50 via LED drive circuit 77 . LEDs 78 are provided on the front of the slot machine 1 and when various effects are reproduced, based on drive signals from the CPU 50, through the LED drive circuit 77, are controlled with light bulbs. Particularly in the slot machine 1 of Embodiment 1, the LED 78 is turned on in order to improve the effect in the high probability mode described later.

另外,声音输出电路79和扬声器5L和5R连接到CPU50,以及当基于来自声音输出电路79的输出信号,再现各种效果时,扬声器5L和5R产生各种声音效果。特别是在实施例1的投币游戏机1中,当游戏转变到高概率模式时,通过位于验证单元7上的人物塑像13A至13C的任何一个,当游戏转变到奖励游戏时,对应于人物塑像13A至13C的每个角色(武士、女巫和女算命者)的声音能提供就象人物塑像13A至13C中,放在游戏机上的人物塑像与玩家交谈一样的新效果。In addition, a sound output circuit 79 and speakers 5L and 5R are connected to the CPU 50 , and the speakers 5L and 5R produce various sound effects when reproducing various effects based on an output signal from the sound output circuit 79 . Particularly in the slot machine 1 of Embodiment 1, when the game shifts to the high probability mode, by any one of the character figures 13A to 13C located on the authentication unit 7, when the game shifts to the bonus game, the corresponding character The voice of each character (samurai, witch and female fortune teller) of the figurines 13A to 13C can provide a new effect as in the figurines 13A to 13C, the figurines placed on the game machine talk to the player.

如图11所示,ROM51存储符号抽选表51A以便基于随机数值,确定在可变显示窗口21至25(参考图2)的各个停止和显示区211至213、221至223、231至233、241至243以及251至253上停止和显示的符号、存储在每个停止和显示区的停止和显示的胜出组合和支付的支付表51B,以及存储与对应于人物塑像13A至13C的每个角色(武士、女巫和女算命者)的声音有关的数据的声音数据存储区51C。As shown in FIG. 11, ROM 51 stores symbol drawing table 51A so that based on random values, it determines the respective stop and display areas 211 to 213, 221 to 223, 231 to 233, 231 to 233, Symbols stopped and displayed at 241 to 243 and 251 to 253, a payout table 51B storing winning combinations and payouts of stops and displays at each stop and display area, and a payout table 51B storing information related to each character corresponding to the figures 13A to 13C Voice data storage area 51C for voice-related data of (samurai, witch, and female fortune-teller).

接着,将说明符号抽选表51A,存储在ROM51中并且用在当在投币游戏机1中使用五个可变显示窗口21至25以便实施基本游戏和奖励游戏时,确定在停止和显示区211至213、221至223、231至233、241至243以及251至253(参考图2)的每一个上停止和显示的符号中。Next, the symbol drawing table 51A, which is stored in the ROM 51 and is used to determine the number in the stop and display area when the five variable display windows 21 to 25 are used in the slot machine 1 in order to implement the base game and the bonus game, will be explained. Each of 211 to 213 , 221 to 223 , 231 to 233 , 241 to 243 , and 251 to 253 (refer to FIG. 2 ) is stopped and displayed in the symbol.

符号抽选表51A是基于由随机数取样电路56取样的随机数,确定沿对应于第二停止和显示区212、222、232、242和252的第一胜出行L1停止的符号。然后,在第一停止和显示区211、221、231、241和251上停止和显示符号,以及基于第二停止和显示区的结果,确定第三停止和显示区213、223、233、243和253,因为在每个转轮带的每个阵列中的符号顺序是固定的(参考图8)。更具体地说,在第一停止和显示区211、221、231、241和251上停止和显示具有每个比由随机数值确定的码号小1的码号的每个符号,而在第三停止和显示区213、223、233、243和253上停止和显示具有每个比由随机数值确定的码号大1的码号的每个符号。The symbol sampling table 51A determines symbols to stop along the first winning line L1 corresponding to the second stop and display areas 212 , 222 , 232 , 242 and 252 based on random numbers sampled by the random number sampling circuit 56 . Then, stop and display symbols on the first stop and display areas 211, 221, 231, 241 and 251, and based on the results of the second stop and display areas, determine the third stop and display areas 213, 223, 233, 243 and 253, because the order of symbols in each array of each wheel is fixed (see Figure 8). More specifically, on the first stop and display areas 211, 221, 231, 241, and 251, each symbol having a code number each smaller by 1 than the code number determined by the random value is stopped and displayed, while in the third Each symbol having a code number each larger by 1 than the code number determined by the random value is stopped and displayed on the stop and display areas 213, 223, 233, 243, and 253.

在实施例1的投币游戏机1中,为每个可变显示窗口21至25确定沿第一胜出行L1停止和显示的符号。符号抽选表51A从在从图8的第一转轮带111至第五转轮带115,以及如稍后所述的图14的第六转轮带116的每个转轮带中显示的符号阵列的顶部,按顺序分配“00”至“29”的码号,以及抽选表51A还设置对应于每个码号的随机数值。In the slot machine 1 of Embodiment 1, symbols stopped and displayed along the first win line L1 are determined for each of the variable display windows 21 to 25 . The symbol drawing table 51A is displayed in each reel strip from the first reel strip 111 to the fifth reel strip 115 of FIG. 8 , and the sixth reel strip 116 of FIG. 14 as described later. On top of the symbol array, code numbers "00" to "29" are assigned in order, and the lottery table 51A also sets a random value corresponding to each code number.

因此,CPU50经随机数取样电路56,取样五个随机数值,以便在开始游戏时,对应于可变显示窗口21至25的每一个,以及确定在每个可变显示窗口21至25处的第二停止和显示区212、222、232、242和252上停止的符号(例如,在取样随机数值为“9”的情况下,在第二停止和显示区上停止和显示分配给码号“09”的“FISH”的符号)。Therefore, CPU 50 samples five random values through random number sampling circuit 56, so that when starting the game, corresponding to each of variable display windows 21 to 25, and determine the first variable at each variable display window 21 to 25 places. The symbols stopped on the two stop and display areas 212, 222, 232, 242 and 252 (for example, in the case where the sampling random value is "9", the stop and display assigned to the code number "09" on the second stop and display area ", the symbol for "FISH").

接着,将参考图12,说明当在投币游戏机1中使用五个可变显示窗口21至25以便实施基本游戏和奖励游戏时的胜出组合及其支付。图12是表示当使用五个可变显示窗口来实施游戏时胜出组合及其支付,以及表示当下注量为“1”时的支付的支付表51B。因此,当下注量为“1”时,将图12所示的支付值添加到信用点数中。然而,当下注量为“2”或更大时,将图12所示的值乘以下注量以便获得支付值,以及将该支付值添加到信用点数中。Next, winning combinations and payouts thereof when the five variable display windows 21 to 25 are used in the slot machine 1 in order to implement the base game and the bonus game will be explained with reference to FIG. 12 . FIG. 12 is a payout table 51B showing winning combinations and their payouts when the game is carried out using five variable display windows, and payouts when the bet amount is "1". Therefore, when the bet amount is "1", the payout value shown in FIG. 12 is added to the credits. However, when the bet amount is "2" or more, the value shown in FIG. 12 is multiplied by the bet amount to obtain a payout value, and the payout value is added to the credits.

在该实例中,将具体说明当实施基本游戏时的胜出组合及其支付。如图12所示,当在可变显示窗口21至22的激活胜出行上的行中,停止和显示“LOBSTER”符号时(在符号从左端出现在两个连续位置的“2K”的情况下),获得“10”支付。当在可变显示窗口21至23的激活胜出行上的行中,停止和显示符号时(在符号从左端出现在三个连续位置的“3K”的情况下),获得“320”支付。另外,当在可变显示窗口21至24的激活胜出行上的行中,停止和显示符号时(在符号从左端出现在四个连续位置的“4K”的情况下),获得“2500”支付。另外,当在可变显示窗口21至25的激活胜出行上的行中,停止和显示符号时(在符号从左端出现在五个连续位置的“5K”的情况下),获得“6000”支付。In this example, winning combinations and payouts thereof when the base game is carried out will be specifically described. As shown in FIG. 12, when the "LOBSTER" symbol is stopped and displayed in the row above the activated winning row of the variable display windows 21 to 22 (in the case of "2K" where the symbol appears at two consecutive positions from the left end ), get "10" payout. When symbols are stopped and displayed in the row above the activated winning row of the variable display windows 21 to 23 (in the case of "3K" where the symbol appears in three consecutive positions from the left end), a "320" payout is obtained. In addition, when the symbols are stopped and displayed in the row above the activated winning row of the variable display windows 21 to 24 (in the case of "4K" where the symbol appears in four consecutive positions from the left end), a "2500" payout is obtained . In addition, when the symbols are stopped and displayed in the row above the activated winning row of the variable display windows 21 to 25 (in the case of "5K" where the symbol appears in five consecutive positions from the left end), a "6000" payout is obtained .

当在可变显示窗口21至22的激活胜出行上的行中,停止和显示符号“SHARK”时(在符号从左端出现在二个连续位置的“2K”的情况下),获得“3”支付。当在可变显示窗口21至23的激活胜出行上的行中,停止和显示符号时(在符号从左端出现在三个连续位置的“3K”的情况下),获得“25”支付。另外,当在可变显示窗口21至24的激活胜出行上的行中,停止和显示符号时(在符号从左端出现在四个连续位置的“4K”的情况下),获得“150”支付。另外,当在可变显示窗口21至25的激活胜出行上的行中,停止和显示符号时(在符号从左端出现在五个连续位置的“5K”的情况下),获得“1000”支付。When the symbol "SHARK" is stopped and displayed in the row above the active winning row of the variable display windows 21 to 22 (in the case of "2K" where the symbol appears at two consecutive positions from the left end), "3" is obtained pay. When symbols are stopped and displayed in the row above the activated winning row of the variable display windows 21 to 23 (in the case of "3K" where the symbol appears in three consecutive positions from the left end), a "25" payout is obtained. In addition, when the symbols are stopped and displayed in the row above the activated winning row of the variable display windows 21 to 24 (in the case of "4K" where the symbol appears in four consecutive positions from the left end), a "150" payout is obtained . In addition, when symbols are stopped and displayed in the row above the activated winning row of the variable display windows 21 to 25 (in the case of "5K" where the symbol appears in five consecutive positions from the left end), a "1000" payout is obtained .

在下文中,将分别给出“FISH”的符号(鱼)、“PUNK”的符号(庞克)、“OCTOPUS”的符号(章鱼)、“CRAB”的符号戏(螃蟹)、“WORM”的符号(蠕虫)、“A”的符号(字母A)、“K”的符号(字母K)、“Q”的符号(字母Q)和“J”的符号(字母J),如图12所示。In the following, the symbol of "FISH" (fish), the symbol of "PUNK" (punk), the symbol of "OCTOPUS" (octopus), the symbol of "CRAB" (crab), and the symbol of "WORM" will be given respectively (worm), the symbol of "A" (letter A), the symbol of "K" (letter K), the symbol of "Q" (letter Q) and the symbol of "J" (letter J), as shown in FIG. 12 .

当这些符号出现在激活的胜出行上时,将支付总数添加到信用点数中。When these symbols appear on an activated winning row, the payout total is added to the credits.

另一方面,关于“SARDINE”的符号(沙丁鱼),它是分散符号。在符号出现(停止和显示)在可变显示窗口21至25的两个位置中的“2K”的情况下,获得支付“2”,而与激活的胜出行无关。在符号出现(停止和显示)在三个位置中的“3K”的情况下,获得支付“5”。在符号出现(停止和显示)在四个位置中的“4K”的情况下,获得支付“10”。在符号出现(停止和显示)在五个位置中的“4K”的情况下,获得支付“125”。On the other hand, regarding the symbol (sardine) of "SARDINE", it is a scatter symbol. In the case where the symbol appears (stops and displays) "2K" in two positions of the variable display windows 21 to 25, a payout of "2" is obtained irrespective of the activated winning row. In the case of "3K" where the symbol appears (stops and displays) in three positions, a payout of "5" is obtained. In the case of "4K" where symbols appear (stop and display) in four positions, payout "10" is obtained. In the case of "4K" where symbols appear (stop and display) in five positions, payout "125" is obtained.

仅对符号“SARDINE”的支付,将通过图12所示的支付值乘以下注的总数获得的数量(下注量与激活胜出行的数量的乘积)添加到信用点数中。当存在除由符号“SARDINE”引起的任何支付时,也将该支付添加到信用点数中。Only for the payout of the symbol "SARDINE", the amount obtained by multiplying the total number of bets by the payout value shown in FIG. 12 (the product of the bet amount and the number of activated winning lines) is added to the credits. When there is any payment other than that caused by the symbol "SARDINE", that payment is also added to the credit.

另外,符号“SARDINE”是使游戏状态转变到奖励游戏的触发符号,当符号同时出现(停止和显示)在可变显示窗口21至25的四个位置中时,玩家能转移到奖励游戏以及获得上述支付,而与激活的胜出行无关。In addition, the symbol "SARDINE" is a trigger symbol that causes the game state to transition to the bonus game, and when the symbols simultaneously appear (stop and display) in the four positions of the variable display windows 21 to 25, the player can transfer to the bonus game and obtain The above payments, regardless of the activated winning row.

另外,在实施例1的投币游戏机1中,当满足预定条件时,游戏将从基本游戏转移到高概率模式。在实施例1中指定的预定条件包括在基本游戏期间,在沿激活胜出行的五个位置中停止“WILD”符号的情形,当满足这些条件时,游戏从下一游戏将转变到高概率模式,在该模式中,以更高概率获得胜出组合(图12)(在该实例中,一个游戏包含一系列操作,基于当前拥有的信用,执行下注操作以便改变、停止和显示符号,以及根据停止和显示符号的组合,进行预定支付)直到满足预定完成条件为止。In addition, in the slot machine 1 of Embodiment 1, when a predetermined condition is satisfied, the game will shift from the base game to the high probability mode. The predetermined conditions specified in Embodiment 1 include the situation of stopping the "WILD" symbol in five positions along the active winning row during the base game, when these conditions are met, the game will transition to the high probability mode from the next game , in this mode, a winning combination is obtained with a higher probability (Fig. 12) (in this example, a game consists of a series of operations based on currently owned credits, performing betting operations to change, stop and display symbols, and Combination of stopping and displaying symbols, making scheduled payouts) until the scheduled completion conditions are met.

更具体地说,可以通过用用来表示可变显示窗口21至25的可变显示的第一转轮带111至第五转轮带116的转轮带中的新第六转轮带116代替第一转轮带111,执行高概率模式。图13A是表示在基本模式中,将在可变显示窗口21至25可变显示和停止以及出现的转轮带的示意图。图13B是表示高概率模式中的转轮带的示意图。图14是表示在将在可变显示窗口处可变显示的第六转轮带上的符号的阵列的示意图。More specifically, it can be replaced by a new sixth reel belt 116 among the first reel belt 111 to fifth reel belt 116 used to represent the variable display of the variable display windows 21 to 25 The first wheel belt 111 executes the high probability mode. FIG. 13A is a schematic diagram showing the reel belts to be variably displayed and stopped and appearing in the variable display windows 21 to 25 in the basic mode. Fig. 13B is a schematic diagram showing a runner belt in a high probability mode. Fig. 14 is a diagram showing an array of symbols on a sixth reel strip to be variably displayed at a variable display window.

如图13A所示,在基本模式中,使用从第一转轮带111至第五转轮带115的五个转轮带来执行游戏,而在高概率模式中,如图13B所示,在可变显示窗口21处显示的转轮带从第一转轮带111改变到第六转轮带116。As shown in FIG. 13A, in the basic mode, the game is performed using five reel strips from the first reel strip 111 to the fifth reel strip 115, while in the high probability mode, as shown in FIG. The reel strip displayed at the variable display window 21 changes from the first reel strip 111 to the sixth reel strip 116 .

如图14所示,第六转轮带116包含比第一转轮带111更多的“WILD”的符号(字母)和“SARDINEG”的符号。更具体地说,在第一转轮带111上有两个“WILD”符号,而在第六转轮带116上有四个。另外,在第一转轮带111上有一个符号“SARDINEG”,而在第六转轮带中有三个。在该实例中,如前所述,符号“WILD”是用来代替除“SARDINEG”外的符号(“LOBSTER”、“SHARK”、“FISH”、“PUNK”、“OCTOPUS”、“CRAB”、“WORM”、“A”、“K”、“Q”和“J”)的原始符号。在高概率模式中,原始符号增加将增加具有如图12所示的胜出组合的任何一个的概率。用类似的方式,符号“SARDINEG”是分散符号,当在可变显示窗口21至25的总共两个或更多位置中停止和显示该符号时,就能获得的信用支付,而与激活胜出行无关。在高概率模式中,在两个或更多位置中停止符号“SARDINEG”时,将增加概率。另外,“SARDINEG”是用于使游戏转变到奖励游戏的奖励游戏转变符号。增加的“SARDINEG”也将增加使游戏转变到奖励游戏的概率。因此,到高概率模式的转变允许玩家通过与在基本模式中相同的下注量,获得更多支付(支付比增加)。As shown in FIG. 14 , the sixth reel band 116 includes more symbols (letters) of “WILD” and symbols of “SARDINEG” than the first reel band 111 . More specifically, there are two "WILD" symbols on the first reel strip 111 and four on the sixth reel strip 116 . Additionally, there is one symbol "SARDINEG" on the first reel band 111 and three on the sixth reel band. In this example, as before, the symbol "WILD" is used in place of symbols other than "SARDINEG" ("LOBSTER", "SHARK", "FISH", "PUNK", "OCTOPUS", "CRAB", "WORM", "A", "K", "Q" and "J"). In the high probability mode, the raw symbol increase will increase the probability of having any of the winning combinations as shown in FIG. 12 . In a similar manner, the symbol "SARDINEG" is a scatter symbol, and when the symbol is stopped and displayed in a total of two or more positions of the variable display windows 21 to 25, the credit payment that can be obtained is paid with the activation of the winning line. irrelevant. In high probability mode, the probability will increase when the symbol "SARDINEG" is stopped in two or more positions. In addition, "SARDINEG" is a bonus game transition symbol for transitioning the game to a bonus game. Adding "SARDINEG" will also increase the probability of making the game transition to a bonus game. Therefore, shifting to the high probability mode allows the player to obtain more payout (payout ratio increase) by the same bet amount as in the basic mode.

因此,在转变到高概率模式后,当游戏数超出20后,将结束高概率模式。Therefore, after shifting to the high probability mode, when the number of games exceeds 20, the high probability mode will end.

开始和结束高概率模式的条件将不限于上述条件。开始高概率模式的条件可以包括:例如,获得JP(累积赌注)的情形;支付率低于预定值(例如80%)的情形;以及从开始游戏以来已经经过某一段时间的情形。另外,关闭高概率模式的条件可以包括:在激活胜出行中再次出现五个停止的“WILD”符号的情形;支付率高于预定比率(例如90%)的情形;从开始高概率模式以来已经经过某一段时间的情形;以及从开始高概率模式,已经支付了预定多个信用点的情形。The conditions for starting and ending the high probability mode will not be limited to the above conditions. Conditions for starting the high probability mode may include, for example, a case where JP (Jackpot) is obtained; a case where a payout rate is lower than a predetermined value (eg, 80%); and a case where a certain period of time has elapsed since the game was started. In addition, the conditions for turning off the high probability mode may include: a situation where five stopped "WILD" symbols reappear in the active winning row; a situation where the payout rate is higher than a predetermined rate (eg, 90%); The case where a certain period of time has elapsed; and the case where a predetermined number of credits have been paid out since the beginning of the high probability mode.

现在,将说明奖励游戏。在该实例中,奖励游戏是如上所述,在基本游戏期间,在四个位置中,同时出现(或停止和显示)“SARDINE”符号的情况下,游戏转变到的特殊游戏,而与激活的胜出行无关。在奖励游戏期间,根据在整个下部液晶显示器4上显示的图象,而可变显示窗口21至25不显示在下部液晶显示器4上,游戏将继续。图15A和15B示例说明表示在奖励游戏期间,在下部液晶显示器4上显示的图象的示意图。Now, the bonus game will be explained. In this instance, the bonus game is the special game to which the game transitions to in the event of the simultaneous appearance (or stop and display) of the "SARDINE" symbol in four locations during the base game, as described above, and with the activated Winning row has nothing to do. During the bonus game, according to the images displayed on the entire lower liquid crystal display 4, while the variable display windows 21 to 25 are not displayed on the lower liquid crystal display 4, the game will continue. 15A and 15B illustrate views showing images displayed on the lower liquid crystal display 4 during the bonus game.

其中,在实施例1的投币游戏机1中实施的奖励游戏是选择型奖励游戏,从在屏幕上显示的多个选项进行选择以便增加支付。在该奖励游戏中,如图15A所示,显示奖励游戏图象122,其中,将多个触摸按钮区123至125(财宝箱形状)(实施例1中为三个)显示为选项。因此,当由玩家的手指触摸多个触摸按钮区123至125的任何一个时,根据从出现物品126、由此触摸的下部液晶显示器4处的按钮区,财宝箱将开盖,同时将逐渐向上移动。Among them, the bonus game implemented in the slot machine 1 of Embodiment 1 is a selection type bonus game in which selection is made from a plurality of options displayed on the screen to increase payouts. In this bonus game, as shown in FIG. 15A, a bonus game image 122 is displayed in which a plurality of touch button areas 123 to 125 (treasure box shape) (three in Embodiment 1) are displayed as options. Therefore, when any one of the plurality of touch button areas 123 to 125 is touched by the player's finger, according to the button area at the lower liquid crystal display 4 where the item 126 appears from which it is touched, the treasure chest will be opened while it will be gradually upward. move.

在该实例中,通过在到各个奖励游戏的转变中执行的抽选过程,设置和分配到每个触摸按钮区123至125的预定的支付。根据物品126的外形结果,参考图16,在支付(“100”、“50”、“30”、“20”、“10”和“骷髅标记(奖励游戏结束)”中,可以获得所分配的三个支付的任何一个(然而,总是在它们的一个中分配骷髅标记)。例如,在图15B中,当在触摸按钮区124中设置支付“50”时,一旦触摸按钮区124的财宝箱被选择,“圣杯”立即新出现在触摸按钮区124上作为物品126,以及另外,显示数量“50”,通过该数量,识别出玩家已经获得“50”信用支付。In this instance, predetermined payouts to each of the touch button areas 123 to 125 are set and distributed through the lottery process performed in transition to the respective bonus games. According to the appearance result of item 126, with reference to Fig. 16, in payout ("100", "50", "30", "20", "10" and "skeleton mark (bonus game over)", can get allotted Any of the three payments (however, the skull is always allocated in one of them). For example, in FIG. Selected, "Holy Grail" immediately newly appears on the touch button area 124 as an item 126, and in addition, an amount of "50" is displayed by which it is recognized that the player has received a "50" credit payment.

因此,在一系列这些奖励游戏中,能连续地实施游戏直到挑选到分配到“骷髅标记”(奖励游戏结束)的在下部液晶显示器4处模仿财宝箱的可选择的触摸按钮区123至125中的一个。玩家可以获得在下部液晶显示器4上在游戏结束之前显示的所有支付作为奖励游戏的支付。Thus, in a series of these bonus games, the game can be played continuously until a selection is made in the selectable touch button area 123 to 125 assigned to the "skull mark" (bonus game over) imitating a treasure chest at the lower liquid crystal display 4 one of. The player can obtain all payouts displayed on the lower liquid crystal display 4 before the end of the game as payouts for the bonus game.

另外,在实施例1的投币游戏机1中,当特别是在人物塑像13A至12C(人物塑像13A为“武士”,人物塑像13B中为“女巫”以及人物塑像13C为“女算命者”)的一个位于验证单元7上的情况下,当游戏转变到奖励游戏时,通过与放在验证单元7上的一个人物塑像的角色有关的声音提示,告知玩家具有在触摸按钮区123至125中的最高支付的选项。在显示奖励游戏图象122后,立即给出通知(参考图24中的S46)。In addition, in the slot machine 1 of Embodiment 1, when particularly the figures 13A to 12C (the figure 13A is "Samurai", the figure 13B is "Witch" and the figure 13C is "Female Fortune Teller" ) is located on the verification unit 7, when the game transitions to the bonus game, the player is notified by a sound prompt related to the role of a figurine placed on the verification unit 7 that the player has The highest paying option. Immediately after the bonus game image 122 is displayed, a notification is given (refer to S46 in FIG. 24).

