Game machine
Patent Information
- Application Number
- JP2021187913
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2021-11-18
- Publication Date
- 2025-09-09
- Estimated Expiration
- 2041-11-18
AI Technical Summary
The b time-saving gaming state in gaming machines provides a more advantageous profit expectation for players, but the period leading up to this state has a lower expected value, creating an imbalance in game performance.
Incorporating a shooting mechanism, variable ball entry mechanism, display means for pattern variation, and notification control to enhance game states with specific profit generation and notification modes, along with determination means for jackpot lotteries and switching notification modes based on game ball entries.
Enhances game performance by improving player engagement and profit potential through dynamic game states and clear notifications, addressing the imbalance in expected value leading up to the b time-saving state.
Smart Images

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Abstract
Description
Technical field
[0001] The present invention relates to gaming machines such as pachinko gaming machines and slot machines. [Background technology]
[0002] As a gaming machine these days, when the number of special figure fluctuations reaches a specified number of times, there is a transition to a time-saving gaming state (so-called b time-saving gaming state). [Prior art documents] [Patent document]
[0003] [Patent document 1] Japanese Patent Application Laid-Open No. 2021-74510 [Outline of the invention] [Problems to be solved by the invention]
[0004] By the way, the b time-saving gaming state may be set to a state that is more advantageous to the player than the normal gaming state in terms of the expected value of profit that can be obtained when a big hit occurs. In this case, for a certain period immediately before shifting to the b time-saving gaming state, the expected value of profit that the player can obtain is less than after the transition to the b time-saving gaming state.
[0005] An object of the present invention is to improve the game performance in a gaming machine capable of transitioning to the b time-saving gaming state. [Means for solving the problem]
[0006] The game machine according to the present invention is a shooting means (32) capable of shooting game balls; A starting ball entry area (314, 315) provided in a game area where a game ball can flow down; Display means (362, 363, 341) for variably displaying a predetermined pattern (special pattern, decoration pattern) when a game ball enters the starting ball entry area; variable ball entry means (316) provided in the game area and performing opening and closing operations a plurality of times; A gaming machine comprising Update means (41) for updating specific information (ceiling activation remaining counter) based on establishment of a predetermined update condition (execution of a special game) in the variable display; In a specific game state (low probability mode), a predetermined profit state (b time-saving game state) at a predetermined timing after the specific information becomes a predetermined update state (ceiling activation remaining counter = 0) Profit state generating means (41) to generate; a notification control means (51) for performing a predetermined notification in a first notification mode (gain display) or in a second notification mode (loss display) different from the first notification mode; Determination means (41) for executing a predetermined determination (special figure jackpot lottery) based on the game ball entering the starting ball entry area; When the result of the predetermined determination executed by the determination means is a specific determination result, and a predetermined game condition (V winning in a small winning game) is established based on a predetermined game operation by the player profit generation means (41) for generating a specific profit (jackpot game) in with The notification control means, when the result of the predetermined determination performed by the determination means is the result of the specific determination, is a predetermined timing ( a switching means (51) for notifying that the specific determination result is obtained in the first notification mode until the break-even point), and switching the notification mode to the second notification mode at a specific timing after the predetermined timing; It is characterized by having [Brief description of the drawing]
[0007]
Figure 1
Figure 2
[0008] Hereinafter, each embodiment of the present invention will be described with reference to the accompanying drawings for understanding of the present invention. Moreover, each of the following embodiments is an example that embodies the present invention, and does not limit the technical scope of the present invention.
[0009] [First embodiment] First, a gaming machine 10 according to the first embodiment of the present invention will be described with reference to FIGS. 1 to 55. FIG.
[0010] [Schematic configuration of gaming machine 10] Here, FIG. 1 is an external perspective view of the gaming machine 10, FIGS. 2 and 3 are developed views of the gaming machine 10, and FIGS. Hereinafter, the expressions of front, back, left, right, and up and down used in this embodiment are defined by the front and back direction D1, the up and down direction D2, and the left and right direction D3 shown in FIGS.
[0011] As shown in FIGS. 1 to 3, the gaming machine 10 is a pachinko gaming machine comprising a front frame 11, an inner frame 12, a back pack unit 13, and an outer frame 14. It is installed in the game hall by fixing the outer frame 14. - 特許庁 In this embodiment, a pachinko game machine will be described as an example of a game machine. The present invention can also be applied to game machines.
[0012] [Configuration of front frame 11] The front frame 11 can be opened and closed with respect to the outer frame 14 by being rotatably supported by the outer frame 14 at its left end. Further, the inner frame 12 can be opened and closed with respect to the front frame 11 by being rotatably supported at the left end by the front frame 11 . Further, the back pack unit 13 can be opened and closed with respect to the inner frame 12 by being rotatably supported by the inner frame 12 at its left end.
[0013] The front frame 11 includes an operation button 20, a selection determination section 21, a firing handle 22, an upper tray 23, a lower tray 24, a panel 25, a speaker 26, an illumination section 27, and the like.
[0014] The operation button 20 is provided in front of the upper plate 23. As shown in FIG. The operation button 20 includes an operation switch 20a (see FIG. 7) for switching an input signal to the audio lamp control device 5, which will be described later, depending on whether or not the operation button 20 is pressed. As a result, the sound lamp control device 5 can determine the operation state of the operation button 20 (operated or not operated). This operation button 20 is triggered by the operation of the operation button 20 by the player during a predetermined operation reception period in the special game effect executed in the special game that clearly indicates the lottery result of the jackpot lottery to the player. It is operated to execute the operation button effect etc. to be executed.
[0015] The installation position of the operation button 20 is not limited to the front of the upper plate 23, and may be any position on the front frame 11 as long as the player can operate it. Further, the number of operation buttons 20 is not limited to one, and may be two or more. Also, the operation button 20 may be provided with a jog dial. In this case, by operating the jog dial, when performing various game settings, options (items) on various setting screens, such as production stages (background effects), characters, music for the jackpot game, selection frequency of predetermined effects, and jackpot expectations. A desired item can be provisionally selected from game settings such as degrees, and the provisionally selected option (item) can be selected by operating the operation button 20 .
[0016] In addition, the number of operation means for receiving the operation by the player, such as the operation button 20, may be one or more than one may be provided. As the operation means, in addition to the operation button 20, for example, a rotatable handle, a rotatable lever, a pushing member that can move back and forth (reciprocating), a pattern display unit 341 and a sub-movable display, which will be described later. A touch panel provided in the unit 38, or a combination of two or more of these operation means (for example, operation means that can rotate and move back and forth), etc., and those provided with operation buttons 20 on these operation means (for example, a handle or lever It may be an operating means provided with an operation button 20 or a touch panel on the inside.
[0017] The selection determining unit 21 is operated by the player, and is a push button that is used when the player performs various game settings by accepting the player's pressing operation in a standby state in which the game is not being executed, for example. be. The various game settings include, for example, settings of characters that appear in game effects, settings of execution frequencies of various effects such as button effects, and settings of the degree of expectation for big wins of various effects. This selection decision unit 21 includes a plurality of selection buttons 21A and decision buttons 21B.
[0018] The plurality of selection buttons 21A are operated by the player to provisionally select a desired item from options (items) on various setting screens when performing various game settings, for example. Includes select button 212 , left select button 213 and right select button 214 . Here, provisional selection means a state in which the provisionally selected content is confirmed (stored in RAM 512) by operating enter button 21B. Each of these selection buttons 211 to 214 is an upper selection operation switch 211a, a lower selection operation switch 211b, a left selection operation switch 211c, and a right selection operation switch for switching input signals to the audio lamp control device 5 as shown in FIG. 211d provided. These switches 211a to 211d are connected to the input / output I / F of the sound lamp control device 5. FIG. Therefore, in the audio lamp control device 5, it is possible to determine whether or not the selection buttons 211-214 have been operated based on the input signals of the switches 211a-211d.
[0019] Further, in the present embodiment, when it is detected that each selection button 211-214 has been operated, it is determined that each selection button 211-214 has been operated. Of course, when it is detected that the selection buttons 211 to 214 are being operated continuously or the operation has ended, it may be determined that the selection buttons 211 to 214 have been operated. .
[0020] On the other hand, the decision button 21B is operated by the player to decide the provisionally selected item. Also, the decision button 21B includes a decision operation switch 21Ba for switching an input signal to the audio lamp control device 5, which will be described later. The determination operation switch 21Ba is connected to the input / output I / F of the sound lamp control device 5. FIG. Therefore, in the sound lamp control device 5, it is possible to determine whether or not the decision operation switch 21Ba has been operated based on the input signal of the decision operation switch 21Ba.
[0021] Also, in place of the plurality of selection buttons 21A (211 to 214) and decision button 21B, a pattern display unit 341 and a sub-movable display unit 38, which will be described later, are provided with a touch panel that accepts the operation of the player, and the touch panel is used as the operation means. It is also conceivable that it is set as Also, it is conceivable to provide a rotating member such as a jog dial instead of the plurality of selection buttons 21A (211 to 214). Also, the selection switches 211a to 211d and the determination operation switch 21Ba (see FIG. 7) are contact type switches or the like. may be
[0022] The shooting handle 22 is a rotary handle operated by the player to shoot the game ball. In the gaming machine 10, a basic game is played by shooting a game ball from a game ball shooting mechanism 32 described later with a force corresponding to the amount of rotation of the shooting handle 22 by the player. In the gaming machine 10, when the shooting handle 22 is operated by the player, the game ball shooting mechanism 32 is driven and controlled so that one game ball is shot toward the game area every 0.6 sec.
[0023] The upper plate 23 is arranged below the panel 25, stores game balls paid out from a payout device 132 of a payout mechanism 130 described later, and arranges the stored game balls in a row. It is used to lead to the game ball launching mechanism 32. Further, the lower plate 24 is provided further below the upper plate 23 and is used to store surplus game balls on the upper plate 23 .
[0024] The panel 25 is a colorless transparent or colored transparent glass or synthetic resin that allows the player to visually recognize the game board 31 of the inner frame 12 from the front of the gaming machine 10 . The speakers 26 are a pair of speakers provided on the left and right sides of the upper end portion of the front frame 11, and perform an audio output effect of outputting audio. In addition, the installation position of the speaker 26 is not limited to the upper end portion of the front frame 11 . In addition, the illumination section 27 incorporates a light source such as a display lamp and an LED, and performs lamp effects according to a lighting color and a flickering mode such as lighting or extinguishing.
[0025] [Configuration of inner frame 12] As shown in FIGS. 2 and 3, the inner frame 12 includes a game board 31, a game ball launching mechanism 32, and a control unit 33. As shown in FIG. The inner frame 12 can be opened and closed with respect to the front frame 11 by being rotatably supported at the left end by the front frame 11 as described above. Therefore, the game board 31, the game ball shooting mechanism 32, and the control unit 33 can be opened and closed with respect to the front frame 11. In addition, in FIG. 2, description on the board surface of the game board 31 is omitted for simplification of illustration.
[0026] The control unit 33 is provided on the back side of the game board 31 and has a main control unit 331 and a sub control unit 332 . In addition, in the game machine 10, a command (control signal) for instructing the content of control is transmitted from the main control unit 331 to the sub-control unit 332 in one direction. Details of the main control unit 331 and sub-control unit 332 will be described later.
[0027] As shown in FIG. 4, the game board 31 includes an inner rail 311, an outer rail 312, a general winning port 313, a first winning port 314, a second winning port 315, a variable winning port 316, through gates 317L and 317R, an out A mouth 318, a variable display unit 34, a main display section 36, a sub movable display section 38, and a movable accessory member 39 are provided.
[0028] The inner rail 311 and the outer rail 312 are transport paths for sending out the game balls shot from the game ball shooting mechanism 32 toward the game area on the board surface of the game board 31 . After being launched from the inner rail 311 and the outer rail 312, game balls that do not enter the general winning port 313, the first winning port 314, the second winning port 315 or the variable winning port 316 are discharged from the out port 318. be done.
[0029] Here, the game ball shooting mechanism 32 includes a shooting rail 321, a ball feeding device 322, and a solenoid 323, as shown in FIG. The launching rail 321 is formed from the game ball launching mechanism 32 toward the inner rail 311 and the outer rail 312 of the game board 31, and the game ball launched from the game ball launching mechanism 32 is directed to the inner rail 311 and the outer rail 312. It guides. The ball feeding device 322 has driving means such as a solenoid, and supplies the game balls stored in the upper tray 23 onto the launch rail 321 one by one. Solenoid 323 is a drive means for shooting game balls supplied on shooting rail 321 toward inner rail 311 and outer rail 312 . Then, in the game machine 10, the solenoid 323 is driven and controlled according to the operation of the shooting handle 22 by the player, and the game ball is shot from the game ball shooting mechanism 32 to the game board 31. It should be noted that the game ball shooting mechanism 32 may be a mechanism for shooting game balls using other driving means such as a motor instead of the solenoid 323 .
[0030] Returning to the description of FIG. 4, the general winning port 313, the first winning port 314, the second winning port 315, the variable winning port 316, and the out port 318 are formed with openings penetrating the game board 31 in the front-rear direction. ing. On the back side of the game board 31, it is possible to individually detect the entry of a game ball corresponding to each of the general winning port 313, the first winning port 314, the second winning port 315, and the variable winning port 316. Ball entering sensors 313a, 314a, 315a, 316a (see FIG. 7) are provided. In addition, the game balls that have passed through the openings of the general winning port 313, the first winning port 314, the second winning port 315, and the out port 318 are collected on the back side of the game board 31, and are detected by an out ball sensor 318a, which will be described later. (See Figure 7). The through gates 317L and 317R are vertically penetrating gates through which game balls can pass, and have ball entry sensors 317La and 317Ra (see FIG. 7) capable of individually detecting game balls passing through the through gates 317L and 317R. . On the game board 31, there is a possibility that the game ball hit to the left side area of the game board 31 passes through the through gate 317L, and the possibility that the game ball hit to the right side area of the game board 31 passes through the through gate 317R. There is and. Ordinary winning lottery is executed as to whether or not to open the second winning opening 315 with the detection of the passage of the game ball in the entering ball sensors 317La and 317Ra (see FIG. 7). And, when the lottery result in the normal figure per lottery is a hit, the game ball can enter the second winning hole 315 by opening the electric accessory 315b described later. That is, in the gaming machine 10, in addition to the probability variable gaming state (high probability mode and high frequency support mode) and the time saving gaming state (low probability mode and high frequency support mode), the game ball can be launched to the left area of the game board 31 So, it is possible to enter the game ball into the second winning hole 315 even in the normal game state (low probability mode and low frequency support mode).
[0031] In addition, the high probability mode has a high probability that the jackpot will be a jackpot as a result of the jackpot lottery (see FIG. 9 (B)), and is a mode that easily transitions to a jackpot game state in which the jackpot game is executed. The mode is a mode in which the jackpot probability of becoming a jackpot as a result of the jackpot lottery is low (see FIG. 9(A)) and it is difficult to shift to the jackpot game state in which the jackpot game is executed. In addition, the high-frequency support mode has a high probability of hitting a general pattern that will be a general pattern per lottery result (see FIG. 12 (B)), and the second prize is due to the high frequency of operation of the electric accessory 315b described later. In contrast to the mode in which it is easy to allow the entry of game balls to the mouth 315, the low frequency support mode has a low probability of hitting the general pattern as a result of the lottery per general pattern (Fig. 12 (A) See), it is a mode in which it is difficult to allow game balls to enter the second winning port 315 because the frequency of operation of the electric accessory 315b is low.
[0032] The incoming ball sensors 313a to 316a, 317La, 317Ra and the out ball sensor 318a (see FIG. 7) are electrically connected to the main control unit 331, and the incoming ball sensors 313a to 316a, 317La, 317Ra and the out ball sensor The detection result of 318 a is input to the main control unit 331 . The main control unit 331 (MPU41) transmits a command to cause the payout control device 7 to pay out game balls according to the detection results of the entering ball sensors 313a to 316a. Hereinafter, the detection of the game ball entering by the entering ball sensors 313a to 316a may be referred to as winning. In addition, the main control unit 331 (MPU41) counts the number of out balls based on the detection result of the out ball sensor 318a. The number of out balls counted here matches the number of shot game balls launched onto the game board 31 by the game ball shooting mechanism 32 .
[0033] The ball entry sensors 313a to 316a, 317La, 317Ra, and the out ball sensor 318a are, for example, electromagnetic induction type proximity sensors, but it is possible to individually detect the entry of game balls by other detection methods. Any sensor may be used.
[0034] In addition, the second winning hole 315 is provided with an electric role (electrical role) 315b for switching whether or not to restrict entry of the game ball to the second winning hole 315. The electric accessory 315b is opened and closed by driving means such as a solenoid provided on the back side of the game board 31. Then, on the game board 31, the electric accessory 315b is opened to allow the game ball to enter the second winning port 315, and the electric accessory 315b is closed to allow the game ball to enter the second winning port 315. ball is restricted.
[0035] Furthermore, the variable winning opening 316 is provided with an opening / closing door 319 for switching whether or not the entry of game balls into the variable winning opening 316 is restricted. The open / close door 319 is opened and closed by driving means such as a solenoid provided on the back side of the game board 31 . In the game board 31, opening the opening / closing door 319 enables entry of the game ball into the variable winning opening 316, and closing the opening / closing door 319 restricts entry of the game ball into the variable winning opening 316. be. In addition, the open / close door 319 is moved to a position to open the variable winning opening 316 in the round game in the open / close execution mode in the jackpot game, and otherwise waits at a position to close the variable winning opening 316 . As a result, the variable winning opening 316 can enter the game ball launched to the right area of the game board 31 in the round game in the jackpot game.
[0036] In the gaming machine 10, the main control unit 331 performs a jackpot lottery when a game ball entering the first winning hole 314 or the second winning hole 315 is detected by the ball entering sensor 314a or the ball entering sensor 315a. Then, the main control unit 331 controls the display of the main display section 36 according to the lottery result of the jackpot lottery. Also, the lottery result by the main control unit 331 is transmitted to the sub-control unit 332, and the sub-control unit 332 controls the display of the variable display unit 34 according to the lottery result.
[0037] Further, in the gaming machine 10, when the entry of the game ball into the general winning hole 313, the first winning hole 314, the second winning hole 315, and the variable winning hole 316 is detected by the ball entering sensors 313a to 316a, A preset number of prize balls are paid out. For example, the number of prize balls when entering the general prize opening 313 is 10, the number of prize balls when entering the first prize opening 314 or the second prize opening 315 is 3, and the ball enters the variable prize opening 316. If you do, the number of prize balls is 10. In particular, in the gaming machine 10, when the result of the lottery performed by the main control unit 331 is a jackpot, the state shifts to a jackpot game state, and the round game described later in which the variable prize winning port 316 is opened is played a predetermined number of times (for example, five times or 16 times), you can expect to pay out a large amount of prize balls.
[0038] Also, when the game ball wins the first winning hole 314 or the second winning hole 315, a jackpot lottery is executed. When the result of the lottery is winning, the game shifts to a predetermined jackpot game state which is more advantageous than the normal game state. In this embodiment, the jackpot gaming state includes a 5R jackpot gaming state (5R normal jackpot gaming state and 5R probability variable jackpot gaming state) and a 16R probability variable jackpot gaming state. In the 5R jackpot game state, the variable winning port 316 is opened until a predetermined time elapses, or until the upper limit number (for example, 9) or more game balls enter the variable winning port 316. The round game is performed five times. It is a game state including run mode. The 16R variable jackpot game state is a game state including an opening and closing execution mode in which round games are performed 16 times, and it is possible to expect a larger amount of prize balls to be paid out than in the 5R jackpot game state, which is more advantageous to the player than in the 5R jackpot game state. It is a game state.
[0039] As shown in FIG. 4, the variable display unit 34 has a pattern display section 341, such as a liquid crystal display, which is arranged so as to be visible through an opening 31A formed substantially in the center of the game board 31. As shown in FIG. The pattern display section 341 displays still images or moving images, and the display contents of the pattern display section 341 are controlled by the sub-control unit 332 . Specifically, in the pattern display unit 341, the variable display effect of the decoration pattern according to the lottery result in the big win lottery performed by the main control unit 331 in response to the ball entering the first winning hole 314 or the second winning hole 315 , and various image effects such as a special figure game effect executed in conjunction with the variable display effect are performed. Further, the pattern display unit 341 may have a dot matrix display, a plasma display, an organic EL display, or the like, or may be a combination of a liquid crystal display or a plasma display and an organic EL display. It may further have a touch panel that accepts a touch operation by a person.
[0040] For example, the variable display effect of the decorative patterns in the pattern display section 341 is achieved by sequentially scrolling a plurality of types of decorative patterns with numbers "1" to "9" in the vertical direction, the horizontal direction, the diagonal direction, etc. done. In addition, sub-designs such as other characters or designs may be displayed between the decorative designs. Also, in this embodiment, there are no sub-symbols, and there are 9 kinds of decorative patterns, ie, "1" to "9".
[0041] In the gaming machine 10, in the special game, after the lapse of the preset variable display time from the start of the symbol variation display in the symbol display unit 341, the variation display of the decoration symbols is performed so that the variation of all the decoration symbols is stopped. executed. More specifically, in the variable display of decorative patterns, all the decorative patterns are first changed along a preset variable direction (for example, the horizontal direction, the vertical direction, etc.), and the fluctuation of the plurality of decorative patterns is stopped in order. Then, when a predetermined time elapses after the variation of the decorative design on all lines is stopped, the variable display of the decorative design is completed.
[0042] When the variable display of the decorative patterns in the pattern display section 341 ends, the decorative patterns are displayed in the pattern display section 341 on one or a plurality of active lines. At this time, the stopped state of the decoration pattern indicates or suggests the lottery result of the big win lottery by the main control unit 331. - 特許庁 For example, if the lottery result is "5R probability variable jackpot", "16R probability variable jackpot" or "5R normal jackpot", the state where the same type of decorative pattern is lined up on the effective line is displayed, clearly indicating that it is a jackpot be done. In addition, although the jackpot type may be indicated by a combination of decorative symbols on the activated line, it is not necessarily indicated. Specifically, for example, if the lottery result is "16R probability variation big hit", the pattern combination of, for example, "777", which is set as a pattern combination indicating the 16R probability variation big hit among the decorative patterns, is lined up on the effective line will be displayed, or the combination of the same decorative symbols other than "777" will be displayed on the active line. In addition, if the lottery result is "5R probability variation jackpot", a state in which a pattern combination such as "333", for example, is set in advance as a symbol combination indicating a 5R probability variation jackpot among the decorative patterns is displayed on the effective line. Or, a state where the combination of the same decorative patterns other than the combination of patterns indicating the 16R probability variable jackpot such as "777" or "333" or the 5R probability variable jackpot is lined up on the active line is displayed. Also, if the lottery result is "5R normal jackpot", other than the combination of decorative patterns that indicate a variable jackpot, such as "222" or "444", which is set in advance as a pattern combination that indicates a normal jackpot among the decorative patterns A combination of the same decorative patterns of , lined up on the active line is displayed. Also, if the lottery result is "lost", a state in which different combinations of decorative symbols are lined up on the active line (for example, "323" or "723") is displayed.
