Game machine

JP2023093257A5Inactive Publication Date: 2025-07-02SOPHIA CO LTD
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Patent Information

Application Number
JP2021208783
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2021-12-22
Publication Date
2025-07-02
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

Conventional gaming machines fail to sufficiently enhance player interest through stage changes alone.

Method used

Incorporation of an effect control mechanism that dynamically changes the rendering mode of game elements, allowing for suggestive effects that obscure or reveal predetermined objects, enhancing the game's amusement value.

Benefits of technology

Improves the amusement value of gaming machines by creating engaging and unpredictable gameplay experiences.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To increase the interest of a game.SOLUTION: A game machine includes performance control means (performance control device 300) for performing a control that a performance related to a game can be displayed on display means (display device 41). The performance control means can display a predetermined object (variable image 90c) on the display means, and can execute a suggestion performance that makes it impossible to specify part or all of a predetermined object in order to suggest whether or not a first performance mode in which a first image is displayed on the display means is changed to a second performance mode in which a second image is displayed without displaying the first image on the display means.SELECTED DRAWING: Figure 36
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Description

Technical Field

[0001] The present invention relates to a gaming machine that executes games.

Background Art

[0002] In conventional gaming machines, there is known a gaming machine that includes a plurality of stages for producing games and can shift the stage by satisfying certain conditions (see, for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, simply shifting the stage could not sufficiently improve the interest of the game. The object of the present invention is to improve the interest of the game. [[ID= thirty-six]]

Means for Solving the Problems

[0005] To solve the above problems, the invention according to claim 1 is In a gaming machine that executes games, It is provided with production control means for controlling so that a production related to the game can be displayed on the display means, The production control means is It is possible to display a predetermined object on the display means, In order to suggest whether it becomes a second production mode in which a second image is displayed on the display means without displaying the first image from the first production mode in which the first image is displayed on the display means, it is possible to execute a suggestive production that makes it impossible to specify part or all of a predetermined object. It is characterized by that.

Effects of the Invention

[0006] According to the present invention, the enjoyment of games can be improved. [Brief explanation of the drawing]

[0007] [Figure 1] This is a front view of a gaming machine according to one embodiment of the present invention. [Figure 2] This is a perspective view of a gaming machine according to one embodiment of the present invention, seen from the front. [Figure 3] This is a front view of the game board. [Figure 4] This is a block diagram showing an example of the configuration of a control system for a gaming machine. [Figure 5] This is a block diagram showing an example of the configuration of a control system for a gaming machine. [Figure 6] This diagram shows an example of the distribution rate of the results of the special symbol variation display game, the distribution rate of the jackpot symbols, the number of games until the ceiling is reached, and the termination conditions for a specific game state. [Figure 7] This diagram illustrates the operation during a minor win. [Figure 8] This is a diagram explaining the game of displaying a variable graph. [Figure 9] This is a diagram to explain the transitions in the game state. [Figure 10] This diagram explains how to handle situations where time-saving measures overlap and how they are displayed on the integrated display device. [Figure 11] This diagram illustrates the information output to the outside of a gaming machine. [Figure 12] This diagram illustrates the information output to the outside of a gaming machine. [Figure 13] This is a flowchart explaining the main process. [Figure 14] This is a flowchart explaining the main process. [Figure 15] This is a flowchart explaining timer interrupt handling. [Figure 16] This is a flowchart explaining the special effects game processing. [Figure 17] This is a flowchart explaining the common processing for the special start port switch. [Figure 18]It is a flowchart for explaining the special figure retention information determination process. [Figure 19] It is a flowchart for explaining the special figure normal process. [Figure 20] It is a flowchart for explaining the special figure 1 variation start process and the special figure 2 variation start process. [Figure 21] It is a flowchart for explaining the special figure 1 stop symbol setting process. [Figure 22] It is a flowchart for explaining the special figure 2 stop symbol setting process. [Figure 23] It is a flowchart for explaining the special figure variation process. [Figure 24] It is a flowchart for explaining the time-saving end setting process. [Figure 25] It is a flowchart for explaining the special figure display process. [Figure 26] It is a flowchart for explaining the special figure display process. [Figure 27] It is a flowchart for explaining the fanfare / interval process transition setting process 1. [Figure 28] It is a flowchart for explaining the support operation setting process. [Figure 29] It is a flowchart for explaining the jackpot end process. [Figure 30] It is a flowchart for explaining the specific area switch monitoring process. [Figure 31] It is a flowchart for explaining the small win remaining balls process. [Figure 32] It is a flowchart for explaining the small win end process. [Figure 33] It is a flowchart for explaining the main process of the effect control device. [Figure 34] It is a flowchart for explaining the received command check process. [Figure 35] It is a flowchart for explaining the received command analysis process. [Figure 36] It is a figure for explaining an example of the effect. [Figure 37]This is a time chart showing the timing of transitions between the display and presentation of specific images. [Figure 38] This is a diagram illustrating an example of a production technique. [Figure 39] This is a diagram illustrating an example of a production technique. [Figure 40] This is a diagram illustrating an example of a production technique. [Figure 41] This is a diagram illustrating an example of a production technique. [Figure 42] This is a diagram illustrating an example of a production technique. [Figure 43] This is a diagram illustrating an example of a production technique. [Figure 44] This is a time chart showing the timing of transitions between the display and presentation of specific images. [Modes for carrying out the invention]