例如,其中,在触摸按钮区123至125中,根据抽选过程的结果,分别将支付“10”、“骷髅标记”支付和支付“50”分配到触摸按钮区123、触摸按钮区124和触摸按钮区125,位于下部液晶显示器4的右侧上的触摸按钮区125是提供最高支付的选项。在该实例中,图17表示从当通过所放置的各个人物塑像13A至13C实施游戏时,从扬声器5L和5R输出的声音列表。For example, among the touch button areas 123 to 125, according to the result of the lottery process, the payout "10", the "skull mark" payout and the payout "50" are assigned to the touch button area 123, the touch button area 124 and the touch button area 123, respectively. Button area 125, the touch button area 125 located on the right side of the lower liquid crystal display 4 is the option that offers the highest payout. In this example, FIG. 17 shows a list of sounds output from the speakers 5L and 5R when the game is carried out by the placed respective figures 13A to 13C.

如图17所示,当使用人物塑像13A(武士)来实施游戏时,生成男声,说“smell of treasures comes from the treasure box on the right”。当使用人物塑像13B(女巫)来实施游戏时,生成女声,说“it may begood to select the box on the right”。当使用人物塑像13C(女算命者)来实施游戏时,生成女声,说“feel some strong force from the right side”。As shown in FIG. 17, when the game is implemented using the figure 13A (samurai), a male voice is generated saying "smell of treasures comes from the treasure box on the right". When implementing the game using Figure 13B (Witch), generate a female voice saying "it may be good to select the box on the right". When the game is implemented using the figure 13C (female fortune teller), a female voice is generated saying "feel some strong force from the right side".

玩奖励游戏的玩家能通过在奖励游戏图象122后输出的声音,感知哪个触摸按钮区123至125分配有最高支付。因此,玩家很可能比在不使用人物塑像13A至13C的任何一个的情况下,在奖励游戏中获得更多支付,从而通过使用读取对象,使得为玩家提供更多机会成为可能。另外,玩家可以感受游戏的更大期望感以及增加的玩游戏期望。The player playing the bonus game can perceive which touch button area 123 to 125 is assigned the highest payout through the sound output after the bonus game image 122 . Therefore, the player is likely to get more payouts in the bonus game than without using any of the figures 13A to 13C, thereby making it possible to provide more opportunities to the player by using the reading object. Additionally, the player may experience a greater sense of anticipation in the game and an increased desire to play the game.

接着,参考图18和19,说明当游戏处于到投币游戏机1中的高概率模式或奖励游戏的转变状态中时提供的通知效果。在该实例中,在实施例1的投币游戏机中,当人物塑像13A至13C的任何一个(参考图4A和4B)放在验证单元7上以便使游戏转变到高概率模式或奖励游戏时,使用对应于人物塑像13A至13C的任何一个角色的图象或声音来通知玩家游戏的细节。Next, referring to FIGS. 18 and 19 , the notification effect provided when the game is in the transition state to the high probability mode in the slot machine 1 or the bonus game will be described. In this example, in the slot machine of Embodiment 1, when any one of the figures 13A to 13C (refer to FIGS. 4A and 4B ) is placed on the authentication unit 7 so as to make the game shift to the high probability mode or the bonus game , the details of the game are notified to the player using the image or sound of any one of the characters corresponding to the figure figures 13A to 13C.

首先,参考图18,说明在到高概率模式的转变状态中提供的通知效果。当放置人物塑像13A时,在下部液晶显示器4上显示预定时间(在实施例1中为三秒)使用“武士”的角色的模型A的效果图象132(参考图29)。同时,从扬声器5L和5R,生成男声,说“now is thechance,go!”。First, referring to FIG. 18 , the notification effect provided in the transition state to the high probability mode will be described. When the figure 13A is placed, an effect image 132 (refer to FIG. 29 ) of the model A using the role of "Samurai" is displayed for a predetermined time (three seconds in Embodiment 1) on the lower liquid crystal display 4 . Simultaneously, from speakers 5L and 5R, a male voice is generated, saying "now is the chance, go!".

当放置人物塑像13B时,在下部液晶显示器4上显示预定时间(在实施例1中为三秒)使用“女巫”的角色的模型B的效果图象133(参考图30)。同时,从扬声器5L和5R,生成女声,说“now is the change,doyour best!”。When the figurine 13B is placed, an effect image 133 (referring to FIG. 30 ) of the model B using the role of "witch" is displayed for a predetermined time (three seconds in Embodiment 1) on the lower liquid crystal display 4. Simultaneously, from speakers 5L and 5R, a female voice is generated, saying "now is the change, do your best!".

另外,当放置人物塑像13C时,在下部液晶显示器4上显示预定时间(在实施例1中为三秒)使用“女算命者”的角色的模型C的效果图象(未示出)。同时,从扬声器5L和5R,生成女声,说“it is timeto show your power!”。In addition, when the figure 13C is placed, an effect image (not shown) of the model C using the role of "female fortune teller" is displayed on the lower liquid crystal display 4 for a predetermined time (three seconds in Embodiment 1). Simultaneously, from speakers 5L and 5R, generate a female voice saying "it is time to show your power!".

接着,参考图19,说明在到奖励游戏的转变状态中提供的通知效果。当放置人物塑像13A时,在下部液晶显示器4上显示预定时间(在实施例1中为三秒)使用“武士”的角色的模型D的再现图象130(参考图26)。同时,从扬声器5L和5R,生成男声,说“psyche yourselfup!”。Next, referring to FIG. 19 , the notification effect provided in the transition state to the bonus game will be described. When the figure 13A is placed, a reproduced image 130 (refer to FIG. 26 ) of the model D using the role of "Samurai" is displayed on the lower liquid crystal display 4 for a predetermined time (three seconds in Embodiment 1). Simultaneously, from speakers 5L and 5R, a male voice is generated, saying "psyche yourself up!".

当放置人物塑像13B时,在下部液晶显示器4上显示预定时间(在实施例1中为三秒)使用“女巫”的角色的模型E的效果图象131(参考图27)。同时,从扬声器5L和5R,生成女声,说“I am rooting foryou.”。When the figurine 13B is placed, an effect image 131 (referring to FIG. 27 ) of the model E using the role of "witch" is displayed for a predetermined time (three seconds in Embodiment 1) on the lower liquid crystal display 4. Simultaneously, from speakers 5L and 5R, a female voice is generated, saying "I am rooting for you."

另外,当放置人物塑像13C时,在下部液晶显示器4上显示预定时间(在实施例1中为三秒)使用“女算命者”的角色的模型E的效果图象(未示出)。同时,从扬声器5L和5R,生成女声,说“I wishyou good luck.”。In addition, when the figure 13C is placed, an effect image (not shown) using the model E of the role of "female fortune teller" is displayed on the lower liquid crystal display 4 for a predetermined time (three seconds in Embodiment 1). Simultaneously, from the speakers 5L and 5R, a female voice is generated, saying "I wish you good luck.".

因此,假定上述效果通知正玩游戏的玩家处于到奖励游戏和高概率模式的转变状态中,以及玩家感觉由于放置人物塑像13A至13C,他或她这次已经获得奖励游戏一样,从而增加游戏期望。另外,假定对应于人物塑像13A至13C的各种效果防止玩家无聊。通过提供对应于由此放置的人物塑像13A至13C的一个的语音,也可以提供就象角色真正与玩家交谈一样的新效果。Therefore, it is assumed that the above-mentioned effect informs the player who is playing the game that he or she is in a state of transition to the bonus game and high probability mode, and the player feels as if he or she has won the bonus game this time due to placing the figures 13A to 13C, thereby increasing game expectations. . In addition, it is assumed that various effects corresponding to the figures 13A to 13C prevent the player from being bored. By providing a voice corresponding to one of the figurines 13A to 13C thus placed, it is also possible to provide a new effect as if the character is actually talking to the player.

接着,将参考图20,说明在具有上述结构的实施例1的投币游戏机1中的主处理程序。图20是实施例1的投币游戏机1中的主处理程序的流程图。按照图20-25的流程图所示的程序存储在投币游戏机1中提供的ROM51和RAM52中并由CPU50执行。Next, the main processing routine in the slot machine 1 of Embodiment 1 having the above-described structure will be described with reference to FIG. 20 . FIG. 20 is a flowchart of a main processing program in the slot machine 1 of the first embodiment. Programs shown in the flow charts according to FIGS. 20-25 are stored in the ROM 51 and RAM 52 provided in the slot machine 1 and executed by the CPU 50 .

在图20中,首先,在步骤(在下文中简写为“S”)1中,实施稍后所述的图21的开始接收过程。这是基于BET 1 PER LINE按钮33的操作、BET 3 PER LINE按钮34的操作、BET 5 PER LINE按钮35的操作、PLAY 1 LINE按钮37的操作、PLAY 5 LINES按钮38的操作和PLAY 20 LINES按钮39的操作,接收从1-BET开关57、3-BET开关58、5-BET开关59、1-LINE开关60、5-LINES开关61以及20-LINES开关62输出的开关信号的过程。将在接收从这些开关输出的开关信号时开始游戏。In FIG. 20, first, in step (hereinafter abbreviated as "S") 1, the start receiving process of FIG. 21 described later is implemented. This is based on the operation of the BET 1 PER LINE button 33, the operation of the BET 3 PER LINE button 34, the operation of the BET 5 PER LINE button 35, the operation of the PLAY 1 LINE button 37, the operation of the PLAY 5 LINES button 38 and the PLAY 20 LINES button The operation of 39 is a process of receiving switching signals output from the 1-BET switch 57 , the 3-BET switch 58 , the 5-BET switch 59 , the 1-LINE switch 60 , the 5-LINES switch 61 and the 20-LINES switch 62 . The game will start upon receiving the switch signal output from these switches.

然后,基于从1-LINE开关60、5-LINES开关61以及20-LINES开关62输出的开关信号,在S2中实施稍后所述的图22的抽选过程。在该实例中,当获得奖励游戏时(同时在四个位置中停止和显示符号“SARDINE”,与可变显示窗口21至25中的激活胜出行无关),在完成基本游戏后,实施奖励游戏(参考图24)。Then, based on the switch signals output from the 1-LINE switch 60 , the 5-LINES switch 61 , and the 20-LINES switch 62 , the drawing process of FIG. 22 described later is implemented in S2 . In this instance, when the bonus game is obtained (simultaneously stopping and displaying the symbol "SARDINE" in four positions, irrespective of the activation of the winning row in the variable display windows 21 to 25), after the base game is completed, the bonus game is implemented (Refer to Figure 24).

在S3中,实施稍后所述的图23的基本游戏过程。此后,当确定是否赢取奖励游戏时,游戏进入S4。更具体地说,当在S2抽选过程中,总共在四个或更多位置中停止和显示“SARDINE”符号时,与可变显示窗口21至25中的激活胜出行无关,获得奖励游戏(S4:是)。因此,游戏进入S5以便在实施稍后所述的图24的奖励游戏过程后,完成主处理程序。In S3, the basic game process of Fig. 23 described later is carried out. Thereafter, when it is determined whether to win the bonus game, the game proceeds to S4. More specifically, when the "SARDINE" symbols are stopped and displayed in a total of four or more positions during the S2 lottery, irrespective of the activated winning row in the variable display windows 21 to 25, a bonus game ( S4: Yes). Therefore, the game proceeds to S5 to complete the main processing routine after implementing the bonus game process of FIG. 24 described later.

相反,在S2抽选过程中,当在总共四个或更多位置中,未停止和显示“SARDINE”符号时,与在可变显示窗口21至25中的激活胜出行无关),则没有获得奖励游戏(S4:否)并且完成主处理程序。On the contrary, in the S2 lottery process, when the "SARDINE" symbol is not stopped and displayed in a total of four or more positions, regardless of the activated winning row in the variable display windows 21 to 25), no Bonus game (S4: No) and main processing is completed.

接着,将参考图21,说明在实施例1的投币游戏机1中,在S1处实施的开始接收过程。图21是实施例1的投币游戏机中,开始接收处理过程的流程图。Next, in the slot machine 1 of Embodiment 1, the start receiving process carried out at S1 will be described with reference to FIG. 21 . Fig. 21 is a flow chart of a start receiving process in the slot machine of the first embodiment.

在开始接收过程中,首先,在S11中,CPU50确定预定时间(例如15秒)是否已过。当确定预定时间未过时(S11:否),游戏进入S13,不采取动作。当确定预定时间已过时(S11:是),在S12中,在上部液晶显示器3或下部液晶显示器4上提供演示效果后,游戏进入S13。In starting the reception process, first, in S11, the CPU 50 determines whether or not a predetermined time (for example, 15 seconds) has elapsed. When it is determined that the predetermined time has not elapsed (S11: NO), the game proceeds to S13 and no action is taken. When it is determined that the predetermined time has elapsed (S11: YES), in S12, after the demonstration effect is provided on the upper liquid crystal display 3 or the lower liquid crystal display 4, the game proceeds to S13.

然后,在S13中确定是否操作了PLAY 1 LINE按钮37、PLAY 5LINES按钮38或PLAY 20 LINES按钮39。在该实例中,当确定没有操作PLAY 1 LINE按钮37或其他的操作时(S13:否),游戏返回到S11以及重复上述过程。相反,当确定操作了PLAY 1 LINE按钮37或其他的操作时(S13:是),游戏进入S14,人物塑像放置确定过程,即使当演示效果正在进行中。Then, it is determined in S13 whether the PLAY 1 LINE button 37, the PLAY 5 LINES button 38 or the PLAY 20 LINES button 39 has been operated. In this instance, when it is determined that the PLAY 1 LINE button 37 or others have not been operated (S13: NO), the game returns to S11 and the above-mentioned process is repeated. On the contrary, when it is determined that the PLAY 1 LINE button 37 or other operations are operated (S13: YES), the game proceeds to S14, the figure placement determination process even when the demonstration effect is in progress.

除这些操作信号外,通过参考其他输入信号,可以执行S13中的确定。The determination in S13 can be performed by referring to other input signals in addition to these operation signals.

在S14中,确定人物塑像13A至13C(参考图4A和4B)是否放在验证单元7上。更具体地说,使用IC标签读/写器107来确定是否能与嵌入人物塑像13A至13C的每一个的基座部90中的IC标签93进行数据通信。当确定没有放置人物塑像13A至13C的任何一个时(S14:否),游戏结束该开始接收过程以及进入抽选过程(S2)。In S14 , it is determined whether the figurines 13A to 13C (refer to FIGS. 4A and 4B ) are placed on the authentication unit 7 . More specifically, the IC tag reader/writer 107 is used to determine whether data communication with the IC tag 93 embedded in the base portion 90 of each of the figure figures 13A to 13C is possible. When it is determined that any one of the figures 13A to 13C is not placed (S14: NO), the game ends the start receiving process and enters the drawing process (S2).

相反,当确定将人物塑像13A至13C的任何一个放在验证单元7上时(S14:是),使用IC标签读/写器107来读取嵌入由此放置的人物塑像中的IC标签93的数据(S15)。在该实例中的读取的数据包括对人物塑像13A至13C每一个唯一的人物塑像ID。On the contrary, when it is determined that any one of the figures 13A to 13C is placed on the authentication unit 7 (S14: YES), the IC tag reader/writer 107 is used to read the IC tag 93 embedded in the thus placed figure. data (S15). The read data in this example includes a figure ID unique to each of the figures 13A to 13C.

然后,在S16中,基于在上述S15读取的标签ID,指定在到高概率模式和奖励游戏的转变状态中给出的效果图。该特定效果图包括对应于在下部液晶显示器4上显示的每个角色的效果图象(模型A至F)和对应于从扬声器5L和5R输出的每个角色的声音(参考图17至19)。在改变用于游戏的设置后,完成开始接收过程并进入抽选过程(S2)。Then, in S16, based on the tag ID read in the above-mentioned S15, the rendering given in the transition state to the high-probability mode and the bonus game is specified. This specific effect diagram includes effect images (models A to F) corresponding to each character displayed on the lower liquid crystal display 4 and sounds corresponding to each character output from the speakers 5L and 5R (refer to FIGS. 17 to 19 ). . After changing the settings for the game, the start receiving process is completed and the lottery process is entered (S2).

接着,参考图22,说明在实施例1的投币游戏机1中,在S2中实施的抽选过程。图22是在实施例1的投币游戏机1中的抽选过程程序的流程图。Next, in the slot machine 1 of the first embodiment, the lottery process performed in S2 will be described with reference to FIG. 22 . FIG. 22 is a flowchart of a drawing process program in the slot machine 1 of Embodiment 1. FIG.

在抽选过程中,首先,在S21中实施符号确定过程。在该实例中,对可变显示窗口21至25的每一个,确定在基本游戏中,在第一胜出行L1上停止和显示的符号。更具体地说,如前所述,由随机数取样电路56采集对应于可变显示窗口21至25的每一个的五个随机数值,以便由符号抽选表51A确定码号。另外,在码号和第一转轮带111至第六转轮带116中,基于根据当前游戏设置所使用的五个转轮带,对可变显示窗口21至25的每一个,确定将停止和显示的符号。在该实例中,当在可变显示窗口21中停止和显示符号时,第一转轮带111用在基本模式中,而第六转轮带116代替第一转轮带111,用在高概率模式中以便确定在可变显示窗口21中停止和显示的符号。In the lottery process, first, a symbol determination process is carried out in S21. In this example, for each of the variable display windows 21 to 25, symbols stopped and displayed on the first winning line L1 in the base game are determined. More specifically, five random numerical values corresponding to each of the variable display windows 21 to 25 are sampled by the random number sampling circuit 56 to determine the code number by the symbol sampling table 51A, as described above. In addition, in the code number and the first reel strip 111 to the sixth reel strip 116, based on the five reel strips used according to the current game setting, for each of the variable display windows 21 to 25, it is determined that the and displayed symbols. In this instance, when symbols are stopped and displayed in the variable display window 21, the first reel strip 111 is used in the basic mode, and the sixth reel strip 116 is used in place of the first reel strip 111 in the high probability mode. mode in order to determine the symbols stopped and displayed in the variable display window 21.

当确定将在激活胜出行上停止和显示的符号时,在S22中实施胜出组合确定过程,然后,过程返回到主处理程序,进入S3中的基本游戏过程。另外,在组合确定过程中,更具体地说,例如基于在S21中确定的符号和图12的支付表51B,确定组合及其支付。When determining the symbols to be stopped and displayed on the active winning line, a winning combination determination process is implemented in S22, and then the process returns to the main processing program to enter the basic game process in S3. In addition, in the combination determination process, more specifically, for example, based on the symbols determined in S21 and the payout table 51B of FIG. 12, the combination and its payout are determined.

另外,当投币游戏机1仍然在高概率模式中时,如前所述,代替第一转轮带111使用第六转轮带116(参考图14)以便改变、停止和显示可变显示窗21中的符号。然后,由于用符号表示第六转轮带116包含比第一转轮带111更多的“WILD”和“SARDINE”符号,存在获得胜出组合的更高概率(更高支付比)。In addition, when the slot machine 1 is still in the high probability mode, as previously described, the sixth reel belt 116 (refer to FIG. 14 ) is used instead of the first reel belt 111 in order to change, stop and display the variable display window. 21 symbols. Then, since the sixth reel strip 116 is symbolized to contain more "WILD" and "SARDINE" symbols than the first reel strip 111, there is a higher probability of obtaining a winning combination (higher payout ratio).

接着,将参考图23,描述实施例1的投币游戏机1中,在S3实施的基本游戏过程。图23是实施例1的投币游戏机的基本游戏处理程序的流程图。Next, in the slot machine 1 of Embodiment 1, the basic game process carried out at S3 will be described with reference to FIG. 23 . Fig. 23 is a flowchart of a basic game processing program of the slot machine of the first embodiment.

在基本过程中,首先,在步骤S31,基于从在开始接收过程(S1)中接收的1-LINE开关60、5-LINES开关61和20-LINES开关62输出的开关信号,在可变显示窗口21至25中滚动各个符号。In the basic process, first, in step S31, based on the switch signals output from the 1-LINE switch 60, 5-LINES switch 61, and 20-LINES switch 62 received in the start receiving process (S1), the variable display window Each symbol is rolled from 21 to 25.

然后,在S32,停止在滚动符号的可变显示窗口21至25滚动的各个符号。Then, at S32, the respective symbols scrolled in the variable display windows 21 to 25 of the scrolling symbols are stopped.

另外,在S33,根据在S32中,在可变显示窗口21至25停止和显示的符号组合,支付对应于基于图12的支付表51B确定的支付的信用和其他。In addition, at S33, credit and others corresponding to the payment determined based on the payout table 51B of FIG.

此后,在S34,实施高概率模式和基本模式(包括除高概率模式外的游戏状态,诸如基本游戏和奖励游戏)间的改变模式过程。稍后说明改变模式过程。在S34中的过程后,游戏返回到主处理程序以及进入S4的确定过程。Thereafter, at S34, a mode changing process between the high probability mode and the basic mode (including game states other than the high probability mode, such as the basic game and the bonus game) is carried out. The mode change process will be described later. After the process in S34, the game returns to the main processing program and enters the determination process of S4.

接着,将参考图24,说明在投币游戏机1中实施的奖励游戏处理过程。图24是奖励游戏处理过程的流程图。在本实施例的投币游戏机1中,当在主处理程序的S4中,确定奖励游戏的触发成立时实施的相关过程。Next, the bonus game processing procedure implemented in the slot machine 1 will be described with reference to FIG. 24 . Fig. 24 is a flowchart of a bonus game processing procedure. In the slot machine 1 of the present embodiment, the related process is carried out when it is determined that the trigger of the bonus game is established in S4 of the main processing routine.

首先,根据步骤S14中的确定结果,确定人物塑像13A至13C的任何一个是否位于验证单元7上。然后,当确定未放置人物塑像13A至13C的任何一个时(S41:否),游戏进入S43First, it is determined whether any one of the figure figures 13A to 13C is located on the authentication unit 7 according to the determination result in step S14. Then, when it is determined that any one of the figures 13A to 13C is not placed (S41: NO), the game proceeds to S43

另一方面,当确定放置人物塑像13A至13C的任何一个时(S41:是),实施奖励游戏通知效果过程以便告知玩家将启动奖励游戏(S42)。在奖励游戏通知效果过程中,通过参考在S16的人物塑像读取过程中读取的IC标签93的数据,从人物塑像13A至13C中指定所放置的人物塑像以便提供对应于这些的每个角色的外观的效果。On the other hand, when it is determined to place any one of the figures 13A to 13C (S41: YES), a bonus game notification effect process is implemented to inform the player that the bonus game will be started (S42). In the bonus game notification effect process, by referring to the data of the IC tag 93 read in the figure reading process of S16, the placed figures are specified from among the figures 13A to 13C so as to provide each character corresponding to these appearance effect.

更具体地说,当确定放置人物塑像13A时,如图26所示,在下部液晶显示器4上显示使用字母“Bonus Time!”和角色“武士”的效果图象130,同时,从扬声器5L和5R输出男声,说“psyche yourselfup!”。More specifically, when it is determined to place the figurine 13A, as shown in FIG. 26, an effect image 130 using letters "Bonus Time!" and the character "Samurai" is displayed on the lower liquid crystal display 4. 5R outputs a male voice, saying "psyche yourself up!".

当确定放置人物塑像13B时,如图27所示,在下部液晶显示器4上显示使用字母“Bonus Time!”和角色“女巫”的效果图象131,同时,从扬声器5L和5R输出女声,说“I am rooting for you!”。When it is determined to place the figure 13B, as shown in FIG. 27, an effect image 131 using the letters "Bonus Time!" and the character "Witch" is displayed on the lower liquid crystal display 4, and at the same time, a female voice is output from the speakers 5L and 5R, saying "I am rooting for you!".

另外,当确定放置人物塑像13C时,在下部液晶显示器4上显示使用字母“Bonus Time!”和角色“女算命者”的效果图象131(未示出),同时,从扬声器5L和5R输出女声,说“I wish you good luck...”。In addition, when it is determined to place the figurine 13C, an effect image 131 (not shown) using letters "Bonus Time!" Female voice, say "I wish you good luck...".

因此,假定上述效果通知正玩游戏的玩家游戏的到奖励游戏的转变状态,玩家感到就象由于放置人物塑像13A至13C的任何一个,玩家这次已经获得奖励游戏一样的感觉。另外,假定对应于人物塑像13A至13C的不同效果将防止玩家无聊。也可以通过提供对应于每个角色的语音,提供新效果,就象由此放置的人物塑像13A至13C的每一个的角色真正与玩家交谈一样。Therefore, assuming that the above-mentioned effect informs the player who is playing the game of the transition state of the game to the bonus game, the player feels as if the player has obtained the bonus game this time due to placing any of the figures 13A to 13C. In addition, it is assumed that different effects corresponding to the figures 13A to 13C will prevent the player from being bored. It is also possible to provide a new effect as if the character of each of the figurines 13A to 13C thus placed is actually talking to the player by providing a voice corresponding to each character.

此后,实施奖励游戏的抽选过程(S43)。抽选过程是将预定支付(“100”、“50”、“30”、“20”、“10”和“骷髅标记(奖励游戏结束)”分配给充当奖励游戏中的选项的触摸按钮区123至125。Thereafter, the drawing process of the bonus game is carried out (S43). The lottery process is to assign predetermined payouts ("100", "50", "30", "20", "10" and "Skull mark (bonus game over)" to the touch button area 123 serving as an option in the bonus game to 125.