[0043] In addition, in the symbol display section 341, along with the variable display of decorative symbols in the special symbol game, a special symbol game effect is displayed that suggests the degree of expectation that the lottery result of the big winning lottery will be a big win. In addition, if the lottery result is "16R probability variable jackpot", if the state in which the jackpot pattern combination other than the combination of decorative patterns indicating the 16R probability variable jackpot is lined up on the effective line is displayed, as a special game production, 5R probability variable A suggestive effect suggesting a jackpot or a 5R normal jackpot is executed. In this case, in the jackpot game production, promotion production is executed to indicate that the lottery result for the special game is a 16R probability variable jackpot. Similarly, if the lottery result is "5R probability variation jackpot", if a state is displayed in which the jackpot pattern combination other than the combination of decorative patterns indicating the probability variation jackpot is lined up on the effective line, as a special game production, 5R normal A suggestive effect that suggests a big win is executed. In this case, in the big hit game production, the promotion production etc. that specify that the lottery result for the special game is a 5R probability variable jackpot are executed.
[0044] Furthermore, when the game state shifts to the jackpot game state, the symbol display section 341 displays a jackpot game effect including an opening effect, an opening / closing execution mode effect, and an ending effect.
[0045] The sub-movable display section 38 includes a display device 381 such as a liquid crystal display, and is provided in the left area on the front side of the pattern display section 341 . This sub-movable display unit 38 is connected to the MPU 61 via the input / output I / F 62 of the display control device 6 (see FIG. 7). Then, under the control of the MPU 61, an image effect is executed on the display device 381 together with the symbol display unit 341 in the special symbol game or the jackpot game.
[0046] The display device 381 may be a dot matrix display, a plasma display, an organic EL display, or the like, or may be a combination of a liquid crystal display or plasma display and an organic EL display. In addition to the display device 381, the sub-movable display section 38 may further have a touch panel for receiving the player's touch operation.
[0047] Further, the sub-movable display section 38 can move in the left-right direction D3 between a standby position (position shown in FIG. 4) indicated by a virtual line in FIG. 5 and an operating position indicated by a solid line in FIG.
[0048] Here, as shown in FIG. 7, the gaming machine 10 includes a motor 38a that supplies the driving force to the sub movable display section 38 and a return signal for detecting that the sub movable display section 38 has returned to the standby position. It has a detector 38b. The motor 38a is a stepping motor, a DC motor, or the like, and the return detection unit 38b is an optical sensor, a contact sensor, or the like. The sub-movable display unit 38 and the motor 38a are connected via a drive transmission mechanism such as a drive gear (not shown). from the operating position (solid line position in Fig. 5) to the right (actuating direction), or from the operating position (solid line position in Fig. 5) to the standby position (see Fig. 4) in the left direction (return direction). . For example, the sub movable display unit 38 is moved from the standby position (see FIG. 4) to the operating position (solid line position in FIG. 5) by rotating the motor 38a in the forward direction. By rotating in the opposite direction, it moves from the operating position (solid line position in FIG. 5) to the standby position (see FIG. 4).
[0049] The gaming machine 10 also includes a motor driver 38c to which the motor 38a and the return detection section 38b are connected. The motor driver 38c is connected to the input / output I / F 52 of the sound lamp control device 5. Then, the motor driver 38c controls the motor 38a according to the control instruction from the audio lamp control device 5. FIG. In addition, the motor driver 38c can acquire the detection result by the recovery detection section 38b and transmit it to the sound lamp control device 5. FIG. Note that the motor driver 38c may be omitted, and the motor 38a and the return detection unit 38b may be directly connected to the input / output I / F 52 of the sound lamp control device 5 and controlled by the sound lamp control device 5.
[0050] Such a sub-movable display unit 38 is operated in order to execute an effect related to the lottery result in the jackpot lottery in the special game or the jackpot game. For example, the sub-movable display unit 38 is operated as a jackpot determination effect indicating that the jackpot lottery result is a jackpot in a special game, and also a chance to improve the expectation that the lottery result is a jackpot. It is operated as an up effect. In addition, the sub-movable display unit 38 provides a promotion effect (executed in the jackpot game) that clearly indicates that the actual lottery result is more advantageous to the player than the lottery result suggested by the special game effect in the jackpot game. In addition to operating the round number promotion effect and the promotion effect from normal jackpot to probability variable jackpot), while the right to execute the special game that is executed after the jackpot game is pending, the lottery result in the jackpot lottery is a jackpot. It is also possible to operate as a reservation-reservation-fixing effect for notifying that a certain item is included.
[0051] Note that the standby position and the operating position of the sub-movable display section 38 are not limited to the left area on the front side of the pattern display section 341, and may be other positions. Also, the number of sub movable display parts 38 is not limited to one, and may be plural, and the plural sub movable display parts 38 may cooperate, interlock, follow, or follow. Also, the sub-movable display section 38 may be movable in other directions in addition to or instead of the horizontal direction D3. For example, the sub-movable display section 38 may be movable in the vertical direction D2, oblique directions, or the like, and may be rotatable in the clockwise or counterclockwise direction. Also, the sub-movable display section 38 can be omitted, and instead of the sub-movable display section 38, one or more immovable display devices may be provided.
[0052] As shown in FIG. 4, the main display unit 36 includes a normal symbol display unit 361, a first special symbol display unit 362, a second special symbol display unit 363, and a first special symbol reservation, which are arranged in the upper right part of the game board 31. It has a number display unit 364 and a second special figure reservation number display unit 365.
[0053] The normal pattern display unit 361 includes an LED pair as a normal pattern (normal pattern), and is a normal pattern per lottery for whether or not to open the electric accessory 315b that is executed when the through gates 317L and 317R win a prize. lottery result is displayed by a combination of turning on and off the LED pair. The main control unit 331 (MPU41) blinks the LED pair (displays the normal pattern fluctuatingly) with the winning of the through gates 317L and 317R as an opportunity, and after the fluctuation display time has passed, each LED lights up or goes out (normally stops the pattern Display) to display the result of the lottery per normal figure. It should be noted that displaying the lottery result in the lottery per normal pattern by the fluctuation display and stop display of the normal pattern (normal pattern) is called "normal design game" or "normal pattern game".
[0054] The 1st special symbol display unit 362 includes a 7-segment display device as a 1st special symbol (1st special symbol), and whether or not to execute a jackpot game that is executed when the first winning port 314 is won The lottery result in the 1st special pattern lottery (1st special lottery, jackpot lottery) is displayed by a combination of turning on and off the 7 segments in the 7 segment display device. The main control unit 331 (MPU41) blinks the seven segments of the 7-segment display device with the winning of the first winning port 314 (variation display of the first special symbol), and each segment after the elapse of the variation display time The result of the jackpot lottery is displayed by turning on or off (the first special symbol is stopped and displayed). It should be noted that displaying the lottery results in the jackpot lottery by the variable display and stop display of the first special symbol (first special symbol) is referred to as "first special symbol game" or "first special symbol game".
[0055] The second special symbol display unit 363 includes a 7-segment display device as a second special symbol (second special symbol), and whether or not to execute a jackpot game that is executed when the second winning hole 315 is won The lottery result in the second special pattern lottery (second special lottery, jackpot lottery) is displayed by a combination of turning on and off the seven segments in the 7-segment display device. The main control unit 331 (MPU41) blinks the seven segments of the 7-segment display device with the winning of the second winning opening 315 (variation display of the second special symbol), and each segment after the elapse of the variation display time The result of the jackpot lottery is displayed by turning on or off (the second special symbol is stopped and displayed). It should be noted that displaying the lottery results in the jackpot lottery by the variable display and stop display of the second special symbol (second special symbol) is referred to as "second special symbol game" or "second special symbol game".
[0056] In the following, the first special symbol (first special symbol) and the second special symbol (second special symbol) may be referred to as "special symbol" or "special symbol", and the first special symbol game (second 1 special design game) and 2nd special design game (2nd special design game) may be referred to as "special design game" or "special design game".
[0057] The first special figure reservation number display unit 364 includes an LED group consisting of four LEDs, and is the number of reservations for the right to execute the first special figure game generated by winning the first winning opening 314. The first special figure The pending number N is displayed by the number of lighting of four LEDs.
[0058] The second special figure reservation number display unit 365 includes an LED group consisting of four LEDs, and is the number of reservations for the right to execute the second special figure game generated by winning the second winning opening 315. The second special figure The pending number M is displayed by the number of four LEDs lit.
[0059] The movable accessory member 39 has a predetermined standby position shown in FIG. It can move up and down along the surface of the pattern display portion 341 between the operating position indicated by the solid line. The operating position (see the solid line in FIG. 6) is closer to the center of the pattern display section 341 than the standby position (see FIG. 4). In addition, when the movable accessory member 39 is in the operating position (see the solid line in FIG. 6), the coverage of the surface of the pattern display portion 341 is higher than when it is in the standby position (see FIG. 4). In addition, the movable accessory member 39 has a plurality of lamps 391 arranged in an annular shape on the periphery. In this embodiment, 15 lamps 391 are arranged on the movable accessory member 39, and each lamp 391 can be turned on and off individually. Also, each of the plurality of lamps 391 is, for example, an LED lamp, and can be lit in a plurality of colors including white, yellow, green, red, or mixed colors thereof. In this way, each lamp 391 can be turned on and off individually, and can be turned on in a plurality of colors. Depending on the number of lights, it is possible to suggest the degree of expectation that the lottery result of the jackpot lottery that triggered the special game will be a jackpot (jackpot expectation), or to clearly indicate that the lottery result is a jackpot. become. For example, with respect to lighting colors, it is possible to set the degree of expectation for a big win in the order of white, yellow, green, and red. By doing so, it is also possible to execute a definite effect that clearly indicates that the lottery result in the big win lottery is a big win. In addition, in the present embodiment, the movable accessory member 39 is exposed from the opening 31A in the standby position (see FIG. 4), but the lottery result in the jackpot lottery is obtained using the lamp 391 of the portion exposed from the opening 31A. It is also conceivable to execute an effect suggesting the degree of expectation of a big win. For example, in the present embodiment, since the four lamps 391 located on the lower side are exposed from the opening 31A (see FIG. 4), a big win is expected depending on which lamp 391 among these lamps 391 is lit. It can be considered to suggest the degree of Also, in addition to the four lamps 391 positioned on the lower side, an image displayed on the pattern display section 341 may suggest the degree of expectation for a big win.
[0060] In addition, the movable accessory member 39 may be entirely hidden without being exposed from the opening 31A at the standby position. Also, the gaming machine 10 may include a plurality of movable accessory members 39 . Furthermore, the movable accessory member 39 may be one in which a plurality of separated movable members are combined, one that can be transformed into two or more forms, or one that has a display such as a liquid crystal display device. Of course, the movable accessory member 39 is not limited to covering part of the display screen of the pattern display section 341, and may cover the entire display screen. Also, the central part of the movable accessory member 39 may be configured as an illumination part that can be turned on and off. In this case, by lighting or blinking the illumination part, it is possible to suggest the degree of expectation for a big win or to execute an effect that clearly indicates a big win.
[0061] Such a movable accessory member 39 is operated in order to execute an effect related to the lottery result in a big winning lottery in a special game or a big winning game. For example, in a special game, the movable accessory member 39 is operated as a big win confirmation effect indicating that the lottery result in the big win lottery is a big win, and also a chance to improve the expectation that the lottery result will be a big win. It is operated as an up effect. In addition, the movable accessory member 39 is a promotion effect (executed in the jackpot game) that clearly indicates that the actual lottery result is more advantageous to the player than the lottery result suggested by the special game effect in the jackpot game. In addition to operating the round number promotion effect and the promotion effect from normal jackpot to probability variable jackpot), while the right to execute the special game that is executed after the jackpot game is pending, the lottery result in the jackpot lottery is a jackpot. It is also possible to operate as a reservation-reservation-fixing effect for notifying that a certain item is included.
[0062] As shown in FIG. 7, the gaming machine 10 includes a motor 39a that supplies driving force to the movable accessory member 39, and a return detection unit 39b for detecting that the movable accessory member 39 has returned to the standby position. have The motor 39a is a stepping motor, a DC motor, or the like, and the return detection unit 39b is an optical sensor, contact sensor, or the like. The movable accessory member 39 and the motor 39a are connected via a drive transmission mechanism such as a drive gear (not shown), and the movable accessory member 39 is moved to the standby position (see FIG. 4) according to the rotation direction of the motor 39a. downward (operating direction) from the operating position (see solid line in Fig. 6), or upward (return direction) from the operating position (see solid line in Fig. 6) to the standby position (see Fig. 4) . For example, the movable accessory member 39 is moved from the standby position (see FIG. 4) to the operating position (see the solid line in FIG. 6) by rotating the motor 39a in the forward direction. By rotating in the opposite direction, it moves from the operating position (see solid line in FIG. 6) to the standby position (see FIG. 4).
[0063] The gaming machine 10 also includes a motor driver 39c to which the motor 39a and the return detection section 39b are connected. The motor driver 39c is connected to the input / output I / F 52 of the sound lamp control device 5. Then, the motor driver 39c controls the motor 39a according to the control instruction from the sound lamp control device 5. FIG. Further, the motor driver 39c can acquire the detection result of the recovery detection section 39b and transmit it to the sound lamp control device 5. FIG. Note that the motor driver 39c may be omitted, and the motor 39a and the return detection unit 39b may be directly connected to the input / output I / F 52 of the sound lamp control device 5 and controlled by the sound lamp control device 5.
[0064] In addition, each lamp 391 of the movable accessory member 39 is individually connected to the input / output I / F 52 of the audio lamp control device 5, and each lamp 391 is individually turned on and off by the audio lamp control device 5, Also, it can be lit in a plurality of colors.
[0065] Also, the game board 31 may be provided with a magnet sensor and a radio wave sensor (both not shown). The magnet sensor is provided around the first winning opening 314 and the variable winning opening 316, for example. The magnet sensor is electrically connected to the main control unit, and the detection result of the magnet sensor is input to the main control unit 331 . As a result, when a magnet is used to fraudulently guide a game ball to the first winning port 314 or variable winning port 316, it is possible to detect the fraudulent act. On the other hand, radio wave sensors are provided around the first prize winning port 314 and the second prize winning port 315, for example. The radio wave sensor is electrically connected to the main control unit 331 , and the detection result of the radio wave sensor is input to the main control unit 331 . As a result, when an act of illegally inputting radio waves to the entering ball sensors 314a and 315a to erroneously detect the entering of a game ball is performed, it is possible to detect the illegal act. The radio wave sensor can detect radio waves of 50 MHz to 3 GHz, for example.
[0066] [Back Pack Unit 13] As shown in FIG. 3, the back pack unit 13 has a dispensing mechanism 130 and a peripheral control unit 140. As shown in FIG.
[0067] The payout mechanism 130 includes a tank 131 that stores ball game balls supplied from an island facility (not shown) of the game hall, and a payout device 132 that pays out the game balls from the tank 131 toward the upper tray 23 . Incidentally, when the game balls on the upper tray 23 are saturated, the game balls paid out from the payout device 132 are paid out to the lower tray 24.
[0068] The peripheral control unit 140 includes a payout controller 7, a launch controller 8, and a power controller 9. The payout control device 7 controls the number of game balls paid out by the payout device 132 and the like. The shooting control device 8 controls the game ball shooting mechanism 32 according to the operation of the shooting handle 22. The power supply control device 9 converts power supplied from an island facility (not shown) to which the game machine 10 is connected to a predetermined voltage level, and supplies it to the control device and drive means provided in the game machine 10 .
[0069] [System configuration of game machine 10] Next, the system configuration of the gaming machine 10 will be described with reference to FIGS. 7 to 16. FIG.
[0070] [Main control unit 331] As shown in FIG. 7, the main control unit 331 includes a main control device 4 that executes main control of games in the gaming machine 10. As shown in FIG. The main control device 4 executes a jackpot lottery as a lottery for shifting to a preset jackpot gaming state. The main controller 4 includes an MPU 41, an input / output I / F 42 and a performance information display device 4A.
[0071] The MPU 41 is an arithmetic unit configured as a one-chip microcomputer. Moreover, ROM411 and RAM412 are incorporated in MPU41. The MPU 41 executes processing according to control programs stored in the ROM 411 or the like. Also, part or all of the processing executed by main controller 4 may be executed by an electronic circuit.
[0072] The input / output I / F 42 is an input / output interface that inputs signals to the main controller 4 and outputs control signals from the main controller 4 . Also, the input / output I / F 42 is connected with the incoming ball sensors 313a to 316a, 317La, 317Ra, the out ball sensor 318a, and the like. Then, the MPU 41 enters the game ball into the general winning port 313, the first winning port 314, the second winning port 315, and the variable winning port 316 based on the detection signals from the entering ball sensors 313a to 316a, 317La, and 317Ra. It determines the presence or absence of the ball and the presence or absence of the game ball passing through the through gates 317L and 317R. Also, the MPU 41 counts the number of out balls (the number of shot balls) based on the detection signal from the out ball sensor 318a. Furthermore, the input / output I / F42, the sound lamp control device 5, the payout control device 7, the launch control device 8, and the power control device 9, etc. are connected.
[0073] Then, the MPU 41 gives the audio lamp control device 5 a normal figure fluctuation pattern command, an electric role product open command, an electric role product close command, a special figure fluctuation pattern command, a first special figure hold command, a second special figure hold command, Special figure shift command, jackpot game start command, opening start command, opening end command, open / close execution mode start command, round game start command, round game end command, interval start command, interval end command, open / close execution mode end command, ending start Commands such as command, ending end command, jackpot game end command, game set value change command, etc. are output.
[0074] Normal pattern fluctuation pattern command is a command to notify the voice lamp control device 5 the lottery results in the normal pattern fluctuation display time (normal pattern fluctuation pattern) and normal pattern per lottery in the general pattern game. Normal pattern fluctuation pattern command, when starting the variable display of the normal pattern in the normal pattern display unit 361 of the main display unit 36, based on the information stored in the later-described normal pattern reservation storage area 412c (see FIG. 11) , is set in step S1709 in the normal figure fluctuation start process of FIG. 24 described later. In addition, the general pattern fluctuation pattern command may be a command for notifying the voice lamp control device 5 of the normal pattern fluctuation display time (normal pattern fluctuation pattern) in the general pattern game. In this case, the command for notifying the audio lamp control device 5 of the lottery results in the lottery per normal pattern is set as a command different from the normal pattern fluctuation pattern command.
[0075] The electric accessory open command is a command that notifies the audio lamp control device 5 that the electric accessory 315b is opened (actuated). The electric auditors release command is set in step S1809 in the normal figure per game control process of FIG.
[0076] The electric accessory closing command is a command for notifying the audio lamp control device 5 that the electric accessory 315b is closed (returned). The electric auditors closing command is set in step S1816 in the normal figure per game control process of FIG. 25 to be described later when closing (returning) the electric auditors 315b.
[0077] The special figure variation pattern command is a command for notifying the voice lamp control device 5 of the variation display time of the special symbols in the special figure game and the lottery result in the jackpot lottery, and when the lottery result in the jackpot lottery is a jackpot Contains information about the jackpot type. The special figure variation pattern command, when starting the special symbol variation display in the first special symbol display unit 362 or the second special symbol display unit 363 of the main display unit 36, special figure reservation storage area 412b (see FIG. 8 See) is set in step S2105 in the special figure fluctuation start processing of FIG. 28 described later, based on the information stored in. In addition, the special figure variation pattern command includes information that can specify the type of special symbol when the variation is started, but the special figure variation pattern command when the variation of the first special symbol is started, and the second special symbol The special figure variation pattern command when variation is started may be set as another special figure variation command. Also, the special figure variation pattern command may be a command for notifying the voice lamp control device 5 of the special symbol variation display time and only in the special figure game. In this case, the command for notifying the lottery result and the jackpot type in the jackpot lottery to the voice lamp control device 5 is set as a command different from the special figure variation pattern command.
[0078] The first special figure reservation command and the second special figure reservation command are stored in the later-described special figure reservation storage area 412b (see FIG. 8) by entering the game ball into the first winning opening 314 or the second winning opening 315 When the 1st special figure reservation number N or the 2nd special figure reservation number M increases, the lottery result in the jackpot lottery for the increased reservation, the fluctuation display time of the special design (special figure fluctuation pattern), and the 1st It is a command to notify the special figure reservation number N or the second special figure reservation number M to the audio lamp control device 5. The first special figure reservation command and the second special figure reservation command, when there is an increase in the first special figure reservation number N or the second special figure reservation number M, special figure reservation storage area 412b described later (see FIG. 8 ), the first special figure pending command setting process of step S1105 in the start winning process of FIG. 18 described later (Step S1207 of the first special figure pending command setting process of FIG. S1209) or is set in the second special figure pending command setting process of step S1110.
[0079] The special figure shift command is the first special figure reservation storage area REA when the first special figure reservation number N or the second special figure reservation number M decreases due to the start of the special figure game (variation display of the special figure) 1 Reservation area REA1 ~ 4th reservation area REA4, or 1st reservation area REB1 ~ 4th reservation area REB4 of 2nd special reservation storage area REB (see Fig. 8) Special figure showing the lottery result in the jackpot lottery This command notifies the audio lamp controller 5 that the information has shifted. The special figure shift command is set in step S2008 in the special figure data setting process of FIG. 27 described later.
[0080] The jackpot game start command is a command for notifying the audio lamp control device 5 that the jackpot game is started, that is, the game state shifts to the jackpot game state. It is set in step S2204 in the jackpot game control process.
[0081] The opening start command is a command to notify the audio lamp control device 5 that the opening of the jackpot game is started, and when starting the opening of the jackpot game, set in step S2208 in the jackpot game control process of FIG. 29 described later. be done. It should be noted that the opening start command can be omitted because it is possible to notify the audio lamp control device 5 that the opening of the jackpot game is started by the jackpot game start command.