[0008] <First Embodiment> Figure 1 is a front view of the gaming machine 10 of this embodiment, and Figure 2 is a front view of the gaming machine 10 of this embodiment. This is a front perspective view. As shown in Figures 1 and 2, the gaming machine 10 of this embodiment is equipped with a front frame 12, and the front frame 12 It is assembled to the outer frame (support frame) 11 so as to be able to open and close and rotate. The game board 30 (see Figure 3) is It is housed in a storage compartment (not shown) formed on the front side of the front frame 12. The frame (12) is equipped with a glass cover glass (transparent component) 14 that covers the front of the game board 30. A frame (transparent plate holding frame) 15 is attached.

[0009] The glass frame 15 has a display that covers the front of the game board 30, located behind the cover glass 14. A panel 350 is provided. The display panel 350 is transparent to the game board 30 and, The display can be shown. In the gaming machine of this embodiment, light is introduced from the side edge. It consists of a light guide plate that makes the image appear, but is made of transparent liquid crystal display or EL display. It's fine if it's done that way. When the display panel 350 does not have the prescribed display, it is transparent and does not obstruct the view of the game board 30 behind it. It is designed so as not to hinder recognition. And when the prescribed display is shown on the display board 350, In the area where the designated display is located, the visibility of the game board 30 behind it will be reduced. The game board 30 at the rear may be visible through the designated display, or the designated display may be It is acceptable if the game board 30 at the rear is not visible.

[0010] A display unit 16 for showing the model name of the gaming machine 10 is provided at the top of the glass frame 15. It is being done. Furthermore, the left and right sides of the glass frame 15 have built-in lamps or LEDs for decoration, presentation, and other purposes. Notifications when an error occurs (for example, if a payout error occurs, lamps or LEDs will be illuminated in an error notification color (example) For example, a frame decoration device 18 that emits light for lighting (flashing) in red, or sound (for example) Furthermore, a speaker (upper speaker) 19a that emits sound effects is provided. Speakers (lower speakers) 19b are also provided at the bottom of 12 and the glass frame 15. In the event of an abnormality, sound will be emitted from speaker (upper speaker) 19a and speaker (lower speaker) 19b. The abnormality will be reported. Furthermore, a dispensing abnormality report will be displayed on a designated part of the glass frame 15. You may also consider installing a lamp for observation.