在本实施例的投币游戏机1中,如前所述,通过选择形状象财宝箱的触摸按钮区123至125的任何一个,奖励游戏使得获得如图16所示的支付的任何一个成为可能(“100”、“50”、“30”、“20”、“10”和“骷髅标记(奖励游戏结束)”)(参考图15),从而允许出现物品126。In the slot machine 1 of the present embodiment, as described above, by selecting any one of the touch button areas 123 to 125 shaped like a treasure chest, the bonus game makes it possible to obtain any one of the payouts shown in FIG. ("100", "50", "30", "20", "10" and "Skull Mark (Bonus Game Over)") (refer to FIG. 15 ), thereby allowing the item 126 to appear.

在相关奖励游戏的抽选过程中,使用由随机数取样电路119取样的随机数值来将支付(“100”、“50”、“30”、“20”、“10”和“骷髅标记(奖励游戏结束)”)的任何一个分别分配到触摸按钮区123至125。然而,在该抽选中,将支付“骷髅标记(奖励游戏结束)”不可避免地至少分配给触摸按钮区123至125的一个。In the drawing process of the relevant bonus game, the payouts ("100", "50", "30", "20", "10" and "skeleton mark (bonus) Game Over)") are assigned to the touch button areas 123 to 125, respectively. However, in this lottery, at least one of the touch button areas 123 to 125 is inevitably assigned the payout "skull mark (bonus game over)".

可以正好在进入奖励游戏过程后,实施S43的抽选过程。The drawing process of S43 may be implemented right after entering the bonus game process.

因此,在S44中,显示与奖励游戏有关的图象(参考图15A)。在奖励游戏中,如前所述,分别显示形状象财宝箱的触摸按钮区123至125。此后,游戏进入S45。Therefore, in S44, an image related to the bonus game is displayed (refer to FIG. 15A). In the bonus game, as described above, the touch button areas 123 to 125 shaped like a treasure chest are displayed, respectively. After that, the game goes to S45.

在步骤S45,基于步骤S14的确定结果,确定人物塑像13A至13C的任何一个是否位于验证单元7上。然后,当确定未放置人物塑像13A至13C的任何一时(S45:否),游戏进入步骤S47。In step S45 , based on the determination result in step S14 , it is determined whether any one of the figure figures 13A to 13C is located on the authentication unit 7 . Then, when it is determined that any of the figures 13A to 13C are not placed (S45: NO), the game proceeds to step S47.

另一方面,当确定放置人物塑像13A至13C的任何一个时(S45:是),如图17所示,通过对应于人物塑像13A至13C的角色(用于人物塑像13A的“武士”、用于人物塑像13B的“女巫”以及用于人物塑像13C的“女算命者”)的每一个的声音,基于步骤S43的抽选结果,告知玩家在触摸按钮区123至125中,分配最高支付的选择。On the other hand, when it is determined to place any one of the figures 13A to 13C (S45: YES), as shown in FIG. "Witch" for figure 13B and "Female fortune teller" for figure 13C), based on the result of the lottery in step S43, informs the player that among the touch button areas 123 to 125, the one with the highest payout is allocated. choose.

正玩游戏的玩家能通过参考正好在显示奖励游戏图象122后输出的声音,识别具有分配到触摸按钮区123至125的每一个的最高支付的选项。因此,玩家很可能具有比他或她在奖励游戏中,不使用人物塑像13A至13C的任何一个的情形更多支付,从而向玩家提供增加使用读取对象的机会数。玩家也能感受游戏的更大期望感以及增加的玩游戏期望。The player who is playing the game can recognize the option with the highest payout assigned to each of the touch button areas 123 to 125 by referring to the sound output just after the bonus game image 122 is displayed. Therefore, the player is likely to have more payouts than if he or she were not using any of the figures 13A-13C in the bonus game, thereby providing the player with an increased number of opportunities to use the reading object. Players also experience a greater sense of anticipation in the game and an increased desire to play the game.

然后,在步骤S47中,确定是否选择触摸按钮区123至125的任何一个。更具体地说,确定是否由玩家的手指触摸在下部液晶显示器4上显示的触摸按钮区123至125的任何一个。Then, in step S47, it is determined whether any one of the touch button areas 123 to 125 is selected. More specifically, it is determined whether any one of the touch button areas 123 to 125 displayed on the lower liquid crystal display 4 is touched by the player's finger.

当确定未选择任何一个触摸按钮区时(S47:否),过程返回到S47,以及继续在上部液晶显示器4上显示形状象财宝箱的触摸按钮区123至125。另一方面,当确定选择一个区域时(S47:是),游戏进入步骤S48。When it is determined that none of the touch button areas is selected (S47: NO), the process returns to S47, and the touch button areas 123 to 125 shaped like a treasure chest continue to be displayed on the upper liquid crystal display 4. On the other hand, when it is determined that one area is selected (S47: YES), the game proceeds to step S48.

在步骤S48,显示分配到对应于被选触摸按钮区123至125的下部液晶显示器4的区域的支付的任何一个(“100”、“50”、“30”、“20”、“10”或“骷髅标记(奖励游戏结束)”)(参考图15B)。In step S48, any one of payment ("100", "50", "30", "20", "10" or "Skull Mark (Bonus Game Over)") (refer to FIG. 15B ).

另外,显示已经选择这些被选触摸按钮区123至125。更具体地说,例如,如图15A和15B所示,当选项组由财宝箱组成时,用就象打开箱子的示象显示被选财宝箱,这样,玩家了解该箱子已经被选择。然而,通过擦除它或在其上叠加字母或符号,诸如“check off”或“×”,将由此被选财宝箱显示成已经被选。In addition, it is displayed that these selected touch button areas 123 to 125 have been selected. More specifically, for example, as shown in FIGS. 15A and 15B, when the option group is made up of treasure boxes, the selected treasure box is displayed with an appearance as if the box is opened, so that the player understands that the box has been selected. However, by erasing it or superimposing a letter or symbol on it, such as "check off" or "x", the thus selected treasure chest will be displayed as having been selected.

因此,在步骤S49中,实施支付过程。在该支付过程中,将分配到上述选择的触摸按钮区123至125的支付添加到信用点数中。Therefore, in step S49, the payment process is carried out. In this payment process, the payment allocated to the above-mentioned selected touch button areas 123 to 125 is added to the credit.

另外,在S50中,确定是否完成奖励游戏。更具体地说,确定玩家是否挑选分配给在S47中选择的触摸按钮区123至125的一个的“骷髅标记(奖励游戏结束)”。在该实例中,当确定还未完成奖励游戏时(S50:否),游戏返回到上述步骤S47以便重复步骤S48和S49中的过程。另一方面,当确定已经结束奖励游戏时(S50:是),游戏进入步骤S51。Also, in S50, it is determined whether the bonus game is completed. More specifically, it is determined whether or not the player picks the "skull mark (bonus game over)" assigned to one of the touch button areas 123 to 125 selected in S47. In this instance, when it is determined that the bonus game has not been completed (S50: NO), the game returns to the above-mentioned step S47 to repeat the processes in steps S48 and S49. On the other hand, when it is determined that the bonus game has ended (S50: YES), the game proceeds to step S51.

在步骤S51,使下部液晶显示器4的显示器从奖励游戏122的屏幕返回到基本游戏的屏幕(在可变显示窗口21至25显示符号阵列)。然后,在所显示的可变显示窗口21至25改变、停止和显示符号阵列,从而实施用于下一游戏的基本游戏。此后,过程返回到主处理程序。In step S51, the display of the lower liquid crystal display 4 is returned from the screen of the bonus game 122 to the screen of the basic game (symbol arrays are displayed in the variable display windows 21 to 25). Then, the symbol arrays are changed, stopped and displayed in the displayed variable display windows 21 to 25, thereby implementing the base game for the next game. Thereafter, the process returns to the main handler.

接着,将参考图25,说明在步骤S34中实施的到高概率模式的改变模式过程。图25是实施例1的投币游戏机的高概率模式切换处理程序的流程图。Next, the mode change process to the high probability mode carried out in step S34 will be described with reference to FIG. 25 . 25 is a flowchart of a high-probability mode switching processing program of the slot machine of the first embodiment.

在高概率模式切换过程中,首先,在步骤S61,CPU50确定本投币游戏机1是否处于高概率模式。投币游戏机1具有两个游戏方面,即上述基本游戏和奖励游戏,以及基本游戏进一步分成两个游戏方面,高概率模式和基本模式(与高概率模式不同的游戏状态)。当满足预定条件时,切换这些模式。In the high-probability mode switching process, first, in step S61, the CPU 50 determines whether the present slot machine 1 is in the high-probability mode. The slot machine 1 has two game aspects, the above-mentioned base game and bonus game, and the base game is further divided into two game aspects, a high probability mode and a basic mode (a game state different from the high probability mode). These modes are switched when predetermined conditions are met.

当投币游戏机1目前不处于高概率模式时(S61:否),确定步骤S22中确定的胜出组合是否是到高概率模式的转变状态的触发(S62)。在实施例1的投币游戏机1中,如前所述,当在激活胜出行上的五个中停止“WILD”符号时,游戏进入高概率模式。When the slot machine 1 is not currently in the high-probability mode (S61: NO), it is determined whether the winning combination determined in step S22 is a trigger of a transition state to the high-probability mode (S62). In the slot machine 1 of Embodiment 1, as described above, when the "WILD" symbol is stopped in five of the activated winning lines, the game enters the high probability mode.

然后,当获得上述触发时(S62:是),在步骤S63,游戏进入高概率模式。在进入高概率模式后,将在可变显示窗口21处显示符号的转轮带从第一转轮带111改变到第六转轮带116(参考图13A和13B),以及使用第二转轮带112至第六转轮带116来从下一游戏改变、停止和控制可变显示窗口21至25的符号。在该实例中,如图14所示,由于第六转轮带116包含比第一转轮带111更多的符号(字母)“WILD”和符号(沙丁鱼)“SARDINE”,增加获得如图12所示的胜出符号的任何一个的组合的概率。因此,到高概率模式的转变允许玩家通过相同下注,获得更多支付(增加支付率)。Then, when the above-mentioned trigger is obtained (S62: YES), at step S63, the game enters the high probability mode. After entering the high probability mode, change the reel strip displaying symbols at the variable display window 21 from the first reel strip 111 to the sixth reel strip 116 (refer to FIGS. 13A and 13B ), and use the second reel strip The belt 112 to the sixth reel belt 116 are used to change, stop and control the symbols of the variable display windows 21 to 25 from the next game. In this example, as shown in FIG. 14 , since the sixth reel belt 116 contains more symbols (letters) "WILD" and symbols (sardines) "SARDINE" than the first reel belt 111, the increase obtained as shown in FIG. 12 The probability of any combination of the winning symbols shown. Thus, shifting to a high probability mode allows players to get more payouts (increased payout ratios) for the same bet.

此后,在S64,基于步骤S14的确定结果,确定人物塑像13A至13C的任何一个是否位于验证单元7上。然后,当确定未放置人物塑像13A至13C的任何一个时(S64:否),完成高概率模式切换过程。Thereafter, at S64, based on the determination result at step S14, it is determined whether any one of the figure figures 13A to 13C is located on the authentication unit 7. Then, when it is determined that any one of the figure figures 13A to 13C is not placed (S64: NO), the high-probability mode switching process is completed.

另一方面,当确定放置人物塑像13A至13C的任何一个时(S64:是),实施高概率模式通知效果过程以便告知玩家游戏已经转变到高概率模式的事实(S65)。奖励游戏通知效果过程中,通过参考在S16的人物塑像读取过程中读取的IC标93的数据,在人物塑像13A至13C中,指定所放置的人物塑像以便提供地这些人物塑像的每个角色的外观的效果达预定时间周期(实施例1中为三秒)。On the other hand, when it is determined to place any one of the figure figures 13A to 13C (S64: YES), a high probability mode notification effect process is implemented to inform the player of the fact that the game has shifted to the high probability mode (S65). In the bonus game notification effect process, by referring to the data of the IC tag 93 read in the figure reading process of S16, among the figures 13A to 13C, the placed figures are specified so as to provide each of these figures. The appearance of the character is effected for a predetermined period of time (three seconds in Embodiment 1).

更具体地说,当确定放置人物塑像13A时,如图28所示,在下部液晶显示器4上显示使用字母“Special Time!”和“武士”的角色的效果图象132,以及同时,从扬声器5L和5R生成男声,说“psyche yourselfup!”。More specifically, when it is determined to place the figurine 13A, as shown in FIG. 28, an effect image 132 of the character using letters "Special Time!" 5L and 5R generate a male voice saying "psyche yourself up!".

当确定放置人物塑像13B时,如图29所示,在下部液晶显示器4上显示使用字母“Special Time!”和“女巫”的角色的效果图象133,以及同时,从扬声器5L和5R生成女声,说“I am rooting for you.”。When it is determined to place the figurine 13B, as shown in FIG. 29, an effect image 133 of a character using the letters "Special Time!" , say "I am rooting for you.".

另外,当确定放置人物塑像13C时,在下部液晶显示器4上显示使用字母“Special Time!”和“女算命者”的角色的效果图象(未示出),同时,从扬声器5L和5R,生成女声,说“I wish you good luck..”。In addition, when it is determined to place the figurine 13C, an effect image (not shown) using the letters "Special Time!" Generate a female voice saying "I wish you good luck..".

因此,假定上述效果告知正在玩游戏的玩家到高概率模式的转变状态,玩家感到就象由于放置人物塑像13A至13C的一个时,他或她此时已经获得奖励游戏的感觉。另外,假定对应于人物塑像13A至13C的各种效果将防止玩家无聊。也可以通过提供对应于这些角色的每一个的声音,提供就象由此放置的人物塑像13A至13C中的人物塑像的角色真正与玩家交谈一样的新效果。Therefore, assuming that the above-mentioned effect informs the player who is playing the game of the transition state to the high-probability mode, the player feels as if he or she has obtained the bonus game at this time due to placing one of the figures 13A to 13C. In addition, it is assumed that various effects corresponding to the figures 13A to 13C will prevent the player from being bored. It is also possible to provide a new effect as if the characters of the figures of the figures 13A to 13C thus placed are actually talking to the player by providing a voice corresponding to each of these characters.

当投币游戏机1当前处于高概率模式时(S61:是),确定是否满足完成高概率模式的条件(S66)。在实施例1的投币游戏机1中,中前所述,这些完成条件包括在转变到高概率模式后的游戏数超出20。When the slot machine 1 is currently in the high probability mode (S61: YES), it is determined whether the condition for completing the high probability mode is satisfied (S66). In the slot machine 1 of Embodiment 1, these completion conditions include that the number of games exceeds 20 after shifting to the high probability mode, as described above.

因此,当CPU50确定满足上述条件时(S66:是),完成高概率模式(S67)。在完成高概率模式后,使在可变显示窗21处显示符号的转轮带从第六转轮带116返回到第一转轮带111,以及从下一游戏使用第一转轮带111至第五转轮带115以便改变、停止和控制在可变显示窗口21至25的符号。Therefore, when the CPU 50 determines that the above conditions are satisfied (S66: YES), the high probability mode is completed (S67). After finishing the high probability mode, make the reel strip displaying symbols at the variable display window 21 place return from the sixth reel strip 116 to the first reel strip 111, and use the first reel strip 111 to the next game from the next game. The fifth wheel belt 115 is used to change, stop and control the symbols in the variable display windows 21 to 25 .

另一方面,当确定不满足完成条件时(S66:否),继续高概率模式以及完成高概率模式切换过程。On the other hand, when it is determined that the completion condition is not satisfied (S66: NO), the high probability mode is continued and the high probability mode switching process is completed.

如前所述,在实施例1的投币游戏机1中,玩家通过位于投币游戏机1上的人物塑像13A至13C的一个玩游戏(S14:是),从而使得从置入人物塑像13A至13C中的IC标签93读取人物塑像类型成为可能(S15)。同时,使用由此读取的人物塑像类型来指定对应于人物塑像的角色的外观的效果图(S16)以及当游戏转变到奖励游戏和高概率模式时,提供这种效果以便告知玩家转变到奖励游戏或高概率模式(S45,S65)。因此,由于放置人物塑像13A至13C的一个,玩家感到就象他或她此时已经获得奖励游戏一样的感觉。另外,由于对应于人物塑像13A至13C的各种效果,玩家不会无聊。As described above, in the slot machine 1 of Embodiment 1, the player plays the game through one of the figure figures 13A to 13C located on the slot machine 1 (S14: YES), so that the player from the set figure 13A It becomes possible to read the type of figure by the IC tag 93 in 13C (S15). Simultaneously, use the thus read figure type to designate an effect map corresponding to the appearance of the character of the figure (S16) and when the game shifts to a bonus game and high probability mode, this effect is provided so as to inform the player of the transition to the bonus Game or high probability mode (S45, S65). Therefore, due to placing one of the figures 13A to 13C, the player feels as if he or she has obtained the bonus game at this time. In addition, the player will not be bored due to various effects corresponding to the figures 13A to 13C.

通过提供对应于角色的声音,可以提供就象由此放置的人物塑像13A至13C的人物塑像真正与玩家交谈一样的新效果。也可以通过改变由玩家使用的人物塑像,选择将提供的效果,从而提供能满足各种玩家需求的更高享受游戏。By providing the voice corresponding to the character, it is possible to provide a new effect as if the figures of the figures 13A to 13C thus placed are actually talking to the player. It is also possible to select the effect to be provided by changing the figure used by the player, thereby providing a higher enjoyment game that can satisfy various players' needs.

在奖励游戏中,对应于人物塑像13A至13C的任何一个的角色的声音告知玩家在触摸按钮区123至125中,分配最高支付的选项(S46)以便玩奖励游戏的玩家能识别分配具有触摸按钮区123至125中的最高支付的选项。因此,玩家很可能具有比在奖励游戏中,未使用人物塑像13A至13C的任何一个的情形更多的支付,从而向玩家提供增加使用所读取的对象的机会。也向玩家提供更大游戏期望感和增加玩游戏的期望。In the bonus game, the voice of the character corresponding to any one of the figurines 13A to 13C informs the player that in the touch button areas 123 to 125, the option of distributing the highest payout (S46) is so that the player playing the bonus game can recognize that the dispensation has the touch button Highest paying option in districts 123 through 125. Therefore, the player is likely to have more payouts than in the bonus game if any of the figures 13A to 13C are not used, thereby providing the player with an increased opportunity to use the read object. It also provides the player with a greater sense of game expectation and increased desire to play the game.

(实施例2)(Example 2)

因此,参考图30至32,说明实施例2的投币游戏机。其中,将在下面说明中,使用用于图1至29的实施例1的投币游戏机1的相同元件的相同符号来表示投币游戏机1和实施例1的相同或等效元件。Therefore, referring to Figs. 30 to 32, the slot machine of Embodiment 2 will be described. Here, in the following description, the same or equivalent elements of the slot machine 1 and Embodiment 1 will be denoted by the same symbols used for the same elements of the slot machine 1 of Embodiment 1 of FIGS. 1 to 29 .

实施例2的投币游戏机2的整体结构与实施例1的投币游戏机相同。每个控制过程与实施例1的投币游戏机1类似。The overall structure of the slot machine 2 of the second embodiment is the same as that of the slot machine of the first embodiment. Each control process is similar to that of the slot machine 1 of Embodiment 1.

在实施例1的投币游戏机1中,在停止和控制可变显示窗口21至25的符号中,通过随机数取样电路56,取样分别对应于可变显示窗口21至25的五个随机数值,使用由此获得的随机数值、由符号抽选表51A确定的码号以及第一转轮带111至第五转轮带115(在高概率模式中,第二转轮带112和第六转轮带116)来确定停止符号(S21),以及使用将停止和显示的符号和图12的支付表51B来确定胜出组合及其支付(S22)。然而,在实施例2的投币游戏机中,使用随机数值来直接确定胜出组合,与实施例1的投币游戏机1不同。In the slot machine 1 of Embodiment 1, in stopping and controlling symbols of the variable display windows 21 to 25, five random numerical values respectively corresponding to the variable display windows 21 to 25 are sampled by the random number sampling circuit 56 , using the random value thus obtained, the code number determined by the symbol drawing table 51A, and the first reel strip 111 to the fifth reel strip 115 (in the high probability mode, the second reel strip 112 and the sixth reel strip wheel belt 116) to determine a stop symbol (S21), and use the symbols to be stopped and displayed and the payout table 51B of FIG. 12 to determine a winning combination and its payout (S22). However, in the slot machine of Embodiment 2, a random number is used to directly determine a winning combination, unlike the slot machine 1 of Embodiment 1.

另外,关于高概率模式,在实施例1的投币游戏机1中,将在可变显示窗口21改变、停止和显示的符号从第一转轮带111改变到第六转轮带,由此允许获得改变胜出组合的概率(由此还改变支付率),而在实施例2的投币游戏机中,基于随机数值,改变在确定胜出组合中使用的表,这与实施例1的投币游戏机1不同。因此,实施例2的投币游戏机不必改变用于改变获得胜出组合的概率的转轮的符号,以及不仅能用作使用视频转轮带的投币游戏机(如稍后所述),而且能用作使用机械盘的投币游戏机。In addition, regarding the high probability mode, in the slot machine 1 of Embodiment 1, the symbols changed, stopped, and displayed on the variable display window 21 are changed from the first reel strip 111 to the sixth reel strip, thereby The probability of changing the winning combination (thereby also changing the payout rate) is allowed to be obtained, whereas in the slot machine of Embodiment 2, the table used in determining the winning combination is changed based on the random value, which is different from that of the slot machine of Embodiment 1. Game console 1 is different. Therefore, the slot machine of Embodiment 2 does not have to change the symbols of the reels for changing the probability of obtaining a winning combination, and can be used not only as a slot machine using a video reel belt (as described later), but also Can be used as a slot machine using mechanical disks.

首先,将参考图30,说明在实施例2的投币游戏机中,在用于主处理程序的S2中实施的抽选过程。图30是实施例2的投币游戏机中的抽选过程程序的流程图。图30的流程图的程序的每一个存储在实施例52的投币游戏机中提供的ROM51和RAM52中并由CPU50执行。First, in the slot machine of Embodiment 2, the lottery process carried out in S2 for the main processing routine will be described with reference to FIG. 30 . Fig. 30 is a flowchart of a drawing process program in the slot machine of the second embodiment. Each of the programs of the flowchart of FIG. 30 is stored in the ROM 51 and RAM 52 provided in the slot machine of Embodiment 52 and executed by the CPU 50 .

在抽选过程中,首先,在S71中实施胜出组合抽选过程。在该实例中,CPU50使用胜出组合抽选表51E和51F来抽出在基本游戏中,在可变显示窗口21至25停止和控制的符号的胜出组合(参考图31和32)。因此,当确定胜出组合时,过程返回到主处理程序以及进入S3中的基本游戏过程。在基本游戏过程中,基于所确定的胜出组合,停止和控制符号。In the drawing process, first, a winning combination drawing process is implemented in S71. In this instance, the CPU 50 uses the winning combination drawing tables 51E and 51F to draw winning combinations of symbols stopped and controlled in the variable display windows 21 to 25 in the base game (refer to FIGS. 31 and 32 ). Therefore, when the winning combination is determined, the process returns to the main processing program and enters the basic game process in S3. During the base game, based on the determined winning combination, stop and control symbols.

接着,将说明用在S71的胜出组合抽选过程中的胜出组合抽选表51E和51F。Next, the winning combination drawing tables 51E and 51F used in the winning combination drawing process of S71 will be explained.

在实施例2的投币游戏机1中,ROM51分别存储用在抽出基本模式中的胜出组合中的基本胜出组合抽选表51E和用在抽出高概率模式中的胜出组合的高概率胜出组合抽选表51F。在基本模式中,使用基本使用胜出组合抽选表51E来确定胜出组合。在高概率模式中,使用高概率胜出组合抽选表51F来确定胜出组合。In the slot machine 1 of Embodiment 2, the ROM 51 separately stores a basic winning combination drawing table 51E used in drawing a winning combination in the basic mode and a high-probability winning combination drawing table 51E used in drawing a winning combination in the high-probability mode. Select form 51F. In the basic mode, the winning combination is determined using the basic use winning combination drawing table 51E. In the high probability mode, the winning combination is determined using the high probability winning combination drawing table 51F.

首先,参考图31,说明用在基本模式中的基本胜出组合抽选表51E。图31是表示实施例2中的基本胜出组合抽选表的图。First, referring to FIG. 31, the basic winning combination drawing table 51E used in the basic mode will be explained. Fig. 31 is a diagram showing a basic winning combination drawing table in the second embodiment.