[0082] The opening end command is a command to notify the sound lamp control device 5 to end the opening of the jackpot game, and when the opening of the jackpot game is finished, set in step S2214 in the jackpot game control process of FIG. 30 described later. be done.
[0083] The opening and closing execution mode start command is a command to notify the voice lamp control device 5 that the opening and closing execution mode of the jackpot game is started, and when starting the opening and closing execution mode of the jackpot game, the jackpot game control of FIG. 30 described later It is set in step S2216 in the process.
[0084] The round game start command is a command to start each round game in the opening and closing execution mode in the jackpot game, and to notify the sound lamp control device 5 of round number information indicating what round the round game is. , When starting each round game, it is set in step S2217 in the jackpot game control process of FIG. 30 described later. In addition to the round game start command, when the round game is started, a command indicating the number of rounds of the round game to be started from now on may be set and the command may be transmitted to the sound lamp control device 5.
[0085] The round game end command is a command for notifying the voice lamp control device 5 that this round game is to end in the opening and closing execution mode in the jackpot game, and when ending each round game, the jackpot game in FIG. It is set in step S2229 in the control process.
[0086] Interval start command is a command to notify the voice lamp control device 5 to start the interval between round games in the opening and closing execution mode in the jackpot game, and when starting the interval, jackpot game control in FIG. 31 described later It is set in step S2233 in the process.
[0087] Interval end command is a command for notifying the voice lamp control device 5 that the interval between round games ends in the opening and closing execution mode in the jackpot game, and when ending the interval, the jackpot game control in FIG. 32 described later It is set in step S2239 in the process.
[0088] Opening and closing execution mode end command is a command to notify the sound lamp control device 5 to end the opening and closing execution mode of the jackpot game, when ending the opening and closing execution mode, step in the jackpot game control process of FIG. 31 described later Set in S2241.
[0089] The ending start command is a command that notifies the audio lamp control device 5 to start the ending of the jackpot game, and is set in step S2242 in the jackpot game control process of FIG. 31 to be described later when starting the ending.
[0090] Ending end command is a command to notify the sound lamp control device 5 to end the ending of the jackpot game, when ending the ending, is set in step S2248 in the jackpot game control process of FIG. 32 described later.
[0091] The jackpot game end command is a command for notifying the sound lamp control device 5 that the jackpot game ends, and is set in step S2250 in the jackpot game control process of FIG. 29 described later when the jackpot game ends.
[0092] The game set value change command is a command for notifying the voice lamp control device 5 that the game set value has been changed and the changed game set value. It is set in step S2408 in the game set value change process.
[0093] Commands other than the commands described above may be output from the main control device 4 to the sound lamp control device 5, but description thereof will be omitted.
[0094] In addition, the main controller 4 is also equipped with an oscillator circuit, a frequency dividing circuit, and the like as means for supplying an operation clock to the MPU 41 . The oscillator circuit outputs a clock signal with a predetermined frequency, and the frequency divider circuit changes the frequency of the clock signal output from the oscillator circuit and inputs it to the MPU 41 . Specifically, the execution cycle of main timer interrupt processing, which will be described later, executed by the MPU 41 is determined by the clock signal output from the frequency dividing circuit.
[0095] In this embodiment, a clock signal is supplied from the frequency dividing circuit to the MPU 41 at preset intervals (for example, 4 msec), and the MPU 41 performs a main timer interrupt (to be described later) each time the clock signal rises (or falls). It is assumed that the loading process is activated and executed. The oscillator circuit and the frequency divider circuit are also installed in the sub-control unit 332 and the peripheral control unit 140 as necessary, and supply the operating clocks of the control bodies in the sub-control unit 332 and the peripheral control unit 140. FIG. Also, a clock signal may be supplied from the main control unit 331 to the sub-control unit 332 and the peripheral control unit 140 .
[0096] A ROM 411 is a non-volatile storage unit in which control programs and parameter information are stored in advance. The RAM 412 is a volatile storage unit from which various information can be read and written, and is used as a primary storage area (work area) for processing executed by the MPU 41 . For example, the RAM 412 is used for setting commands to be sent to the audio lamp control device 5 and the like. Note that the RAM 412 may be a nonvolatile storage unit.
[0097] Here, with reference to FIG. 8, the storage area for the MPU 41 of the main controller 4 of the gaming machine 10 to perform a jackpot lottery or a normal figure winning lottery will be described. Specifically, the MPU 41 uses the counter information stored in the lottery counter storage area 412a of the RAM 412, the special figure reservation storage area 412b and the general figure reservation storage area 412c, and the variation display time of the jackpot lottery result and the special figure And the setting of the lottery result per normal pattern and the setting of the fluctuation display time of the normal pattern etc. are executed.
[0098] The lottery counter storage area 412a stores, as lottery counters, a jackpot random number counter C1, a jackpot type counter C2, and a reach random number counter C3. The big-hit random number counter C1 is used for a big-hit lottery to decide whether or not to execute a big-hit game. The jackpot type counter C2 is used when judging the jackpot type when the result of the jackpot lottery is a jackpot. The reach random number counter C3 is used when judging the type of loss when the result of the jackpot lottery is loss. Also, in the lottery counter storage area 412a, a jackpot random number initial value counter CIN1 and a special figure variation type counter CS1 are stored. The jackpot random number initial value counter CIN1 is used to set the initial value of the jackpot random number counter C1. The special symbol variation type counter CS1 is used to determine the variation display time of the special symbols in the first special symbol display portion 362 or the second special symbol display portion 363 of the main display portion . Furthermore, in the lottery counter storage area 412a, as lottery counters, a normal hit random number counter C4, a normal hit type random number counter C5, a normal hit random number initial value counter CIN2, and a normal figure fluctuation type counter CS2 are stored. The normal per random number counter C4 is used for the normal drawing per lottery as to whether or not the electric accessory 315b of the second winning opening 315 is to be in the electric role open state. Ordinary per type random number counter C5 is used when distributing the per normal pattern type (short open or long open) when the result of the lottery per normal pattern is per normal pattern. The normal hit random number initial value counter CIN2 is used to set the initial value of the normal hit random number counter C4. The normal pattern fluctuation type counter CS2 is used to determine the normal pattern fluctuation display time in the normal pattern display portion 361 of the main display portion .
[0099] Each of the lottery counters C1 to C5, CIN1, CIN2, CS1, and CS2 is used as a loop counter in which the MPU 41 adds 1 to the previous value at short time intervals and returns to 0 after reaching a preset maximum value. be done. The updated values are recorded in each lottery counter C1 to C5, CIN1, CIN2, CS1, CS1, and the jackpot lottery result, the fluctuation display time of the special figure, the setting of the jackpot type and the outlier type, and the lottery result per normal drawing. , It is referenced by the MPU 41 when setting the variable display time of the normal pattern and the type per normal pattern.
[0100] The special figure reservation storage area 412b includes a first special figure reservation storage area REA, a second special figure reservation storage area REB and a special figure execution area AE. The first special figure reservation storage area REA includes a first reservation area REA1, a second reservation area REA2, a third reservation area REA3, a fourth reservation area REA4, and a first special figure reservation number storage area NAA. The second special figure reservation storage area REB includes a first reservation area REB1, a second reservation area REB2, a third reservation area REB3, a fourth reservation area REB4, and a second special figure reservation number storage area NAB.
[0101] Then, when the game ball enters the first winning hole 314, the information corresponding to the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3 and the special figure variation type counter CS1 stored in the RAM 412 Acquired as special figure win / loss information used in the jackpot lottery, and stored in one of the first reservation area REA1 to fourth reservation area REA4 of the first special figure reservation storage area REA. Also, when the game ball enters the second winning hole 315, the information corresponding to the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3 and the special figure variation type counter CS1 stored in the RAM 412 Acquired as special figure win / loss information used in the jackpot lottery, and stored in one of the first reservation area REB1 to fourth reservation area REB4 of the second special figure reservation storage area REB. In addition, corresponding to each of the first special figure reservation storage area REA and the second special figure reservation storage area REB, the lottery counter storage area 412a (jackpot random number counter C1, jackpot type counter C2, reach random number counter C3 and special figure fluctuation type counter CS1, etc.) may be provided separately.
[0102] Thus, in the gaming machine 10, in addition to the jackpot random number counter C1, the jackpot type counter C2 and the reach random number counter C3, the special figure fluctuation type counter CS1 is the first reservation area REA1 to the first special figure reservation storage area REA. 4 Reservation area REA4, and stored in one of the first reservation area REB1 ~ fourth reservation area REB4 of the second special figure reservation storage area REB.
[0103] Therefore, the special features stored in the first reserved area REA1 to fourth reserved area REA4 of the first special figure reserved storage area REA and the first reserved area REB1 to fourth reserved area REB4 of the second special figure reserved storage area REB In addition to the lottery result of the jackpot lottery for the special symbol game executed based on the figure success / failure information, the special symbol (symbol display part 341 It is possible to determine in advance the fluctuation display time (special figure fluctuation pattern) for the decoration pattern in).
[0104] Specifically, when the game ball enters the first winning hole 314, the special figure success / failure information is the first reservation area REA1, the second reservation area REA2, and the third reservation area REA3 of the first special figure reservation storage area REA. , is stored in a free area in the priority order of the fourth reserved area REA4. In the first special figure reservation number storage area NAA, the number in which the special figure propriety information is stored among the first reservation area REA1 to the fourth reservation area REA4 is stored as the first special figure reservation number N.
[0105] Also, when the game ball enters the second winning hole 315, the special figure success / failure information includes the first reservation area REB1, the second reservation area REB2, the third reservation area REB3, the third reservation area REB3 of the second special reservation storage area REB. 4 Stored in an empty area in the priority order of the reserved area REB4. In the second special figure reservation number storage area NAB, the number of which the special figure propriety information is stored among the first reservation area REB1 to the fourth reservation area REB4 is stored as the second special figure reservation number M.
[0106] That is, in the gaming machine 10, the first reservation area REA1 to fourth reservation area REA4 of the first special figure reservation storage area REA, and the first reservation area REB1 to fourth reservation area REB4 of the second special figure reservation storage area REB With a total of eight storage areas corresponding to the maximum number of reservations, it is possible to reserve up to four special figure propriety information as the winning history to the first winning opening 314 and the second winning opening 315, respectively.
[0107] In addition, it is also considered as another embodiment that a holding area with a maximum number of holdings of 8 is provided in common to the first winning hole 314 and the second winning hole 315, and even in this case, up to a maximum of 8 It is possible to reserve the special figure success / failure information as the winning history. Storage processing of the special figure propriety information is executed by MPU41 by executing processing according to the control program.
[0108] The special figure execution area AE is the first special figure reservation storage area REA when the variable display of special symbols is started in the first special symbol display unit 362 or the second special symbol display unit 363 of the main display unit 36 It is a storage area used to move the special figure propriety information stored in the first reserved area REB1 of the one reserved area REA1 or the second special figure reserved storage area REB. Specifically, the special figure validity information in the first reservation area REB1 of the second special figure reservation storage area REB is preferentially moved to the special figure execution area AE, and the first reservation area of the second special figure reservation storage area REB When the special figure validity information does not exist in REB1 and the second special figure reservation number M stored in the second special figure reservation number storage area NAB is 0, the first reservation area of the first special figure reservation storage area REA The special figure propriety information of REA1 is moved to the special figure execution area AE. That is, in the gaming machine 10, the second special game is executed with priority over the first special game, and in the probability variable game state and the time saving game state which are the high frequency support modes, the game ball is placed in the right area of the game board 31. Launching, by executing the so-called right hitting, mainly the second special game is executed.
[0109] In addition, the first special figure reservation number N stored in the first special figure reservation number storage area NAA of the first special figure reservation storage area REA and the second special figure reservation number storage area of the second special figure reservation storage area REB If the difference from the second special figure reservation number M stored in NAB is 2 or more, the value of the reservation area with the higher number may be preferentially moved to the special figure execution area AE Other embodiments are possible. In addition, the special figure validity information of the first reservation area REA1 of the first special figure reservation storage area REA and the first reservation area REB1 of the second special figure reservation storage area REB may be alternately moved to the special figure execution area AE. Other embodiments are possible.
[0110] Then, the MPU 41 performs a jackpot lottery or the like based on the numerical information stored as the special figure propriety information in the special figure execution area AE at the start of one special figure game. At this time, when the first reserved area REA1 of the first special figure reserved storage area REA is moved to the special figure execution area AE, the special figure propriety information stored in the second reserved area REA2 is the first reserved area REA1 , the special figure propriety information stored in the third reserved area REA3 is shifted to the second reserved area REA2, and the special figure propriety information stored in the fourth reserved area REA4 is shifted to the third reserved area REA3.
[0111] Similarly, when the first reserved area REB1 of the second special figure reserved storage area REB is moved to the special figure execution area AE, the special figure propriety information stored in the second reserved area REB2 is stored in the first reserved area REB1 Shift, the special figure propriety information stored in the third reserved area REB3 is shifted to the second reserved area REB2, the special figure propriety information stored in the fourth reserved area REB4 is shifted to the third reserved area REB3.
[0112] The jackpot random number counter C1 is periodically updated by sequentially adding 1 within the range of, for example, 0 to 637 in step S1003 of the main timer interrupt process in FIG. 17 described later, and reaches 0 after reaching the maximum value. returned to Also, when the jackpot random number counter C1 makes one round, the value of the jackpot random number initial value counter CIN1 at that time is read as the initial value of the jackpot random number counter C1. Incidentally, the jackpot random number initial value counter CIN1 is a loop counter that is updated in the same manner as the jackpot random number counter C1. Then, in the first to fourth reservation areas REA1 to REA4, REB1 to REB4 of the first special figure reservation storage area REA1 or the second special figure reservation storage area REA2, the game ball is the first winning opening 314 or the second winning opening The value of the jackpot random number counter C1 at the timing of winning 315 is stored.
[0113] The value of the random number that becomes the jackpot is two types corresponding to the low probability mode which is the normal game state or the time saving game state and the high probability mode which is the variable game state by the success table stored in the success table storage area in the ROM 411 is set. Here, FIG. 9A is a diagram showing an example of a low-probability mode validity table corresponding to the low-probability mode, and FIG. 9B is a diagram showing an example of a high-probability mode validity table corresponding to the high-probability mode.
[0114] In the examples shown in FIGS. 9(A) and 9(B), as the low probability mode success / failure table and the high probability mode success / failure table, the probability that the lottery result of the jackpot lottery is a big win (jackpot probability) is set as the game set value. A plurality of hit / fail tables are provided which are different depending on the situation. The low-probability mode success / failure table and the high-probability mode success / failure table each include six success / failure tables corresponding to game setting values 1 to 6 in six stages. The game setting value is 6, the game setting value is 5, the game setting value is 4, the game setting value is 3, the game setting value is 2, and the game setting value is 1 in that order. becomes.
[0115] At the game setting value 1, out of 65536 random numbers from 0 to 65535, the number of random numbers with which the lottery result in the jackpot lottery is a big hit is 206 (0 to 205) for the low probability mode success / failure table, and 206 (0 to 205) for the high probability mode. There are 821 (0 to 820) probabilistic mode propriety tables. In other words, at the game setting value 1, the jackpot probability in the low probability mode is about 1 / 318.1 (206 / 65536), and the jackpot probability in the high probability mode is about four times that of the low probability mode, about 1 / 79.9 (820 / 65536).
[0116] At the game setting value 2, out of 65536 random numbers from 0 to 65535, the number of random numbers that will result in a big hit in the jackpot lottery is 212 (0 to 211) for the low probability mode success / failure table, and 212 (0 to 211) for the high probability mode. There are 845 (0 to 844) stochastic mode propriety tables. In other words, at the game setting value 2, the jackpot probability in the low probability mode is about 1 / 309.1 (212 / 65536), and the jackpot probability in the high probability mode is about 4 times that of the low probability mode, about 1 / 77.6 (845 / 65536).
[0117] At the game setting value 3, out of 65536 random numbers from 0 to 65535, the number of random numbers with which the lottery result in the jackpot lottery is a big hit is 218 (0 to 217) for the low probability mode success / failure table, and 218 (0 to 217) for the high probability mode. There are 869 (0 to 868) probabilistic mode propriety tables. In other words, at the game setting value 3, the jackpot probability in the low probability mode is about 1 / 300.6 (218 / 65536), and the jackpot probability in the high probability mode is about four times that of the low probability mode, about 1 / 75.4 (869 / 65536).
[0118] At the game setting value 4, out of 65536 random numbers from 0 to 65535, the number of random numbers that will result in a big hit in the jackpot lottery is 224 (0 to 223) for the low probability mode success / failure table, and 224 (0 to 223) for the high probability mode. There are 893 (0 to 892) stochastic mode propriety tables. In other words, at the game setting value 4, the jackpot probability in the low probability mode is about 1 / 292.6 (224 / 65536), and the jackpot probability in the high probability mode is about four times that of the low probability mode, about 1 / 73.4 (893 / 65536).
[0119] At the game setting value 5, out of 65536 random numbers from 0 to 65535, the number of random numbers with which the lottery results in the jackpot lottery will be a big hit is 230 (0 to 229) for the low probability mode success / failure table, and 230 (0 to 229) for the high probability mode. There are 917 (0 to 916) probabilistic mode propriety tables. In other words, at the game setting value 5, the jackpot probability in the low probability mode is about 1 / 284.9 (230 / 65536), and the jackpot probability in the high probability mode is about four times that of the low probability mode, about 1 / 71.5 (917 / 65536).
[0120] At the game setting value 6, out of 65536 random numbers from 0 to 65535, the number of random numbers with which the lottery result in the jackpot lottery is a big hit is 236 (0 to 235) for the low probability mode success / failure table, and 236 (0 to 235) for the high probability mode. There are 941 (0 to 940) stochastic mode correctness tables. In other words, at the game setting value 6, the jackpot probability in the low probability mode is about 1 / 277.7 (236 / 65536), and the jackpot probability in the high probability mode is about four times that of the low probability mode, about 1 / 69.6 (941 / 65536).
[0121] Incidentally, if the value of the big hit random number counter C1 is other than the random number value for winning the big hit, the lottery result in the big hit lottery will be lost.
[0122] Here, in the low-probability mode success / failure table and the high-probability mode success / failure table, it is also considered that the random numbers that result in a big win are common to the lottery results of the jackpot lottery between the same game set values, but that the random numbers that result in a big win are not common. be done. Also, the random numbers for winning the jackpot may not be continuous values, but may be partially or wholly discrete values.
[0123] Also, the low-probability mode success / failure table and the high-probability mode success / failure table are provided six each according to the game setting values in six stages, but at least one success / failure table for each mode is sufficient. In other words, the game setting value is not limited to six stages. It is also conceivable to provide a plurality of low-probability mode success / failure tables corresponding to game set values in multiple stages, and to provide one high-probability mode success / failure table. That is, it is conceivable to provide a plurality of stages of game setting values for the low probability mode, and not to provide stepwise game setting values for the high probability mode, thereby making the jackpot probability uniform. Of course, the jackpot probability in the low-probability mode may be made uniform, and game setting values of multiple stages may be provided for the high-probability mode.
[0124] The jackpot type counter C2 is incremented by 1 in order within the range of 0 to 19, and is returned to 0 after reaching the maximum value. The jackpot type counter C2 is periodically updated, and is stored in the special figure reservation storage area 412b at the timing when the game ball wins the first winning opening 314 or the second winning opening 315. In the gaming machine 10, the value of the jackpot type counter C2 corresponding to each of the two types of jackpot types, the variable jackpot and the normal jackpot, is set by the distribution table stored in the distribution table storage area in the ROM411.
[0125] Here, FIG. 9C is a diagram showing an example of the allocation table. In the example shown in FIG. 9 (C), if the type of special game is the first special game triggered by winning the first winning port 314, the number of random numbers to be a 5R probability variable jackpot is 0 to 9 There are 10, the number of random numbers that will be the 16R probability variable jackpot is 5, 10 to 14, and the number of random numbers that will be the 5R normal jackpot is 5, 15 to 19. On the other hand, if the type of special game is the second special game triggered by winning the second winning port 315, the number of random numbers to be the 5R probability variable jackpot is 5 of 0 to 4, and the 16R probability variable jackpot The number of random numbers that will be 5 to 14 is 10, and the number of random numbers that will be the 5R normal jackpot is 5 from 15 to 19. That is, in the gaming machine 10, the probability of the probability variable jackpot in the first special symbol game and the second special symbol game is set to be the same at 75%, but 16R in the second special symbol game compared to the first special symbol game The probability of a definite variable jackpot is set high. That is, in the variable game state (high probability mode and high frequency support mode with a high probability of opening the electric accessory 315b), and in the time saving game state (low probability mode and high frequency support mode), the normal game state (low probability mode and electric Low-frequency support mode in which the probability of opening the accessory 315b is low), the acquisition expected value of the game ball is set high when the lottery result in the jackpot lottery is a jackpot.
[0126] Then, in both the first special game and the second special game, if the result of the jackpot lottery is a probability variation jackpot, after the jackpot game ends, the probability variation game state (high probability mode and high frequency support mode) Transition. In the game machine 10, the upper limit is not set to the number of times of the special figure game that can be executed in the probability variable gaming state, and the game machine 10 is configured as a so-called loop probability variable machine.
[0127] Further, when the result of the jackpot lottery is a normal jackpot, the game shifts to a time-saving game state (low-probability mode and high-frequency support mode) after the jackpot game ends. In the gaming machine 10, the upper limit (100 times in this embodiment) is set to the number of times of the special figure game that can be executed in the time saving game state (the number of times of the time saving game), and the jackpot within the special figure game number of this upper limit When the result of the lottery is not a big hit, the normal game state, which is the low-frequency support mode, is entered after execution of the special game with the upper limit value. In addition, the special figure game frequency in the time saving game state is not limited to 100 times, and may be other times.
[0128] In addition, the transition from the probability variable gaming state to the normal gaming state is not limited to when the special figure game of the upper limit value is executed, for example, it may be executed when the state transition lottery (fall lottery) is won. . In this case, until the special figure game of the predetermined number of times is executed, from the probability variation gaming state to the normal game state (falling) so as not to move (fall), to the predetermined number of times as the minimum number of special figure games to be executed in the probability variation gaming state Guarantee is also possible. Thereby, it is prevented that the number of times of the special figure game executed in the probability variation game state is remarkably reduced.