[0011] Furthermore, at the bottom of the glass frame 15 is an upper tray (storage) for supplying game balls to a ball launching device (not shown). (Retaining tray) 21, Game balls dispensed from the payout unit located on the back side of the game machine 10 An upper tray ball outlet 22, etc., is provided from which the balls are discharged. Furthermore, the upper edge of the upper tray 21 is provided for the player It incorporates a built-in button switch 25a (see Figure 5) for receiving press input. An effect button 25 is provided. Furthermore, the effect button 25 is A drive source for vibration is also built in. In other words, the game machine 10 of this embodiment has a performance button. It is equipped with a vibration function that provides a predetermined notification by vibrating the 25. The output button 25 changes from its normal state (as shown in Figures 1 and 2) to a protruding state (above the effect button 25). The device may be configured to allow the surface (pressure surface) to be positioned higher than in the normal state.

[0012] The lower part of the front frame 12 stores the game balls that have been dispensed when the upper tray 21 is full. A lower tray (receiving tray) 23, a handle 24 for the ball launching device, etc. are provided. Furthermore, a front frame 1 The lower right side of part 2 is where a key is inserted to open and lock the front frame 12 and the glass frame 15. A keyhole 26 is provided for this purpose.

[0013] Also, to the right of the performance button 25, when a player receives balls from an adjacent ball dispensing machine... The operation involves pressing the ball dispensing button (ball dispensing button) 27a, and then inserting a prepaid card from the ball dispensing machine's card unit. The return button (discharge button) 27b is operated to eject the card, and the remaining balance on the prepaid card... A balance indicator (balance display unit) 27c that displays the balance, and the game balls in the upper tray 21 flow down to the lower tray 23. The upper tray operating lever 27d is operated to control the game, and the player's mobile phone, such as a smartphone, is also used. A mobile device holder section 28 for placing the device is provided. Also, to the left of the performance button 25 It is equipped with volume control buttons 27e, a directional pad 29, and other features. In the gaming machine 10 of this embodiment, the player rotates the handle 24. The ball launching device directs the game balls supplied from the upper tray 21 towards the game area 32 on the front of the game board 30. It fires when the player operates the effect button 25 or the directional pad 29. In the display device 41 (see Figure 3), the variable display game (decorative special feature variable display game) This allows for the creation of effects and other features that involve the player's actions.

[0014] Next, an example of the game board 30 will be described using Figure 3. Figure 3 shows the game board of this embodiment. This is a front view of the 30. As shown in Figure 3, the game board 30 has a flat plate-shaped game board body that serves as a mounting base for various components. The game board is made of wood or synthetic resin, and the front of the game board is equipped with Resin side cases 33 and outer walls (guide rails) 31 are provided at each of the four corners of 30. A game area 32 enclosed by a wall is provided. The game machine 10 is enclosed by an outer wall 31. The game is played by launching game balls from a ball launching device within area 32. Area 32 is equipped with components such as windmills and obstacle nails to change the direction of the flow of the game balls. The launched game balls move down the game area 32 while changing their direction of rolling due to these components.

[0015] Approximately in the center of the game area 32 is a center section that forms a window area for displaying the variable display game. Case 40 is attached. Behind the window formed in the center case 40, there are multiple A display device 41 is positioned as a performance display device (variable display device) that displays numerical identification information in a variable manner. It is being done.

[0016] The display device 41 (variable display device) is, for example, an LCD (liquid crystal display), a CRT (Cryptograph), etc. It consists of a device having a display screen such as a pipe. The display screen has a displayable area (display). The display area can display still images or videos as visual effects, for example, multiple identification information (Special symbols) and special symbol variation display characters and background images that enhance the game's effects, etc. Information regarding the game is displayed. On the display screen of the display device 41, identification information is displayed. Multiple assigned special symbols are displayed in a variable manner, and in the special symbol variable display game A special display game is played that corresponds to the changes in the decorative symbols. In addition, the display screen shows animations based on the progress of the game. Images for (for example, jackpot display image, fanfare display image, ending display image) Images, etc. will be displayed.