如图31所示,用在基本胜出组合抽选表51E中的随机数值在从0至11999的范围中,以及当经随机数取样电路56取样的随机数值在从0至49的范围中时,获得奖励游戏的触发。在该实例中,与胜出行无关,同时在四个或更多位置中停止和显示符号“SARDINE”以便使游戏状态转变到奖励游戏。另外,当经随机数取样电路56取样的随机数值在从至50至51的范围中时,获得“LOBSTER”的胜出组合。因此,在激活胜出行上的五个位置中停止和显示符号“LOBSTER”。当经随机数取样电路56取样的随机数值在从至52至57的范围中时,获得“SHARK”的胜出组合。然后,在激活胜出行上的五个位置中停止和显示符号“SHARK”。在下文中,用类似的方式,当随机数值在从58至97的范围中时,获得胜出组合“FISH”。当它们从98至177时,获得“PUNK”的组合,当从178至277时,获得胜出组合“OCTOPUS”,当从278至477时,获得胜出组合“CRAB”,当从478至777时,获得胜出组合“WORM”,当从778至1177时,获得胜出组合“A”,当从1178至1577时,获得胜出组合“K”,当从1578至1977时,获得胜出组合“Q”,当从1978至2377时,获得胜出组合“J”。当从2378至2577时,在三个位置上停止和显示符号“SARDINE”,而与胜出行无关。另外,当从2578至2877时,获得转变到高概率模式的触发以及沿胜出行,在五个位置中停止符号“WILD”。As shown in FIG. 31, the random number used in the basic winning combination drawing table 51E is in the range from 0 to 11999, and when the random number sampled by the random number sampling circuit 56 is in the range from 0 to 49, Get the trigger for the bonus game. In this instance, irrespective of the winning row, the symbol "SARDINE" is stopped and displayed in four or more places at the same time to make the game state shift to the bonus game. In addition, when the random number sampled by the random number sampling circuit 56 is in the range from 50 to 51, the winning combination of "LOBSTER" is obtained. Thus, the symbol "LOBSTER" is stopped and displayed in five positions on the active winning row. When the random number sampled by the random number sampling circuit 56 is in the range from 52 to 57, the winning combination of "SHARK" is obtained. Then, stop and display the symbol "SHARK" in five positions on the active winning row. Hereinafter, in a similar manner, when the random value is in the range from 58 to 97, the winning combination "FISH" is obtained. When they are from 98 to 177, get the combination of "PUNK", when from 178 to 277, get the winning combination "OCTOPUS", when from 278 to 477, get the winning combination "CRAB", when from 478 to 777, The winning combination "WORM" is obtained. When it is from 778 to 1177, the winning combination "A" is obtained. When it is from 1178 to 1577, the winning combination "K" is obtained. When it is from 1578 to 1977, the winning combination "Q" is obtained. When From 1978 to 2377, the winning combination "J" was obtained. When from 2378 to 2577, the symbol "SARDINE" is stopped and displayed at three positions regardless of the winning row. In addition, when from 2578 to 2877, a trigger to transition to the high probability mode is obtained and the symbol "WILD" is stopped in five positions along the winning row.

另一方面,当经随机数取样电路56取样的随机数值在从2878至11999的范围中时,游戏失败以及停止和显示未变成胜出组合的失败符号组合。On the other hand, when the random number sampled by the random number sampling circuit 56 is in the range from 2878 to 11999, the game is lost and the failed symbol combination that does not become the winning combination is stopped and displayed.

接着,将参考图32,说明用在高概率模式中的高概率胜出组合抽选表51F。图32是表示实施例2中的高概率胜出组合抽选表的图。Next, the high-probability winning combination drawing table 51F used in the high-probability mode will be described with reference to FIG. 32 . 32 is a diagram showing a high-probability winning combination drawing table in the second embodiment.

如图32所示,用在高概率胜出组合抽选表51F中的随机数值在从0至11999的范围中,与基本胜出组合抽选表51E相同,当经随机数取样电路56取样的随机数值在从0至74的范围中时,获得奖励游戏的触发。在该实例中,同时在四个或更多中停止和显示符号“SARDINE”,而与胜出行无关,以及使游戏转变到奖励游戏。当经随机数取样电路56取样的随机数值从75至77时,获得胜出组合“LOBSTER”。然后,在激活胜出行上的五个位置中停止和显示符号“LOBSTER”。当经随机数取样电路56取样的随机数值在从至78至86的范围中时,获得“SHARK”的胜出组合。然后,在激活胜出行上的五个位置中停止和显示符号“SHARK”。在下文中,用类似的方式,当随机数值在从87至146的范围中时,获得胜出组合“FISH”。当它们从147至266时,获得“PUNK”的组合,当从267至416时,获得胜出组合“OCTOPUS”,当从417至716时,获得胜出组合“CRAB”,当从717至1016时,获得胜出组合“WORM”,当从1017至1616时,获得胜出组合“A”,当从1617至2216时,获得胜出组合“K”,当从2217至2816时,获得胜出组合“Q”,当从2817至3416时,获得胜出组合“J”。当从3417至3616时,在三个位置上停止和显示符号“SARDINE”,而与胜出行无关。As shown in FIG. 32, the random values used in the high-probability winning combination drawing table 51F are in the range from 0 to 11999, the same as the basic winning combination drawing table 51E, when the random values sampled by the random number sampling circuit 56 When in the range from 0 to 74, a trigger for the bonus game is obtained. In this instance, the symbol "SARDINE" is stopped and displayed in four or more at the same time regardless of the winning row, and the game is shifted to the bonus game. When the random number sampled by the random number sampling circuit 56 is from 75 to 77, the winning combination "LOBSTER" is obtained. Then, stop and display the symbol "LOBSTER" in five positions on the active winning row. When the random number sampled by the random number sampling circuit 56 is in the range from 78 to 86, the winning combination of "SHARK" is obtained. Then, stop and display the symbol "SHARK" in five positions on the active winning row. Hereinafter, in a similar manner, when the random value is in the range from 87 to 146, the winning combination "FISH" is obtained. When they are from 147 to 266, get the combination of "PUNK", when from 267 to 416, get the winning combination "OCTOPUS", when from 417 to 716, get the winning combination "CRAB", when from 717 to 1016, The winning combination "WORM" is obtained. When it is from 1017 to 1616, the winning combination "A" is obtained. When it is from 1617 to 2216, the winning combination "K" is obtained. When it is from 2217 to 2816, the winning combination "Q" is obtained. When From 2817 to 3416, the winning combination "J" was obtained. When from 3417 to 3616, the symbol "SARDINE" is stopped and displayed at three positions regardless of the winning row.

另一方面,当经随机数取样电路56取样的随机数值在从3617至1199的范围中时,游戏失败以及停止和显示未变成胜出组合的失败符号组合。On the other hand, when the random number sampled by the random number sampling circuit 56 is in the range from 3617 to 1199, the game is lost and the failed symbol combination that does not become the winning combination is stopped and displayed.

在该实例中,例如,获得奖励触发和同时在四个或更多位置中停止和显示符号“SARDINE”的概率在基本模式中为50/12000,以及在高概率模式中为75/12000。另外,获得胜出组合“LOBSTER”和沿激活胜出行的五个位置中停止和显示符号“LOBSTER”的概率在基本模式中为2/12000以及在高概率模式中为3/12000。用类似的方式,在其他胜出组合中,获得胜出组合的概率在高概率模式中高于基本模式。因此,到高概率模式的转变允许玩家通过与相同下注量,获得比基本模式更多的支付数(支付率增加)。In this instance, for example, the probability of obtaining a bonus trigger and simultaneously stopping and displaying the symbol "SARDINE" in four or more positions is 50/12000 in the basic mode and 75/12000 in the high probability mode. In addition, the probability of obtaining the winning combination "LOBSTER" and the stop and display symbol "LOBSTER" in five positions along the activated winning line is 2/12000 in the basic mode and 3/12000 in the high probability mode. In a similar manner, among other winning combinations, the probability of obtaining a winning combination is higher in the high probability mode than in the basic mode. Therefore, shifting to the high-probability mode allows the player to obtain a larger number of payouts (increased payout rate) than the basic mode by betting the same amount.

如上所述,在实施例2的投币游戏机1中,玩家通过位于投币游戏机1上的人物塑像13A至13C的一个玩游戏,从而使得从分别置于人物塑像13A至13C的IC标签93中读取人物塑像类型成为可能。使用由此读取的人物塑像类型来指定对应于人物塑像的角色的外观的效果图以及当游戏转变到奖励游戏和高概率模式时,提供通知玩家该转变的效果。因此,由于放置人物塑像13A至13C的一个,玩家感到就象他或她此时已经获得奖励游戏的感觉,从而增加游戏的期望感。另外,由于对应于人物塑像13A至13C的各种效果,玩家不会无聊。也可以通过提供对应于这些角色的语音,提供就象人物塑像13A至13C的由此放置的人物塑像的角色真正与玩家交谈一样的新效果。As described above, in the slot machine 1 of Embodiment 2, the player plays through one of the figures 13A to 13C located on the slot machine 1, so that the IC tags respectively placed on the figures 13A to 13C In 93, it is possible to read the figure type. The thus read figure type is used to specify an rendering of the appearance of the character corresponding to the figure and when the game transitions to the bonus game and high probability mode, an effect is provided to notify the player of the transition. Therefore, since one of the figures 13A to 13C is placed, the player feels as if he or she has obtained the bonus game at this time, thereby increasing the sense of expectation of the game. In addition, the player will not be bored due to various effects corresponding to the figures 13A to 13C. It is also possible to provide a new effect as if the characters of the thus placed figurines of the figurines 13A to 13C are actually talking to the player by providing voices corresponding to these characters.

应注意到本发明不限于上述实施例,当然,在本发明的范围内,可以用各种方式改进和修改它。It should be noted that the present invention is not limited to the above-mentioned embodiment, and it is of course possible to improve and modify it in various ways within the scope of the present invention.

例如,在实施例1和2中,模仿角色(“武士”、“女巫”和“女算命者”)的人物塑像13A至13C(参考图4A和4B)用来当存储各种数据的IC标签93置入人物塑像的基座部90中时,实施投币游戏机中的游戏。代替人物塑像,可以使用置入IC标签的IC卡。将对应于存储在IC标签中的ID的角色(例如0001为“武士”、0002为“女巫”和0003“女算命者”)印刷在IC卡上,通过该卡,玩家能按照对应于所使用的IC卡的各种效果图玩游戏。For example, in Embodiments 1 and 2, figurines 13A to 13C (refer to FIGS. 4A and 4B ) imitating characters ("Samurai", "Witch" and "Female Fortune Teller") are used as IC tags for storing various data. When the 93 is inserted into the base portion 90 of the figure, the game in the slot machine is implemented. Instead of the figure, an IC card built with an IC tag can be used. The character corresponding to the ID stored in the IC tag (such as 0001 for "Samurai", 0002 for "Witch" and 0003 "Female Fortune Teller") is printed on the IC card, through which the player can follow the Various renderings of IC cards for playing games.

另外,在实施例1和2中通过对应于所放置的人物塑像13A至13C的角色(“武士”、“女巫”和“女算命者”)的图象和声音,提供效果。然而,可以通过使用对应于角色的BGM和声音效果提供效果。另外,可以通过输出对应于角色的声音和图象,提供有关游戏的帮助信息,通过该帮助信息。玩家能更舒适地玩游戏。In addition, in Embodiments 1 and 2, effects are provided by images and sounds of the characters ("Samurai", "Witch" and "Female Fortune Teller") corresponding to the placed figures 13A to 13C. However, effects can be provided by using BGM and sound effects corresponding to characters. In addition, it is possible to provide help information about the game by outputting sounds and images corresponding to characters. Players can play games more comfortably.

可以使用在人物塑像13A至13C的游戏历史存储区93B中存储的每个人物塑像的游戏历史来改变其效果。例如,已经使用多次的人物塑像可以用来提供更多样的效果。另外,可以存储游戏历史以便对应于投币游戏机内的存储区中的人物塑像的每个ID。The effect thereof can be changed using the game history of each figure stored in the game history storage area 93B of the figures 13A to 13C. For example, a figure that has been used many times can be used to provide more variety of effects. In addition, the game history may be stored so as to correspond to each ID of the figure in the storage area within the slot machine.

在实施例1和2中,已经将投币游戏机1说明为本发明的游戏机。然而,除投币游戏机外,例如,本发明可适用于能玩扑克牌游戏、二十一点和其他的纸牌游戏机。在该实例中,除效果外,可以通过使用对应于所放置的人物塑像13A至13C的角色(“武士”、“女巫”和“女算命者”)的图象和声音,输出与纸牌和其他有关的暗示。In Embodiments 1 and 2, the slot machine 1 has been explained as the gaming machine of the present invention. However, in addition to slot machines, for example, the present invention is applicable to card game machines capable of playing poker, blackjack, and others. In this instance, in addition to effects, it is possible to output images and sounds related to cards and other characters by using images and sounds of characters ("Samurai", "Witch" and "Female Fortune Teller") corresponding to the placed figures 13A to 13C. related hints.

在下文中,将说明实施例3和4。将省略实施例3和4与实施例1和2共同的说明。Hereinafter, Examples 3 and 4 will be explained. Descriptions common to Embodiments 3 and 4 and Embodiments 1 and 2 will be omitted.

在实施例3和4中,采用如图2所示的五个各个停止和显示区。在该硬币游戏(基本游戏和奖励游戏)中,提供分别由五个各个停止和显示区211至213、221至223、231至233、241至243和251至253形成的20个胜出行。在这些胜出行中,如果激活,当分别停止和显示符号时,以及当排列预定符号时进行支付。其中,将说明每个胜出行。In Embodiments 3 and 4, five respective stop and display areas as shown in FIG. 2 are employed. In this coin game (the base game and the bonus game), 20 winning rows formed of five respective stop and display areas 211 to 213, 221 to 223, 231 to 233, 241 to 243, and 251 to 253, respectively, are provided. In these winning lines, if activated, payouts are made when symbols are stopped and displayed, respectively, and when predetermined symbols are arranged. Therein, each winning row will be described.

用与图4A和4B所示的实施例相同的方式,实施例3的人物塑像13A和13B基本上由基座部90和人物塑像主体91组成。Figures 13A and 13B of Embodiment 3 are basically composed of a base portion 90 and a figure body 91 in the same manner as the embodiment shown in FIGS. 4A and 4B .

IC标签93存储对角色唯一的人物塑像ID、已经由投币游戏机1使用人物塑像13A和13B的次数、根据所使用的次数,逐渐生长的角色级(参考图36)等等(参考图33)。The IC tag 93 stores a figure ID unique to the character, the number of times the figures 13A and 13B have been used by the slot machine 1, a gradually growing character level (refer to FIG. 36 ), etc. according to the number of times of use (refer to FIG. 33 ).

人物塑像主体91由合成树脂等等,按描述特定角色的玩偶的形状形成。在该实例中,用在实施例1的投币游戏机1中的人物塑像13有三种角色可用,即为“武士”、“女巫”和“女算命者”的人物塑像13A至13C。与基座部90有关,直立固定用于这些人物塑像13A至13C的每一个的人物塑像主体91。在武士的人物塑像13A中,将描述男武士的玩偶固定到基座部90上作为人物塑像主体91(参考图4A)。另外,在女巫的人物塑像13B中,将描述女巫的玩偶固定到基座部90上作为人物塑像主体91(参考图4B)。另外,在吟游诗人的人物塑像13C中,将描述吟游诗人的玩偶固定到基座部90上作为人物塑像主体91(未示出)。图4A和4B仅示例说明这三种人物塑像中,武士13A和女巫13B的人物塑像。The figure main body 91 is formed of synthetic resin or the like in the shape of a doll depicting a specific character. In this example, the figure 13 used in the slot machine 1 of Embodiment 1 has three kinds of characters available, ie, figures 13A to 13C of "samurai", "witch" and "female fortune teller". In relation to the base portion 90 , a figure main body 91 for each of these figure figures 13A to 13C is fixed upright. In the samurai figure 13A, a doll depicting a male warrior is fixed to a base portion 90 as a figure main body 91 (refer to FIG. 4A ). In addition, in the witch figure 13B, a doll depicting a witch is fixed to the base portion 90 as a figure main body 91 (refer to FIG. 4B ). In addition, in the bard figure 13C, a doll depicting a bard is fixed to the base portion 90 as a figure main body 91 (not shown). 4A and 4B illustrate only the figures of the warrior 13A and the witch 13B among the three types of figures.

这些人物塑像13A至13C的每一个放在具有预定大小的盒中并由与投币游戏机分开安装的特定售货机售卖。Each of these figure figures 13A to 13C is housed in a case having a predetermined size and sold by a specific vending machine installed separately from the slot machine.

因此,玩家能参考人物塑像主体91,区分这些人物塑像13A至13C,以及投币游戏机1能通过读取存储在每个人物塑像的IC标签中的人物塑像ID,区分这些人物塑像13A至13C。Therefore, the player can distinguish these figures 13A to 13C with reference to the figure main body 91, and the slot machine 1 can distinguish these figures 13A to 13C by reading the figure ID stored in the IC tag of each figure. .

其中,将说明在人物塑像13A至13C的每一个中嵌入的IC标签93中提供的每个存储区。图33是表示IC标签的每个存储区的示意图。Among them, each storage area provided in the IC tag 93 embedded in each of the figure figures 13A to 13C will be explained. Fig. 33 is a schematic diagram showing each storage area of the IC tag.

如图33所示,IC标签93具有人物塑像ID存储区93A,其中,预先存储用于人物塑像13A至13C的每一个的人物塑像ID或唯一值(例如人物塑像13A为0001(武士)、人物塑像13B为0002(女巫)以及人物塑像13C为0003(吟游诗人))以及游戏历史存储区93B,其中,存储和更新用于每个游戏的信息,其中,信息包括有关在投币游戏机1中使用多少次嵌入人物塑像13中的IC标签93玩游戏(在该实例中,一个游戏是一系列动作,其中,基于当前可获得的信用,执行下注操作以便移动(或改变)和停止符号出现可变显示窗口,以及根据所出现的符号的组合,实施其他不同操作(奖励游戏处理、支付处理等等)。另外,还提供角色级存储区93C,其中,存在基本游戏,逐步生长的角色级(当增加使用数时,角色级从级1至级2,以及进一步到级3,以及进一步到更高级)。因此,在实施例3的投币游戏机1中,如稍后所述,能将赢得在游戏中执行的奖励游戏的通知效果(在显示器上显示内容以及从扬声器发出声音)改变成人物塑像ID(人物塑像类型)和角色级。As shown in FIG. 33 , the IC tag 93 has a figure ID storage area 93A in which a figure ID or a unique value for each of the figures 13A to 13C is stored in advance (for example, 0001 (samurai), figure 13A, Figurine 13B is 0002 (witch) and figure 13C is 0003 (bard)) and a game history storage area 93B in which information for each game is stored and updated, wherein the information includes information about how many times the IC tag 93 embedded in the figure 13 is used to play the game (in this instance, a game is a series of actions in which, based on currently available credits, betting operations are performed to move (or change) and stop symbols A variable display window appears, and depending on the combination of symbols that appear, other different operations are implemented (bonus game processing, payment processing, etc.). In addition, a character level storage area 93C is provided, where there is a base game, progressively growing character level (when increasing the number of uses, the character level is from level 1 to level 2, and further to level 3, and further to higher level). Therefore, in the slot machine 1 of embodiment 3, as described later, The notification effect of winning the bonus game executed in the game (displaying content on the display and emitting sound from the speaker) can be changed to a figure ID (figure type) and a character level.

现在,由于在投币游戏机1上提供的验证单元7的说明与图6和7中所示的实施例1相同,在此省略。Now, since the description of the authentication unit 7 provided on the slot machine 1 is the same as that of Embodiment 1 shown in FIGS. 6 and 7, it is omitted here.

在安装上述结构的验证单元7的实施例3的投币游戏机1中,其中,安装上述构成验证单元7,CPU50使用IC标签读/写器107,确定有关人物塑像13A至13C的任何一个是否位于验证单元7上,玩家何时通过硬币插入部9插入硬币来完成赌注的接收。因此,当确定放置人物塑像13A至13C的任何一个时,基于从IC标签93的当前角色级,在可变显示窗口21至25可变显示符号期间,按预定概率,可以在下部液晶显示器4上获得通知奖励游戏的通知效果。其中,稍后说明通知效果的细节。In the slot machine 1 of Embodiment 3 in which the authentication unit 7 of the above-mentioned structure is installed, the CPU 50 uses the IC tag reader/writer 107 to determine whether any one of the related figures 13A to 13C is Located on the verification unit 7, when a player inserts a coin through the coin insertion section 9, the receipt of the wager is completed. Therefore, when it is determined to place any one of the figurines 13A to 13C, based on the current character level from the IC tag 93, during the variable display of symbols in the variable display windows 21 to 25, at a predetermined probability, it can be displayed on the lower liquid crystal display 4. Get notification effects for notification bonus games. However, details of the notification effect will be described later.

由于每个可变显示窗口21至25中可变显示的符号例子的说明与参考实施例1所述的相同,在此省略它。Since the description of examples of symbols variably displayed in each of the variable display windows 21 to 25 is the same as that described with reference to Embodiment 1, it is omitted here.

接着,参考图9,根据实施例3,说明与投币游戏机1的控制系统有关的机构。Next, referring to FIG. 9 , the mechanism related to the control system of the slot machine 1 according to the third embodiment will be described.

在图9中,投币游戏机1的控制系统基本上由为核心组件的CPU50组成,以及CPU50与ROM51和RAM52连接。ROM51存储稍后所述的主处理程序、基本游戏处理程序、奖励游戏处理程序、用于抽出停止和显示符号的符号抽选表、基于停止和显示符号的组合的胜出组合、用于设置基于胜出组合支付的信用的支付表(参考图35)、用于基于人物塑像类型和角色级,选择在通过投币游戏机1可变显示符号的时间周期期间提供的通知效果的通知效果选择表(参考图37)、用于基于抽选结果和角色级及随机数,确定是否生成通知效果的通知效果生成表(参考图38),以及控制投币游戏机1所需的各种其他程序和数据表。另外,RAM52是用于临时存储由CPU50计算的各种数据的存储器。In FIG. 9 , the control system of the slot machine 1 is basically composed of a CPU 50 as a core component, and the CPU 50 is connected to a ROM 51 and a RAM 52 . The ROM 51 stores a main processing program described later, a base game processing program, a bonus game processing program, a symbol drawing table for drawing stop and display symbols, a winning combination based on a combination of stop and display symbols, a A payout table (refer to FIG. 35 ) of credits paid out in combination, a notification effect selection table (refer to FIG. 37 ), a notification effect generation table (refer to FIG. 38 ) for determining whether to generate a notification effect based on the lottery result and character level and random number, and various other programs and data tables necessary for controlling the slot machine 1 . In addition, RAM52 is a memory for temporarily storing various data calculated by CPU50.

在该实例中,如图10所示,液晶驱动电路74由程序ROM81、图象ROM82、图象控制CPU83、工作RAM84、VDP(视频/显示/处理器)85、视频RAM86和其他组成。因此,程序ROM81存储有关上部液晶显示器3和下部液晶显示器4的显示的图象控制程序,以及其他各种选择表。图象ROM82还存储例如成像点数据,诸如在下部液晶显示器4(或可变显示窗口21至25)上显示的、分别对应于人物塑像13A至13C的效果图象(参考图46至51)、从图8A至8E中的第一转轮带111至第五转轮带115的转轮带的符号例子、图14中的第六转轮带116上的符号阵列。In this example, as shown in FIG. 10, the liquid crystal driving circuit 74 is made up of program ROM81, image ROM82, image control CPU83, work RAM84, VDP (video/display/processor) 85, video RAM86 and others. Therefore, the program ROM 81 stores image control programs related to the display of the upper liquid crystal display 3 and the lower liquid crystal display 4, and other various selection tables. Image ROM 82 also stores, for example, imaging point data such as effect images (refer to FIGS. Examples of symbols on the reel strips from the first reel strip 111 to the fifth reel strip 115 in FIGS. 8A to 8E , the symbol array on the sixth reel strip 116 in FIG. 14 .

图象控制CPU83根据先前在程序ROM81内存储的图象控制程序,基于由CPU50设置的参数,由先前存储在图象ROM82中的点数据,确定将在上部液晶显示器3或下部液晶显示器4上显示的图象。另外,工作RAM84配置成当由图象控制CPU83执行图象控制程序时的临时存储装置。VDP85形成对应于由图象控制CPU83确定的显示内容的图象,以及在上部液晶显示器3和下部液晶显示器4上输出它。因此,例如,在下部液晶显示器4(或可变显示窗口21至25)上,滚动和显示在转轮带111至115中显示的符号阵列。另外,视频RAM86配置成当由VDP85形成图象时的临时存储装置。The image control CPU83 is based on the image control program previously stored in the program ROM81, based on the parameters set by the CPU50, by the point data previously stored in the image ROM82, it is determined to display on the upper liquid crystal display 3 or the lower liquid crystal display 4 image of . In addition, the work RAM 84 is configured as temporary storage means when the image control program is executed by the image control CPU 83 . The VDP 85 forms an image corresponding to the display content determined by the image control CPU 83, and outputs it on the upper liquid crystal display 3 and the lower liquid crystal display 4. Thus, for example, on the lower liquid crystal display 4 (or the variable display windows 21 to 25 ), the symbol arrays displayed in the wheel strips 111 to 115 are scrolled and displayed. In addition, the video RAM 86 is configured as temporary storage means when an image is formed by the VDP 85 .