[0129] It should be noted that, in the present embodiment, the first winning opening 314, which is an opportunity to execute the first special symbol game by winning, and the second winning opening 315, which is an opportunity to execute the second special symbol game by winning, are individually shaken. A minute table is set, and the distribution probability of the jackpot type differs depending on whether the game ball wins the first winning port 314 or the second winning port 315, but the first special symbol game and the second special symbol It is also conceivable that the distribution probability of the jackpot type is the same in the game. In addition, the game machine 10 is not limited to a loop variable machine, and can be configured as an ST machine including a V-ST machine, a one-two-kind mixing machine, or the like.
[0130] Then, MPU41, based on the values of the jackpot random number counter C1 and jackpot type counter C2 stored in the special figure execution area AE, the lottery result in the jackpot lottery is "5R probability variable jackpot", "16R probability variable jackpot", " Determine whether it is 5R normal jackpot” or “out”.
[0131] Here, when the lottery result in the jackpot lottery is the 5R probability variable jackpot or the 5R normal jackpot, an open / close execution mode is executed in which the round game in which the variable winning opening 316 is opened in a predetermined manner is repeated five times in the jackpot game. In addition, when the lottery result in the jackpot lottery is a 16R probability variable jackpot, the opening and closing execution mode in which the round game is repeated 16 times in the jackpot game is executed. In addition, as an opening mode of the variable winning opening 316 in each round game, for example, opening the variable winning opening 316 once is conceivable. Of course, it is conceivable to open the variable winning opening 316 multiple times in part or all of the round game.
[0132] In the case of a 5R probability variable jackpot or a 16R probability variable jackpot, after the jackpot game ends, the game shifts to a probability variable game state which is a high probability mode with a high probability of winning a jackpot and a high frequency support mode with a high probability of opening the electric accessory 315b. And, in this embodiment, the probability variation gaming state continues until the MPU 41 determines that the lottery result in the jackpot lottery is "5R probability variation jackpot", "16R probability variation jackpot" or "5R normal jackpot".
[0133] On the other hand, in the case of the 5R normal jackpot, after the jackpot game ends, the game shifts to a time-saving game state, which is a low-probability mode with a low jackpot winning probability and a high-frequency support mode with a high opening probability of the electric accessory 315b. And, in this embodiment, the time-saving gaming state (low-probability mode and high-frequency support mode) continues until the player is notified of the lottery result of the jackpot lottery for a predetermined number of times, such as 100 times. Alternatively, the game ends when the player is informed that the lottery result of the big win lottery is a big win before the specified number of times has passed.
[0134] In addition, it is also possible to perform a falling lottery from the variable probability game state to the time saving game state or the normal game state in the special figure game as another embodiment. In addition, when the lottery result in the jackpot lottery is out, the variable probability game state is not shifted to the jackpot game state and the time saving game state. In the present embodiment, the case where the gaming machine 10 has three kinds of jackpot types, 5R probability variation jackpot, 16R probability variation jackpot and 5R normal jackpot, will be described as an example. It is also conceivable to have other jackpot types, such as round normal jackpot, 16R normal jackpot.
[0135] In addition, the reach random number counter C3 is periodically updated by being sequentially incremented by 1 within the range of 0 to 238, for example, in step S1003 of the main timer interrupt processing in FIG. It will be reset to 0 afterwards. Then, in the first to fourth reservation areas REA1 to REA4, REB1 to REB4 of the first special figure reservation storage area REA1 or the second special figure reservation storage area REA2, the game ball is the first winning opening 314 or the second winning opening The value of the reach random number counter C3 at the timing of winning 315 is stored.
[0136] In the gaming machine 10, the reach random number counter C3 selects the type of stop result of the variable display displayed on the symbol display unit 341 when the lottery result in the jackpot lottery is a loss. Specifically, according to the outlier type table stored in the outlier type table storage area in the ROM 411, after the reach occurs, the final stop symbol is shifted by one before and after the reach symbol and stops before and after the outlier reach, and the same reach occurs. After that, the value of the reach random number counter C3 corresponding to each of three kinds of loss types is set, namely, reach other than before and after the final stop pattern stops before and after the reach pattern, and complete loss where reach does not occur.
[0137] Here, FIG. 9(D) is a diagram showing an example of the exclusion type table. In the example shown in FIG. 9(D), the random number values that lead to outlier reach are 0 to 8, the random number values that lead to reach other than front and back are 9 to 38, and the random number value that leads to complete error is 39. ~238. In addition, MPU41, 5R probability variable jackpot, 16R probability variable jackpot or 5R normal jackpot winning special game, that is, in the special game that shifts to the jackpot game state, it is determined that the reach occurs regardless of the value of the reach random number counter C3. .
[0138] Here, the ready-to-win indicates a state in which a symbol combination of decorative symbols indicating that a jackpot has been won is likely to occur during the period from the start of the variable display of the symbols in the symbol display section 341 to the stop display of the symbols. It is a variable state that In one example, the same pattern is stopped and displayed at two of the three stop positions of the decoration pattern on the active line in the pattern display section 341, and the display pattern corresponding to the remaining one stop position fluctuates. be. In addition, during the fluctuation state of the reach in the pattern display unit 341, a story production process that suggests the degree of expectation by displaying a moving image of a predetermined character or the like, and a game in which the operation of the operation button 20 by the player is reflected in the production. A person-participation type operation rendering process and the like are executed. It is conceivable that the variable display in the symbol display section 341 is hidden, or displayed in a reduced or enlarged size during execution of these effect processes.
[0139] Special figure variation type counter CS1 is, for example, incremented by 1 in order within the range of 0 to 199, and is returned to 0 after reaching the maximum value. Specifically, the special symbol variation type counter CS1, according to the lottery result of the jackpot lottery, the special symbol (symbol display part It determines the special figure variation pattern type (variation display time of the special symbol) indicating the variation display time of the decoration symbol in 341). In this way, by determining the special figure fluctuation pattern type, the audio ramp control device 5 can perform rough special effects such as multi-reach production of high-speed fluctuation production (basic production, non-reach production), super reach production, and special reach production. The variation type (production pattern) in the figure game is determined according to the special figure variation pattern type (variation display time of the special symbol). Special figure variation type counter CS1 is updated at least once in step S1402 each time the main process of FIG. 21 described later by MPU41 is executed once, and is repeatedly updated in step S1414 even within the remaining time in the main process. . Then, in the first to fourth reservation areas REA1 to REA4, REB1 to REB4 of the first special figure reservation storage area REA1 or the second special figure reservation storage area REA2, the game ball is the first winning opening 314 or the second winning opening The value of the special figure variation type counter CS1 at the timing of winning 315 is stored.
[0140] Then, the MPU41, the special symbol variation type counter CS1, the variation table preset according to the result of the jackpot lottery (see Figure 10 (A) ~ Figure 10 (C)) based on the variation display time of the special symbol To determine the special figure fluctuation pattern that shows. Specifically, the MPU 41 is a normal jackpot fluctuation table (see FIG. 10 (A)) stored in advance in the fluctuation table storage area of the ROM 411, a probability variable jackpot fluctuation table (see FIG. 10 (B)), or an outlier fluctuation table ( Figure 10 (C) reference) to identify the special figure variation pattern type. Note that these variation tables may be separately provided for the low-probability mode and the high-probability mode. Further, the probability variable jackpot variation table may be separately provided for each of the 5R probability variable jackpot and the 16R probability variable jackpot.
[0141] Here, FIGS. 10A, 10B, and 10C are diagrams showing examples of the variation table. The normal jackpot fluctuation table shown in FIG. 10 (A), the probability variable jackpot fluctuation table shown in FIG. 10 (B), and the deviation fluctuation table shown in FIG. Patterns are associated in advance. Then, the MPU 41, if the lottery result in the jackpot lottery is "5R normal jackpot", the normal jackpot fluctuation table shown in FIG. 10 (B) shown in the probability variation jackpot variation table, if the lottery result is "missing" respectively refer to the deviation variation table shown in FIG. 10 (C) to specify the type of special figure variation pattern.
[0142] More specifically, as shown in FIGS. 10 (A) and 10 (B), in the normal jackpot fluctuation table and probability variation jackpot fluctuation table, the special figure fluctuation pattern "01" according to the value of the special figure fluctuation type counter CS1 ~ One of "03" is selected. Here, when the special figure variation pattern "01" is selected, the normal reach production pattern with a variation display time of 30 s is determined as the variation type (production pattern type) in the sound lamp control device 5, and in the pattern display unit 341 etc. A special game effect is executed according to the normal reach effect pattern. The normal reach production pattern is a production pattern in which the final individual production type in the special game production is the normal reach production. In addition, when the special figure variation pattern "02" is selected, the super reach effect pattern whose variation display time is 60 s is determined as the variation type (effect pattern type) in the audio lamp control device 5, and in the symbol display unit 341 etc. A special game effect is executed according to the super ready-to-win effect pattern. The super reach production pattern is a production pattern in which the final individual production type in the special game production is the super reach production. Furthermore, when the special figure variation pattern "03" is selected, the special reach effect pattern which is 90s with the longest variation display time is determined as the variation type (effect pattern) in the audio lamp control device 5, and the symbol display unit 341 etc. A special game effect is executed according to the special ready-to-win effect pattern. The special reach production pattern is a production pattern in which the final individual production type in the special game production is the special reach production.
[0143] As shown in FIG. 10(C), in the lost fluctuation table, the stop display type of the decoration pattern at the time of loss determined by the value of the reach random number counter C3 corresponds to the stop display type (front and back reach, reach other than front and back, complete loss) Then, the correspondence relationship between the special figure variation type counter CS1 and the special figure variation pattern is defined. More specifically, if the stop display type at the time of deviation is a reach other than the front-rear out reach or the front-rear out reach, any of the special figure fluctuation patterns "01" to "03" depending on the value of the special figure fluctuation type counter CS1 is selected. On the other hand, if the stop display type at the time of disconnection is completely off, either the special figure variation pattern "04" or "05" is selected according to the value of the special figure variation type counter CS1. In addition, when the special figure variation pattern "04" is selected, the voice lamp control device 5 determines a non-reach production pattern (7 seconds non-reach production pattern) with a variation display time of 7s as a variation type (production pattern type). Then, the special figure game effect is executed according to the non-reach effect pattern for 7 seconds in the symbol display unit 341 and the like. In addition, when the special figure variation pattern "05" is selected, the voice ramp control device 5 determines a non-reach production pattern (10 seconds non-reach production pattern) with a variation display time of 10 seconds as a variation type (production pattern type). Then, the special figure game effect is executed according to the non-reach effect pattern for 10 seconds in the symbol display unit 341 and the like.
[0144] For example, in the game machine 10, as a variation display at the time of deviation corresponding to the special figure variation pattern "04", the variation display of the decorative pattern is not accompanied by a notice effect such as a character, a message, etc. Variation display of the stop-displayed outlier pattern is executed. In addition, in the game machine 10, as a variation display at the time of deviation corresponding to the special figure variation pattern "05", the variation display of the decoration pattern is stopped with a combination of symbols, accompanied by an advance notice effect that displays characters, messages, etc. Variation display of the displayed outlier pattern is performed. In addition, when the variation display at the time of deviation corresponding to the special figure variation pattern "05" is performed, a player participation type operation effect that reflects the operation of the operation button 20 by the player is executed as a notice effect. be.
[0145] In addition, the type of special figure variation pattern is not limited to the examples shown in FIGS. 10(A), 10(B) and 10(C).
[0146] For example, in the gaming machine 10, a plurality of types of normal reach effects with different characters, stories, etc. are prepared as normal reach effects executed in the normal reach effect pattern corresponding to the special figure variation pattern "01", and selected from among them. Any normal reach effect is executed.
[0147] Similarly, in the gaming machine 10, a plurality of types of super reach effects with different characters, stories, etc. are prepared as super reach effects executed in the super reach effect pattern corresponding to the special figure variation pattern "02". Any super reach effect selected from is executed. The super reach effect is a reach effect with a longer fluctuation time than the normal reach effect. Executed when suggesting to the player that the probability (expectation) is low.
[0148] Furthermore, in the gaming machine 10, a plurality of types of special reach effects with different characters, stories, etc. are prepared as special reach effects executed in the special reach effect pattern corresponding to the special figure variation pattern "03". Any special reach effect selected from is executed. The special ready-to-win effect is a ready-to-win effect with a longer fluctuation time than the normal ready-to-win effect, and is an effect developed from, for example, the normal ready-to-win effect or the super ready-to-win effect. The special reach effect is executed when suggesting to the player that the probability (expectation) of winning the jackpot is higher than in the normal reach effect and the special reach effect.
[0149] In addition, the effect pattern corresponding to the special figure variation pattern includes an operation effect in which the operation status of the operation button 20 by the player is reflected in the effect, for example, a single operation effect in which a single operation is reflected in the effect, and an operation button by the player. A player-participating operation effect such as a continuous-hit operation effect in which 20 continuous-hit operations are reflected in the effect, and a long-press operation effect in which the player's long-press operation of the operation button 20 is reflected in the effect may be included.
[0150] Then, when the MPU 41 specifies the variable display time of the special symbol in the first special symbol display portion 362 or the second special symbol display portion 363 of the main display portion 36 (the variable display time of the decorative symbol in the symbol display portion 341), A special figure variation pattern command indicating the special figure variation display time and the lottery result in the jackpot lottery is input to the voice lamp control device 5. Specifically, when the lottery result is "5R normal jackpot", MPU41 is a special figure with "A" in front of the special figure fluctuation patterns "01" to "03" indicating that it is a 5R normal jackpot Outputs one of the variation pattern commands "A01" to "A03". In addition, if the lottery result is "5R probability variation jackpot", the special figure variation pattern with "B" indicating that it is a 5R probability variation jackpot before the special figure variation patterns "01" to "03" Output one of the commands "B01" to "B03". In addition, if the lottery result is "16R probability variable jackpot", the special figure fluctuation pattern with "C" indicating that it is a 16R probability variable jackpot before the special figure fluctuation patterns "01" to "03" Output one of the commands "C01" to "C03". In addition, when the lottery result is "out", the MPU 41 has a special figure variation pattern command "D01" with "D" indicating that it is out before the special figure variation patterns "01" to "05". ~ outputs one of "D05". That is, the special figure variation pattern command includes not only the special figure variation pattern (the time of the special figure game), which is the variation display time of the special symbol, but also the information specifying the result of the big hit lottery. Then, in the voice lamp control device 5, based on the special figure variation pattern command, not only the special figure variation pattern (special figure game time), which is the variation display time of the special symbol, but also the result of the jackpot lottery can be determined. It is possible, and based on the variation display time of the special symbol (time of the special symbol game) and the result of the big hit lottery, the variation type (production pattern) displayed in the symbol display unit 341 etc., and the stop of the decorative symbol Determine details such as display combinations. Then, the audio lamp control device 5, based on the determined variation type (production pattern) and other details, displays the decorative pattern in the pattern display unit 341 while displaying the decorative pattern in a variable display and a stop display, and performs image production in accordance with the variable display of the decorative pattern. Further, the speaker 26 executes a sound effect in accordance with the variable display of the decoration pattern, and the illumination part 27 executes the illumination effect (lamp effect).
[0151] Thus, in the gaming machine 10, the MPU41 of the main control device 4, based on the special figure variation type counter CS1 and the variation table, performs a simple process of determining the variation display time of the decorative symbols in the symbol display unit 341 It will be. Therefore, even if the MPU 41 of the gaming machine 10 is composed of an 8-bit microcomputer, the MPU 41 can stably execute the big winning lottery. In addition, since the details of the variation mode of the decorative pattern actually displayed on the pattern display unit 341 are determined by the sound lamp control device 5, it is possible to selectively execute a wide variety of variation modes as the variation mode. is.
[0152] Figure 10 (A) ~ FIG. 10 (C) is shown in the variation table is used in common in various gaming states (normal gaming state, time-saving gaming state and probability variable gaming state), but the variation table is individually for each gaming state may be set, and the variable table may be set separately in the high frequency support mode (time reduction gaming state and probability variation gaming state) and the low frequency support mode. Also, when setting the variable table individually for each game state and support mode, the average value of the variable display time is, for example, normal game state (low frequency support mode) is better, time-saving game state and probability variable game state (high frequency support mode). In addition, when setting different variation tables in the time saving gaming state and the probability variation gaming state, the average value of the variation display time may be set longer in the time saving gaming state than in the probability variation gaming state, or in the probability variation gaming state It may be set longer than the time-saving game state.
[0153] Here, FIG. 11 is a block diagram showing an example of the general map reservation storage area 412c of the storage area of the main controller 4 shown in FIG. As shown in FIG. 11, the general map reserved storage area 412c includes the general map first reservation area SE1, the general map second reservation area SE2, the general map third reservation area SE3, the general map fourth reservation area SE4, and the general map fluctuation. It includes a pending number storage area SNA and a normal map execution area SAE.
[0154] Ordinary figure 1st reservation area SE1 ~ Ordinary figure 4th reservation area SE4 is normally per random number counter C4 that is acquired as Ordinary figure winning or not information used in the general figure per lottery when the game ball passes through the through gate 317L, 317R , It is a storage area that stores the normal per type random number counter C5 and the normal figure fluctuation type counter CS2.
[0155] The general pattern fluctuation reservation number storage area SNA stores the number of the general pattern first reservation area SE1 to the general pattern fourth reservation area SE4 in which the general pattern correctness information is stored. That is, the general pattern fluctuation reservation number storage area SNA is a storage area for storing the number of reservations of the right to execute the general pattern game.
[0156] The general pattern execution area SAE is a memory used to move the general pattern first reservation area SE1 general pattern correctness information when the normal pattern variable display is started in the normal pattern display unit 361 of the main display unit 36. area. Then, the MPU 41, at the start of one normal game, the numerical information (normal per random number counter C4, normal per type random number counter C5 and normal per type random number counter C5) stored as general pattern correctness information in the normal pattern execution area SAE Based on the value of the counter CS2), the general figure per right or wrong table (see FIGS. 12 (A) and 12 (B)) and the general figure per type distribution table (FIGS. 12 (C) and 12 (D) reference) is used to perform a lottery per normal pattern, and the normal pattern fluctuation table (not shown) is used to determine the normal pattern fluctuation display time for the normal pattern. At this time, if the general map correctness information stored in the general map first reservation area SE1 is moved to the general map execution area SAE, the general map correctness information stored in the general map second reservation area SE2 is Shifted to the first reservation area SE1, the general map correctness information stored in the general map third reservation area SE3 is shifted to the general map second reservation area SE2, and the general map correctness information stored in the general map fourth reservation area SE4 The information is shifted to the general map 3rd reservation area SE3.
[0157] Ordinary random number counter C4 is periodically updated by sequentially adding 1 within the range of 0 to 299 in step S1003 of the main timer interrupt processing of FIG. 17 described later, and after reaching the maximum value set back to 0. Then, the value of the normal per random number counter C4 at the timing when the game ball wins the through gates 317L and 317R is stored in the general figure 1st reservation area SE1 to the general figure 4th reservation area SE4 of the general figure reservation storage area 412c. be done. In addition, at a predetermined timing, a normal drawing lottery is performed as to whether or not to open the electric accessory 315b for a predetermined time according to the value of the normal random number counter C4 stored in the normal drawing reservation storage area 412c.
[0158] Here, FIGS. 12(A) and 12(B) are diagrams showing an example of a general-purpose hit / failure table. In this embodiment, as the general figure per right or wrong table, low frequency support mode general figure per right or wrong table shown in FIG. is set. That is, in the present embodiment, as will be described later, the low frequency support mode and the high frequency support mode, the probability per normal pattern is different, the high frequency support mode is higher than the low frequency support mode. is set.
[0159] The low-frequency support mode general figure per right or wrong table shown in FIG. 12(A) is a table used in the general figure per lottery in the normal game state which is the low frequency support mode. As shown in Figure 12 (A), in the low-frequency support mode general pattern per hit table, if the value of the random number counter C4 per general pattern is 0, the value of the random number counter C4 per general pattern is 1 to 299 If set to off. In other words, in the normal game state (low frequency support mode), the normal pattern per probability is set to 1 / 300, and the operation frequency of the electric auditors 315b is low.
[0160] The high-frequency support mode general figure hit / failure table shown in FIG. 12(B) is a table used in the general figure per lottery in the high frequency support mode probability variation gaming state and time saving gaming state. As shown in Figure 12 (B), in the high-frequency support mode general figure per right or wrong table, contrary to the low frequency support mode general figure per right or wrong table, when the value of the random number counter C4 per general figure is 0, When the value of the random number counter C4 per normal map is 1 to 299, it is set per normal map. In other words, in the probability variable gaming state and the time-saving gaming state (high frequency support mode), the normal pattern per probability is set to 299 / 300, and the normal pattern per probability is set higher than the normal game state (low frequency support mode) Along with this, the frequency of operation of the electric accessory 315b is increased.
[0161] In addition, the low frequency support mode normal pattern per probability and the high frequency support mode normal pattern per probability are not limited to the examples shown in FIGS. 12(A) and 12(B) and can be changed as appropriate.
[0162] Ordinary hit type random number counter C5 is periodically updated by adding 1 in order within the range of 0 to 199, for example, in step S1003 of the main timer interrupt process of FIG. 17 described later, and reached the maximum value It will be reset to 0 afterwards. And, in the general figure 1st reservation area SE1 ~ general figure 4th reservation area SE4 of the general figure reservation storage area 412c, the value of the normal per type random number counter C5 at the timing when the game ball wins the through gate 317L, 317R Stored. Also, when the value of the normal per random number counter C4 stored in the general map 1st reservation area SE1 to the general map 4th reservation area SE4 is per general pattern, the general map 1st reservation area SE1 to the general map 4th reservation By the value of the normal per type random number counter C5 stored in the area SE4, the type per normal pattern (per short open normal pattern and per long open normal pattern), that is, the opening time of the electric accessory 315b is set.
[0163] Here, FIG. 12(C) and FIG. 12(D) are diagrams showing an example of a per-universal figure type distribution table. In this embodiment, as per normal figure type distribution table, low frequency support mode per normal map type distribution table shown in FIG. 12 (C), high frequency support mode shown in FIG. Two types are set, one with a minute table. That is, in the present embodiment, as will be described later, the low frequency support mode and the high frequency support mode have different distribution probabilities for the types per normal pattern (per short open normal pattern and per long open normal pattern).
[0164] Here, in the case of a short open normal figure hit, the electric accessory 315b is opened for a short time (for example, 0.1 seconds), so that the game ball can enter the second winning opening 315 for a short time (for example, 0.1 seconds). A short open normal figure per game is executed. In this short open normal figure per game, it is difficult for the game ball to enter the second winning port 315 because the opening time of the electric accessory 315b is short, and in many cases, the game ball does not enter the second winning port 315 .