[0017] The center case 40 contains the game balls that flow down the game area 32 inside the center case 40 A warp channel forming member 614 that forms a warp channel to guide to, and a warp channel passing through A stage section 620 is provided on which the game balls can roll. Since the stage section 620 is located above the starting prize entry opening 36, on the stage section 620 The rolling game balls are more likely to enter the starting prize entry slot 36. Furthermore, the upper and lower parts of the center case 40 are designed to perform game-related effects through movement. A display device 44 is provided. A lower display device is provided at the bottom of the center case 40. 44a is located at the bottom of the center case 40 and is located on the central side of the display device 41. It is possible to operate between a given position and another position. The upper display device 44b, which is located on the top of the center case 40, It is operable between the position of the part and a position that is closer to the center of the display device 41 than this position. Furthermore, this performance device 44b includes a rotating moving member 44c that mimics a propeller. It has the ability to perform effects through the movement of the operating member 44c. In other words, the lower display device 44a has a first movable component that has an operable first movable member, The upper display device 44b constitutes a second movable mechanism having a second movable member that can be operated.

[0018] The game area 32 to the right and below the center case 40 has a normal symbol start gate (normal symbol start gate). A starting gate 34 is provided. Inside the starting gate 34 is the starting gate A gate switch 34a (see Figure 4) is provided to detect game balls that have passed through 34. When a game ball that has been launched into the game area 32 passes through the normal starting gate 34, the normal change The animated game is executed.

[0019] In the lower left game area 32 of the center case 40, three general prize entry slots 35 are arranged. In the game area 32 to the right of the center case 40, there is one general prize entry opening 35. The game balls that enter these general prize slots 35 are placed in the prize slots provided in the general prize slots 35. It is detected by switch 35a (see Figure 4).

[0020] In the game area 32 below the center case 40, there is a special feature 1 variation display game (1st special feature variation). A starting prize entry point 36 (first starting prize entry area) is provided to give the conditions for starting the displayed game. The game ball that enters the starting prize slot 36 is detected by the starting slot 1 switch 36a (see Figure 4). It will be released.

[0021] To the right of the center case 40 is the Special Feature 2 Variable Display Game (Second Special Feature Variable Display Game) A normal variable prize winning device 37 (second starting prize winning area) is provided to give the starting conditions. Game balls that enter the prize-winning device 37 are detected by the start port 2 switch 37a (see Figure 4). It will be done. The normal variable prize winning device 37 is equipped with a movable member 37b, and this movable member 37b is normally It maintains a closed state (a disadvantageous state for the player) in which game balls cannot flow in. Then, if the result of the regular diagram fluctuation display game reaches the predetermined result, the regular electric solenoid as the drive device The noid 37c (see Figure 4) operates in an inverted "V" shape, and the normal variable prize winning device 37 The machine can be changed to an open state (a state advantageous to the player) that makes it easier for game balls to flow in. Yes, they are. Furthermore, the standard variable prize winning device 37 allows game balls to be awarded even when the movable member 37b is in the closed position. It is also acceptable to make it more difficult for the game balls to enter the winning area when the gate is closed compared to when it is open.

[0022] In the lower right gaming area 32 of the center case 40, the result of the special symbol variation display game A special variable prize-winning device that can switch between a state that does not accept game balls and a state that easily accepts them (Grand Prize) A special variable prize winning device 38 is provided. The special variable prize winning device 38 rotates in a direction in which the upper end tilts towards the front. It has an attacker-type opening and closing door 38c that can be moved and opened, and when opened, the upper part The prize entry opening is converted to a state in which game balls can flow in. The special variable prize entry device 38 is a special variable display gate Based on the results of the game, the large prize slot is changed from a closed state to an open state, allowing play into the large prize slot. By facilitating the flow of balls, a predetermined game value (prize balls) is awarded to the player. The game balls that enter the special variable prize winning device 38 are then switched to the big prize winning slot switch (count switch). It is detected by (C)38a (see Figure 4).

[0023] Inside the main prize-winning area (winning zone), there is a specific area into which game balls can flow. Also, the lever solenoid 38f( A lever member is provided that operates as shown in Figure 4. The inflow of game balls is detected in a specific area. A specific area switch 38d (see Figure 4) is provided that can be turned on, and this specific area switch Based on the detection of the game ball in 38d, a favorable state is created for the player (actual In this configuration, a special game state is generated. It is discharged to the outside of the special variable prize winning device 38.