LED78也经LED驱动电路77连接到CPU50。在投币游戏机1的前面提供LED78以及当再现各种效果时,基于来自CPU50的驱动信号,通过LED驱动电路77,用点亮来控制。特别是在实施例1的投币游戏机1中,接通LED78以便改进稍后所述的奖励游戏中的效果。LED 78 is also connected to CPU 50 via LED drive circuit 77 . LEDs 78 are provided on the front of the slot machine 1 and are controlled to be lit by an LED drive circuit 77 based on a drive signal from the CPU 50 when various effects are reproduced. Particularly in the slot machine 1 of Embodiment 1, the LED 78 is turned on in order to improve the effect in the bonus game described later.

另外,声音输出电路79和扬声器5L和5R连接到CPU50,以及当基于来自声音输出电路79的输出信号,再现各种效果时,扬声器5L和5R产生各种声音效果。特别是在实施例3的投币游戏机1中,通过位于验证单元7上的人物塑像13A至13C的任何一个,当在可变显示符号的时间周期期间,具有预定概率的通知效果、对应于人物塑像13A至13C的每个角色(武士、女巫和吟游诗人)的声音能提供就象人物塑像13A至13C中,放在游戏机上的人物塑像与玩家交谈一样的新效果。In addition, a sound output circuit 79 and speakers 5L and 5R are connected to the CPU 50 , and the speakers 5L and 5R produce various sound effects when reproducing various effects based on an output signal from the sound output circuit 79 . In particular, in the slot machine 1 of Embodiment 3, by any one of the figures 13A to 13C located on the verification unit 7, when during the time period in which symbols are variably displayed, there is a notification effect with a predetermined probability, corresponding to The voice of each character (samurai, witch and bard) of the figures 13A to 13C can provide a new effect as in figures 13A to 13C, the figure placed on the game machine talks to the player.

如图34所示,ROM51存储符号抽选表51A以便基于随机数值,确定在可变显示窗口21至25(参考图2)的各个停止和显示区211至213、221至223、231至233、241至243以及251至253上停止和显示的符号、存储在每个停止和显示区的停止和显示的胜出组合和支付的支付表51B、用来基于人物塑像类型和角色级,选择在通过投币游戏机1,可变显示符号的时间周期期间再现的通知效果的通知效果选择表51C(参考图37)、用来基于抽选结果和角色级及随机数,确定选择期间是否生成通知效果的通知效果生成表51D(参考图38),以及包括当再现通知效果时,从扬声器5L和5R输出的用于角色的声音数据的的语音数据存储区51E。其中,稍后详细说明在可变显示符号的时间周期期间再现的通知效果。As shown in FIG. 34, ROM 51 stores symbol drawing table 51A so that based on random values, it determines the respective stop and display areas 211 to 213, 221 to 223, 231 to 233, 231 to 233, Stop and show symbols on 241 to 243 and 251 to 253, store stop and show winning combinations at each stop and show area, and payout table 51B for payouts, based on figure type and character level Slot game machine 1, a notification effect selection table 51C (refer to FIG. 37 ) of notification effects reproduced during variable display symbol time periods, a table for determining whether to generate a notification effect during selection based on the drawing result and character level and random number Notification effect generation table 51D (refer to FIG. 38 ), and voice data storage area 51E including voice data for characters output from speakers 5L and 5R when the notification effect is reproduced. Among them, the notification effect reproduced during the time period of variable display symbols will be described in detail later.

接着,将说明符号抽选表51A,存储在ROM51中并且用在当在投币游戏机1中使用五个可变显示窗口21至25实施基本游戏和奖励游戏时,确定在停止和显示区211至213、221至223、231至233、241至243以及251至253(参考图2)的每一个上停止和显示的符号中。Next, the symbol drawing table 51A, which is stored in the ROM 51 and is used to determine the number in the stop and display area 211 when the base game and the bonus game are carried out using the five variable display windows 21 to 25 in the slot machine 1, will be explained. to 213 , 221 to 223 , 231 to 233 , 241 to 243 , and 251 to 253 (refer to FIG. 2 ) are stopped and displayed in the symbols.

符号抽选表51A是基于由随机数取样电路56取样的随机数,确定沿对应于第二停止和显示区212、222、232、242和252的第一激活胜出行L1停止的符号。然后,在第一停止和显示区211、221、231、241和251上停止和显示符号,以及基于第二停止和显示区的结果,确定第三停止和显示区213、223、233、243和253,因为在每个转轮带的每个阵列中的符号顺序是固定的(参考图8)。更具体地说,在第一停止和显示区211、221、231、241和251上停止和显示具有每个比由随机数值确定的码号小1的码号的每个符号,而在第三停止和显示区213、223、233、243和253上停止和显示具有每个比由随机数值确定的码号大1的码号的每个符号。The symbol sampling table 51A determines symbols to stop along the first active winning line L1 corresponding to the second stop and display areas 212 , 222 , 232 , 242 and 252 based on random numbers sampled by the random number sampling circuit 56 . Then, stop and display symbols on the first stop and display areas 211, 221, 231, 241 and 251, and based on the results of the second stop and display areas, determine the third stop and display areas 213, 223, 233, 243 and 253, because the order of symbols in each array of each wheel is fixed (see Figure 8). More specifically, on the first stop and display areas 211, 221, 231, 241, and 251, each symbol having a code number each smaller by 1 than the code number determined by the random value is stopped and displayed, while in the third Each symbol having a code number each larger by 1 than the code number determined by the random value is stopped and displayed on the stop and display areas 213, 223, 233, 243, and 253.

在实施例1的投币游戏机1中,对每个可变显示窗口21至25确定沿第一胜出行L1停止和显示的符号。符号抽选表51A从在从图8的第一转轮带111至第五转轮带115的每个转轮带中显示的符号阵列的顶部,按顺序分配“00”至“29”的码号,以及抽选表51A还设置对应于每个码号的随机数值。In the slot machine 1 of Embodiment 1, symbols stopped and displayed along the first win line L1 are determined for each of the variable display windows 21 to 25 . The symbol lottery table 51A assigns codes of "00" to "29" in order from the top of the symbol arrays displayed in each of the reel strips from the first reel strip 111 to the fifth reel strip 115 of FIG. 8 number, and the lottery table 51A also sets a random value corresponding to each code number.

因此,CPU50经随机数取样电路56,取样五个随机数值,以便在开始游戏时,对应于可变显示窗口21至25的每一个,以及确定在每个可变显示窗口21至25处的第二停止和显示区212、222、232、242和252上停止的符号(例如,在取样随机数值为“9”的情况下,在第二停止和显示区上停止和显示分配给码号“09”的“FISH”的符号)。Therefore, CPU 50 samples five random values through random number sampling circuit 56, so that when starting the game, corresponding to each of variable display windows 21 to 25, and determine the first variable at each variable display window 21 to 25 places. The symbols stopped on the two stop and display areas 212, 222, 232, 242 and 252 (for example, in the case where the sampling random value is "9", the stop and display assigned to the code number "09" on the second stop and display area ", the symbol for "FISH").

接着,将参考图35,说明当在投币游戏机1中使用五个可变显示窗口21至25以便实施基本游戏和奖励游戏时的胜出组合及其支付。图35是表示当使用五个可变显示窗口来实施游戏时胜出组合及其支付,以及表示当下注量为“1”时的支付的支付表51B’。因此,当下注量为“1”时,将图35所示的支付值添加到信用点数中。然而,当下注量为“2”或更大时,将图35所示的值乘以下注量以便获得支付值,以及将该支付值添加到信用点数中。Next, winning combinations and payouts thereof when the five variable display windows 21 to 25 are used in the slot machine 1 in order to execute the base game and the bonus game will be explained with reference to FIG. 35 . Fig. 35 is a payout table 51B' showing winning combinations and their payouts when the game is carried out using five variable display windows, and payouts when the bet amount is "1". Therefore, when the bet amount is "1", the payout value shown in FIG. 35 is added to the credits. However, when the bet amount is "2" or more, the value shown in FIG. 35 is multiplied by the bet amount to obtain a payout value, and the payout value is added to the credits.

在该实例中,将具体说明当实施基本游戏时的胜出组合及其支付。如图35所示,当在可变显示窗口21至22的激活胜出行上的行中,停止和显示“LOBSTER”符号时(在符号从左端出现在两个连续位置的“2K”的情况下),获得“10”支付。当在可变显示窗口21至23的激活胜出行上的行中,停止和显示该符号时(在符号从左端出现在三个连续位置的“3K”的情况下),获得“320”支付。另外,当在可变显示窗口21至24的激活胜出行上的行中,停止和显示该符号时(在符号从左端出现在四个连续位置的“4K”的情况下),获得“2500”支付。另外,当在可变显示窗口21至25的激活胜出行上的行中,停止和显示该符号时(在符号从左端出现在五个连续位置的“5K”的情况下),获得“6000”支付。In this example, winning combinations and payouts thereof when the base game is carried out will be specifically described. As shown in FIG. 35, when the "LOBSTER" symbol is stopped and displayed in the row on the active winning row of the variable display windows 21 to 22 (in the case of "2K" where the symbol appears at two consecutive positions from the left end ), get "10" payout. When the symbol is stopped and displayed in the row above the activated winning row of the variable display windows 21 to 23 (in the case of "3K" where the symbol appears in three consecutive positions from the left end), a "320" payout is obtained. In addition, when the symbol is stopped and displayed in the row above the active winning row of the variable display windows 21 to 24 (in the case of "4K" where the symbol appears in four consecutive positions from the left end), "2500" is obtained pay. In addition, when the symbol is stopped and displayed in the row above the active winning row of the variable display windows 21 to 25 (in the case of "5K" where the symbol appears at five consecutive positions from the left end), "6000" is obtained pay.

当在可变显示窗口21至22的激活胜出行上的行中,停止和显示符号“SHARK”时(在符号从左端出现在二个连续位置的“2K”的情况下),获得“3”支付。当在可变显示窗口21至23的激活胜出行上的行中,停止和显示该符号时(在符号从左端出现在三个连续位置的“3K”的情况下),获得“25”支付。另外,当在可变显示窗口21至24的激活胜出行上的行中,停止和显示该符号时(在符号从左端出现在四个连续位置的“4K”的情况下),获得“150”支付。另外,当在可变显示窗口21至25的激活胜出行上的行中,停止和显示该符号时(在符号从左端出现在五个连续位置的“5K”的情况下),获得“1000”支付。When the symbol "SHARK" is stopped and displayed in the row above the active winning row of the variable display windows 21 to 22 (in the case of "2K" where the symbol appears at two consecutive positions from the left end), "3" is obtained pay. When the symbol is stopped and displayed in the row above the activated winning row of the variable display windows 21 to 23 (in the case of "3K" where the symbol appears in three consecutive positions from the left end), a "25" payout is obtained. In addition, when the symbol is stopped and displayed in the row above the active winning row of the variable display windows 21 to 24 (in the case of "4K" where the symbol appears in four consecutive positions from the left end), "150" is obtained pay. In addition, when the symbol is stopped and displayed in the row above the activated winning row of the variable display windows 21 to 25 (in the case of "5K" where the symbol appears at five consecutive positions from the left end), "1000" is obtained pay.

在下文中,将分别给出“FISH”的符号(鱼)、“PUNK”的符号(庞克)、“OCTOPUS”的符号(章鱼)、“CRAB”的符号戏(螃蟹)、“WORM”的符号(蠕虫)、“A”的符号(字母A)、“K”的符号(字母K)、“Q”的符号(字母Q)和“J”的符号(字母J),如图35所示。In the following, the symbol of "FISH" (fish), the symbol of "PUNK" (punk), the symbol of "OCTOPUS" (octopus), the symbol of "CRAB" (crab), and the symbol of "WORM" will be given respectively (worm), "A" symbol (letter A), "K" symbol (letter K), "Q" symbol (letter Q) and "J" symbol (letter J), as shown in FIG. 35 .

当这些符号出现在激活的胜出行上时,将支付总数添加到信用点数中。When these symbols appear on an activated winning row, the payout total is added to the credits.

另一方面,关于“SARDINE”的符号(沙丁鱼),它是分散符号。在符号出现(停止和显示)在可变显示窗口21至25的两个位置中的“2K”的情况下,获得支付“2”,而与激活的胜出行无关。在符号出现(停止和显示)在三个位置中的“3K”的情况下,获得支付“5”。在符号出现(停止和显示)在四个位置中的“4K”的情况下,获得支付“10”。在符号出现(停止和显示)在五个位置中的“4K”的情况下,获得支付“125”。On the other hand, regarding the symbol (sardine) of "SARDINE", it is a scatter symbol. In the case where the symbol appears (stops and displays) "2K" in two positions of the variable display windows 21 to 25, a payout of "2" is obtained irrespective of the activated winning row. In the case of "3K" where the symbol appears (stops and displays) in three positions, a payout of "5" is obtained. In the case of "4K" where symbols appear (stop and display) in four positions, payout "10" is obtained. In the case of "4K" where symbols appear (stop and display) in five positions, payout "125" is obtained.

仅对符号“SARDINE”的支付,将通过图35所示的支付值乘以下注的总数获得的数量(下注量与激活胜出行的数量的乘积)添加到信用点数中。当存在除由符号“SARDINE”引起的任何支付时,也将该支付添加到信用点数中。Only for the payout of the symbol "SARDINE", the amount obtained by multiplying the total number of bets by the payout value shown in FIG. 35 (the product of the bet amount and the number of activated winning lines) is added to the credits. When there is any payment other than that caused by the symbol "SARDINE", that payment is also added to the credit.

另外,符号“SARDINE”是使游戏状态转变到奖励游戏的触发符号,玩家能转移到奖励游戏并且当符号同时出现(停止和显示)在可变显示窗口21至25的四个或更多位置中时,获得上述支付,而与激活的胜出行无关。In addition, the symbol "SARDINE" is a trigger symbol that causes the game state to transition to a bonus game, the player can transfer to the bonus game and when the symbols simultaneously appear (stop and display) in four or more positions of the variable display windows 21 to 25 , the above payout is obtained regardless of the activated winning row.

现在,将说明奖励游戏。奖励游戏通常为当在基本游戏期间,满足特定条件时启动的游戏。通常,奖励游戏对玩家很有利。其中,当游戏转变到奖励游戏时,基于在转变到奖励游戏(所谓自由游戏)时的抽选结果,玩家能自动连续地玩15至20次游戏,而不用下注。Now, the bonus game will be explained. A bonus game is typically a game that is activated when certain conditions are met during the base game. Usually, bonus games are very beneficial to the player. Among them, when the game is changed to the bonus game, based on the result of drawing when changing to the bonus game (so-called free game), the player can automatically play the game 15 to 20 times continuously without placing a bet.

其中,在奖励游戏中,保持和使用在奖励转变时的下注量和激活的胜出行数。而且,胜出组合及其支付与基本游戏中相同,但将符号“SHARK”(鲨鱼)视为符号“LOBSTER”(龙虾),如果在四个位置中出现(停止和显示)符号“SARDINE”(沙丁鱼),游戏能再次转变回奖励游戏。其中,如果胜出,如图35所示,将比符号“SHARK”(鲨鱼)更高的支付指定到符号“LOBSTER”(龙虾)。因此,玩家可能获得许多信用,而不浪费信用。Among them, in the bonus game, the bet amount and the number of activated winning lines at the time of bonus transition are held and used. Also, the winning combination and its payouts are the same as in the base game, but the symbol "SHARK" (shark) is treated as the symbol "LOBSTER" (lobster), and if the symbol "SARDINE" (sardine) appears (stops and shows) in four positions ), the game can switch back to the bonus game again. Among them, if winning, as shown in FIG. 35 , a higher payout than the symbol "SHARK" (shark) is assigned to the symbol "LOBSTER" (lobster). Therefore, it is possible for the player to obtain many credits without wasting credits.

接着,当通过投币游戏机1中的五个可变显示窗口21至25玩基本游戏时,将参考图36至39,说明在可变显示符号期间,以预定概率生成的通知效果。其中,在根据实施例3的投币游戏机1中,在可变显示符号期间,生成通知效果以便告知通过游戏机,赢得奖励游戏的概率(在四个或更多位置中,出现(停止和显示)符号“SARDINE”)。特别地,当在投币游戏机中放置人物塑像13A至13C(参考图4A和4B)的任何一个时,执行使用对应于人物塑像13A至13C的人物塑像的类型和角色级的图象和声音(语音)的通知效果。Next, when the base game is played through the five variable display windows 21 to 25 in the slot machine 1, an informing effect generated at a predetermined probability during variable display of symbols will be described with reference to FIGS. 36 to 39 . Among them, in the slot machine 1 according to Embodiment 3, during variable display of symbols, a notification effect is generated so as to inform the probability of winning the bonus game through the gaming machine (in four or more positions, occurrence (stop and display) symbol "SARDINE"). Specifically, when any one of the figures 13A to 13C (refer to FIGS. 4A and 4B ) is placed in the slot machine, an image and sound using the type of the figure and the character level corresponding to the figures 13A to 13C are performed. (Voice) notification effect.

首先,说明基于人物塑像13A至13C的类型和角色级的各种通知效果改变。其中,角色级是基于在游戏中使用每个人物塑像的次数所设置的参数。在下文中,将参考图36,基于使用人物塑像的次数的角色级的生长图。First, various notification effect changes based on the types and character levels of the figures 13A to 13C will be described. Among them, the character level is a parameter set based on the number of times each figure is used in the game. Hereinafter, reference will be made to FIG. 36 , a character-level growth graph based on the number of times a figure is used.

如图36所示,当增加使用人物塑像的次数时,三种人物塑像13A至13C具有按逐步的方式的角色级生长(增加)。然而,在人物塑像13A至13C中,人物塑像的生长图彼此不同。如果使用人物塑像13A(武士),对低于30的数量,将角色级设置成“级1”而对等于或大于30的数量,将角色级设置成“级2”。As shown in FIG. 36 , the three kinds of figures 13A to 13C have character-level growth (increase) in a step-by-step manner when increasing the number of times the figure is used. However, in the figures 13A to 13C, the growth charts of the figures are different from each other. If the figure 13A (samurai) is used, set the character level to "Level 1" for quantities below 30 and to "Level 2" for quantities equal to or greater than 30.

同时,如果使用人物塑像13B(女巫),对低于50的数量,将角色级设置成“级1”而对等于或大于50但小于100的数量,将角色级设置成“级2”。Meanwhile, if the figure 13B (witch) is used, set the character level to "Level 1" for quantities below 50 and set the character level to "Level 2" for quantities equal to or greater than 50 but less than 100.

同时,如果使用人物塑像13C(吟游诗人),对低于100的数量,将角色级设置成“级1”,对等于或大于100但小于200的数量,将角色级设置成“级2”,对等于或大于200但小于300的数量,将角色级设置成“级3”,对等于或大于400的数量,将角色级设置成“级4”。Also, if using Figure 13C (Bard), set the character level to "Level 1" for quantities below 100, and set the character level to "Level 2" for quantities equal to or greater than 100 but less than 200 , for quantities equal to or greater than 200 but less than 300, set the role level to "level 3", and for quantities equal to or greater than 400, set the role level to "level 4".

如上所述,与其他相比,人物塑像13A具有相对更高的角色级生长率,但最大角色级设置成更低。另一方面,人物塑像13C具有更低生长率的角色级,但其角色级具有高的上限。同时,人物塑像13B具有中等生长率的角色级以及角色级的上限设置成中等。因此,玩家能将人物塑像13A至13C的一个放在投币游戏机1中以便玩家可以通过具有各种生长率的不同角色级的不同人物塑像,享受不同游戏。特别地,如果玩家想短时间周期增加角色级,可以通过放在投币游戏机中的人物塑像13A玩游戏来实现。而且,如果玩家想长时间周期使生长级生长更高,通过用人物塑像13C玩游戏能实现。因此,玩家能通过各种游戏状态玩游戏以便只要玩家玩游戏,就能改变效果内容,以致不会使玩家无聊。因此,玩家能选择角色级的各种生长图的一些以便可以提供能满足不同玩家的需求的游戏。As described above, the figure 13A has a relatively higher character-level growth rate than the others, but the maximum character level is set lower. On the other hand, the figure 13C has a character level with a lower growth rate, but its character level has a high upper limit. Meanwhile, the figure 13B has a character level of a medium growth rate and the upper limit of the character level is set to medium. Therefore, the player can put one of the figures 13A to 13C in the slot machine 1 so that the player can enjoy different games with different figures of different character classes having various growth rates. Especially, if the player wants to increase the character level in a short period of time, it can be realized by playing the game with the figure 13A placed in the slot machine. Moreover, if the player wants to make the growth level grow higher for a long period of time, it can be realized by playing the game with the figure 13C. Therefore, the player can play the game through various game states so that the content of the effect can be changed as long as the player plays the game so as not to bore the player. Therefore, the player can select some of the various growth charts at the character level so that games that can meet the needs of different players can be provided.

因此,通过人物塑像13A至13C的角色,确定如图37所示的通知效果的内容。Therefore, the content of the notification effect as shown in FIG. 37 is determined by the roles of the figures 13A to 13C.

例如,说明放置人物塑像13A的情形。如果在下部液晶显示器4中执行使用“武士”角色的通知效果,以及如果角色级为“级1”,执行通知效果图象A。同时,如果角色级为“级2”,执行通知效果图象B。同时,在通知效果图象A中,显示穿普通衣服的武士图象320(参考图46),以及从扬声器5L和5R输出说“Good!”的男声。同时,在通知效果图象B中,显示穿盔甲和拿着剑的武士图象321(参考图47)以及从扬声器5L和5R输出说“Go for it!”的男声。For example, a case where the figure 13A is placed will be described. If the notification effect using the character "Samurai" is performed in the lower liquid crystal display 4, and if the character level is "Level 1", the notification effect image A is performed. Meanwhile, if the character level is "level 2", the notification effect image B is executed. Meanwhile, in the notification effect image A, a samurai image 320 (refer to FIG. 46) wearing ordinary clothes is displayed, and a male voice saying "Good!" is output from the speakers 5L and 5R. Meanwhile, in the notification effect image B, a samurai image 321 (refer to FIG. 47 ) wearing armor and holding a sword is displayed and a male voice saying "Go for it!" is output from the speakers 5L and 5R.

接着,将说明放置人物塑像13B的情形。如果在下部液晶显示器4中执行使用“女巫”角色的通知效果,以及如果角色级为“级1”,执行通知效果图象C。同时,如果角色级为“级2”,执行通知效果图象D。以及如果角色级为“级3”,执行通知效果图象E。同时,在通知效果图象C中,显示穿普通衣服的女巫图象322(参考图48),以及从扬声器5L和5R输出说“Ei!”的女声。同时,在通知效果图象D中,显示戴斗蓬的女巫图象323(参考图49)以及从扬声器5L和5R输出说“You can do it!”的女声。另外,在通知效果图象E中,显示戴斗蓬和帽子并拿着魔棍的女巫图象324(参考图50)以及从扬声器5L和5R输出说“Now,make it!”的女声。Next, a case where the figure 13B is placed will be described. If the notification effect using the character "witch" is performed in the lower liquid crystal display 4, and if the character level is "level 1", the notification effect image C is performed. Meanwhile, if the character level is "level 2", the notification effect image D is executed. And if the character level is "level 3", the notification effect image E is executed. Meanwhile, in the notification effect image C, a witch image 322 (refer to FIG. 48) wearing ordinary clothes is displayed, and a female voice saying "Ei!" is output from the speakers 5L and 5R. Meanwhile, in the notification effect image D, a cloaked witch image 323 (refer to FIG. 49 ) and a female voice saying "You can do it!" are output from the speakers 5L and 5R are displayed. Also, in the notification effect image E, a witch image 324 (refer to FIG. 50 ) wearing a cloak and hat and holding a magic wand and a female voice saying "Now, make it!" are output from the speakers 5L and 5R are displayed.