[0165] On the other hand, in the case of a long open normal pattern, the electric accessory 315b is opened for a longer time than the short open normal pattern per game (for example, 6 seconds), so that the second winning port 315 is opened than the short open normal pattern per game. A game is executed for a long open normal game in which the game ball can be entered for a long time (for example, 6 seconds). In this long open normal game, the opening time of the electric accessory 315b is long, so the game ball easily enters the second winning port 315, and the upper limit number (for example, 4) of the right to execute the second special game ).
[0166] Low frequency support mode per normal figure type distribution table shown in FIG. As shown in Figure 12 (C), in the low-frequency support mode per normal map type distribution table, when the value of the per normal map type random number counter C5 is 0 to 99, the short open per normal map, per normal map type random number When the value of the counter C5 is 100 to 199, it is set per long open / universal map. In other words, in the normal game state (low frequency support mode), the distribution ratio between the short open normal map and the long open normal map per is set to 1:1. Of course, the distribution ratio between the short open normal map and the long open normal map in the normal game state (low frequency support mode) does not necessarily have to be 1:1 and can be changed as appropriate. The distribution rate per figure is zero (the value of the normal per-type random number counter C5 per long open normal map is zero) or almost zero (the value of the normal per-type random number counter C5 per long open normal map is 1 or 2 ) can also be set.
[0167] The high-frequency support mode normal figure per type distribution table shown in FIG. 12 (D) is a table used in the normal figure per lottery in the high frequency support mode probability variation game state and time saving game state. As shown in Figure 12 (D), in the high-frequency support mode per normal map type distribution table, when the value of the per normal map type random number counter C5 is 0, the short open per normal map, per normal map type random number counter C5 If the value of is 1 to 199, it is set per long open wide map. That is, in the probability variation gaming state and the time-saving gaming state (high frequency support mode), it is set to be more easily distributed per long open normal figure than per short open normal figure. Of course, the allocation rate between the short open normal figure per and the long open normal figure per probability variation gaming state and time saving gaming state (high frequency support mode) is not limited to the example shown in FIG. 12 (D) as appropriate It can be changed, for example, it is also possible to set the distribution rate per short open normal figure to zero (the value of the normal per type random number counter C5 per short open normal figure is zero).
[0168] In addition, the opening of the electric accessary 315b is not limited to once per game per normal figure, and may be multiple times. In this case, the opening time and the opening interval (interval between opening) of each opening of the electric auditors 315b in the game per normal figure may be one type or multiple types.
[0169] Normal figure fluctuation type counter CS2 is, for example, incremented by 1 in order within the range of 0 to 99, and is updated at least once in step S1402 each time the main processing of FIG. 21 described later is executed once, and the It is repeatedly updated in step S1414 even within the remaining time in the main process. Then, in the general pattern first reservation area SE1 to the general pattern fourth reservation area SE4 of the general pattern reservation storage area 412c, the value of the general pattern variation type counter CS2 at the timing when the game ball wins the through gates 317L and 317R Stored. Also, at a predetermined timing, based on the value of the general pattern fluctuation type counter CS2 stored in the general pattern reservation storage area 412c, the general pattern fluctuation display time is determined with reference to the general pattern fluctuation display table (not shown). be.
[0170] The normal map fluctuation display table (not shown) is, for example, a high frequency support mode normal map fluctuation table that is referenced when it is in high frequency support mode, and a low frequency support mode normal map that is referenced when it is low frequency support mode. and a variable display table. In the high frequency support mode general pattern fluctuation display table and the low frequency support mode general pattern fluctuation display table, for example, a plurality of general pattern fluctuation display times are set in correspondence with the value of the general pattern fluctuation type counter CS2. Also, normally, the high frequency support mode general pattern fluctuation display table is set so that the average time of the general pattern fluctuation display time is shorter than the low frequency support mode general pattern fluctuation display table. For example, the partial fluctuation display time set in the high frequency support mode general pattern fluctuation display table is set to be longer than the partial fluctuation display time set in the low frequency support mode general pattern fluctuation display table. However, all fluctuation display times set in the high-frequency support mode general figure fluctuation display table should be set to be longer than all fluctuation display times set in the low-frequency support mode general figure fluctuation display table. may
[0171] In addition, a common general figure fluctuation display table may be set for the high frequency support mode and the low frequency support mode, and at least of the high frequency support mode general figure fluctuation display table and the low frequency support mode general figure fluctuation display table The normal pattern fluctuation display time set in one normal pattern fluctuation display table may be one type. In addition, the normal pattern fluctuation display time may be set according to the normal pattern fluctuation pending number X, for example, the normal pattern fluctuation display time may be set so that the larger the normal pattern fluctuation pending number X is, the shorter the normal pattern fluctuation display time is. , It may be set so that the less normal pattern fluctuation retention number X, the longer the normal pattern fluctuation display time.
[0172] Here, FIG. 13 is a block diagram showing an example of the game information storage area 412d set in the RAM 412 in the MPU 41 of the main controller 4 of the gaming machine shown in FIG. The game information storage area 412d stores game information relating to game history, ball payout performance, and the like. In the present embodiment, the gaming information storage area 412d stores the following types of game information: "number of balls out", "number of balls discharged from general winning opening", "number of balls discharged from first winning opening", "number of balls discharged from second winning opening". ”, “Variable number of prize-winning balls paid out”, “Set value”, “Base information”, “Continuous role ratio information”, “Accessory ratio information”, “Accumulated jackpot lottery number”, “Unit jackpot lottery number”, "Big win count" and "Consecutive loss count" are stored. Among these game information, "game set value", "base information", "consecutive role ratio information", "player ratio information", and "unit jackpot lottery number of times" game information (performance information) ).
[0173] The "number of out balls" is an integrated value of the number of game balls shot to the game board 31 in the normal game state (low probability mode and low frequency support mode). This "number of out balls" is stored as a value obtained by counting out balls detected by the out ball sensor 318a in the sensor detection process of step S1001 in the main timer interrupt process of FIG. 17, which will be described later.
[0174] The "general winning hole payout ball number" is an integrated value of game balls paid out for winning to the general winning hole 313 in the normal game state (low probability mode and low frequency support mode). This "general winning hole payout number of balls" is set by the winning ball command setting in step S1403 in the main processing of FIG. When setting the prize ball command for causing the payout control device 7 to pay out the number of prize balls according to the winning to the general prize opening 313 in the process, the number of payout balls due to the current win is added to the value to be updated. .
[0175] The "first winning hole payout ball number" is an integrated value of game balls paid out for winning to the first winning hole 314 in the normal game state (low-probability mode and low-frequency support mode). This "number of balls to be paid out to the first winning hole" is determined by the number of winning balls in step S1403 in the main process of FIG. A value obtained by adding the number of payout balls for the current win when setting the prize ball command for causing the payout control device 7 to pay out the number of prize balls according to the winning to the first winning port 314 in the command setting process update to
[0176] "Second winning hole payout ball number" is an integrated value of game balls paid out for winning to the second winning hole 315 in the time-saving gaming state (low probability mode and high frequency support mode). This "second winning hole payout number of balls" is, when the winning to the second winning hole 315 is detected by the ball entry sensor 315a in the time-saving game state, the winning ball of step S1403 in the main process of FIG. A value obtained by adding the number of payout balls for the current win when setting the prize ball command for causing the payout control device 7 to pay out the number of prize balls according to the winning to the second winning port 315 in the command setting process update to
[0177] The “variable winning hole payout ball number” is an integrated value of game balls paid out for winning to the variable winning hole 316 in the jackpot game state. This "variable winning hole payout ball number" is set by the winning ball command setting in step S1403 in the main processing of FIG. When setting the prize ball command for causing the payout control device 7 to pay out the number of prize balls according to the winning to the variable winning port 316 in the process, the number of payout balls due to this winning is added to the value updated. .
[0178] The "game setting value" is for selecting the low probability mode success / failure table (see FIG. 9(A)) and the high probability mode success / failure table (see FIG. 9(B)) used in the jackpot lottery (determination of success / failure). . In other words, the "game set value" defines the jackpot probability in the low-probability mode and the high-probability mode. In this embodiment, as will be described later, six levels of setting values (six types of low-probability mode success / failure tables with different jackpot probabilities (see FIG. 9(A)) and high-probability mode success / failure tables (see FIG. 9(B))) is prepared. The "game set value" is updated in the game set value change process of FIG. 35, which will be described later.
[0179] "Base information" is information related to the "base" which is the payout rate (ball output rate) in the normal game state (low probability mode and low frequency support mode). is the ratio of the total number of payout balls of the “general winning hole payout ball count” and the “first winning jack payout ball count” to . If the "base" is represented by a formula, it is "base" = 100 x ("number of balls paid out to the general winning opening" + "number of balls paid out to the first winning opening") / "number of out balls". “Base information” includes information on the current base BL, the previous 60,000 ball base B1, and the 2nd previous 60,000 ball base B2. Here, the previous 60,000-ball base B1 and the second-last 60,000-ball base B2 are updated each time the number of out balls reaches 60,000 in the specific performance information update process in FIG. 36 (steps S2505 and S2506). Specifically, the "base" when the most recent number of out balls reaches 60,000 is the previous 60,000 ball base B1, and the "base" when the number of out balls before reaching 60,000 is It is stored as "base information" in the game information storage area of the RAM 412 as the 60,000 ball base B2 before the previous one. Further, until the counter value of the number of out balls reaches 60000 balls, the current base BL is calculated (step S1804), and the current base BL is saved as "base information" in the game information storage area of the RAM412. Also, until the counter value of the number of out balls reaches 60000 balls, if it is calculated as the current base BL, the "base information" will include the "general winning slot payout ball number" and "1st winning slot". Separately from the "number of balls to be paid out" and "number of balls to be out", "number of balls to be paid out to general winning opening", "number of balls to be paid out to first winning opening" and "number of out balls" for base calculation are stored.
[0180] In addition, in this embodiment, the “base information” includes “current base BL”, “previous 60,000 ball base B1” and “previous 60,000 ball base B2”, and the past two times of 60,000 ball base are included in the history However, it is also possible to leave the history of 60,000 ball bases for the past three times or more. In addition, as the “base information”, a cumulative base from when the gaming machine 10 was installed in the gaming hall to the present may be included.
[0181] "Continuous accessory ratio information" is the total number of balls paid out by winning to all winning holes that have paid out prize balls (general winning hole 313, first winning hole 314, second winning hole 315, and variable winning hole 316) , it is information related to the "continuous accessory ratio", which is the ratio of the number of payout balls to the variable winning opening. If the "continuous role ratio" is represented by a formula, it is "continuous role ratio"=100×"variable number of payout balls" / "total number of payout balls". "Continuous role product ratio information" is updated, for example, in specific performance information update processing in FIG. 36, which will be described later. In the present embodiment, the "continuous role ratio information" is stored as the cumulative continuous role ratio from when the gaming machine 10 was installed in the game hall to the present. In addition, the "continuous role ratio information" is for a certain period of time (for example, for a certain number of jackpots (for example, 100 times), or for a period until a certain number of jackpot lotteries (for example, 1000 times) are executed in the normal game state. , it may be a continuous role ratio with respect to the period until the number of out balls reaches a certain number (for example, 60,000 balls). Of course, the "continuous role ratio information" may include both the cumulative continuous role ratio and the continuous role ratio over a certain number of periods.
[0182] "Character ratio information" is the total number of balls paid out by winning to all the winning holes that have paid out prize balls (general winning hole 313, first winning hole 314, second winning hole 315, and variable winning hole 316) , and information on the "accessory ratio" which is the ratio of the total number of paid out balls of the number of paid out balls from the second winning opening and the number of paid out balls from the variable winning opening. Expressing the "role product ratio" by a formula, "role product ratio"=100×("number of balls to be paid out from the second winning opening"+"number of balls to be paid out from the variable winning opening") / "total number of balls to be paid out". The "character product ratio information" is updated, for example, in the specific performance information update process of FIG. 36, which will be described later. In the present embodiment, the "accessory ratio information" is stored as the accumulated accessory ratio from the installation of the gaming machine 10 in the game hall up to the present. In addition, the "accessory ratio information" is for a certain period of time (for example, for a certain number of jackpots (for example, 100 times), a period until a certain number of jackpot lotteries (for example, 1000 times) are executed in the normal game state, It may be a character ratio to the number of out balls reaching a certain number (for example, 60,000 balls). Of course, the "continuous role product ratio information" may include both the cumulative role product ratio and the role product ratio for a certain number of periods.
[0183] The "cumulative number of jackpot lotteries" is the number of times jackpot lotteries have been drawn in the normal game state (low-probability mode and low-frequency support mode) from the start of the game machine 10 before the opening of the game hall to the present. number of times. In other words, the "cumulative jackpot lottery number" is the first special symbol display unit 362 of the main display unit 36 triggered by winning the first winning port 314 in the normal game state. It is also the cumulative fluctuation display count that has been made. "Accumulated big hit lottery number" is the first special symbol or the first special symbol display unit 362 or the second special symbol display unit 363 of the main display unit 36 at step S2106 in the special symbol fluctuation start process of FIG. 28 described later. 2 It is added by 1 each time you start the variable display of the special figure. Also, the “cumulative jackpot lottery count” is cleared from the game information storage area 412d of the RAM 412 when the main power supply of the gaming machine 10 is turned off.
[0184] "Number of unit jackpot lotteries" is the number of times a jackpot lottery has been received (main The number of times the symbol variation display of the first special symbol display portion of the display portion 36 has been executed). In this embodiment, the fixed number is "250 balls", and the difference ball is the number of balls obtained by subtracting the "general winning opening payout ball number" and the "first winning opening payout ball number" from the "out ball number". In other words, the "unit jackpot lottery number of times" is the number of fluctuation display times of the first special symbol on the first special symbol display unit 362 with an average of 1000 yen (jackpot number of times the lottery was received). The "unit jackpot lottery count" may be the number of times a jackpot lottery is received per a certain number of "out balls" in the normal game state. The “unit jackpot lottery count” is updated in the specific performance information update process of FIG. 36, which will be described later. In the present embodiment, the “unit jackpot lottery count” is stored as the accumulated unit jackpot lottery count from when the gaming machine 10 was installed in the game hall until now. It should be noted that the "number of unit jackpot lotteries" is for a certain period of time (for example, for a certain number of jackpots (for example, 100 times), the period until a certain number of jackpot lotteries (for example, 1000 times) are executed in the normal game state, It may be for the period until the number of out balls reaches a certain number (for example, 60,000 balls). Of course, as the "unit jackpot lottery number", both the accumulated unit jackpot lottery number and the unit jackpot lottery number in a certain number of periods may be stored as game information.
[0185] The “number of jackpot wins” is the number of jackpot draws that have been performed from the start of the game machine 10 to the present before the opening of the game hall. "The number of jackpots" is added by one each time a jackpot game is started in the jackpot game control process of FIG. 29, which will be described later, for example. In addition, the “jackpot number” is cleared from the gaming information storage area 412d of the RAM 412 when the main power supply of the gaming machine 10 is turned off.
[0186] "Consecutive loss count" is the number of times the lottery result in the jackpot lottery has been lost in a row in the normal game state (low probability mode and low frequency support mode), and if the lottery result is a jackpot, it will be set to 0 times. cleared. "The number of times of consecutive omissions" is the first special symbol or the second special symbol display unit 362 or the second special symbol display unit 363 of the main display unit 36 at step S2106 in the special symbol fluctuation start processing of FIG. 28 described later. When the variable display of the special figure is started, if the result of the success / failure determination based on the low probability mode success / failure table in step S2103 is off, 1 is added, and if the result of the success / failure determination is a jackpot, it is cleared to 0 times be done. In this embodiment, the “number of consecutive failures” is cleared from the game information storage area 412d of the RAM 412 when the main power supply of the gaming machine 10 is turned off. Of course, the “number of consecutive failures” may not be cleared from the game information storage area 412d when the main power of the gaming machine 10 is turned off.
[0187] Returning to the description of FIG. 14, the performance information display device 4A displays "base information" and "setting values" stored as game information (performance information) in the game information storage area 412d set in the RAM 412. . The performance information display device 4A includes a performance display monitor 43, a performance display switch 44, a set value display section 45, a set value change operation section 46 and a ROM47. Here, FIG. 15 is a diagram schematically showing an example of the performance information display device 4A.
[0188] As shown in FIG. 15, the performance display monitor 43 displays the "base information" of the gaming machine 10, and is provided at a visible position when the inner frame 12 is unfolded (see FIG. 3). reference). The performance display monitor 43 is composed of a plurality of (four in this embodiment) 7-segment displays 431 to 434, which are called 4-digit 7-segment. Incidentally, the performance display monitor 43 is preferably provided in the main control device 4, but may be provided in a device other than the main control device 4 in the main control unit 331, other components of the game other than the main control unit 331 may be provided in Also, it is conceivable to use the first special symbol display portion 362 and / or the second special symbol display portion 363 of the main display portion 36 to display the "base information".
[0189] The 7-segment displays 431-434 can display numbers "0"-"9" and alphabets "A"-"F". In the 7-segment displays 431 to 434, when the alphabet "B" is displayed, the dot is lit to distinguish it from the number "8", and the alphabet "D" is displayed. When displayed, the dot is illuminated to display "0" to distinguish it from the number "0". In addition, when displaying any of the alphabets "A" to "F", it is conceivable to light up the dots to clearly indicate that it is an alphabet.
[0190] The performance display monitor 43 has four 7-segment displays 431 to 434, of which the left two 7-segment displays 431 and 432 are identification segments in which the "base type" is displayed with an abbreviation, and the right two 7-segment displays 433 and 434 are ratio segments in which the base value (%) calculated by the MPU 41 is displayed. For example, if the current base BL is 31%, the abbreviations of the current base BL "BL" are displayed as "8." and the base value "31" is displayed as "3" and "1" in the right two 7-segment displays 433 and 434, which are ratio segments. That is, the four 7-segment displays 431 to 434 display "8.", "L", "3", and "1" in order from the left.
[0191] The performance display switch 44 collectively switches the power of the performance display monitor 43 (four 7-segment displays 431 to 434) by pressing the switch 44. When the inner frame 12 is unfolded, the performance display switch 44 is placed in a position where it is easy to operate. provided (see Figure 3). In the illustrated example, the power is turned on by pressing the upper half of the performance display switch 44, and the power is turned off by pressing the lower half. When the performance display switch 44 is operated to turn on the power, the four 7-segment displays 431 to 434 are energized, and the performance display monitor 43 is enabled to display the base information. On the other hand, when the performance display switch 44 is operated to turn off the power, the four 7-segment displays 431 to 434 are de-energized and the base information on the performance display monitor 43 is hidden. . Note that the performance display switch 44 may be provided in a place other than the main controller 4. FIG.
[0192] Here, FIG. 15A is a display example on the performance display monitor 43. FIG. As shown in FIG. 15(A), when the performance display switch 44 is off, the 7-segment displays 431 to 434 are off, so the base information is not displayed. As shown in FIGS. 15(B) to 15(D), when the performance display switch 44 is turned on, as long as the performance display switch 44 is not turned off, the current base BL → the previous 60,000 The ball base B1 → the previous 60,000 ball base B2 → the current base BL is looped in order, and each base is repeatedly displayed at regular intervals. The example shown in Fig. 15(B) shows that the current base BL is 28%, the example shown in Fig. 15(C) shows that the previous 60,000 balls base B1 is 34%, and Fig. 15(D) The example shown in shows that the 60,000 balls base B2 two times before is 32%. On the other hand, as shown in FIG. 15(A), when the performance display switch 44 is turned off, the 7-segment displays 431 to 434 are turned off and the base information on the performance display monitor 43 is hidden.
[0193] In addition, a program necessary for displaying "base information" on the performance display monitor 43, for example, a program for calculating the current base BL, the previous 60,000 ball base B1 and the last 60,000 ball base B2, the current base on the performance display monitor 43 A program for sequentially displaying the BL, the previous 60,000-ball base B1, and the second-last 60,000-ball base B2 at regular time intervals is stored in a ROM47 provided in the main controller 4 separately from the ROM412 of the MPU41. Thereby, the load on the ROM 411 of the MPU 41 can be reduced. However, if the ROM 411 of the MPU 41 has sufficient capacity, the ROM 411 may store a program necessary for displaying the “base information” on the performance display monitor 43 . Further, a storage means such as a ROM provided separately from the main controller 4 may store a program necessary for displaying the "base information" on the performance display monitor 43. FIG.
[0194] Further, in the performance display monitor 43, instead of the "base information" or in addition to the "base information", such as "continuous character ratio information" and "character ratio information" are stored in the game information storage area 412d. Other performance information may be displayed.
[0195] Moreover, the performance display monitor 43 is not limited to a 7-segment display, and may be configured by other forms of display such as a dot matrix display, liquid crystal display, or organic EL display.
[0196] Returning to the description of FIG. 14, the setting value display unit 45 selects the low-probability mode success / failure table (see FIG. 9(A)) and the high-probability mode success / failure table (see FIG. 9(B)) to be referenced in the jackpot lottery. It displays the above-mentioned game set values, and is composed of a 7-segment display. Note that the set value display unit 45 is not limited to the 7-segment display, and may be configured by other forms of display such as a dot matrix display, liquid crystal display, or organic EL display. A game set value may be displayed.
[0197] The set value change operation unit 46 switches the power of the 7-segment display on and off by a pressing operation, and allows the setting value to be changed by a rotation operation when the power of the 7-segment display is on. The setting value change operation unit 46 has a function as a contact type switch that is turned on and off by a pressing operation, and a function as a rotary switch that switches the contact by a rotating operation (rotation of a predetermined angle). Here, FIG. 16 is a diagram showing a display example on the set value display section 45 of the main controller 4. As shown in FIG.
[0198] As shown in FIG. 16(A), when the set value display unit 45 is in the off state and the set value change operation unit 46 is pressed, the 7-segment display is energized and the set value display unit is turned on. A number is displayed at 45. The number displayed at this time is the set value stored in the game information storage area 412d of the RAM 412, and indicates the current set value. In the illustrated example, the set value is "1". On the other hand, when the setting value change operation unit 46 is pressed while the setting value display unit 45 is in the lighting state, the power supply to the 7-segment display is interrupted, and the setting value display unit 45 is turned off. Become.