[0024] Furthermore, the contents of the large prize winning opening are discharged to the outside of the special variable prize winning device 38 without flowing into a specific area. A remaining ball discharge switch 38e (see Figure 4) is provided to detect the game balls that are being dispensed. The number of game balls detected by the large prize slot switch 38a located inside the prize slot (flow into the large prize slot) The number of game balls inserted, and the number detected by the specific area switch 38d and the remaining ball outlet switch 38e When the number of balls dispensed (the number of balls dispensed from the main prize slot) matches the number of balls dispensed from the main prize slot, Once it has been confirmed that all the game balls have been dispensed, basically until this confirmation is complete, new balls will be dispensed. The grand prize entrance will not be opened.

[0025] In the game area 32 below the starting prize entry opening 36, game balls that did not enter the prize entry openings are collected. An outlet 30a is provided. Also, outside the game area 32 and the game board body 80 In the lower right corner, there is a special feature display game (Special Feature 1 display game, Special Feature 2 display game). A batch display device 50 is provided for executing a game that displays the changes in the general diagram.

[0026] The integrated display device 50 is a special display unit (first special display unit) for the special display game special display game special display unit 1. 51 and Special Figure 2 display unit (second special figure variation display unit) 52 for special figure 2 variation display game, and Special Figure 1 Special Figure 1 Reserved Display Unit 53 and Special Figure 2 Variable Display Game for notifying the number of memories at the start of a variable display game It is equipped with a special display 2, a hold indicator 54 for notifying the number of start memory units.

[0027] Furthermore, the integrated display device 50 displays the number of rounds during a jackpot (the number of times the special variable prize winning device 38 is opened and closed). A round display unit 55 that displays the rounds, and a game status display unit 5 that displays the game status of the gaming machine 10. It is equipped with 6. This game status display unit 56 shows the game status of left-handed play (normal play) and right-handed play. First game state display unit 56a that notifies the player of a playing style that is advantageous to the player (a playing style corresponding to the game state) , a second game state display unit 56b that notifies that the game is in a time-saving state (when the variable time reduction function is activated). The game machine 10 is powered on, and it is announced that the probability of winning a jackpot is in a high-probability state. A third game state display unit 56c is provided. In this embodiment of the game machine, the special symbol probability Since this value is always constant, the third game state display unit 56c is not used. Furthermore, the integrated display device 50 includes a regular display unit 57 for the regular display variation display game, and a regular display variation display It is equipped with a general display indicator 58 for notifying the number of games to start.

[0028] Figure 4 is a block diagram of the control system of the pachinko game machine 10 according to this embodiment. The gaming machine 10 is equipped with a gaming control device 100, which comprehensively controls the game. A main control device (main board) which is a game microcomputer (hereinafter referred to as a game microcomputer) A CPU unit 110 having a (called) 111, an input unit 120 having an input port, and Output unit 130 having power ports and drivers, CPU unit 110, input unit 120 and output It consists of a data bus 140 connecting to section 130, etc.

[0029] The CPU section 110 is a microcontroller for games called an amusement chip (IC). U)111 and an oscillator like a crystal oscillator are used to control the CPU's operating clock and timer interrupts. It includes an oscillator circuit (crystal oscillator) 113 that generates a clock that serves as the reference for the random number generation circuit. The game control device 100 and the solenoids and motors driven by the game control device 100. Electronic components such as [specific components] require DC32V, DC12V, DC5V generated by power supply unit 400. A predetermined DC voltage, such as V, is supplied to enable operation.