接着,将说明放置人物塑像13C的情形。如果执行使用“吟游诗人”角色的通知效果以及角色级为“级1”,执行通知效果图象F。同时,如果角色级为“级2”,执行通知效果图象G。以及如果角色级为“级3”,执行通知效果图象H。同时,及如果角色级为“级4”,执行通知效果图象I。同时,在通知效果图象F中,显示穿普通衣服的吟游诗人图象(未示出),以及从扬声器5L和5R输出唱“La-a-”的男声。同时,在通知效果图象G中,显示戴头巾的吟游诗人图象(未示出)以及从扬声器5L和5R输出唱“La-a-La-”的男声。另外,在通知效果图象H中,显示演奏长笛的吟游诗人图象324(未示出)以及从扬声器5L和5R输出发出“pea,pea”的长笛声。同时,在通知效果图象I中,显示演奏竖琴的吟游诗人图象324(未示出)以及从扬声器5L和5R输出发出“poron,poron”的竖琴声。Next, a case where the figure 13C is placed will be described. If the notification effect using the "bard" character is executed and the character level is "level 1", the notification effect image F is executed. Meanwhile, if the character level is "level 2", the notification effect image G is executed. And if the character level is "level 3", the notification effect image H is executed. At the same time, and if the character level is "Level 4", the notification effect image I is executed. Meanwhile, in the notification effect image F, a bard image (not shown) wearing ordinary clothes is displayed, and a male voice singing "La-a-" is output from the speakers 5L and 5R. Meanwhile, in the notification effect image G, a hooded bard image (not shown) is displayed and a male voice singing "La-a-La-" is output from the speakers 5L and 5R. In addition, in the notification effect image H, a bard image 324 (not shown) playing a flute is displayed and a flute sound of "pea, pea" is output from the speakers 5L and 5R. Meanwhile, in the notification effect image I, a bard image 324 (not shown) playing a harp is displayed and a harp sound of "poron, poron" is output from the speakers 5L and 5R.

另一方面,如果未放置人物塑像13A至13C的任何一个,生成通知效果图象J。在通知效果图象J中,显示构成字母“Go!!”的图象325(参考图51)。On the other hand, if any one of the figure figures 13A to 13C is not placed, the notification effect image J is generated. In the notification effect image J, an image 325 (refer to FIG. 51) constituting letters "Go!!" is displayed.

因此,玩家能基于从扬声器5L和5R输出的语音或声音的内容以及在下部液晶显示器4上显示的图象,意识到当前使用的人物塑像的角色级。以及玩家能通过为每个角色级和角色类型设置的各种通知效果玩游戏。同时,玩家能通过将显示的通知效果,感受这一时间停止和显示的符号可以是对玩家有利的符号的组合的期望以便玩家可以对玩游戏感到更多期望。Therefore, the player can be aware of the character level of the currently used avatar based on the content of the voice or sound output from the speakers 5L and 5R and the image displayed on the lower liquid crystal display 4 . And the player can play the game with various notification effects set for each character class and character type. At the same time, the player can feel the expectation of this time stop and the combination of symbols that are beneficial to the player through the notification effect that will be displayed so that the player can feel more expectation for playing the game.

接着,参考图38,在可变显示符号的周期期间,在该游戏中,确定是否生成通知效果的通知效果生成表51D。Next, referring to FIG. 38 , during the period in which the symbols are variably displayed, in this game, a notification effect generation table 51D that determines whether a notification effect is generated or not is determined.

如图38所示,由具有经随机数取样电路56取样的从0至9范围的随机值的抽选结果、角色级、是否存在人物塑像以及停止符号的抽选结果,确定是否生成通知效果。As shown in FIG. 38 , whether to generate a notification effect is determined by the result of drawing with random values ranging from 0 to 9 sampled by the random number sampling circuit 56 , the character level, the presence or absence of a figure and the stop symbol.

例如,如果在内部抽选中,内部赢得奖励游戏,以及如果使用具有角色级1的人物塑像,当所取样的随机数在从0至2的范围内时,生成通知效果。For example, if the bonus game is won internally in the internal draw, and if a figure with character level 1 is used, a notification effect is generated when the sampled random number is in the range from 0-2.

另一方面,如果在内部抽选中,未内部赢得奖励游戏,以及如果用相同的方式,使用具有角色级1的人物塑像,当所取样的随机数在从0至4的范围内时,生成通知效果。On the other hand, if the bonus game is not won internally in the internal draw, and if in the same way, a figure with character level 1 is used, a notification effect is generated when the sampled random number is in the range from 0 to 4 .

如果在内部抽选中,内部赢得奖励游戏,以及如果使用具有角色级2的人物塑像,当所取样的随机数在从0至3的范围内时,生成通知效果。If selected in the internal draw, the internal win bonus game, and if a figure with character level 2 is used, a notification effect is generated when the sampled random number is in the range from 0-3.

另一方面,如果在内部抽选中,未内部赢得奖励游戏,以及如果使用具有角色级2的人物塑像,当所取样的随机数在从0至3的范围内时,生成通知效果。On the other hand, if the bonus game is not won internally in the internal draw, and if a figure with character level 2 is used, when the sampled random number is in the range from 0 to 3, a notification effect is generated.

同时,如果在内部抽选中,内部赢得奖励游戏,以及如果使用具有角色级3的人物塑像,当所取样的随机数在从0至5的范围内时,生成通知效果。At the same time, if the bonus game is won internally in the internal drawing, and if a figure with character level 3 is used, a notification effect is generated when the sampled random number is in the range from 0 to 5.

另一方面,如果在内部抽选中,未内部赢得奖励游戏,以及如果使用具有角色级3的人物塑像,当所取样的随机数在从0至2的范围内时,生成通知效果。On the other hand, if the bonus game is not won internally in the internal draw, and if a figure with character level 3 is used, when the sampled random number is in the range from 0 to 2, a notification effect is generated.

同时,如果在内部抽选中,内部赢得奖励游戏,以及如果使用具有角色级4的人物塑像,当所取样的随机数在从0至7的范围内时,生成通知效果。At the same time, if in the internal draw, the internal win bonus game, and if a figure with character level 4 is used, when the sampled random number is in the range from 0 to 7, a notification effect is generated.

另一方面,如果在内部抽选中,未内部赢得奖励游戏,以及如果使用具有角色级4的人物塑像,当所取样的随机数为0时,生成通知效果。On the other hand, if the bonus game is not won internally in the internal draw, and if a figure with character level 4 is used, when the sampled random number is 0, a notification effect is generated.

同时,在内部抽选中内部赢得奖励游戏,以及如果未使用人物塑像,当所取样的随机数为0时,生成通知效果。At the same time, the bonus game is won internally in the internal lottery, and if the figure is not used, when the sampled random number is 0, a notification effect is generated.

另一方面,如果在内部抽选中,未内部赢得奖励游戏,以及如果同样未使用人物塑像,当所取样的随机数在从0至4的范围内时,生成通知效果。On the other hand, if the bonus game is not internally won in the internal draw, and if the figure is also not used, when the sampled random number is in the range from 0 to 4, a notification effect is generated.

接着,如果在每个条件中,生成通知效果,参考图39,说明奖励游戏胜出的通知效果的可靠性。其中,在预定公式中的计算值中提供可靠性以便比较概率来获得停止和显示的符号的组合以便当生成效果时,真正赢得奖励游戏。更具体地说,通过将“当赢得奖励游戏时,生成通知效果的百分数”乘以“当赢得奖励游戏时,生成通知效果的百分数”和“如果未赢得奖励游戏,生成通知效果的百分数”的和,计算可靠性的指数值。Next, if a notification effect is generated in each condition, the reliability of the notification effect of winning the bonus game will be described with reference to FIG. 39 . Wherein, reliability is provided in the calculated value in the predetermined formula to compare probabilities to obtain a combination of stopped and displayed symbols to actually win the bonus game when an effect is generated. More specifically, by multiplying the "percentage of notification effects that are generated when the bonus game is won" by the percentage of "percentage of notification effects that are generated when the bonus game is won" and "percentage of notification effects that are generated if the bonus game is not won" and , calculate the index value of the reliability.

例如,如果使用具有角色级1的人物塑像13A至13C,以及当在图38中的通知效果生成表51D中定义随机数时,可以通过下述给出所生成的通知效果的可靠性:For example, if the figure figures 13A to 13C with character level 1 are used, and when random numbers are defined in the notification effect generation table 51D in FIG. 38 , the reliability of the generated notification effects can be given by:

(3/10)/(3/10+5/10)=3/8=38%(3/10)/(3/10+5/10)=3/8=38%

类似地,如果使用具有角色级2的人物塑像13A至13C,通知效果的可靠性计算为50%。如果使用具有角色级3的人物塑像13A至13C,通知效果的可靠性为67%。以及如果使用具有角色级4的人物塑像13A至13C,通知效果的可靠性为89%。另一方面,如果未使用人物塑像13A至13C的任何一个,通知效果的可靠性可以为17%。Similarly, if the figures 13A to 13C with character level 2 are used, the reliability of the notification effect is calculated to be 50%. If the figures 13A to 13C with character level 3 are used, the reliability of the notification effect is 67%. And if the figures 13A to 13C with character level 4 are used, the reliability of the notification effect is 89%. On the other hand, if any one of the figures 13A to 13C is not used, the reliability of the notification effect can be 17%.

因此,通知效果的可靠性当使用人物塑像时比不使用任何一个人物塑像更高,因此,玩家可以感到奖励游戏胜出的更多期望。同时,在使用人物塑像的情况下,如果使用具有较高角色级的角色,通知效果的可靠性更高,因此,玩家可以感到奖励游戏胜出的更多期望。Therefore, the reliability of the notification effect is higher when figures are used than when neither figure is used, and therefore, the player can feel more expectation of winning the bonus game. Meanwhile, in the case of using a figure, if a character having a higher character level is used, the reliability of the notification effect is higher, and therefore, the player can feel more expectation of winning the bonus game.

同时,玩家可以通过放在投币游戏机1中的人物塑像13A至13C,反复地玩游戏,基于越来越多的可靠通知效果玩游戏。因此,可以使玩家购买人物塑像13A至13C以及使玩家时常使用它们以及玩家可以具有更多游戏期望感,以便玩家可以具有更多玩游戏的期望。Meanwhile, the player can repeatedly play the game through the figures 13A to 13C placed in the slot machine 1, playing the game based on more and more reliable notification effects. Therefore, it is possible to make the player purchase the figures 13A to 13C and make the player use them frequently and the player can have more sense of game expectation, so that the player can have more desire to play the game.

接着,将参考图40,说明在具有上述结构的实施例3的投币游戏机1中的主处理程序。图40是实施例1的投币游戏机中的主处理程序的流程图。如图40至45的流程图所示的程序存储在投币游戏机1中提供的ROM51和RAM52中并由CPU50执行。Next, the main processing routine in the slot machine 1 of Embodiment 3 having the above-described structure will be described with reference to FIG. 40 . Fig. 40 is a flowchart of a main processing program in the slot machine of the first embodiment. Programs shown in flowcharts of FIGS. 40 to 45 are stored in the ROM 51 and RAM 52 provided in the slot machine 1 and executed by the CPU 50 .

在图40中,首先,在步骤(在下文中简写为“S”)1中,实施稍后所述的图41的开始接收过程。这是基于BET 1 PER LINE按钮33的操作、BET 3 PER LINE按钮34的操作、BET 5 PER LINE按钮35的操作、PLAY 1 LINE按钮37的操作、PLAY 5 LINES按钮38的操作和PLAY 20 LINES按钮39的操作,接收从1-BET开关57、3-BET开关58、5-BET开关59、1-LINE开关60、5-LINES开关61以及20-LINES开关62输出的开关信号的过程。将在接收从这些开关输出的开关信号时开始游戏。In FIG. 40, first, in step (hereinafter abbreviated as "S") 1, the start receiving process of FIG. 41 described later is implemented. This is based on the operation of the BET 1 PER LINE button 33, the operation of the BET 3 PER LINE button 34, the operation of the BET 5 PER LINE button 35, the operation of the PLAY 1 LINE button 37, the operation of the PLAY 5 LINES button 38 and the PLAY 20 LINES button The operation of 39 is a process of receiving switching signals output from the 1-BET switch 57 , the 3-BET switch 58 , the 5-BET switch 59 , the 1-LINE switch 60 , the 5-LINES switch 61 and the 20-LINES switch 62 . The game will start upon receiving the switch signal output from these switches.

然后,基于从1-LINE开关60、5-LINES开关61以及20-LINES开关62输出的开关信号,在S2中实施稍后所述的图22的抽选过程。在该实例中,当获得奖励游戏时(同时在四个位置中停止和显示符号“SARDINE”,与可变显示窗口21至25中的激活胜出行无关),在完成基本游戏后,实施奖励游戏(参考图44)。Then, based on the switch signals output from the 1-LINE switch 60 , the 5-LINES switch 61 , and the 20-LINES switch 62 , the drawing process of FIG. 22 described later is implemented in S2 . In this instance, when the bonus game is obtained (simultaneously stopping and displaying the symbol "SARDINE" in four positions, irrespective of the activation of the winning row in the variable display windows 21 to 25), after the base game is completed, the bonus game is implemented (Refer to Figure 44).

在S3中,实施稍后所述的图42的基本游戏过程。此后,当确定是否赢取奖励游戏时,游戏进入S4。更具体地说,当在S2抽选过程中,总共在四个或更多位置中停止和显示“SARDINE”符号时,与可变显示窗口21至25中的激活胜出行无关,获得奖励游戏(S4:是)。因此,游戏进入S5以便在实施稍后所述的图22的奖励游戏过程,以及游戏进入稍后所述的更新处理(S6)。In S3, the basic game process of FIG. 42 described later is carried out. Thereafter, when it is determined whether to win the bonus game, the game proceeds to S4. More specifically, when the "SARDINE" symbols are stopped and displayed in a total of four or more positions during the S2 lottery, irrespective of the activated winning row in the variable display windows 21 to 25, a bonus game ( S4: yes). Therefore, the game proceeds to S5 to implement the bonus game process of FIG. 22 described later, and the game proceeds to update processing (S6) described later.

相反,在S2抽选过程中,当在总共四个或更多位置中,未停止和显示“SARDINE”符号时,与在可变显示窗口21至25中的激活胜出行无关),未获得奖励游戏(S4:否)以及通过当前条件,实施更新过程(S6)。在更新过程中,更新人物塑像13的游戏历史和角色级。然后,完成主处理程序。On the contrary, in the S2 lottery process, when the "SARDINE" symbol is not stopped and displayed in four or more positions in total, irrespective of the activation winning row in the variable display windows 21 to 25), no bonus is obtained Game (S4: No) and with current conditions, an update process is implemented (S6). During the update process, the game history and character class of Figurine 13 are updated. Then, complete the main handler.

接着,将参考图41,说明在实施例3的投币游戏机1中,在S1处实施的开始接收过程。图41是实施例3的投币游戏机中,开始接收处理过程的流程图。Next, in the slot machine 1 of Embodiment 3, the start receiving process carried out at S1 will be described with reference to FIG. 41 . Fig. 41 is a flow chart of a start receiving process in the slot machine of the third embodiment.

在开始接收过程中,首先,在S11中,CPU50确定预定时间(例如15秒)是否已过。当确定预定时间未过时(S11:否),游戏进入S13,不采取动作。当确定预定时间已过时(S11:是),在S12中,在上部液晶显示器3或下部液晶显示器4上提供演示效果后,游戏进入S13。In starting the reception process, first, in S11, the CPU 50 determines whether or not a predetermined time (for example, 15 seconds) has elapsed. When it is determined that the predetermined time has not elapsed (S11: NO), the game proceeds to S13 and no action is taken. When it is determined that the predetermined time has elapsed (S11: YES), in S12, after the demonstration effect is provided on the upper liquid crystal display 3 or the lower liquid crystal display 4, the game proceeds to S13.

然后,在S13中确定是否实施PLAY 1 LINE按钮37、PLAY 5LINES按钮38或PLAY 20 LINES按钮39。在该实例中,当确定不实施PLAY 1 LINE按钮37或其他的操作时(S13:否),游戏返回到S11以及重复上述过程。相反,当确定实施PLAY 1 LINE按钮37或其他的操作时(S13:是),游戏进入S14,人物塑像放置确定过程,即使当演示效果正在进行中。Then, it is determined in S13 whether to implement the PLAY 1 LINE button 37, the PLAY 5 LINES button 38 or the PLAY 20 LINES button 39. In this example, when it is determined not to perform the operation of the PLAY 1 LINE button 37 or others (S13: NO), the game returns to S11 and the above-mentioned process is repeated. On the contrary, when it is determined to implement the operation of the PLAY 1 LINE button 37 or others (S13: YES), the game proceeds to S14, the figure placement determination process even when the demonstration effect is in progress.

除这些操作信号外,通过参考其他输入信号,可以执行S13中的确定。The determination in S13 can be performed by referring to other input signals in addition to these operation signals.

在S14中,确定人物塑像13A至13C(参考图4A和4B)是否放在验证单元7上。更具体地说,使用IC标签读/写器107来确定是否能与嵌入人物塑像13A至13C的每一个的基座部90中的IC标签93进行数据通信。当确定没有放置人物塑像13A至13C的任何一个时(S14:否),游戏结束该开始接收过程以及进入抽选过程(S2)。In S14 , it is determined whether the figurines 13A to 13C (refer to FIGS. 4A and 4B ) are placed on the authentication unit 7 . More specifically, the IC tag reader/writer 107 is used to determine whether data communication with the IC tag 93 embedded in the base portion 90 of each of the figure figures 13A to 13C is possible. When it is determined that any one of the figures 13A to 13C is not placed (S14: NO), the game ends the start receiving process and enters the drawing process (S2).

相反,当确定将人物塑像13A至13C的任何一个放在验证单元7上时(S14:是),使用IC标签读/写器107来读取嵌入由此放置的人物塑像中的IC标签93的数据(S15)。在该实例中的读取的数据包括对人物塑像13A至13C每一个唯一的人物塑像ID、所使用的人物塑像的当前角色级(级1或更高)以及通过投币游戏机1中所放置的人物塑像,实施游戏的次数。在该实例中,一个游戏是基于当前可用信用,执行赌注操作的一系列动作以便可变显示和停止出现在可变显示窗口中的符号,以及实施根据停止和显示符号的组合的各种过程(奖励游戏过程、支付过程等等)。On the contrary, when it is determined that any one of the figures 13A to 13C is placed on the authentication unit 7 (S14: YES), the IC tag reader/writer 107 is used to read the IC tag 93 embedded in the thus placed figure. data (S15). The data read in this example includes a figure ID unique to each of the figures 13A to 13C, the current character level (level 1 or higher) of the figure being used, and the number of characters set by the slot machine 1. The figure of the figure, the number of times the game is implemented. In this instance, a game is based on currently available credits, performs a series of actions of betting operations so as to variably display and stop symbols appearing in a variable display window, and implements various processes according to combinations of stopping and displaying symbols ( Bonus game process, payment process, etc.).

然后,在S17中,RAM52存储人物塑像13A、13B或13C的特定类型的信息、迄今使用人物塑像的次数,以及基于在前步骤S15中读取前,使用人物塑像的次数。在该过程后,完成启动接收过程以及进入抽选过程(S2)。Then, in S17, the RAM 52 stores information of a specific type of the figure 13A, 13B, or 13C, the number of times the figure has been used so far, and the number of times the figure has been used before reading in the previous step S15. After this process, the start receiving process is completed and the lottery process is entered (S2).

接着,参考图22,说明在实施例3的投币游戏机1中,在S2中实施的抽选过程。图22是在实施例3的投币游戏机1中的抽选过程程序的流程图。Next, in the slot machine 1 of the third embodiment, the lottery process performed in S2 will be described with reference to FIG. 22 . FIG. 22 is a flowchart of a drawing process program in the slot machine 1 of the third embodiment.

在抽选过程中,首先,在S21中实施符号确定过程。在该实例中,对可变显示窗口21至25的每一个,确定在基本游戏中,在第一胜出行L1上停止和显示的符号。更具体地说,如前所述,由随机数取样电路56采集对应于可变显示窗口21至25的每一个的五个随机数值,以便由符号抽选表51A确定码号。另外,基于码号和第一转轮带111至第六转轮带116中,对可变显示窗口21至25的每一个,确定将停止和显示的符号。In the lottery process, first, a symbol determination process is carried out in S21. In this example, for each of the variable display windows 21 to 25, symbols stopped and displayed on the first winning line L1 in the base game are determined. More specifically, five random numerical values corresponding to each of the variable display windows 21 to 25 are sampled by the random number sampling circuit 56 to determine the code number by the symbol sampling table 51A, as described above. In addition, based on the code number and the first reel strip 111 to the sixth reel strip 116, for each of the variable display windows 21 to 25, a symbol to be stopped and displayed is determined.

当确定将在激活胜出行上停止和显示的符号时,在S22中实施胜出组合确定过程,然后,过程返回到主处理程序,进入S3中的基本游戏过程。另外,在组合确定过程中,更具体地说,例如基于在S21中确定的符号和图12的支付表51B,确定组合及其支付。When determining the symbols to be stopped and displayed on the active winning line, a winning combination determination process is implemented in S22, and then the process returns to the main processing program to enter the basic game process in S3. In addition, in the combination determination process, more specifically, for example, based on the symbols determined in S21 and the payout table 51B of FIG. 12, the combination and its payout are determined.

接着,将参考图42,描述实施例3的投币游戏机1中,在S3实施的基本游戏过程。图42是实施例3的投币游戏机的基本游戏处理程序的流程图。Next, in the slot machine 1 of Embodiment 3, the basic game process carried out at S3 will be described with reference to FIG. 42 . Fig. 42 is a flowchart of a basic game processing program of the slot machine of the third embodiment.

在基本过程中,首先,在步骤S31,基于从在开始接收过程(S1)中接收的1-LINE开关60、5-LINES开关61和20-LINES开关62输出的开关信号,在可变显示窗口21至25中滚动每个符号。In the basic process, first, in step S31, based on the switch signals output from the 1-LINE switch 60, 5-LINES switch 61, and 20-LINES switch 62 received in the start receiving process (S1), the variable display window Roll each symbol from 21 to 25.

然后,在S31A中,实施通知效果处理以便生成通知效果,在可变显示窗口21至25中停止符号前,当在可变状态下满足预定条件时,通知奖励游戏的玩家。其中,稍后将详细地说明通知效果处理。Then, in S31A, a notification effect process is implemented to generate a notification effect to notify the player of the bonus game when a predetermined condition is satisfied in the variable state before stopping symbols in the variable display windows 21 to 25 . Of these, the notification effect processing will be described in detail later.

在此之后,停止滚动在可变显示窗口21至25可变显示的符号(S32)。After that, the scrolling of the symbols variably displayed in the variable display windows 21 to 25 is stopped (S32).

另外,在S33中,根据在步骤S32中,在可变显示窗口21至25中显示的胜出符号组合,支付等于基于图37的支付表51B确定的支付的信用等等。因此,在支付过程后,处理返回到主处理程序以及进入步骤S4的确定过程。In addition, in S33, according to the winning symbol combinations displayed in the variable display windows 21 to 25 in step S32, credits equal to the payout determined based on the payout table 51B of FIG. 37 and the like are paid out. Therefore, after the payment process, the process returns to the main processing program and proceeds to the determination process of step S4.

接着,将参考图43,说明在实施例3的投币游戏机1中,在步骤S31A执行的通知效果处理。图43是通过根据实施例3的投币游戏机,通知效果处理程序的流程图。Next, in the slot machine 1 of Embodiment 3, the notification effect processing executed in step S31A will be described with reference to FIG. 43 . 43 is a flowchart of a notification effect processing program by the slot machine according to Embodiment 3.

在通知效果处理中,首先在步骤S141中,在从0至9的范围中,取样由随机数取样电路56生成的随机数。以及在步骤S142确定是否生成通知效果。In the notification effect processing, first in step S141, a random number generated by the random number sampling circuit 56 is sampled in a range from 0 to 9. And it is determined in step S142 whether to generate a notification effect.

通过(1)基于步骤S14中的确定结果,是否存在人物塑像,(2)基于步骤S22中的确定结果,是否赢得奖励游戏,(3)在步骤S17中指定的人物塑像的当前角色级,以及参考通知效果生成表51D(参考图38),在步骤S141中获得的随机数,确定是否生成通知效果。By (1) whether or not a figure is present based on the determination result in step S14, (2) whether or not the bonus game is won based on the determination result in step S22, (3) the current character level of the figure figure specified in step S17, and Referring to the notification effect generation table 51D (refer to FIG. 38 ), the random number obtained in step S141, it is determined whether to generate a notification effect.

例如,如果赢得奖励游戏和放置具有角色级2的人物塑像,如果所获得的随机数为“3”,生成通知效果。同时,如果未获得奖励游戏,以及放置具有角色级1的人物塑像,如果所获得的随机数为“3”,不生成通知效果。For example, if the bonus game is won and a figure with character level 2 is placed, if the obtained random number is "3", a notification effect is generated. Meanwhile, if the bonus game is not acquired, and a figurine with character level 1 is placed, if the acquired random number is "3", the notification effect is not generated.

同时,如果确定未生成通知效果(S142:否),终止通知效果处理,而不生成通知效果。Meanwhile, if it is determined that the notification effect is not generated (S142: NO), the notification effect processing is terminated without generating the notification effect.