[0199] As shown in FIG. 16(B), when the setting value display unit 45 is in the lighting state and the setting value change operation unit 46 is rotated, the number displayed on the setting value display unit 45 is changed. . In the illustrated example, the number displayed on the set value display section 45 is increased by rotating the set value display section 45 to the right, and the number displayed on the set value display section 45 is increased by rotating the set value display section 45 to the left. The number displayed will be smaller. When the number displayed on the setting value display section 45 is changed by rotating the setting value display section 45, the changed number is stored in the game information storage area 412d of the RAM 412 as the setting value. Therefore, when the setting value change operation unit 46 is pressed while the number corresponding to the target setting value is displayed on the setting value display unit 45, the power to the 7-segment display is turned off. The number that was displayed immediately before is determined as the set value. As a result, the MPU 41 selects a low-probability mode success / failure table (see FIG. 9(A)) or a high-probability mode success / failure table (see FIG. 9(B)) according to the setting values stored in the game information storage area 412d of the RAM 412. ) can be used to make a jackpot lottery.
[0200] Note that the method of changing the setting value is not limited to the method of turning off the power of the setting value display unit 45 after rotating the setting value change operation unit 46 . For example, the setting value is determined by rotating the setting value change operation unit 46 and then pressing the operation button 20 (see FIG. 1), or by pressing the operation button 20 (see FIG. 1) repeatedly or for a long time. A method of turning off the power of the set value display unit 45 after changing the number displayed on the value display unit 45, and a method of displaying the set value by inserting a key into a keyhole provided in the main controller 4 or the like and rotating the key. A method of removing the key after changing the number displayed on the unit 45 may be used.
[0201] Here, the performance information display device 4A including the setting value display section 45 is provided in the main control device 4 of the main control unit 331 in the control unit 33. FIG. Also, the control unit 33 is provided on the back side of the game board 31 and can be opened and closed with respect to the front frame 11 . Therefore, the set value display unit 45 is provided on the back side of the game board 31, and by opening and closing the control unit 33 with the game board 31 with respect to the front frame 11, the outside of the game machine 10 (front side of the front frame 11) ), the visible state and the invisible state can be selected. That is, by closing the game board 31 (control unit 33) with respect to the front frame 11, the set value display section 45 cannot be visually recognized, while opening the game board 31 (control unit 33) with respect to the front frame 11 The setting value display section 45 can be visually recognized with . As a result, when a player executes a game on the gaming machine 10, unless the game board 31 is opened, the setting value display portion 45 is not visually recognized. The value is prevented from being grasped by the player. When the setting value display unit 45 is in the lighting state, the setting value change operation unit 46 is pressed to turn off the setting value display unit 45 . Therefore, by keeping the set value display unit 45 off during the business hours of the game hall, the set value display unit 45 can be visually recognized by opening the game board 31 due to jamming of balls in the game machine 10 or the like. Even in this state, the set value display section 45 can prevent the player from grasping the set value.
[0202] On the other hand, the set value display section 45 is turned on by pressing the set value change operation section 46 when it is in the off state, and the numbers corresponding to the game set values are hidden. Therefore, outside the business hours of the game hall, the game board 31 is opened with respect to the front frame 11, and the setting value display unit 45 is turned on by performing a pressing operation on the setting value change operation unit 46. The game set values can be confirmed based on the numbers displayed on the set value display section 45, and the game set values can be changed by rotating the set value change operating section 46. FIG. As a result, it is possible to change the setting value outside the business hours with a simple operation while ensuring the secrecy of the setting value during the business hours.
[0203] In this embodiment, the performance information display device 4A is provided in the main control device 4, but the performance information display device 4A may be provided separately from the main control device 4 in the main control unit 331, and the control unit 33 may be provided separately from the main control unit 331 .
[0204] [Sub Control Unit 332] As shown in FIG. 7, the sub-control unit 332 includes an audio lamp control device 5 and a display control device 6, and based on the control signal input from the main control unit 331, the symbol display section 341 displays and Execute the presentation display.
[0205] [Audio lamp controller 5] The audio lamp control device 5 includes an MPU 51, an input / output I / F 52, and the like. The MPU 51 is an arithmetic unit configured as a one-chip microcomputer. Moreover, ROM511 and RAM512 are incorporated in MPU51.
[0206] A ROM 511 is a non-volatile storage unit in which control programs and parameter information are stored in advance. The ROM 511 also stores information such as sound used in special game effects, jackpot game effects, and lamp flashing patterns. The RAM 512 is a volatile storage unit from which various information can be read and written, and is used as a primary storage area (work area) for processing executed by the MPU 51 . Note that the RAM 512 may be a nonvolatile storage unit.
[0207] The sound lamp control device 5 executes the processing according to the control program stored in the ROM 511 by the MPU 51, thereby issuing a command to the display control device 6 based on the command (control signal) input from the main control device 4. (control signal) to control the display of the symbol display unit 341. In addition, the sound lamp control device 5 also controls the reproduction sound output from the speaker 26 and the blinking mode of the illumination part 27 in accordance with the display of the pattern display part 341. FIG. For example, the MPU 51 controls image display on the symbol display unit 341, playback sound output from the speaker 26, and blinking mode of the illumination unit 27 when executing a special game effect and a jackpot game effect, which will be described later.
[0208] The input / output I / F 52 is an input / output interface for inputting signals to the sound lamp control device 5 and outputting control signals from the sound lamp control device 5. FIG. Specifically, the main controller 4 and the display controller 6 are connected to the input / output I / F 52 . And, from the main control device 4 to the voice lamp control device 5, commands such as a special figure fluctuation pattern command, a first special figure reservation command, a second special figure reservation command, a special figure shift command are input. Also, the audio lamp control device 5 outputs a display variation pattern command and the like to the display control device 6 . A configuration in which the display control device 6 receives a command from the main control device 4 and inputs the command to the audio lamp control device 5 is also conceivable as another embodiment. A configuration in which the sub-control unit 332 includes a single control device having both the functions of the sound lamp control device 5 and the display control device 6 is also conceivable as another embodiment.
[0209] Also, the input / output I / F 52 is connected with the speaker 26 and the electric decoration part 27 . In the sound lamp control device 5, the MPU 51 controls the sound output from the speaker 26 and the blinking mode of the illumination part 27 based on the command input from the main control device 4. FIG. Also, the input / output I / F 52 is connected to the operation switch 20a. As a result, the MPU 51 detects that the operation button 20 has been operated, and based on the detection result, the image game effect executed by the symbol display unit 341 and the sound are output from the speaker 26 It is also possible to control the sound output effect, the lamp effect by the blinking mode of the illumination part 27, and the like.
[0210] MPU51 is input from the main controller 4 general figure fluctuation pattern command, electric role product open command, electric role product close command, special figure fluctuation pattern command, first special figure hold command, second special figure hold command, special Figure shift command, jackpot game start command, opening start command, opening end command, open / close execution mode start command, round game start command, round game end command, interval start command, interval end command, open / close execution mode end command, ending start command , an ending end command, a jackpot game end command, a game set value change command, etc.
[0211] Specifically, the MPU 51 determines the special figure variation pattern based on the special figure variation pattern command when the special figure variation pattern command is input, and displays and controls the display variation pattern command corresponding to the special figure variation pattern. It is transmitted to the device 6 (see step S3107 in the command determination process in FIG. 47), and the symbol variation display in the symbol display section 341 is started. At this time, in the design display section 341, when the special figure variation pattern command indicates the detachment, a combination of decorative designs corresponding to the detachment is displayed.
[0212] [Display controller 6] The display control device 6 controls the display of the pattern display section 341 based on commands (control signals) input from the sound lamp control device 5. FIG. Specifically, the display control device 6 controls the display of the symbol display section 341 based on the display variation pattern command or the like input from the sound lamp control device 5, thereby executing the symbol variation display and effect display.
[0213] The display control device 6 includes an MPU 61 and an input / output I / F 62 and the like, and the input / output I / F 62 is connected to the sound lamp control device 5 and the pattern display unit 341. Two-way communication may be possible between the audio lamp control device 5 and the display control device 6 .
[0214] The MPU 61 is an arithmetic unit configured as a one-chip microcomputer, and has ROM 611 and RAM 612 built therein. The display control device 6 also incorporates other circuits such as a timer circuit for measuring time and an interrupt circuit for accepting interrupts. The MPU 61 executes processing according to control programs stored in the ROM 611 or the like. Also, part or all of the processing performed by the display control device 6 may be performed by an electronic circuit.
[0215] In addition to the control program, the ROM 611 stores a plurality of types of images such as variable symbols such as decoration symbols used in the symbol variation display of the symbol display unit 341, notice effect images, reach effect images, jackpot effect images, and loss effect images. ing. The images displayed on the pattern display unit 341 include still images and moving images. The ROM 611 also stores a display schedule corresponding to each variable display pattern command. Specifically, the display schedule includes the types of images to be used and the display timing, as well as the variable display time of the variable symbols. Then, in the display control device 6, the MPU 61 causes the symbol display section 341 to display an image according to the display schedule corresponding to the variable display pattern command, thereby realizing the symbol variation display and effect display.
[0216] The RAM 612 is a volatile storage unit from which various information can be read and written, and is used as a primary storage area (work area) for processing executed by the MPU 61 . Note that the RAM 612 may be a nonvolatile storage unit.
[0217] [Dispensing control device 7] The payout control device 7, MPU71 and input / output I / F72 and the like are mounted. The MPU 71 is an arithmetic unit configured as a one-chip microcomputer. Moreover, ROM711 and RAM712 are incorporated in MPU71.
[0218] A ROM 711 is a non-volatile storage unit in which control programs and parameter information are stored in advance. Also, the RAM 712 is a volatile storage unit from which various information can be read and written, and is used as a primary storage area (work area) for processing executed by the MPU 71 . Note that the RAM 712 may be a nonvolatile storage unit.
[0219] The input / output I / F72 is an input / output interface that inputs a signal to the payout control device 7 and outputs a control signal from the payout control device 7. Specifically, the input / output I / F 72 is connected with the payout device 132 and the ball lending device 100 .
[0220] As described above, the payout device 132 pays out game balls from the tank 131 toward the upper tray 23, and includes a drive unit 132a such as a motor for driving a ball stop member that switches whether or not game balls are paid out, A payout sensor 132b for individually detecting the game balls to be paid out is provided. The payout control device 7 pays out an arbitrary number of game balls by controlling the drive unit 132a based on the detection result of the payout sensor 132b. Also, the payout control device 7 is provided with a state return switch 73 . The state return switch 73 is operated, for example, in order to eliminate ball clogging (return to a normal state) when a payout error such as a ball jam of the payout device 132 occurs.
[0221] The ball lending device 100 is installed on the island equipment together with the game machine 10. - 特許庁 The ball lending device 100 is stored in a recording medium such as a card inserted in the ball lending device 100 according to the operation of a ball lending operation device (not shown) provided on the front frame 11 of the gaming machine 10. It is possible to put out a number of game balls corresponding to a preset amount within the range of the amount set and lend them to the player. Specifically, when a control signal indicating that a predetermined number of game balls are to be paid out is input from the ball lending device 100 to the payout control device 7, the payout device 132 is controlled by the MPU 71, and a predetermined number of game balls are delivered. be paid out. Note that the recording medium is not limited to a card, and may be, for example, a coin-type or stick-type storage medium containing an IC chip. Also, the ball lending device 100 may be capable of lending out a predetermined number of game balls according to the amount of cash inserted.
[0222] [Launch control device 8] The launch control device 8 includes a launch control IC 81 that controls driving of the game ball launch mechanism 32. Specifically, the launch control IC 81 moves the game balls stored in the upper tray 23 to the launch rail 321 by driving the ball feeding device 322 of the game ball launch mechanism 32 while the launch handle 22 is being rotated. feed above. Then, the shooting control IC 81 detects the amount of operation of the shooting handle 22, and drives the solenoid 323 of the game ball shooting mechanism 32 according to the amount of operation, thereby directing the game ball on the shooting rail 321 to the game board 31. to fire. At this time, the launch control IC81 drives the ball feeding device 322 and the solenoid 323 with a clock signal that switches ON / OFF at a preset cycle (for example, 0.6 sec) as a driving signal. Thereby, in the game machine 10, one game ball is shot toward the game area every 0.6 sec.
[0223] In addition, the firing handle 22 is provided with a variable resistor for detecting the amount of rotation operation by the player, voltage is input to the firing control IC81 according to the amount of rotation operation of the firing handle 22. As a result, the shooting control IC 81, based on the voltage value input according to the rotational operation amount of the shooting handle 22, increases the shooting intensity of the game ball from the game ball shooting mechanism 32 as the rotation operation amount of the shooting handle 22 increases. Adjust the voltage applied to the solenoid 323 so that it becomes stronger.
[0224] Furthermore, the shooting handle 22 has a touch sensor 21a for detecting that the player is touching the shooting handle 22, and a ball stop switch 21b for the player to arbitrarily stop shooting the game ball. is provided. The launch control IC 81 uses the touch sensor 21a and the ball stop switch 21b, and when the touch sensor 21a detects that the player is not touching the launch handle 22, or the ball stop switch 21b is operated by the player. When it is detected, the shooting of the game ball by the game ball shooting mechanism 32 is stopped. As a result, for example, the firing handle 22 is fixed in a rotationally operated state, preventing the game from being played in a situation where the player is not touching the firing handle 22 . Also, the player can stop the shooting of the ball game ball by operating the ball stop switch 21b with a thumb or the like at an arbitrary timing while rotating the shooting handle 22. FIG.
[0225] [Power control device 9] The power supply controller 9 generates +12V voltage for driving various sensors, drivers, etc., +5V voltage for logic used in the controller, and the like. Then, the power supply control device 9 supplies the generated voltage of +12V or +5V to the main control device 4, the sound lamp control device 5, the display control device 6, the payout control device 7, the launch control device 8 and the like.
[0226] The power control device 9 is provided with a power switch 90 for turning ON / OFF the power of the game machine 10 and a RAM erase switch 91 operated when the game machine 10 is returned to its initial state. The game machine 10 is initialized when the power switch 90 is operated with the RAM erase switch 91 turned on and the power is turned on.
[0227] In addition, the power supply control device 9 is provided with a capacitor and a secondary battery as charging means that is charged with power supplied from the power supply equipment. As a result, in the gaming machine 10, even when the power supply from the power supply facility is interrupted, the information in the RAM provided in the control device is held for a predetermined period of time by the power discharged from the capacitor. Further, in the gaming machine 10, even when the power supply from the power supply facility is interrupted, the control device can be driven by the power discharged from the secondary battery for a predetermined period.
[0228] Furthermore, the power supply control device 9 inputs a power failure signal to the main control device 4, the sound lamp control device 5, the payout control device 7, etc. when it determines that the power supply is cut off. For example, when the power supply control device 9 outputs a preset DC voltage of 24V based on the power supplied from the power supply equipment, the power failure state occurs when the DC voltage reaches less than the preset 22V. I judge. In addition, when the main control device 4, the sound lamp control device 5, the payout control device 7, etc. receive a power failure signal from the power control device 9, they interrupt the control being executed and execute a predetermined NMI interrupt process.
[0229] [Processing of main controller 4] Next, processing executed by the MPU 41 of the main controller 4 will be described with reference to FIGS. 17 to 41. FIG. Specifically, in the game machine 10, the MPU 41 includes a start-up process that is started when the power is turned on, a main process that is executed after the start-up process, a main timer interrupt process that is started periodically, and a main timer interrupt process that is executed when a power failure occurs. Executes NMI interrupt processing, etc. Note that in the present embodiment, descriptions of start-up processing, NMI interrupt processing, etc. will be omitted, and main timer interrupt processing and main processing will be described. Also, in the start-up process, it is confirmed whether or not the RAM 412 is operating normally, and execution of the main timer interrupt process is permitted on the condition that the RAM 412 is operating normally.
[0230] [Main timer interrupt processing of main controller 4] Here, FIG. 17 is a flowchart for explaining an example of the main timer interrupt processing procedure executed by the MPU 41 of the main controller 4. FIG. The main timer interrupt process is executed, for example, every 2 msec. The main timer interrupt processing will be described below with reference to FIG.
[0231] <Step S1001> As shown in FIG. 17, in step S1001, the MPU 41 executes sensor detection processing for determining the detection state of sensors connected to the main controller 4 and the like. For example, it determines the detection states of the entering ball sensors 313a to 316a, 317La, 317Ra, the out ball sensor 318a, and the like. At this time, the MPU 41 stores the information in the RAM 412 as winning detection information when the entry of the game ball to any of the entry sensors 313a to 316a, 317La, and 317Ra is detected. In addition, when out balls are detected by the out ball sensor 318a, the MPU 41 adds 1 to the number of out balls stored in the game information storage area 412d of the RAM 412 to update the number of out balls in the game information storage area 412d. do.
[0232] <Step S1002> Next, in step S1002, the MPU 41 updates the jackpot random number initial value counter CIN1 and the normal random number initial value counter CIN2. Specifically, the MPU 41 adds 1 to the counter values of the jackpot random number initial value counter CIN1 and the normal random number initial value counter CIN2, and clears the counter value to 0 when the counter value reaches the maximum value. do.
[0233] <Step S1003> Subsequently, in step S1003, the MPU 41 updates the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, the normal hit random number counter C4, and the normal hit type random number counter C5. Specifically, MPU41, jackpot random number counter C1, jackpot type counter C2, reach random number counter C3, normal per random number counter C4, and normal per type random number counter C5 add 1 to each counter value, and those counters When the value reaches the maximum value, clear the counter value to 0.
[0234] <Steps S1004 and S1005> Thereafter, the MPU 41 executes the starting winning process associated with winning the first winning hole 314 or the second winning hole 315 (step S1004), and executes the firing control process (step S1005). Details of the starting winning process will be described later with reference to FIG.
[0235] In the shooting control process, the touch sensor 21a detects that the player is touching the shooting handle 22, and the game ball is shot on condition that the ball stop switch 21b for stopping shooting is not operated. This is the process to enable In addition, the shooting control process invalidates the shooting of the game ball when the touch sensor 21a detects that the player is not touching the shooting handle 22, or when the ball stop switch 21b is operated. It is a process to The MPU 41 instructs the shooting control device 8 to shoot a game ball when the shooting of the game ball is valid.
[0236] <Step S1006> In step S1006, MPU41, through gates 317L, 317R when the game ball passes through, by MPU41, by executing the through gate processing to update the information stored in the general pattern reservation storage area 412c of RAM412, the main timer End interrupt processing. Details of the through gate processing will be described later with reference to FIG.
[0237] [Start winning process] Here, FIG. 18 is a flow chart showing an example of the procedure of the starting winning process executed by the MPU 41 at step S1004 in the main timer interrupt process of FIG. Hereinafter, the starting winning process will be described with reference to FIG.
[0238] <Step S1101> As shown in FIG. 18, in step S1101, the MPU 41 determines whether or not the first winning port 314 has won a prize. Here, when the MPU 41 determines that a prize has been won for the first prize winning port 314 (step S1101: Yes), the process proceeds to step S1102, and if it determines that there is no prize for the first prize winning port 314 (step S1101: No ), and the process proceeds to step S1106.
[0239] <Steps S1102 and S1103> In step S1102, MPU41 determines whether or not the first special figure reservation number N stored in the first special figure reservation number storage area NAA of RAM412 is the maximum number of reservations (4 in this embodiment). Here, MPU41, if the first special figure reservation number N is the maximum number of reservations (step S1102: Yes), the process proceeds to step S1106. On the other hand, MPU41 executes the process of adding 1 to the first special figure reservation number N if the first special figure reservation number N is not the maximum number of reservations (step S1102: No) (step S1103).
[0240] <Step S1104> In step S1104, MPU41, the jackpot random number counter C1, jackpot type counter C2 and reach random number counter C3 updated in step S1003 in the main timer interrupt process of FIG. 17, and step S1402 in the main process of FIG. And acquire the counter value of the special figure fluctuation type counter CS1 updated in S1414, the counter value of the first special figure reservation storage area REA of the special figure reservation storage area 412b in the RAM412 1st reservation area REA1 ~ 4th Store in the first empty reservation area of the reservation area REA4.
[0241] <Step S1105> In step S1105, MPU41, before the special figure propriety information for the first special figure reservation acquired in step S1104 is the target of the judgment of the propriety of the jackpot in step S2102 or S2103 in the special figure fluctuation start processing of FIG. 28 described later To confirm the contents of the special figure propriety information, to execute the first special figure pending command setting process of setting the first special figure pending command in the RAM412 based on this confirmation result. The details of the first special figure pending command setting process will be described later with reference to FIG.
[0242] <Step S1106> In step S1106, the MPU 41 determines whether or not the second prize winning port 315 has won a prize. Here, when the MPU 41 determines that there is a winning for the second winning port 315 (step S1106: Yes), the process proceeds to step S1107, and if it determines that there is no winning for the second winning port 315 (step S1106: No ), the starting winning process is terminated.
[0243] <Steps S1107 and S1108> In step S1107, MPU41 determines whether or not the second special figure reservation number M stored in the second special figure reservation number storage area NAB of RAM412 is the maximum number of reservations (4 in this embodiment). Here, MPU41, if the second special figure reservation number M is the maximum number of reservations (step S1107: Yes), ends the start winning process. On the other hand, MPU41, the second special figure reservation number M is not the maximum number of reservations (step S1107: No), as an update process, executes the process of adding 1 to the second special figure reservation number M (step S1108) .
[0244] <Step S1109> In step S1109, MPU41, the jackpot random number counter C1, jackpot type counter C2 and reach random number counter C3 updated in step S1003 in the main timer interrupt process of FIG. 17, and step S1402 in the main process of FIG. And acquire the counter value of the special figure fluctuation type counter CS1 updated in S1414, the counter value of the second special figure reservation storage area REB of the special figure reservation storage area 412b in the RAM412 1st reservation area REB1 ~ 4th Store in the first empty reservation area in the reservation area REB4.
[0245] <Step S1110> In step S1110, MPU41, before the special figure propriety information for the second special figure reservation acquired in step S1109 is the target of the judgment of the propriety of the jackpot in step S2102 or S2103 in the special figure fluctuation start processing of FIG. 28 described later To confirm the contents of the special figure propriety information, to execute the second special figure pending command setting process of setting the second special figure pending command in the RAM412 based on this confirmation result. Here, the second special figure pending command setting process is the same as the first special figure pending command setting process described later with reference to FIG. 19, so detailed description will be omitted. In the second special figure pending command setting process, in the first special figure pending command setting process of FIG. Number N” should be read as “Second special figure pending number M”.