[0030] The power supply unit 400 is an AC-DC converter that generates a DC voltage of 32V from a 24V AC power supply. Converters and lower-level DC power supplies such as DC12V and DC5V from a DC32V voltage. A standard power supply unit 410 having a DC-DC converter that generates pressure, and a microcontroller 1 for gaming A backup power supply unit 420 that supplies power voltage to the internal RAM of 11 in the event of a power outage, It has a power outage monitoring circuit and sends a power outage monitoring signal to the game control device 100 to notify it of the occurrence and recovery of a power outage. It includes a control signal generation unit 430 that generates and outputs control signals such as reset signals.

[0031] In this embodiment, the power supply unit 400 is configured separately from the game control device 100. The backup power supply unit 420 and the control signal generation unit 430 are located on separate circuit boards or game systems The device 100 may be integrated with the main board, that is, it may be configured to be installed on the main board. Since the game control device 100 is subject to replacement when the model is changed, as in this embodiment, A backup power supply unit 420 and a control signal generator are located on a separate board from the power source unit 400 or the main board. By providing section 430, it is possible to exclude it from replacement and reduce costs.

[0032] The backup power supply unit 420 is composed of a single large-capacity capacitor, such as an electrolytic capacitor. This is possible. The backup power supply is provided by the game microcomputer 111 of the game control device 100. In particular, data stored in RAM is supplied to the built-in RAM, and even during a power outage or after the power is cut off, the data stored in RAM remains safe. It is designed to be held. In other words, if a power outage occurs, the game control device 100 will hold the game Even if the power supply to the machine is interrupted, it can retain information related to the game, and when the power outage is resolved... Later, it will serve as a means for storing game information that allows the game to be resumed based on the stored information. The control signal generation unit 430 monitors, for example, the 32V voltage generated by the normal power supply unit 410. For example, if the voltage drops below 17V, it detects a power outage and changes the power outage monitoring signal. Then, a reset signal is output after a predetermined time. Also, when the power is turned on or when a power outage is restored, at that time A reset signal is generated after a predetermined time has elapsed.

[0033] Furthermore, the game control device 100 is provided with a RAM initialization switch 112. When the AM initialization switch 112 is operated, an initialization switch signal is generated, and based on this, The data is stored in the RAM 111C within the gaming microcontroller 111 and the RAM within the payout control device 200. A process is performed to forcibly initialize the information. While not specifically limited, initialization is performed. The switch signal is read when the power is turned on, and the power outage monitoring signal is executed by the gaming microcontroller 111. It is repeatedly read within the main loop of the main program. The reset signal is a forced interrupt. It is a type of mixed signal that resets the entire control system.

[0034] The gaming microcontroller 111 is a CPU (Central Processing Unit: Microprocessor) 111A , a read-only ROM (read-only memory) 111B and an RA that can be read and written at any time It is equipped with M (Random Access Memory) 111C.

[0035] ROM111B contains immutable information for game control (program, fixed data, various random numbers). The RAM 111C stores non-volatile values ​​(such as judgment values) and controls the CPU 111A's actions during game control. It is used as a storage area for data, various signals, and random values. ROM111B or RAM11 As 1C, electrically rewritable non-volatile memory such as EEPROM may be used. .

[0036] Furthermore, ROM111B can record, for example, the execution time of the special feature variation display game, the content of the effects, and the reach. A variation pattern for determining the variation pattern (variation mode) that defines whether or not a state occurs. It stores the pattern table. The variation pattern table is stored as startup memory. The CPU 111A refers to the random numbers 1-3 of the variation pattern to determine the variation pattern. It is a bull. Also, in the variation pattern table, the option selected when the result is a miss is The deviation variation pattern table, the jackpot variation pattern selected when the result is a jackpot. This includes tables, etc. Furthermore, these pattern tables include information on what happens after reaching a winning state. Table for determining the second-half variation pattern (second-half variation group table) (e.g., the selection table for the bullseye and the second half of the variation pattern), the variation pattern before reaching the reach state. Table for determining semi-variation patterns (e.g., first half variation group table or first half variation pattern) It includes (selection tables, etc.).