因此,如果确定将生成通知效果(S142:是),在随后的步骤S143中,选择通知效果的具体效果图象。参考通知效果选择表51C(参考图37),基于人物塑像13A至13C的类型以及当前的角色级,进行效果图象的选择。Therefore, if it is determined that the notification effect will be generated (S142: YES), in the subsequent step S143, a specific effect image of the notification effect is selected. Referring to the notification effect selection table 51C (refer to FIG. 37), selection of an effect image is performed based on the types of the figures 13A to 13C and the current character level.

例如,如果放置具有角色级2的人物塑像13A(武士),选择效果图象的模型B。以及如果未放置人物塑像13A至13C的任何一个,选择效果图象的图J。For example, if placing a figure 13A (samurai) with character level 2, model B of the effect image is selected. And if any one of the figure figures 13A to 13C is not placed, the picture J of the effect image is selected.

在此之后,在步骤S144中执行基于在步骤S143中选择的通知效果图象的效果图象,使用下部液晶显示器4和扬声器5L和5R的通知效果。After that, an effect image based on the notification effect image selected in step S143, a notification effect using the lower liquid crystal display 4 and the speakers 5L and 5R is performed in step S144.

例如,说明放置人物塑像13A的情形。如果角色级为“级1”,显示穿普通衣服的武士图象320(参考图46)以及从扬声器5L和5R输出约二秒的男声,说“Good!”。同时,如果角色级为“级2”,显示盔甲和拿着剑的武士图象321(参考图47)以及从扬声器5L和5R输出说“You can do it!”的男声。For example, a case where the figure 13A is placed will be described. If the character level is "Level 1", a samurai image 320 (refer to FIG. 46) wearing ordinary clothes is displayed and a male voice saying "Good!" is output from the speakers 5L and 5R for about two seconds. Meanwhile, if the character level is "Level 2", a warrior image 321 (referring to Fig. 47) with armor and holding a sword is displayed and a male voice saying "You can do it!" is output from speakers 5L and 5R.

说明放置人物塑像13B的情形。如果角色级为“级1”,显示穿普通衣服的女巫图象322(参考图48),以及从扬声器5L和5R输出说“Ei!”的女声。以及如果角色级为“级2”,显示戴斗蓬的女巫图象323(参考图49)以及从扬声器5L和5R输出说“You can do it!”的女声。如果角色级为“级3”,显示戴斗蓬和帽子并拿着魔棍的女巫图象324(参考图50)以及从扬声器5L和5R输出说“Now,make it!”的女声。A case where the figure 13B is placed will be described. If the character level is "Level 1", a witch image 322 (refer to FIG. 48) in ordinary clothes is displayed, and a female voice saying "Ei!" is output from the speakers 5L and 5R. And if the character level is "Level 2", a witch image 323 (referring to Fig. 49) wearing a cloak is displayed and a female voice saying "You can do it!" is output from speakers 5L and 5R. If the character level is "Level 3", a witch image 324 (refer to FIG. 50) wearing a cloak and a hat and holding a magic wand is displayed and a female voice saying "Now, make it!" is output from speakers 5L and 5R.

同时,如果未放置人物塑像13A至13C的任何一个,显示由字母“Go!!”组成的图象325。Meanwhile, if any one of the figures 13A to 13C is not placed, an image 325 consisting of letters "Go!!" is displayed.

在此说明放置人物塑像13C的情形。用相同的方式,在下部液晶显示器上显示约2秒的用于各个角色级的不同图象,以及从扬声器5L和5R输出预定语音和声音。因此,在完成图象显示后,完成通知效果处理。Here, a case where the figure 13C is placed will be described. In the same manner, different images for each character level are displayed on the lower liquid crystal display for about 2 seconds, and predetermined voices and sounds are output from the speakers 5L and 5R. Therefore, after the image display is completed, the notification effect processing is completed.

随后,在实施例3的投币游戏机中,参考图44,说明奖励游戏处理。图44是表示奖励游戏处理程序的流程图。Subsequently, in the slot machine of Embodiment 3, referring to FIG. 44 , bonus game processing will be described. Fig. 44 is a flowchart showing a bonus game processing program.

在奖励游戏处理中,首先,在步骤S151中,设置游戏数(T)。基于由随机数取样电路取样的随机值,通过抽选,从数字10至25选择奖励游戏数。将所设置的奖励游戏数存储在RAM52中。In the bonus game processing, first, in step S151, the number of games (T) is set. A bonus game number is selected from numbers 10 to 25 by drawing based on random values sampled by the random number sampling circuit. The set number of bonus games is stored in RAM52.

其中,在步骤S152,实施奖励游戏中的符号确定处理。其中,对各个可变显示窗口21至25,确定沿第一胜出行L1停止和显示的符号。更具体地说,经随机数取样电路,取样对应于各个可变显示窗口21至25的五个随机数值,以及由符号选择表51A,确定码号。另外,基于码号和第一转轮带111至第五转轮带115,确定在各个可变显示窗口21至25停止和显示的符号。Among them, in step S152, symbol determination processing in the bonus game is carried out. Among them, for each of the variable display windows 21 to 25, symbols to be stopped and displayed along the first winning line L1 are determined. More specifically, five random numerical values corresponding to the respective variable display windows 21 to 25 are sampled via the random number sampling circuit, and code numbers are determined from the symbol selection table 51A. In addition, based on the code number and the first reel strip 111 to the fifth reel strip 115 , symbols stopped and displayed in the respective variable display windows 21 to 25 are determined.

同时,当确定沿所激活的胜出行停止和显示的符号时,在步骤S153,基于步骤S152中的符号和支付表51B,确定胜出组合和支付。其中,在奖励游戏中,将符号“SHARK”(鲨鱼)处理为符号“LOBSTER”(龙虾)。Meanwhile, when the symbols stopped and displayed along the activated winning line are determined, in step S153, based on the symbols and the payout table 51B in step S152, winning combinations and payouts are determined. Among them, in the bonus game, the symbol "SHARK" (shark) is handled as the symbol "LOBSTER" (lobster).

另外,在胜出处理的步骤S153中,确定是否生成触发胜出组合(在可变显示窗口21至25中,在四个或更多位置中,同时出现符号“SARDINE”(沙丁鱼)的情形,而与所激活的胜出行无关)(S154)。以及如果赢得触发胜出组合(S154:是),通过抽选,确定奖励游戏的重复次数(t),以及将重复次数(t)添加到奖励游戏的当前数(T)上(S155)。因此,如果在奖励游戏中,赢得奖励游戏,增加将玩的奖励游戏的剩余数。更具体地说,例如,如果游戏第一次转变到奖励游戏,其中玩家能玩20个奖励游戏,以及如果在第12奖励游戏中赢得另一奖励游戏以便获得17个奖励游戏,在此之后,可以玩25个奖励游戏(20-12+7)。如果未进行触发胜出组合(S154:否),过程进入步骤S156。In addition, in step S153 of the winning process, it is determined whether or not a trigger winning combination (in the variable display windows 21 to 25, in four or more positions, the situation where the symbol "SARDINE" (sardine) simultaneously appears, and The activated winning row is irrelevant) (S154). And if the trigger winning combination is won (S154: Yes), by drawing, the number of repetitions (t) of the bonus game is determined, and the number of repetitions (t) is added to the current number (T) of the bonus game (S155). Therefore, if in the bonus game, the bonus game is won, the remaining number of bonus games to be played is increased. More specifically, for example, if the game transitions to a bonus game for the first time, wherein the player can play 20 bonus games, and if another bonus game is won in the 12th bonus game in order to obtain 17 bonus games, after that, 25 bonus games (20-12+7) can be played. If no trigger winning combination has been made (S154: NO), the process proceeds to step S156.

因此,在步骤S156的符号变动处理中,在可变显示窗口21至25中,自动滚动每个符号。Therefore, in the symbol changing process of step S156, in the variable display windows 21 to 25, each symbol is automatically scrolled.

然后,在步骤S157的停止控制处理中,在可变显示窗口21至25中,停止每个符号滚动。Then, in the stop control process of step S157, in the variable display windows 21 to 25, scrolling of each symbol is stopped.

同时,根据当在步骤S157中,在可变显示窗口21至25中停止和显示时的胜出组合的符号组合,在步骤S158的支付处理中,支付信用等等,其中,信用等于基于图35中的支付表的确定支付(其中,在奖励游戏中,将符号“SHARK”(鲨鱼)处理为符号“LOBSTER”(龙虾))。Meanwhile, according to the combination of symbols of the winning combination when stopped and displayed in the variable display windows 21 to 25 in step S157, in the payment processing of step S158, credits and the like are paid, wherein the credits are equal to those based on FIG. (wherein, in the bonus game, the symbol "SHARK" (shark) is handled as the symbol "LOBSTER" (lobster)).

在此之后,在步骤S159,CPU50读取在RAM52中存储的奖励游戏的游戏数(T),以及使游戏数(T)减1。然后,将减少的游戏数(T)再次存储在RAM52中。After that, at step S159, the CPU 50 reads the game number (T) of the bonus game stored in the RAM 52, and decrements the game number (T) by one. Then, the reduced number of games (T) is stored in the RAM 52 again.

接着,在步骤S160,CPU50确定奖励游戏数是否达到在步骤S151中确定的数量。更具体地说,确定在RAM52中存储的游戏数(T)是否变为“0”,如果游戏数(T)不为“0”,即,所玩的奖励游戏的数量未达到在步骤S151中确定的数量(S160:否),过程返回到步骤S152,以及重复上述处理。另一方面,如果游戏数(T)为“0”,即,如果确定达到在步骤S151中确定的数量(S160:是),终止奖励游戏处理程序。Next, in step S160, the CPU 50 determines whether the number of bonus games has reached the number determined in step S151. More specifically, it is determined whether the number of games (T) stored in the RAM 52 has become "0", and if the number of games (T) is not "0", that is, the number of bonus games played has not reached in step S151. determined number (S160: NO), the process returns to step S152, and the above-mentioned processing is repeated. On the other hand, if the number of games (T) is "0", that is, if it is determined that the number determined in step S151 has been reached (S160: YES), the bonus game processing routine is terminated.

接着,参考图45,说明步骤S6中的游戏历史更新处理。图45是表示根据实施例3的投币游戏机的游戏历史更新处理程序的流程图。Next, the game history updating process in step S6 will be described with reference to FIG. 45 . Fig. 45 is a flowchart showing a game history update processing procedure of the slot machine according to the third embodiment.

在游戏历史更新处理中,首先,在步骤S161,基于步骤S14中的确定结果,确定是否放置人物塑像13A至13C。以及如果确定未放置人物塑像13A至13C的任何一个(S161:否),终止游戏历史更新处理。In the game history update process, first, in step S161, based on the determination result in step S14, it is determined whether to place the figures 13A to 13C. And if it is determined that any one of the figures 13A to 13C is not placed (S161: NO), the game history update process is terminated.

另一方面,如果确定放置人物塑像13A至13C的任何一个(S161:是),由IC标签读/写器107,从置入所放置的人物塑像中的IC标签93的游戏历史存储区93B(参考图5),读取使用人物塑像的次数(S162)。On the other hand, if it is determined to place any one of the figure figures 13A to 13C (S161: YES), by the IC tag reader/writer 107, from the game history storage area 93B of the IC tag 93 set in the set figure figure (S161: YES), Referring to FIG. 5 ), the number of times the figure is used is read (S162).

随后,在步骤S163,CPU50将“1”添加到已经读取的使用数上。以及将添加的使用数再次存储到RAM52以便更新游戏历史(S164)。Subsequently, in step S163, the CPU 50 adds "1" to the already read usage number. And store the added usage number in RAM52 again so as to update the game history (S164).

另外,确定在步骤S165,确定在步骤S164中更新的使用数(n)是否达到预定数。在实施例3的投币游戏机1中,根据如前所述的使用数,设置角色级,如图36所示,当增加使用数时,三种人物塑像13A至13C的角色级可以逐步方式生长(增加)。例如,在使用人物塑像13A(武士)的情况下,如果使用数(n)小于30,将角色级设置成“级1”,以及如果使用数(n)为30或更大,将角色级设置成“级2”。In addition, it is determined in step S165 whether or not the number of uses (n) updated in step S164 has reached a predetermined number. In the slot machine 1 of Embodiment 3, character levels are set according to the number of uses as described above, and as shown in FIG. grow (increase). For example, in the case of using the figure 13A (samurai), if the number of uses (n) is less than 30, set the character level to "Level 1", and if the number of uses (n) is 30 or more, set the character level to into "Level 2".

然后,当确定使用人物塑像的次数(n)达到预定值时,即当已经达到设置成下一级的使用次数时,使当前角色级提升1以及更新在角色级存储区处的值。此后,完成历史更新过程。Then, when it is determined that the number of times (n) of using the figure figure reaches a predetermined value, that is, when the number of uses set to the next level has been reached, the current character level is increased by 1 and the value at the character level storage area is updated. Thereafter, the history update process is completed.

另一方面,当确定使用次数还未预定值时,通过所处的状态,结束历史更新过程。On the other hand, when it is determined that the number of times of use has not reached the predetermined value, the history update process is ended by the state.

如上所述,在实施例3的投币游戏机1中,玩家通过放在投币游戏机1上的人物塑像13A至13C的一个玩游戏(S14:是),从而使得从分别置入人物塑像13A至13C中的IC标签93读取人物塑像的类型的游戏历史成为可能(S15),以及指定基于所读取的人物塑像的类型和游戏历史确定的角色级(S17)以便基于指定类型和使用次数,设置具有预定概率的奖励游戏的通知效果(S144)。因此,玩家能根据对应于所使用的人物塑像13A至13C的各种效果图象玩游戏。同时,可以提供防止玩家无聊的各种游戏。As described above, in the slot machine 1 of Embodiment 3, the player plays the game with one of the figure figures 13A to 13C placed on the slot machine 1 (S14: YES), so that the figures are placed in the slot machine 1 respectively. It becomes possible for the IC tag 93 in 13A to 13C to read the game history of the type of the figure (S15), and to specify a character level determined based on the type of the figure read and the game history (S17) so as to be based on the specified type and use number of times, a notification effect of a bonus game with a predetermined probability is set (S144). Therefore, the player can play the game based on various effect images corresponding to the used figures 13A to 13C. At the same time, various games that prevent the player from being bored can be provided.

同时,基于人物塑像类型和游戏历史的角色级的生长图可以彼此不同,以便可以通过每次玩游戏时,改变游戏效果的内容,提供具有各种游戏状态的游戏。因此,可以防止玩家无聊。同时由于玩家可以选择角色级的各种生长图以便提供具有能满足各种玩家的高游戏刺激的游戏。Meanwhile, character-level growth charts based on avatar type and game history can be different from each other, so that games with various game states can be provided by changing the content of game effects every time the game is played. Therefore, the player can be prevented from being bored. At the same time, since players can choose various growth charts at the character level in order to provide a game with high game stimulation that can satisfy various players.

由于与不使用人物塑像的游戏相比,设置在具有所使用的人物塑像的游戏中的通知效果具有更高可靠性,玩家感到在转变状态期间,获得奖励游戏的更多期望值。另外,玩家能通过投币游戏机1重复使用人物塑像13A至13C,以便玩家能基于当玩家玩具有人物塑像的游戏时,具有逐步更高的可靠性的通知效果玩游戏。因此,可以让玩家在游戏中购买和使用人物塑像13A至13C以及玩家可以感到更多期望值和更多游戏期望。Due to the higher reliability of the notification effects placed in the game with the figurines used compared to the game without the figurines, the player feels more expectation of getting the bonus game during transition states. In addition, the player can reuse the figures 13A to 13C through the slot machine 1 so that the player can play the game based on the notification effect with progressively higher reliability when the player plays the game with the figures. Therefore, the player can be allowed to purchase and use the figures 13A to 13C in the game and the player can feel more expectation and more game expectation.

(实施例4)(Example 4)

然后,将参考图30和52,说明实施例4的投币游戏机。其中,如图1至29所示,用于实施例1至3的投币游戏机1的相同元件的相同符号将用在下述说明中来表示投币游戏机1和实施例1至3的相同或等效元件。Then, the slot machine of Embodiment 4 will be explained with reference to FIGS. 30 and 52 . Here, as shown in FIGS. 1 to 29, the same symbols used for the same elements of the slot machine 1 of Embodiments 1 to 3 will be used in the following description to indicate that the slot machine 1 is the same as that of Embodiments 1 to 3. or equivalent components.

实施例4的投币游戏机1的整体结构与实施例1的投币游戏机1相同。每个控制过程也与实施例3的投币游戏机1类似。The overall structure of the slot machine 1 of the fourth embodiment is the same as that of the slot machine 1 of the first embodiment. Each control process is also similar to that of the slot machine 1 of Embodiment 3.

在实施例3的投币游戏机1中,在停止和控制可变显示窗口21至25处的符号中,通过随机数取样电路56,取样对应于可变显示窗口21至25的每一个的五个随机数值,使用由此获得的随机数值、由符号抽选表51A确定的码号以及第一转轮带111至第五转轮带115(在高概率模式中为第二转轮带112至第六转轮带116)来确定停止符号(S21),以及使用将停止和显示的符号和图35的支付表51B来确定胜出组合及其支付(S22)。然而,在实施例4的投币游戏机中,与实施例3的投币游戏机1不同,使用随机数来直接确定胜出组合。In the slot machine 1 of Embodiment 3, in stopping and controlling symbols at the variable display windows 21 to 25, five numbers corresponding to each of the variable display windows 21 to 25 are sampled by the random number sampling circuit 56. random values, using the random values thus obtained, the code numbers determined by the symbol drawing table 51A, and the first reel strip 111 to the fifth reel strip 115 (in the high probability mode, the second reel strip 112 to The sixth reel belt 116) to determine a stop symbol (S21), and use the symbols to be stopped and displayed and the payout table 51B of FIG. 35 to determine a winning combination and its payout (S22). However, in the slot machine of Embodiment 4, unlike the slot machine 1 of Embodiment 3, a random number is used to directly determine a winning combination.

首先,将参考图30,说明在实施例4的投币游戏机中,用于主处理程序的S2中实施的抽选过程。图30是实施例2的投币游戏机中的抽选过程的流程图。图30的流程图的程序的每一个存储在实施例2的投币游戏机中提供的ROM51和RAM52中并由CPU50执行。First, referring to FIG. 30, in the slot machine of Embodiment 4, the lottery process implemented in S2 of the main processing program will be described. Fig. 30 is a flowchart of a drawing process in the slot machine of the second embodiment. Each of the programs of the flowchart of FIG. 30 is stored in the ROM 51 and RAM 52 provided in the slot machine of Embodiment 2 and executed by the CPU 50 .

在抽选过程中,首先,在S71中实施胜出组合抽选过程。在该实例中,CPU50使用胜出组合抽选表51E和51F′来抽出在基本游戏中,在可变显示窗口21至25停止和控制的符号的胜出组合。因此,当确定胜出组合时,过程返回到主处理程序以及进入S3中的基本游戏过程。在基本游戏过程中,基于所确定的胜出组合,停止和控制符号。In the drawing process, first, a winning combination drawing process is implemented in S71. In this instance, the CPU 50 uses the winning combination drawing tables 51E and 51F' to draw winning combinations of symbols stopped and controlled on the variable display windows 21 to 25 in the base game. Therefore, when the winning combination is determined, the process returns to the main processing program and enters the basic game process in S3. During the base game, based on the determined winning combination, stop and control symbols.

接着,将说明在步骤S71中,在胜出组合过程中使用的胜出组合抽选表51F′。图52是表示实施例2中的高概率胜出组合抽选表的图。Next, the winning combination drawing table 51F' used in the winning combination process in step S71 will be explained. FIG. 52 is a diagram showing a high-probability winning combination drawing table in the second embodiment.

如图52所示,用在基本胜出组合抽选表51F′中的随机数值在从0至11999的范围中,以及当经随机数取样电路56取样的随机数值在从0至49的范围中时,获得奖励游戏的触发。在该实例中,与胜出行无关,同时在四个或更多位置中停止和显示符号“SARDINE”以便使游戏状态转变到奖励游戏。当经随机数取样电路56取样的随机数值在从至50至51的范围中时,获得“LOBSTER”的胜出组合。因此,在激活胜出行上的五个位置中停止和显示符号“LOBSTER”。当经随机数取样电路56取样的随机数值在从至52至57的范围中时,获得“SHARK”的胜出组合。然后,在激活胜出行上的五个位置中停止和显示符号“SHARK”。在下文中,用类似的方式,当随机数值在从58至97的范围中时,获得胜出组合“FISH”。当它们从98至177时,获得“PUNK”的组合,当从178至277时,获得胜出组合“OCTOPUS”,当从278至477时,获得胜出组合“CRAB”,当从478至777时,获得胜出组合“WORM”,当从778至1177时,获得胜出组合“A”,当从1178至1577时,获得胜出组合“K”,当从1578至1977时,获得胜出组合“Q”,当从1978至2377时,获得胜出组合“J”。当从2378至2577时,在三个位置上停止和显示符号“SARDINE”,而与胜出行无关。As shown in FIG. 52, the random number used in the basic winning combination drawing table 51F' is in the range from 0 to 11999, and when the random number sampled by the random number sampling circuit 56 is in the range from 0 to 49 , to get the trigger for the bonus game. In this instance, irrespective of the winning row, the symbol "SARDINE" is stopped and displayed in four or more places at the same time to make the game state shift to the bonus game. When the random number sampled by the random number sampling circuit 56 is in the range from 50 to 51, the winning combination of "LOBSTER" is obtained. Thus, the symbol "LOBSTER" is stopped and displayed in five positions on the active winning row. When the random number sampled by the random number sampling circuit 56 is in the range from 52 to 57, the winning combination of "SHARK" is obtained. Then, stop and display the symbol "SHARK" in five positions on the active winning row. Hereinafter, in a similar manner, when the random value is in the range from 58 to 97, the winning combination "FISH" is obtained. When they are from 98 to 177, get the combination of "PUNK", when from 178 to 277, get the winning combination "OCTOPUS", when from 278 to 477, get the winning combination "CRAB", when from 478 to 777, The winning combination "WORM" is obtained. When it is from 778 to 1177, the winning combination "A" is obtained. When it is from 1178 to 1577, the winning combination "K" is obtained. When it is from 1578 to 1977, the winning combination "Q" is obtained. When From 1978 to 2377, the winning combination "J" was obtained. When from 2378 to 2577, the symbol "SARDINE" is stopped and displayed at three positions regardless of the winning row.

另一方面,当经随机数取样电路56取样的随机数值在从2578至11999的范围中时,游戏失败以及停止和显示未变成胜出组合的失败符号组合。On the other hand, when the random number sampled by the random number sampling circuit 56 is in the range from 2578 to 11999, the game is lost and the failed symbol combination that does not become the winning combination is stopped and displayed.

如上所述,在实施例4的投币游戏机1中,玩家通过放在投币游戏机1上的人物塑像13A至13C的一个玩游戏,从而使得从分别置入人物塑像13A至13C中的IC标签93读取人物塑像的类型和游戏成为可能。使用由此读取的人物塑像类型和所读取的使用人物塑像的次数来指定角色级和具有基于所指定的人物塑像类型设置的预定概率的奖励游戏的通知效果以及生成人物塑像角色级。因此,玩家能通过对应于人物塑像13A至13C中所使用的人物塑像的各种效果图象玩游戏。也可以实现能防止玩家无聊的各种游戏。As described above, in the slot machine 1 of Embodiment 4, the player plays with one of the figure figures 13A to 13C placed on the slot machine 1, so that the players from the figures 13A to 13C respectively placed IC tag 93 reads the type of the figure and the game becomes possible. A character level and a notification effect of a bonus game with a predetermined probability set based on the specified figure type are used to specify a character level and a figure character level is generated using the thus read figure type and the read number of times the figure is used. Therefore, the player can play the game with various effect images corresponding to the figures used in the figures 13A to 13C. It is also possible to realize various games that can prevent the player from being bored.

应注意到本发明不限于上述实施例,当然,在本发明的范围内,可以用各种方式改进和修改它。It should be noted that the present invention is not limited to the above-mentioned embodiment, and it is of course possible to improve and modify it in various ways within the scope of the present invention.

例如,在实施例3和4中,模仿角色(“武士”、“女巫”和“吟游诗人”)的人物塑像13A至13C(参考图4A和4B)用来当存储各种数据的IC标签93置入人物塑像的基座部90中时,实施投币游戏机中的游戏。代替人物塑像,可以使用置入IC标签的IC卡。将对应于存储在IC标签中的ID的角色(例如0001为“武士”、0002为“女巫”和0003“吟游诗人”)印刷在IC卡上,通过该卡,玩家能按照对应于所使用的IC卡的各种效果图象玩游戏。For example, in Embodiments 3 and 4, figure figurines 13A to 13C (refer to FIGS. 4A and 4B ) imitating characters ("warrior", "witch" and "bard") are used as IC tags for storing various data. When the 93 is inserted into the base portion 90 of the figure, the game in the slot machine is implemented. Instead of the figure, an IC card built with an IC tag can be used. The character corresponding to the ID stored in the IC tag (such as 0001 for "Warrior", 0002 for "Witch" and 0003 "Bard") is printed on the IC card, through which the player can follow the Play games with various effect images of IC cards.