[0246] [1st special figure pending command setting process] Here, FIG. 19 is a flow chart showing the procedure of the first special figure pending command setting process executed by the MPU 41 at step S1105 in the starting winning process of FIG. In addition, the 1st special figure pending command includes information indicating that the command is the 1st special figure pending command, the result of the jackpot lottery (jackpot type or out), the special figure fluctuation display time and the 1st special figure pending and information such as the number N. Hereinafter, the first special figure pending command setting process will be described with reference to FIG.
[0247] <Step S1201> As shown in FIG. 19, MPU41 reads the first special figure reservation number N from the first special figure reservation number storage area NAA of the first special figure reservation storage area REA, and corresponds to each of the first special figure reservations The value of the jackpot random number counter C1 is read from the RAM 412 (step S1201).
[0248] <Step S1202> In step S1202, the MPU 41 determines whether or not the mode is the high probability mode, and if the mode is the high probability mode (step S1202: Yes), the process proceeds to step S1203. On the other hand, if the MPU 41 is not in the high-probability mode (step S1202: No), that is, if it is in the low-probability mode, the process proceeds to step S1204. For example, MPU41 determines whether or not the high probability mode based on the probability variation gaming state flag. The probability variation gaming state flag is a flag indicating whether or not the probability variation gaming state, that is, whether it is a high probability mode. This probability variation gaming state flag is set to ON in step S2317 in FIG. 34 when the gaming state is shifted from the probability variation jackpot gaming state to the probability variation gaming state in the later-described gaming state transition processing, and the gaming state changes from the probability variation gaming state It is set to OFF in step S2309 of FIG. 33 when shifting to the probability variable jackpot gaming state or normal jackpot gaming state.
[0249] <Steps S1203 and S1204> In step S1203, the MPU 41 reads the high-probability mode success / failure table (see FIG. 9(B)) stored according to the game setting value in step S2410 in the game setting value change process of FIG. Based on the success / failure table, whether or not the counter value of the big hit random number counter C1 read in step S1201 is a value corresponding to winning the big hit is executed. On the other hand, in step S1204, the MPU 41 reads the low-probability mode propriety table (see FIG. 9(A)) stored according to the game setting value in step S2410 in the game setting value change process of FIG. Based on the probability mode success / failure table, whether or not the counter value of the big hit random number counter C1 read in step S1201 is a value corresponding to the big success is executed.
[0250] It should be noted that, in steps S1203 and S1204, success determination is executed based on the high probability mode success / failure table or the low probability mode success / failure table stored according to the game setting value in step S2410 in the game setting value change processing of FIG. 35 described later. However, in step S1203 or S1204, after reading the game setting value stored in step S2408 in the game setting value change process of FIG. Appropriateness determination may be performed by selecting the mode appropriateness table one by one.
[0251] <Step S1205> In step S1205, the MPU 41 determines whether or not the counter value of the jackpot random number counter C1 is a value corresponding to jackpot winning. Here, when the MPU41 determines that the counter value read from the jackpot random number counter C1 is a value corresponding to the jackpot winning (step S1205: Yes), the process proceeds to step S1206. On the other hand, MPU41, when it is determined that the counter value read from the jackpot random number counter C1 is not a value corresponding to the jackpot winning (step S1205: No), ie when it is out, the process proceeds to step S1208.
[0252] <Step S1206> With step S1206, MPU41 reads out the counter value of big hit classification counter C2 and special figure fluctuation classification counter CS1 from RAM412. For example, when the special figure propriety information is stored in the third reservation area REA3 in step S1104 in the start winning process of FIG. 18, the jackpot type counter included in the special figure propriety information stored in the third reservation area REA3 The counter value of C2 and special figure variation type counter CS1 is read. In addition, the reservation area in which the special figure propriety information is stored in step S1104 in the start winning process of FIG. 18 out of the first reservation area REA1 to the fourth reservation area REA4 is stored in the first special figure reservation number storage area NAA It can be judged by the value of the pending number N.
[0253] <Step S1207> In step S1207, MPU41 sets the jackpot type counter C2, the special figure variation type counter CS1 and the first special figure reservation number N to the first special figure reservation command. Thus, since the first special figure pending command includes the first special figure pending number N read in step S1201, the MPU 51 of the audio lamp control device 5 that receives the first special figure pending command is the first By referring to the number N of reservations included in the 1 special figure reservation command, the 1st special figure reservation command corresponds to the 1st special figure right or wrong information stored in any of the 1st reservation area REA1 to the 4th reservation area REA4 It is possible to recognize what
[0254] <Steps S1208 and S1209> In step S1208, MPU41 reads the counter value of the special figure variation type counter CS1 from RAM412. Then, MPU41 sets the information indicating that the lottery result in the jackpot lottery is out, the special figure variation type counter CS1 and the first special figure reservation number N to the first special figure reservation command (step S1209).
[0255] In addition, the first special figure pending command set in step S1207 or S1209 of the first special figure pending command setting process is stored in RAM412, and is executed by MPU41 of main control device 4, which will be described later in FIG. In step S1401 of the main processing, it is erased after being transmitted to the sound lamp control device 5 together with other commands. Furthermore, the content of the first special figure pending command described here is only an example, and if it is possible to grasp the same content as the first special figure pending command in the voice lamp control device 5, it will be explained here. It is not limited to what you do. For example, it is also conceivable that part or all of the information of the first special figure pending command is included in other commands.
[0256] [Through gate processing] Here, FIG. 20 is a flow chart showing the procedure of through gate processing executed by the MPU 41 at step S1006 in the main timer interrupt processing of FIG. In the through gate process, when the game ball passes through the through gates 317L and 317R, the information stored in the general pattern reservation storage area 412c of the RAM412 is updated by the MPU41. Through gate processing will be described below with reference to FIG.
[0257] <Step S1301> As shown in FIG. 20, in the through gate process, the MPU 41 first determines whether or not the game ball has passed through the left through gate 317L (step S1301). Whether or not the game ball has passed through the through gate 317L is determined based on the winning detection information stored in the RAM 412 in the sensor detection process of step S1001 in the main timer interrupt process of FIG. When the MPU 41 determines that the game ball has passed through the left through gate 317L (step S1301: Yes), the process proceeds to step S1303, and determines that the game ball has not passed through the left through gate 317L. (Step S1301: No), the process proceeds to step S1302.
[0258] <Step S1302> When the MPU 41 determines that the game ball has not passed through the left through gate 317L (step S1301: No), it determines whether the game ball has passed through the right through gate 317R (step S1302). Whether or not the game ball has passed through the through gate 317R is determined based on the winning detection information stored in the RAM 412 in the sensor detection process of step S1001 in the main timer interrupt process of FIG. When the MPU 41 determines that the game ball has passed through the right through gate 317R (step S1302: Yes), the process proceeds to step S1303, and determines that the game ball has not passed through the right through gate 317R. (Step S1302: No), the through gate process is terminated.
[0259] <Step S1303> MPU41, when it is determined that the game ball has passed through the through gate 317L on the left side (step S1301: Yes), or when it is determined that the game ball has passed through the through gate 317R on the right side (step S1302: Yes), It is determined whether the normal pattern fluctuation pending number X stored in the normal pattern fluctuation pending number storage area SNA set in the normal pattern pending storage area 412c is the maximum pending number (4 in this embodiment) (step S1303). MPU41, if the normal pattern fluctuation pending number X is the maximum pending number (step S1303: Yes), terminates the through gate process, if the normal pattern fluctuation pending number X is not the maximum pending number (step S1303: No), The process proceeds to step S1304.
[0260] <Steps S1304 and S1305> MPU41, when the normal pattern fluctuation pending number X is not the maximum pending number (step S1303: No), adds 1 to the normal pattern fluctuation pending number X (step S1304), in step S1003 of the main timer interrupt process of FIG. The counter value of the normal per random number counter C4 and the normal per type random number counter C5 to be updated, and the value of the normal figure fluctuation type counter CS2 to be updated in steps S1402 and S1414 of the main processing of FIG. The value is stored in the first empty reservation area of the general map first reservation area SE1 to the general map fourth reservation area SE4 of the general map reservation storage area 412c in the RAM412 (step S1305), and the through gate process is terminated.
[0261] [Main processing of main controller 4] Next, the main processing executed by the MPU 41 of the main controller 4 will be described with reference to FIG. In the main process, the main control process for the progress of the general game, the special game and the jackpot game is executed. In the main process, the processes of steps S1401 to S1411 are executed as regular processes, for example, in 4 msec cycles, and the counter update processes of steps S1413 and S1414 are executed in the remaining time from the end of the processes of steps S1401 to S1411 to the next cycle. be.
[0262] <Step S1401> As shown in FIG. 21, in step S1401, the MPU 41 sends output data such as commands set in the main timer interrupt processing of FIG. Execute external output processing to send to. For example, in RAM 412, general figure fluctuation pattern command, electric role product open command, electric role product close command, special figure fluctuation pattern command, 1st special figure reservation command, 2nd special figure reservation command, special figure shift command, jackpot game start command, opening start command, opening end command, open / close execution mode start command, round game start command, round game end command, interval start command, interval end command, open / close execution mode end command, ending start command, ending end command, jackpot game When a command such as an end command or a game set value change command is set, the command is transmitted to the sound lamp control device 5. Also, when a prize ball command is set in the RAM 412 in the prize ball command setting process of step S1403 described later in the main process, the prize ball command is transmitted to the payout control device .
[0263] <Step S1402> In step S1402, MPU41 updates the values of the special figure variation type counter CS1 and the normal figure variation type counter CS2. Specifically, MPU41 adds 1 to the counter value of the special figure fluctuation type counter CS1 and the normal figure fluctuation type counter CS2, and clears the counter value to 0 when the counter value reaches the maximum value .
[0264] <Step S1403> In step S1403, the MPU41 sets the prize ball command to be output to the payout control device 7 and the sub-control unit 332 in the RAM412. Specifically, based on the winning detection information stored in the RAM 412, the MPU 41 determines whether or not a winning has occurred in the general winning port 313, the first winning port 314, the second winning port 315, the variable winning port 316, or the like. to judge. Then, when a prize has been won, a prize ball command indicating the number of prize balls to be paid out according to the prize is set in the RAM 412. - 特許庁 At this time, the MPU 41 is stored in the game information storage area 412d of the RAM 412 in the normal game state (low probability mode and low frequency support mode) when the general winning port 313 or the first winning port 314 has been won. The number of balls to be paid out from the general winning opening or the number of balls to be paid out from the first winning opening is updated to the value obtained by adding the number of balls to be paid out from the current winning. In addition, MPU41, in the time-saving gaming state (low-probability mode and high-frequency support mode) or variable probability gaming state (high-probability mode and high-frequency support mode), when the winning of the second winning opening 315 has occurred, RAM412 The number of balls to be paid out from the second winning opening stored in the game information storage area 412d is updated to the value obtained by adding the number of balls to be paid out due to the current winning. Furthermore, in the jackpot gaming state, when a prize is won in the variable winning port 316, the MPU 41 changes the number of balls to be paid out from the variable winning port stored in the game information storage area 412d of the RAM 412 to the number of balls to be paid out due to this winning. is added to the value.
[0265] <Step S1404> In step S1404, the MPU41 executes the general pattern game control process for controlling the progress of the general pattern game. In addition, the details of the normal figure game control process will be described later with reference to FIGS. 22 to 24. FIG.
[0266] <Step S1405> In step S1405, the MPU41 executes the game control process per normal pattern for controlling the progress of the game per normal pattern which is executed when the result of the lottery per normal pattern is winning. In addition, the details of the game control process per normal figure will be described later with reference to FIG.
[0267] <Step S1406> In step S1406, MPU41 executes a special figure game control process for controlling the progress of the special figure game. Incidentally, the details of the special figure game control process will be described later with reference to FIGS. The special figure variation pattern command required for is set. At this time, MPU41, the jackpot random number counter C1 updated in step S1003 of the main timer interrupt process of FIG. Based on each value of the variation type counter CS1, the special figure variation pattern command indicating the lottery result of the jackpot lottery and the variation display time is set in the RAM412.
[0268] <Step S1407> In step S1407, the MPU 41 executes a jackpot game control process for controlling the progress of the jackpot game executed when the jackpot lottery result is a jackpot. The details of the jackpot game control process will be described later with reference to FIGS. 29 to 32. FIG.
[0269] <Step S1408> In step S1408, MPU41 executes a game state transition process for controlling the transition of various game states (normal game state, time saving game state, probability variation game state, probability variation jackpot game state and normal jackpot game state). Details of the game state transition processing will be described later with reference to FIGS. 33 and 34. FIG.
[0270] <Step S1409> In step S1409, the MPU 41 executes game set value change processing. In this game set value change process, a process of controlling display or non-display of the set value or change of the game set value stored in the game information storage area 412d is executed according to the operation of the set value change operation unit 46. . Details of the game set value change process will be described later with reference to FIG.
[0271] In addition, in the present embodiment, the game setting value change process is executed in the main process, but the start-up process that is started when the power is turned on, or after the start-up process and before the game ball is started to be launched. A limited execution is also conceivable. As a result, after the game is started by the player, the game set values cannot be changed until the power is turned on next time. can be prevented.
[0272] <Step S1410> In step S1410, the MPU 41 executes specific performance information update processing in the game information. In this embodiment, base information or the like is updated as the specific performance information. Details of the specific performance information update process will be described later with reference to FIGS. 36 and 37. FIG.
[0273] <Step S1411> In step S1411, the MPU 41 executes display control processing for the performance display monitor 43. FIG. In the display control processing of the performance display monitor 43, processing for displaying the base information updated in the specific performance information update processing in step S1410 on the performance display monitor 43 is executed. The details of the display control processing of the performance display monitor 43 will be described later with reference to FIGS. 38 to 41. FIG.
[0274] <Step S1412> In step S1412, the MPU 41 determines whether or not the execution timing of the next main process has arrived, that is, whether or not a predetermined time (4 msec in this embodiment) has passed since the start of the main process this time. Here, when the MPU 41 determines that the execution timing of the next main process has arrived (step S1412: Yes), the process proceeds to step S1401, and each process after S1401 described above is executed. On the other hand, when the MPU 41 determines that the execution timing of the next main process has not arrived (step S1412: No), the MPU 41 waits until the execution timing of the next main process arrives, that is, until the execution timing of the next main process arrives. During the remaining time until it is determined that the execution timing of the next main process has arrived (step S1412: Yes), steps S1413 and S1414 are repeatedly executed.
[0275] <Step S1413> In step S1413, the MPU 41 updates the jackpot random number initial value counter CIN1 and the normal random number initial value counter CIN2. Specifically, the MPU 41 adds 1 to the counter values of the jackpot random number initial value counter CIN1 and the normal random number initial value counter CIN2, and sets the counter value to 0 when the counter value reaches the maximum value. clear.
[0276] <Step S1414> In step S1414, MPU41 updates the special figure variation type counter CS1 and normal figure variation type counter CS2. Specifically, 1 is added to the counter value of the special figure variation type counter CS1 and the normal figure variation type counter CS2, and the counter value is cleared to 0 when those counter values reach the maximum value. And, MPU41, after updating the special figure variation type counter CS1 and normal figure variation type counter CS2, returns the process to step S1412.
[0277] [General game control process] Here, FIG. 22 is a flow chart showing an example of the procedure of the general pattern game control process executed in step S1404 in the main process of FIG. In the general pattern game control process, a process for controlling the fluctuation display and the stop display of the general pattern in the normal pattern display section 361 of the main display section 36 is executed. Hereinafter, with reference to FIG. 22, the normal figure game control processing will be described.
[0278] <Step S1501> As shown in FIG. 22, in the general pattern game control process, the MPU 41 first determines whether the general pattern fluctuation display flag indicating that the normal pattern is being displayed in fluctuation (during execution of the normal pattern game) is on. is determined (step S1501). The normal pattern fluctuation display flag is set to ON in step S1711 when the normal pattern fluctuation display (normal pattern game) is started in the normal pattern fluctuation start processing of FIG. 24 described later, and the normal pattern is stopped and displayed ( When the general pattern game ends), it is set to OFF at step S1510 in the general pattern game control process.
[0279] MPU41, when the normal pattern fluctuation display flag is ON (step S1501: Yes), that is, when the normal pattern game is being executed, the process proceeds to step S1507. On the other hand, MPU41, when the normal pattern fluctuation display flag is off (step S1501: No), that is, when the normal pattern game is not being executed, the process proceeds to step S1502.
[0280] <Step S1502> When the normal pattern fluctuation display flag is off (step S1501: No), that is, when the normal pattern game is not being executed, the MPU 41 is that the electric auditors 315b are open (executing the normal pattern per game) It is determined whether or not the electric accessary product open flag indicating is on (step S1502). The electric auditors open flag is set to ON in step S1811 when opening the electric auditors 315b in the game control process per normal figure of FIG. set to off.
[0281] MPU41, when the electric auditors open flag is ON (step S1502: Yes), that is, when the general pattern per game is being executed, ends the general pattern game control process. On the other hand, MPU41, when the flag during the electric accessary product opening is off (step S1502: No), that is, when the normal figure per game is not being executed, the process proceeds to step S1503.
[0282] <Step S1503> When the electric accessary product open flag is off (step S1502: No), that is, when the normal game is not being executed, the MPU 41 indicates that the jackpot game is being executed The flag during the jackpot game is on It is determined whether or not (step S1503). The jackpot playing flag is set to ON in step S2206 when the jackpot game is started in the jackpot game control process of FIG. 29 described later, and is set to OFF in step S2252 when the jackpot game ends.
[0283] MPU41, when the jackpot playing flag is ON (step S1503: Yes), when the jackpot game is being executed, ends the normal game control process. That is, in this embodiment, the regular game is not started during the execution of the jackpot game.
[0284] Of course, the regular game may be started during execution of the jackpot game. In this case, according to the support mode type (high-frequency support mode and low-frequency support mode) before the jackpot game is started, that is, according to the game state before shifting to the jackpot game state, the general pattern reservation storage area 412c Based on the success / failure information (random number counter C4 per general pattern, random number counter C5 per general pattern and value of variation type counter CS2 per general pattern) moved from the first reservation area SE1 to the execution area SAE for general pattern, Winning lottery determination is executed. In other words, if the game state before the jackpot game is executed is a high-frequency support mode probability variable game state or time-saving game state, the normal figure hit table for high-frequency support mode (see FIG. 12 (B)), Based on the per-universal figure type table (see Figure 12 (D)) and the per-universal figure fluctuation table (not shown), the per-universal figure lottery (per or out of the per-universal figure), the per-universal figure type (long open per per or short Per open normal map), and normal map fluctuation display time is set. On the other hand, when the game state before the jackpot game is executed is the normal game state which is the low frequency support mode, the general figure per success table for the low frequency support mode (see FIG. 12 (A)), the general figure per type Based on the table (see Figure 12 (C)) and the normal figure fluctuation table (not shown), the lottery per normal figure (per normal figure or out), the type per general figure (per long open general figure or per short open general figure) ), and the normal map fluctuation display time is set.
[0285] On the other hand, the MPU 41 moves the process to step S1504 when the jackpot playing flag is off (step S1503: No), that is, when the jackpot game is not being executed.
[0286] <Step S1504> If the jackpot game flag is off (step S1503: No), that is, if the jackpot game is not being executed, the MPU41 is stored in the normal pattern fluctuation pending number storage area SNA set in the normal pattern pending storage area 412c of the RAM412 It is determined whether or not normal pattern fluctuation pending number X is 0 (step S1504). MPU41, when the normal pattern fluctuation pending number X is 0 (step S1504: Yes), ends the normal pattern game control process, and when the normal pattern fluctuation pending number X is not 0 (step S1504: No), process to step S1505.
[0287] <Step S1505> If the general pattern fluctuation pending number X is not 0 (step S1504: No), the MPU 41 executes general pattern data setting processing for the general pattern correctness information stored in the general pattern reservation storage area 412c (step S1505), The process proceeds to step S1506. The details of the normal map data setting process will be described later with reference to FIG.
[0288] <Step S1506> In step S1506, the MPU 41 executes the normal pattern fluctuation start process for causing the normal pattern display unit 361 of the main display unit 36 to execute the normal pattern fluctuation display based on the information stored in the normal pattern reservation storage area 412c. , End the normal game control process. In addition, the details of the normal pattern fluctuation start process will be described later with reference to FIG.
[0289] <Step S1507> When the normal pattern fluctuation display flag is on (step S1501: Yes), that is, when the normal pattern game is being executed, the MPU 41 indicates that the jackpot game is being executed The flag during the jackpot game is on It is determined whether or not (step S1507). The jackpot playing flag is set to ON in step S2206 when the jackpot game is started in the jackpot game control process of FIG. 29 described later, and is set to OFF in step S2252 when the jackpot game ends.
[0290] MPU41, when the jackpot playing flag is ON (step S1507: Yes), that is, when the jackpot game is being executed, the process proceeds to step S1509. On the other hand, the MPU 41 moves the process to step S1508 when the jackpot playing flag is off (step S1507: No), that is, when the jackpot game is not being executed.
[0291] <Step S1508> When the jackpot playing flag is off (step S1507: No), that is, when the jackpot game is not being executed, the MPU 41 determines whether the normal pattern fluctuation display time has elapsed from the start of the normal pattern fluctuation display ( step S1508). That is, the MPU 41 determines whether or not it is time to stop display (end the normal game) the normal symbols that are variably displayed in the normal symbol display portion 361 of the main display portion 36 .
[0292] MPU 41, when the normal pattern fluctuation display time has elapsed (step S1508: Yes), that is, at the timing of stopping and displaying the normal pattern displayed in the normal pattern display unit 361 of the main display unit 36 (finishing the normal pattern game) If so, the process proceeds to step S1509. On the other hand, the MPU 41, when the normal pattern fluctuation display time has not elapsed (step S1508: No), that is, the normal pattern displayed in the normal pattern display unit 361 of the main display unit 36 is stopped and displayed (finishing the normal pattern game ), if it is not the timing to make, end the normal game control process.
[0293] <Steps S1509 to S1511> If the normal pattern fluctuation display flag is on (step S1501: Yes) and the jackpot game flag is on (step S1507: Yes), that is, when the jackpot game is started during execution of the normal pattern game, Or when the normal pattern fluctuation display time of the normal pattern has passed (step S1508: Yes), that is, when it is time to stop display the normal pattern displayed in fluctuation (end the normal pattern game), the MPU 41 is the normal pattern game The normal pattern is stopped and displayed in the pattern according to the result of the lottery for the normal pattern corresponding to (step S1509), and the normal pattern fluctuation display flag indicating that the normal pattern is being displayed (executing the normal pattern game) is turned off (step S1510). Furthermore, the MPU41 sets the normal pattern fluctuation stop display flag indicating that the normal pattern is stopped and displayed, that is, the end of the normal pattern game to ON (step S1511), and ends the normal pattern game control process.
[0294] It should be noted that the general pattern fluctuation stop display flag, in step S1801 of the general pattern per game control process of FIG. Referred to for
[0295] In addition, in the present embodiment, not only when it is time to stop display (finish the normal game) the normal symbol that is displayed in fluctuation by the normal pattern fluctuation display time of the normal symbol, execution of the normal pattern game When the jackpot game is started during, the normal symbols that are variably displayed are stopped and displayed (the normal pattern game is ended). That is, when the jackpot game is started, the general pattern game is forcibly terminated before the general pattern fluctuation display time of the normal pattern elapses. Of course, the general pattern game may be continuously executed until the general pattern fluctuation display time of the normal pattern elapses even when the jackpot game is started.
[0296] [General map data setting process] Here, FIG. 23 is a flow chart showing an example of the procedure of the general map data setting process executed by the MPU 41 in step S1505 of FIG. In the general pattern data setting process, the storage contents of the general pattern reservation storage area 412c in the storage area of the main controller 4 in FIG. 11 are updated. Hereinafter, the normal map data setting process will be described with reference to FIG.
[0297] <Steps S1601 to S1603> As shown in FIG. 23, in the general pattern data setting process, the MPU 41 first subtracts 1 from the general pattern fluctuation reservation number X stored in the general pattern fluctuation reservation number storage area SNA (step S1601), and the general pattern first The general pattern correctness information is moved from the reservation area SE1 to the general pattern execution area SAE (step S1602). Subsequently, the MPU 41 shifts the general map correctness information stored in the general map second reservation area SE2 to the general map fourth reservation area SE4 by one (step S1603). Specifically, in step S1603, the general map correctness information in the general map second reservation area SE2 is moved to the general map first reservation area SE1, and the general map correctness information in the general map third reservation area SE3 is transferred to the general map second reservation area. It is moved to the area SE2, and the general map correctness information of the general map 4th reservation area SE4 is moved to the general map 3rd reservation area SE3.
[0298] [Normal map fluctuation start process] Here, FIG. 24 is a flowchart showing an example of the procedure of normal figure fluctuation start processing executed by MPU41 in step S1506 of FIG. In the general pattern variation start process, the variation display of the normal pattern in the normal pattern display unit 361 is started, and various commands and flags are set based on the lottery result in the general pattern per lottery. Hereinafter, normal figure fluctuation start processing will be described with reference to FIG.
[0299] <Step S1701> As shown in FIG. 24, in normal figure fluctuation start processing, MPU41 determines whether the high-frequency support mode flag indicating that it is a high-frequency support mode (probability variation gaming state or time-saving gaming state) is on (Step S1701). The high-frequency support mode flag is set to ON in step S2313 of FIG. 34 when the jackpot game ends in the game state transition processing described later, and the game state changes from the probability variation game state or the time saving game state to the probability variation jackpot game state or normal It is set to OFF in step S2326 in FIG. 34 when the game state shifts from the time-saving game state to the normal game state in step S2307 of FIG. 33 when shifting to the jackpot game state.
[0300] MPU41, if the high-frequency support mode flag is on (step S1701: Yes), that is, if the high-frequency support mode is the probability variable gaming state or the time-saving gaming state, the process proceeds to step S1702, the high-frequency support mode When the flag is off (step S1701: No), that is, when it is in the normal game state which is the low-frequency support mode, the process proceeds to step S1703.
[0301] <Steps S1702 and S1703> If the probability variation gaming state or the time-saving gaming state is a high frequency support mode (step S1701: Yes), MPU41 performs the normal figure per right or wrong determination based on the high frequency support mode (step S1702). Specifically, the MPU 41 is based on the high-frequency support mode normal map hit / fail table (see FIG. 12 (B)) and the high-frequency support mode normal map per classification table (see FIG. 12 (D)). Whether the values of the normal per type random number counter C4 and the normal per type random number counter C5 included as numerical information in the normal pattern correctness information stored in the normal pattern execution area SAE of the pattern reservation storage area 412c are the values corresponding to the normal pattern per It determines whether or not it is appropriate.
[0302] On the other hand, if the normal game state is the low-frequency support mode (step S1701: No), the general pattern hit determination is performed based on the low-frequency support mode (step S1703). Specifically, the MPU 41 is based on the low frequency support mode general map per right / wrong table (see FIG. 12 (A)) and the low frequency support mode general map per classification table (see FIG. 12 (C)). Whether the normal per random number counter C4 and the normal per type random number counter C5 included as numerical information in the general pattern correctness information stored in the general pattern execution area SAE of the drawing reservation storage area 412c are values corresponding to the general pattern per election Make a right or wrong decision.
[0303] <Steps S1704 and S1705> When the MPU 41 determines whether or not the general pattern is successful (step S1702 or S1703), the result of the success or failure determination is the long open general pattern in which the second winning opening 315 is long open. step S1704). If the result of the success / failure determination is the long open / universal pattern hit (step S1704: Yes), the MPU 41 sets on the long open / universal pattern hit flag indicating that the result of the success / failure determination is the long open / normal pattern hit ( Step S1705), the process proceeds to step S1708. On the other hand, MPU41, if the result of the winning / failure determination is not per long open normal pattern (step S1704: No), the process proceeds to step S1706.
[0304] <Steps S1706 and S1707> If the result of the success / failure determination is not a long-open general pattern hit (step S1704: No), the MPU 41 determines whether the success / failure determination result is a short-open general pattern in which the second winning hole 315 is short-opened. (step S1706). If the result of the success / failure determination is a short open normal match (step S1706: Yes), the MPU 41 sets on the short open normal match flag indicating that the result of the success / failure determination is a short open normal match ( Step S1707), the process proceeds to step S1708. On the other hand, the MPU 41, if the result of the success / failure determination is not a short-open normal map hit (step S1706: No), that is, if the result of the success / failure determination is out, the process proceeds to step S1708.
[0305] <Steps S1708 and S1709> If the long open normal map per flag is set to ON (step S1705), if the short open normal map per flag is set to ON (step S1707), or if the result of the judgment is out (step S1706: No), the MPU 41 sets the normal pattern fluctuation pattern, which is the fluctuation display time of the normal pattern in the normal pattern display unit 361 of the main display unit 36 in the normal pattern game, with reference to the normal pattern fluctuation display table (not shown). Execute normal figure fluctuation pattern setting process. Normal figure fluctuation display table (not shown) is, as described above, a high frequency support mode general figure fluctuation table that is referenced when it is in high frequency support mode, and a low frequency that is referenced when it is in low frequency support mode Including support mode normal chart fluctuation display table. Therefore, in the general pattern fluctuation pattern setting process, the general pattern fluctuation pattern is set based on the general pattern fluctuation display table corresponding to the support mode type. In addition, since the high frequency support mode general figure fluctuation display table is set so that the average time of the fluctuation display time of the normal pattern is shorter than the low frequency support mode general figure fluctuation display table, the high frequency support mode Then, the time during which the normal figure game is executed is shorter than in the low frequency support mode.
[0306] Then, MPU41, in addition to the normal figure fluctuation pattern set in step S1708, the result of the success or failure determination in step S1702 or S1703 (the result of the lottery per normal figure), the type of support mode (high frequency support mode and low frequency Separate support mode) and to set the normal figure fluctuation pattern command for notifying the audio lamp control device 5 (step S1709), the process proceeds to step S1710.
[0307] It should be noted that the normal figure fluctuation pattern command is transmitted to the audio lamp control device 5 in the external output process of step S1401 of the next main process (see FIG. 21) executed by MPU41. On the other hand, in the sound lamp control device 5, based on the general pattern fluctuation pattern command, the production corresponding to the general pattern game for the pattern display unit 341 etc., for example, the production showing that the general pattern game is being executed Execute the production showing the result of the lottery for the normal drawing.
[0308] In addition, the general pattern fluctuation pattern command may be at least a command that notifies the sound lamp control device 5 of the general pattern fluctuation pattern, and the result of the lottery per general pattern and the type of support mode are not necessarily the general pattern fluctuation pattern command. There is no need to notify the audio lamp controller 5. For example, the result of the lottery per normal pattern is to set the lottery result command per normal pattern when the success or failure is determined in step S1702 or S1703, and the type of support mode is high frequency support mode or low frequency support mode. When the transition is made, the sound lamp control device 5 may be notified by setting a support mode type command that can identify the type of the support mode after the transition.
[0309] <Steps S1710 and S1711> In step S1710, the MPU 41 starts variable display of normal symbols in the normal symbol display portion 361 of the main display portion 36 (step S1710). Then, the MPU41 sets the normal pattern fluctuation display flag to ON indicating that the normal pattern is displayed in a variable manner, that is, the normal pattern game is being executed (step S1711), and starts the normal pattern fluctuation start process. finish.
[0310] It should be noted that the flag during normal pattern fluctuation display is referred to in order to determine whether the normal pattern game is being executed (during normal pattern fluctuation display) in step S1501 in the normal pattern game control process of FIG.
[0311] [Game control process per normal figure] Here, FIG. 25 is a flow chart showing an example of the procedure of the game control process per normal figure executed in step S1405 in the main process of FIG. In the general figure per game control process, when the result of the general figure per lottery is a hit, by performing the opening and closing control of the electric accessory 315b to allow the entry of the game ball to the second winning opening 315 and the allowable state A process of switching to and from a restrictive state is executed. Hereinafter, with reference to FIG. 25, the normal figure per game control process will be described.
[0312] <Step S1801> As shown in FIG. 25, in the general pattern per game control process, the MPU 41 first determines whether the general pattern fluctuation stop display flag indicating that the normal pattern has been stopped and displayed (that the general pattern game has ended) is on. (step S1801). That is, the MPU 41 determines whether or not it is time to start the game per normal pattern. It should be noted that the normal pattern fluctuation stop display flag is set to ON in step S1511 when the normal pattern is stopped and displayed in the normal pattern game control process of FIG.
[0313] MPU41, when the general pattern fluctuation stop display flag is ON (step S1801: Yes), that is, when the normal pattern per game can be started, the process proceeds to step S1802. On the other hand, MPU41, when the normal pattern fluctuation stop display flag is off (step S1801: No), that is, when it is not the timing at which the normal pattern per game can be started, the process proceeds to step S1813.
[0314] <Step S1802> If the normal pattern fluctuation stop display flag is ON (step S1801: Yes), that is, if the normal pattern per game can be started, the MPU 41 indicates that the jackpot game is being executed. It is determined whether or not it is on (step S1802). The jackpot game flag is set to ON in step S2206 when the jackpot game is started in the jackpot game control process of FIG. 29 described later, and is set to OFF in step S2252 when the jackpot game ends.
[0315] MPU41, when the jackpot playing flag is ON (step S1802: Yes), that is, when the jackpot game is being executed, ends the game control process per normal figure. That is, in the present embodiment, when the jackpot game is forcibly terminated by starting, even if the result of the lottery per normal pattern for the normal pattern game is per normal pattern, the game per normal pattern is not started. That is, in the present embodiment, the regular pattern per game is not started during execution of the jackpot game. Of course, a new normal game may be started during execution of the jackpot game.
[0316] On the other hand, the MPU 41 moves the process to step S1803 when the jackpot playing flag is off (step S1802: No), that is, when the jackpot game is not being executed.
[0317] <Step S1803> When the jackpot playing flag is off (step S1802: No), that is, when the jackpot game is not being executed, the MPU 41 determines whether or not the long open general pattern hit flag is set to ON (step S1803). . The long open general figure per flag is a flag indicating that the result of the lottery per general figure is a long open general figure, and when the result of the lottery per general figure is the long open general figure, the general of Figure 24 It is set to ON in step S1705 of the figure fluctuation start process. That is, the MPU41 determines whether or not the result of the lottery per general pattern for the ended general pattern game is per long open general pattern. MPU41, if the long open normal pattern per flag is set to ON (step S1803: Yes), the process proceeds to step S1804, if the long open normal pattern per flag is set to off (step S1803: No), the process proceeds to step S1806.
[0318] <Steps S1804 and S1805> If the long open general pattern per flag is set to ON (step S1803: Yes), that is, if the result of the general pattern per lottery for the finished general pattern game is a long open general pattern, the MPU 41 is a long open general pattern. A value corresponding to 6 seconds, which is the opening time of the electric accessory 315b in the per-figure game (the time allowed for the game ball to enter the second winning hole 315), is set as the value of the opening time counter (step S1804). The opening time counter is referred to in step S1815 of the game control process per general pattern in order to determine the return timing of the electric auditors 315b. Then, the MPU41 sets the long open normal map per flag to OFF (step S1805), and the process proceeds to step S1809.
[0319] <Step S1806> If the long open general pattern per flag is set to off (step S1803: No), that is, if the result of the general pattern per lottery for the finished general pattern game is not per long open general pattern, the MPU 41 is a short open general pattern It is determined whether or not the hit flag is set to ON (step S1806). Short open normal map per flag is a flag indicating that the result of the lottery per normal pattern is per short open normal map, and when the result of the lottery per normal pattern is per short open normal map, the normal of Figure 24 It is set to ON in step S1707 of the figure fluctuation start process. That is, the MPU41 determines whether or not the result of the lottery per normal pattern for the ended normal pattern game is per short open normal pattern. MPU41, if the short open normal map per flag is set to ON (step S1806: Yes), the process proceeds to step S1807, if the short open normal map per flag is set to off (step S1806: No), that is, if the result of the lottery per normal pattern for the ended normal pattern game is out, the process proceeds to step S1812.
[0320] <Steps S1807 and S1808> If the short open normal map per flag is set to ON (step S1806: Yes), that is, if the result of the general pattern per lottery for the finished normal game is per short open normal map, the MPU 41 is a short open normal A value corresponding to 0.1 seconds, which is the opening time of the electric accessory 315b in the per-figure game (the time allowed for the game ball to enter the second winning hole 315), is set as the value of the opening time counter (step S1807). Then, the MPU41 sets the short open normal map per flag to OFF (step S1808), and the process proceeds to step S1809.
[0321] <Steps S1809 to S1811> If the result of the lottery per normal pattern is a hit, the flag indicating the type per normal pattern (flag per long open normal pattern or flag per short open normal pattern) is set to off (step S1805 or S1808), MPU 41 is, The electric accessory 315b is operated (step S1809). As a result, the second winning hole 315 is opened, and the game ball entering the second winning hole 315 is allowed to enter. Then, the MPU 41 sets an electric accessory open command that notifies the audio lamp control device 5 that the electric accessory 315b is open (step S1810), and indicates that the electric accessory 315b is open. Set the electric accessory open flag to ON (step S1811), and proceed to step S1812.
[0322] Incidentally, the electric accessory open command is transmitted to the audio lamp control device 5 in the external output process of step S1401 of the next main process (see FIG. 21) executed by the MPU41. As a result, the audio lamp control device 5 can start an effect indicating that the electric role product 315b is open to the symbol display unit 341, for example, based on the electric role product opening command.
[0323] <Step S1812> When the process of opening the electric accessory 315b is executed when the result of the lottery per normal drawing is a hit (steps S1803 to S1811), or the long open normal map per flag and the short open normal map per flag are both turned off. If it is set (if the result of the lottery per normal pattern is out) (step S1803 and step S1806 are both No), the MPU 41 normally indicates that the symbol has been stopped (that the normal pattern game has ended) The normal pattern fluctuation stop display flag shown is set to OFF (step S1812), and the normal pattern per game control process is terminated.
[0324] <Step S1813> When the normal pattern fluctuation stop display flag is off (step S1801: No), the MPU 41 is set to on when the electric auditors 315b are opened in step S1811 of the normal pattern per game control process. It is determined whether or not the open flag is set to ON (step S1813). That is, the MPU 41 determines whether or not the normal figure per game is being executed. MPU41, when the flag during electric accessary product opening is set to ON (step S1813: Yes), that is, when the normal figure per game is being executed, the process proceeds to step S1814. On the other hand, MPU41, when the flag during the electric auditors product opening is set to OFF (step S1813: No), that is, when the general pattern per game is not being executed, ends the general pattern per game control process.
[0325] <Steps S1814 and S1815> If the electric accessary product open flag is set to ON (step S1813: Yes), that is, if the general pattern per game is being executed, the MPU 41 is set in step S1804 or S1807 of the general pattern per game control process 1 is subtracted from the open time counter value (step S1814), and it is determined whether or not the open time counter value after the subtraction is 0 (step S1815). That is, the MPU 41 determines whether or not it is time to restore the electric accessory 315b. MPU41, if the value of the open time counter after subtraction is 0 (step S1815: Yes), that is, if it is time to restore the electric accessory 315b, the process proceeds to step S1816. On the other hand, MPU41, if the value of the open time counter after subtraction is not 0 (step S1815: No), that is, if it is not the timing to return the electric auditors 315b, to end the game control process per normal figure.
[0326] <Steps S1816~S1818> If the value of the open time counter after subtraction is 0 (step S1815: Yes), that is, if it is time to restore the electric accessory 315b, the MPU 41 restores the electric accessory 315b (step S1816). As a result, the second winning port 315 is closed, and entry of game balls into the second winning port 315 is restricted. Then, the MPU 41 sets an electric accessory closing command to notify the audio lamp control device 5 that the electric accessory 315b is closed (step S1817), and an electric accessory indicating that the electric accessory 315b is open. The flag during opening of the role product is set to OFF (step S1818), and the game control process per general pattern is terminated.
[0327] Incidentally, the electric accessory closing command is transmitted to the audio lamp control device 5 in the external output process of step S1401 of the next main process (see FIG. 21) executed by the MPU41. As a result, the audio lamp control device 5 can end the effect indicating that the electric role product is open, which is executed in the symbol display unit 341, for example, based on the electric role product closing command.
[0328] [Special game control process] Here, FIG. 26 is a flow chart showing an example of the procedure of the special figure game control process executed in step S1406 in the main process of FIG. In the special figure game control process, the storage contents of the special figure reservation storage area 412b set in the RAM412 of the main controller 4 are updated, and the control of the progress of the first special figure game or the second special figure game, for example, the second The first special symbol in the 1 special symbol display section 362 or the second special symbol in the second special symbol display section 363 is controlled to fluctuate and stop. Hereinafter, with reference to FIG. 26, the special figure game control processing will be described.
[0329] <Step S1901> As shown in FIG. 26, in step S1901, the MPU 41 determines whether or not the jackpot playing flag indicating that the jackpot game is being executed is on. The jackpot game flag is set to ON in step S2206 when the jackpot game is started in the jackpot game control process of FIG. 29 described later, and is set to OFF in step S2252 when the jackpot game ends. .
[0330] MPU41, when the jackpot playing flag is ON (step S1901: Yes), that is, when the jackpot game is being executed, ends the special figure game control process. That is, in this embodiment, when the jackpot game is being executed, the special figure game is not started. Of course, the special game may be started during execution of the jackpot game.
[0331] On the other hand, the MPU 41 moves the process to step S1902 when the jackpot playing flag is off (step S1901: No), that is, when the jackpot game is not being executed.
[0332] <Step S1902> When the jackpot playing flag is off (step S1901: No), that is, when the jackpot game is not being executed, the MPU 41 displays the first special symbol or the second special symbol in a variable display (the first special symbol game or the second It is determined whether or not the special figure fluctuation display flag indicating that the special figure game is being executed is ON (step S1902). The special figure fluctuation displaying flag is set to ON in step S2107 when the fluctuation display of the first special symbol or the second special symbol is started in the special figure variation start processing of FIG. 28 described later, and the special figure game control When the first special symbol or the second special symbol is stopped and displayed in the process, it is set to OFF in step S1909.
[0333] MPU41, when the special figure fluctuation display flag is ON (step S1902: Yes), that is, when the special symbol is during the fluctuation display (during execution of the special figure game), the process proceeds to step S1906. On the other hand, MPU41, if the flag during the special figure fluctuation display is off (step S1902: No), that is, if the special symbol is not during the fluctuation display (during the execution of the special figure game) when the jackpot game is not being executed, the process to step S1903.
[0334] <Step S1903> If the special figure fluctuation display flag is off (step S1902: No), that is, if the special symbol is not fluctuating display (during the execution of the spec...
Claims
[Claim 1] A game board having a game area on the front side; A predetermined decorative means that is visible when viewed from the front of the game board and is provided at a specific position corresponding to the game board; an information acquisition means for acquiring special information when an acquisition condition is met based on a predetermined game played by a player; a determination means for determining whether the acquired special information satisfies a predetermined condition; a first rotating means; a special game execution means for executing a special game advantageous to a player when the determination means determines that the predetermined condition is satisfied; A gaming machine comprising: The first rotating means includes: At least a rotation shaft portion provided in a direction intersecting the game board, and a rotation plate portion rotatable around the rotation shaft portion, The rotating plate portion is A visual recognition section is provided that allows a specific area that is part of the predetermined decorative means located on the back side to be visually recognized when viewed from the front of the game board, When a predetermined trigger is established based on the predetermined game by the player, the reel may be switched from a predetermined stopped state to a predetermined rotating state. This gaming machine is In a front view of the game board, a second rotation means that is movable in the game area and rotatable in a predetermined manner is configured to be displaceable between a first position that is visible without passing through the visible portion of the rotating plate portion and a second position that is visible through the visible portion of the rotating plate portion, a first state in which the specific area of the predetermined decorative means is visible through the viewing portion of the rotating plate portion in the execution state of the predetermined game; The second rotating means is configured to move to the rear side of the rotating plate portion and displace to the second position, so that a predetermined area of the second rotating means becomes visible through the visible portion of the rotating plate portion, and a second state is reached in which an area of the specific area of the predetermined decorative means that is blocked by the second rotating means becomes invisible, the rotating plate portion in the first state is configured to be able to generate a first rotation state in which it rotates in a first rotation direction or a second rotation state in which it rotates in a second rotation direction different from the first rotation direction, The predetermined information at the specific position on the predetermined decorative means can be visually recognized regardless of whether the rotation state is the first rotation state or the second rotation state, the second rotation means is configured to be movable along a plurality of different paths, When the second rotation means moves while rotating toward the back side of the rotating plate portion, the rotation direction of the second rotation means can be changed during the movement toward the back side of the rotating plate portion, In the special game, when the predetermined opportunity is established, the rotating plate part is configured to be switched from the predetermined stopped state to the predetermined rotating state, A gaming machine characterized in that, in the special game, the second rotation means is configured to move to the back side of the rotation plate portion to generate the second state.