同时,在实施例3和4中,尽管每个人物塑像的游戏历史和角色级存储在每个人物塑像的IC标签中,它们也可以存储在与每个人物塑像ID有关的存储区中。Meanwhile, in Embodiments 3 and 4, although the game history and character level of each figure are stored in the IC tag of each figure, they may also be stored in a storage area associated with each figure ID.

在实施例3和4中,根据人物塑像13A至13C的类型及其角色级,修改和改变奖励游戏的通知效果。然而,可以修改或改变除奖励游戏的通知外的效果。In Embodiments 3 and 4, the notification effect of the bonus game is modified and changed according to the types of the figures 13A to 13C and their character levels. However, effects other than the notification of the bonus game may be modified or changed.

Claims (39)

1.一种游戏机,包括:1. A gaming machine, comprising: 图象显示装置,用于显示图象;Image display device for displaying images; 游戏控制装置,用于实施具有多个游戏状态的游戏,所述多个游戏状态包括基本游戏状态和特殊游戏状态,在特殊游戏状态中,比在基本游戏状态中,向玩家提供更多有利条件;Game control means for implementing a game having a plurality of game states including a base game state and a special game state in which more advantages are provided to the player than in the base game state ; 显示控制装置,用于根据由所述游戏控制装置实施游戏的一个游戏状态,控制在所述图象显示装置上显示的图象;display control means for controlling an image displayed on said image display means according to a game state of a game implemented by said game control means; 读取对象,存储预定标识信息;以及read the object, store predetermined identification information; and 读取装置,用于读取在所述读取对象中存储的标识信息,a reading device for reading the identification information stored in the read object, 其特征在于,当游戏状态从基本游戏状态转变到特殊游戏状态时,所述显示控制装置控制所述图象显示装置,基于由所述读取装置读取的标识信息,显示对应于读取对象的图象。It is characterized in that when the game state changes from the basic game state to the special game state, the display control means controls the image display means to display the image corresponding to the reading object based on the identification information read by the reading means. image of . 2.如权利要求1所述的游戏机,进一步包括:2. The gaming machine of claim 1, further comprising: 图象存储装置,用于存储对应于各个类型的读取对象的多个图象,其中,读取对象包括各个对象类型,Image storage means for storing a plurality of images corresponding to each type of read object, wherein the read object includes each object type, 图象信息选择装置,用于从在所述图象存储装置中存储的图象信息选择图象信息,其中,被选图象信息对应于存储已经由所述读取装置读取的标识信息的读取对象,Image information selecting means for selecting image information from image information stored in said image storage means, wherein the selected image information corresponds to storing identification information that has been read by said reading means read object, 其中,所述显示控制装置控制所述图象显示装置以便基于由所述图象信息选择装置选择的图象信息显示图象。Wherein, said display control means controls said image display means so as to display an image based on the image information selected by said image information selection means. 3.如权利要求1或2所述的游戏机,进一步包括:3. The gaming machine of claim 1 or 2, further comprising: 可变显示装置,用于在多个阵列中可变地显示多个符号;variable display means for variably displaying a plurality of symbols in a plurality of arrays; 停止控制装置,用于控制所述可变显示装置来在阵列中显示所停止的符号;以及stop control means for controlling said variable display means to display stopped symbols in an array; and 奖励装置,用于当由所述停止控制装置,在所述可变显示装置的阵列中停止和出现的符号在预定的胜出组合中时,向玩家提供奖励;award means for providing an award to the player when the symbols stopped and appearing in the array of said variable display means by said stop control means are in a predetermined winning combination; 其中,用于将由所述停止控制装置停止并出现在阵列中的预定胜出组合的概率在特殊游戏状态中高于基本游戏状态。Wherein, the probability for a predetermined winning combination to be stopped by the stop control means and appear in the array is higher in the special game state than in the basic game state. 4.一种游戏机,包括:4. A gaming machine, comprising: 图象显示装置,用于显示图象;Image display device for displaying images; 显示控制装置,用于基于游戏状态,控制所述图象显示装置;display control means for controlling said image display means based on a game state; 读取对象,存储预定标识信息;Read the object and store the predetermined identification information; 读取装置,用于读取在所述读取对象中存储的标识信息;a reading device, configured to read the identification information stored in the read object; 历史存储装置,用于存储读取对象的游戏历史;History storage device, is used for storing the game history of reading object; 更新装置,用于基于游戏进度,更新在所述历史存储装置中存储的游戏历史;updating means for updating the game history stored in the history storage means based on the progress of the game; 参数存储装置,用于存储对应于读取对象的可变参数;以及parameter storage means for storing variable parameters corresponding to the read object; and 参数改变装置,用于基于由所述更新装置更新的游戏历史,响应多个级的每一个,改变可变参数,parameter changing means for changing a variable parameter in response to each of the plurality of stages based on the game history updated by said updating means, 其特征在于,所述显示控制装置控制所述图象显示装置基于由所述读取装置读取的标识信息,在预定时间,显示对应于读取对象和在所述可变参数存储装置中存储的可变参数的图象。It is characterized in that the display control means controls the image display means to display, at a predetermined time, the image corresponding to the reading object and stored in the variable parameter storage means based on the identification information read by the reading means. The variable parameters of the image. 5.如权利要求4所述的游戏机,5. The gaming machine of claim 4, 其中,读取对象包括多种对象;Wherein, the read object includes various objects; 其中,对应于读取对象和可变参数的图象包括对应于多种对象的每一个的多个不同类型的图象;并且wherein the images corresponding to the read object and the variable parameters include a plurality of different types of images corresponding to each of the plurality of objects; and 其中,显示控制装置控制图象显示装置显示对应于读取对象的图象,在所述读取对象中存储有供读取装置读取的识别信息,所述图象从多个不同种类的图象中选择的。Wherein, the display control device controls the image display device to display an image corresponding to the reading object, in which the identification information for the reading device is stored, and the image is selected from a plurality of different types of images. selected in the icon. 6.如权利要求4或5所述的游戏机,其中,基于所述游戏历史改变的可变参数对每种对象,具有不同的改变模型。6. The gaming machine according to claim 4 or 5, wherein the variable parameter changed based on the game history has a different change model for each object. 7.如权利要求4或5所述的游戏机,进一步包括:7. A gaming machine as claimed in claim 4 or 5, further comprising: 抽选装置,用于抽出游戏的结果;a drawing device for drawing out the results of the game; 其中,所述显示控制装置控制所述图象显示装置通过基于可变参数级和抽选装置的抽选结果的条件,基于用于每种图象的预定概率,用多种方式显示对应于读取对象和可变参数的图象。Wherein, the display control means controls the image display means to display the image corresponding to the image in various ways based on the predetermined probability for each image through the condition based on the variable parameter level and the selection result of the extraction means. Takes an image of the object and varargs. 8.如权利要求7所述的游戏机,进一步包括:8. The gaming machine of claim 7, further comprising: 可变显示装置,用于可变地显示多个阵列中的多个符号;variable display means for variably displaying a plurality of symbols in a plurality of arrays; 停止控制装置,用于控制所述可变显示装置显示响应所述抽选装置的抽选结果停止的符号;stop control means for controlling the variable display means to display symbols that stop in response to the lottery result of the lottery means; 奖励装置,用于当由所述停止控制装置停止并出现在所述可变显示装置的多个阵列中的符号在预定胜出组合中时,向玩家提供奖励,award means for providing an award to the player when the symbols stopped by said stop control means and appearing in the plurality of arrays of said variable display means are in a predetermined winning combination, 其中,所述显示控制装置控制所述图象显示装置显示对应于读取对象和可变参数的图象,同时在多个阵列中可变地显示符号。Wherein, said display control means controls said image display means to display images corresponding to read objects and variable parameters, while variably displaying symbols in a plurality of arrays. 9.一种游戏机,包括:9. A gaming machine comprising: 声音输出装置,用于输出声音;a sound output device for outputting sound; 声音输出控制装置,用于基于游戏状态,控制所述声音输出装置;a sound output control device, configured to control the sound output device based on the game state; 读取对象,存储预定标识信息;Read the object and store the predetermined identification information; 读取装置,用于读取在所述读取对象中存储的标识信息;a reading device, configured to read the identification information stored in the read object; 历史存储装置,用于存储读取对象的游戏历史;History storage device, is used for storing the game history of reading object; 更新装置,用于基于游戏进度,更新在所述历史存储装置中存储的游戏历史;updating means, for updating the game history stored in the history storage means based on the progress of the game; 参数存储装置,用于存储对应于读取对象的可变参数;以及parameter storage means for storing variable parameters corresponding to the read object; and 参数改变装置,用于基于由所述更新装置更新的游戏历史,改变多个级中的可变参数,parameter changing means for changing variable parameters in a plurality of stages based on the game history updated by said updating means, 其特征在于,所述声音输出控制装置控制所述声音输出装置基于由所述读取装置读取的标识信息和在所述可变参数存储装置中存储的可变参数,在预定时间,输出对应于读取对象和可变参数的声音。It is characterized in that the sound output control means controls the sound output means to output corresponding Sounds for reading objects and variadic parameters. 10.如权利要求9所述的游戏机,10. The gaming machine of claim 9, 其中,读取对象包括多种对象,Among them, the read object includes various objects, 其中,对应于读取对象和可变参数的声音包括对应于多种对象的多个不同种类的声音;以及wherein the sounds corresponding to the read objects and variable parameters include a plurality of different kinds of sounds corresponding to various objects; and 其中,所述声音输出控制装置控制所述声音输出装置输出对应于存储由所述读取装置读取的标识信息的读取对象的声音,该声音是从多种不同类型的声音选择的。Wherein, the sound output control means controls the sound output means to output a sound corresponding to a reading object storing the identification information read by the reading means, the sound being selected from a plurality of different types of sounds. 11.如权利要求9或10所述的游戏机,其中,基于所述游戏历史改变的可变参数对每种对象,具有不同改变模型。11. The gaming machine according to claim 9 or 10, wherein the variable parameter changed based on the game history has a different change pattern for each object. 12.如权利要求9或10所述的游戏机,进一步包括:12. A gaming machine as claimed in claim 9 or 10, further comprising: 抽选装置,用于抽出游戏的结果,drawing means for drawing out the results of the game, 其中,所述声音输出控制装置控制所述声音输出装置通过基于可变参数级和所述抽选装置的抽选结果的条件,基于用于每种声音的预定概率,用各种方式,输出对应于读取对象和可变参数的声音。Wherein, the sound output control means controls the sound output means to output corresponding Sounds for reading objects and variadic parameters. 13.如权利要求9或10所述的游戏机,进一步包括:13. A gaming machine as claimed in claim 9 or 10, further comprising: 可变显示装置,用于可变地显示多个阵列中的多个符号;variable display means for variably displaying a plurality of symbols in a plurality of arrays; 停止控制装置,用于控制所述可变显示装置显示响应所述抽选装置的抽选结果停止的符号;stop control means for controlling the variable display means to display symbols that stop in response to the lottery result of the lottery means; 奖励装置,用于当由所述停止控制装置停止并出现在所述可变显示装置的多个阵列中的符号在预定胜出组合中时,向玩家提供奖励,award means for providing an award to the player when the symbols stopped by said stop control means and appearing in the plurality of arrays of said variable display means are in a predetermined winning combination, 其中,所述声音输出控制装置控制所述声音输出装置输出对应于读取对象和可变参数的声音,同时在多个阵列中可变地显示符号。Wherein, the sound output control means controls the sound output means to output sounds corresponding to the reading object and variable parameters, while variably displaying symbols in a plurality of arrays. 14.一种游戏机,包括:14. A gaming machine comprising: 声音存储装置,用于存储声音信息;A sound storage device for storing sound information; 声音输出装置,用于基于在所述声音存储装置中存储的声音信息,在预定时间,为玩家输出声音;a sound output device for outputting a sound for the player at a predetermined time based on the sound information stored in the sound storage device; 声音控制装置,用于控制所述声音输出装置基于游戏状态输出声音;The sound control device is used to control the sound output device to output sound based on the game state; 读取对象,存储预定标识信息;以及read the object, store predetermined identification information; and 读取装置,用于读取在所述读取对象中存储的标识信息,a reading device for reading the identification information stored in the read object, 其特征在于,所述声音控制装置控制所述声音输出装置基于由所述读取装置读取的标识信息,输出对应于读取对象的声音。It is characterized in that the sound control device controls the sound output device to output the sound corresponding to the reading object based on the identification information read by the reading device. 15.如权利要求14所述的游戏机,15. The gaming machine of claim 14, 其中,读取对象包括多种对象,Among them, the read object includes various objects, 其中,声音存储装置存储对应于多种对象的每一个的声音信息;以及Wherein, the sound storage means stores sound information corresponding to each of the plurality of objects; and 其中,所述声音控制装置从在所述声音存储装置中存储的其他声音信息中,选择声音信息,其中,被选声音信息对应于存储已经由所述读取装置读取的标识信息的读取对象。Wherein, the sound control means selects sound information from other sound information stored in the sound storage means, wherein the selected sound information corresponds to the reading of the identification information that has been read by the reading means. object. 16.如权利要求14或15所述的游戏机,进一步包括:16. A gaming machine as claimed in claim 14 or 15, further comprising: 抽选装置,用于抽出游戏的结果;a drawing device for drawing out the results of the game; 其中,所述声音控制装置控制所述声音输出装置基于所述抽选装置的抽选结果,输出对应于读取对象的声音。Wherein, the sound control device controls the sound output device to output the sound corresponding to the reading object based on the drawing result of the drawing device. 17.如权利要求14或15所述的游戏机,17. A gaming machine as claimed in claim 14 or 15, 其中,读取对象包括连接到表示预定角色的构件的存储介质;以及wherein the read object comprises a storage medium connected to a component representing a predetermined role; and 其中,对应于读取对象的声音是与角色的外观有关的声音。Among them, the sound corresponding to the reading target is a sound related to the appearance of the character. 18.如权利要求17所述的游戏机,其中,所述声音控制装置控制所述声音输出装置输出提供帮助信息以便帮助玩家游戏的声音。18. The gaming machine as claimed in claim 17, wherein the sound control means controls the sound output means to output a sound providing help information to assist the player in the game. 19.一种游戏机,执行具有基本状态和特殊状态的游戏,在特殊状态中,基于标识信息,向玩家提供更多有利条件,该游戏机包括:19. A game machine that executes a game having a basic state and a special state in which more favorable conditions are provided to a player based on identification information, the game machine comprising: 读取装置,用于从存储标识信息的读取对象读取标识信息;a reading device, configured to read the identification information from the reading object storing the identification information; 显示装置,用于显示与游戏有关的图象,a display device for displaying game-related images, 其特征在于,在预定时间,在显示器设备上显示对应于标识信息的图象。It is characterized in that an image corresponding to the identification information is displayed on the display device at a predetermined time. 20.如权利要求19所述的游戏机,其中,该预定时间正好在基本游戏状态转变到特殊游戏状态前。20. The gaming machine as claimed in claim 19, wherein the predetermined time is just before the basic game state transitions to the special game state. 21.如权利要求19所述的游戏机,其中,该预定时间在从基本游戏状态到特殊游戏状态的转变状态期间。21. The gaming machine as claimed in claim 19, wherein the predetermined time is during a transition state from the basic game state to the special game state. 22.如权利要求19所述的游戏机,其中,该预定时间正好在基本游戏状态转变到特殊游戏状态后。22. The gaming machine as claimed in claim 19, wherein the predetermined time is just after the basic game state transitions to the special game state. 23.如权利要求19所述的游戏机,进一步包括:23. The gaming machine of claim 19, further comprising: 存储设备,用于存储对应于标识信息的图象信息,a storage device for storing image information corresponding to the identification information, 其中,标识信息对应于读取对象的外观,以及wherein the identification information corresponds to the appearance of the read object, and 其中,当与标识信息关联,从存储设备抽取图象信息时,显示图象信息的图象。Wherein, when the image information is extracted from the storage device in association with the identification information, the image of the image information is displayed. 24.如权利要求19所述的游戏机,24. The gaming machine of claim 19, 其中,显示设备由包括多个阵列的可变显示设备组成,wherein the display device consists of a variable display device comprising a plurality of arrays, 其中,基于在基本游戏状态和特殊游戏状态中,在阵列中停止和出现的符号的组合,向玩家提供奖励,wherein the reward is provided to the player based on a combination of symbols that stop and appear in the array in both the base game state and the special game state, 其中,控制游戏以便在特殊游戏状态中提供奖励的概率高于在基本状态中。Therein, the game is controlled so that the probability of providing a reward is higher in a special game state than in a basic state. 25.如权利要求19所述的游戏机,进一步包括:25. The gaming machine of claim 19, further comprising: 声音输出设备,sound output device, 其中,所述声音输出设备输出声音,该声音对应于标识信息。Wherein, the sound output device outputs sound, and the sound corresponds to the identification information. 26.如权利要求25所述的游戏机,26. A gaming machine as claimed in claim 25, 其中,所输出的声音与读取对象的外观有关以及包括帮助玩家游戏的帮助信息。Wherein, the outputted sound is related to the appearance of the read object and includes help information to help the player in the game. 27.如权利要求19所述的游戏机,27. The gaming machine of claim 19, 其中,所述读取对象存储可变参数,Wherein, the read object stores variable parameters, 其中,所述读取设备读取可变参数,Wherein, the reading device reads variable parameters, 其中,所述图象显示设备显示对应于标识信息和可变参数的图象,以及wherein said image display device displays images corresponding to identification information and variable parameters, and 其中,可变参数与读取对象的外观无关地改变。Among them, variable parameters are changed independently of the appearance of the read object. 28.如权利要求27所述的游戏机,28. The gaming machine of claim 27, 其中,当终止游戏时,更新可变参数,以及where, when the game is terminated, the variable parameters are updated, and 其中,所述读取装置将更新可变参数写在读取对象上。Wherein, the reading device writes the update variable parameter on the reading object. 29.如权利要求19所述的游戏机,29. The gaming machine of claim 19, 其中,所述读取装置读取与对应于不同类型的读取对象中的读取对象的标识信息不同的标识信息,以及Wherein, the reading device reads identification information different from identification information corresponding to a reading object among different types of reading objects, and 其中,基于不同标识信息,按不同方式执行游戏。Wherein, based on different identification information, the game is executed in different ways. 30.如权利要求28所述的游戏机,30. The gaming machine of claim 28, 其中,所述读取设备从存储标识信息的读取对象读取还未通过更新改变的标识信息以及在先前执行的游戏中,已经更新的改变可变参数,以及wherein the reading device reads, from the reading object storing the identification information, the identification information that has not been changed by updating and the changed variable parameter that has been updated in a previously executed game, and 其中,基于标识信息和改变的可变参数,用不同方式执行游戏。Among them, the game is executed in different ways based on the identification information and the changed variable parameters. 31.如权利要求30所述的游戏机,31. The gaming machine of claim 30, 其中,通过将读取对象用于游戏多次,形成可变参数的变化模型;以及wherein, by using the reading object for the game multiple times, a variation model of the variable parameter is formed; and 其中,存储不同标识信息的不同类型的读取对象具有不同的变化模型。Wherein, different types of read objects storing different identification information have different change models. 32.如权利要求19所述的游戏机,32. The gaming machine of claim 19, 其中,所述显示设备以用于多种图象的预定概率,显示对应于标识信息并已经由抽选结果确定的各种图象。Wherein, the display device displays various images corresponding to the identification information and which have been determined by the lottery result with predetermined probabilities for the plurality of images. 33.如权利要求25所述的游戏机,33. The gaming machine of claim 25, 其中,所述声音输出设备以分别用于多种声音的预定概率,显示对应于标识信息并由抽选结果确定的多种声音。Wherein, the sound output device displays the plurality of sounds corresponding to the identification information and determined by the lottery result with predetermined probabilities respectively for the plurality of sounds. 34.一种游戏系统,包括:游戏机,执行具有基本游戏状态和特殊游戏状态的游戏,在特殊游戏状态,向玩家提供更有利条件;以及向游戏提供预定条件的读取对象,34. A game system comprising: a game machine that executes a game having a basic game state and a special game state, in which a player is provided with more favorable conditions; and a reading object that provides predetermined conditions to the game, 其特征在于,读取对象放在游戏机上,It is characterized in that the reading object is placed on the game machine, 其中,读取对象存储对应于读取对象的外观的标识信息,Wherein, the read object stores identification information corresponding to the appearance of the read object, 其中,游戏机包括:Among them, game consoles include: 读取设备,用于从读取对象读取标识信息;以及a reading device for reading identification information from the reading object; and 显示设备,用于显示有关该游戏的图象,a display device for displaying images relating to the game, 其中,在预定时间,在显示设备上显示对应于标识信息的图象。Wherein, at a predetermined time, an image corresponding to the identification information is displayed on the display device. 35.如权利要求34所述的游戏机,35. The gaming machine of claim 34, 其中,所述游戏机包括声音生成设备,用于生成有关该游戏的声音,Wherein, the game machine includes a sound generating device for generating sounds related to the game, 其中,与所述显示图象同步,由所述声音生成设备生成对应于标识信息的声音。Wherein, synchronously with the display image, the sound corresponding to the identification information is generated by the sound generating device. 36.如权利要求34所述的游戏机,36. The gaming machine of claim 34, 其中,所述显示设备由包括多个阵列的可变显示设备组成,Wherein, the display device is composed of a variable display device comprising a plurality of arrays, 其中,基于在基本游戏状态和特殊游戏状态中,在阵列中停止和出现的符号的组合,向玩家提供奖励,wherein the reward is provided to the player based on a combination of symbols that stop and appear in the array in both the base game state and the special game state, 其中,控制游戏以便在特殊游戏状态中提供奖励的概率高于在基本状态中。Therein, the game is controlled so that the probability of providing a reward is higher in a special game state than in a basic state. 37.如权利要求36所述的游戏机,37. The gaming machine of claim 36, 其中,读取对象存储可变参数,Among them, the read object stores variable parameters, 其中,读取设备从读取对象读取可变参数,where the read device reads variable parameters from the read object, 其中,在结束游戏时,更新可变参数,Among them, at the end of the game, the variable parameters are updated, 其中,所述读取设备操作为写入设备以便将更新可变参数写在读取对象上,以及wherein the read device operates as a write device to write the update variable parameter on the read object, and 其中,在预定时间,在图象显示设备上显示的图象对应于可变参数。Wherein, at a predetermined time, the image displayed on the image display device corresponds to the variable parameter. 38.如权利要求37所述的游戏机,38. The gaming machine of claim 37, 其中,通过与游戏系统一起使用,更新在读取对象中存储的可变参数;以及wherein, by use with the game system, the variable parameters stored in the read object are updated; and 其中,通过更新,可变参数表示对应于标识信息的变化模型。Wherein, by updating, the variable parameter represents a change model corresponding to the identification information. 39.如权利要求38所述的游戏机,39. The gaming machine of claim 38, 其中,该可变参数包括先前游戏的游戏历史;Wherein, the variable parameter includes the game history of previous games; 其中,与读取对象的外观无关地更新该游戏历史;wherein the game history is updated independently of the read object's appearance; 其中,预定时间是当改变游戏状态时。Wherein, the predetermined time is when the game state is changed.
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Cited By (4)

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CN103226874A (en) * 2012-01-27 2013-07-31 环球娱乐株式会社 Gaming machine conducting indication effect
CN103258380A (en) * 2012-02-17 2013-08-21 环球娱乐株式会社 Gaming machine capable of improving amusingness
CN104798116A (en) * 2012-09-17 2015-07-22 金.Com有限公司 A method for implementing a computer game
WO2019047774A1 (en) * 2017-09-06 2019-03-14 阿里巴巴集团控股有限公司 Resource allocation method and device and electronic device

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JP2018043046A (en) * 2017-12-18 2018-03-22 株式会社ユニバーサルエンターテインメント Game machine

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Publication number Priority date Publication date Assignee Title
CN103226874A (en) * 2012-01-27 2013-07-31 环球娱乐株式会社 Gaming machine conducting indication effect
CN103258380A (en) * 2012-02-17 2013-08-21 环球娱乐株式会社 Gaming machine capable of improving amusingness
CN103258380B (en) * 2012-02-17 2015-09-16 环球娱乐株式会社 The game machine of game can be improved
US9514616B2 (en) 2012-02-17 2016-12-06 Universal Entertainment Corporation Gaming machine capable of improving amusingness
CN104798116A (en) * 2012-09-17 2015-07-22 金.Com有限公司 A method for implementing a computer game
WO2019047774A1 (en) * 2017-09-06 2019-03-14 阿里巴巴集团控股有限公司 Resource allocation method and device and electronic device

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