[0037] Here, "reach" (reach state) refers to a display device having a display state that can change, and said display device The system derives and displays multiple display results at different times, and these multiple display results are predetermined. In the event of a different outcome, the game state becomes a game state that is advantageous to the player (special game state). In the gaming machine 10, at a stage where some of the multiple display results have not yet been derived and displayed, A display state in which the already derived and displayed display result satisfies the conditions for a special result mode. In other words, the "reached" state is when the variable display control of the display device is progressing and the display is not showing. Even when the results have reached the stage before they are displayed, the display conditions for special result types are still... This refers to a display configuration that is not misaligned. And, for example, while maintaining a state in which the special result configurations are aligned. In addition, a state in which fluctuations are displayed using multiple fluctuation display areas (so-called full rotation reach) is also a reach state. It is included in [this]. Also, the "reached" state is when the display control of the display device has progressed and the display result has been derived and displayed. This is the display state at the stage before the process is completed, and before the display result is derived and displayed. A clause in which at least a portion of the display results of the multiple variable display areas that have been determined become a special result pattern. This refers to the display state when the conditions are met.

[0038] Therefore, for example, a decorative special feature variation table displayed on a display device in response to a special feature variation display game. The game displays multiple identification information for a predetermined time in each of the left, center, and right variable display areas of the display device. After displaying the information as it changes, the display stops in the order of left, right, and center, and the resulting pattern is displayed. In this case, the conditions for a special result are met in the left and right variable display areas (for example, the same The state in which the variable display stops (based on the identification information) is considered a "reach" state. In addition, all When the variable display in the variable display area is temporarily stopped, any two of the variable displays on the left, center, or right will be displayed. A state in which the conditions for a special result are met in the domain (for example, a state in which the identification information becomes the same, (However, excluding special result types) is considered a "reach" state, and from this reach state, the remaining one variation table The display area may be made to vary.

[0039] Furthermore, this reach state may include multiple reach animations, and a special outcome pattern may be derived. As reach animations with different possibilities (different expected values), there are normal reach (N reach) and special reach. Char 1 Reach (SP1 Reach), Special 2 Reach (SP2 Reach), Special 3 Reach (SP3 Reach) and Premium Reach are set. Note that the expected value is for Reach. Normal Reach < Special 1 Reach < Special 2 Reach < Special 3 Reach The value increases in order of Premier Reach. Also, this reach state is at least Variation in a special symbol variation display game when a special result pattern is derived (when it results in a jackpot) It is included in the display modes. That is, in the special feature variation display game, the special result mode is It is included in the variation display method when it is determined that it cannot be derived (i.e., when it is a miss). There are also cases where a reach state occurs, and the state in which a reach state does not occur is larger. This is a state where there is a high probability of winning.

[0040] The CPU 111A executes the game control program in the ROM 111B and controls the payout system. It generates control signals (commands) for the 200 and the performance control device 300, and solenoids and It generates and outputs drive signals for the display device to control the entire gaming machine 10. However, the gaming microcomputer 111 generates a jackpot random number for determining a win in the special symbol variation display game and Special symbol random numbers used to determine the winning symbols, and the variation patterns in the special symbol variation display game (each This includes determining the execution time of the variable display game in the variable display for type reach and no reach. Random numbers are generated to create variable patterns, random numbers to determine wins in games with variable display, etc. A random number generation circuit for achieving this, and based on the oscillation signal (original clock signal) from the oscillation circuit 113 This generates timer interrupt signals and random number generators for the CPU111A at predetermined intervals (e.g., 4 milliseconds). It is equipped with a clock generator that generates a clock that provides the timing for updating the circuit. .

[0041] Furthermore, in processing related to the special feature variation display game, the CPU 111A uses ROM 111B From among the multiple variation pattern tables stored, select one variation pattern table To obtain the result. Specifically, CPU111A obtains the game result (jackpot) of the special feature variation display game. (minor win or loss), or the probability state of the special symbol variation game as the current game state (low probability) Based on the rate state or high probability state, the number of starting memories, etc., multiple fluctuation pattern tables Select and retrieve one of the variation pattern tables from among them. Here, CPU111A When executing the special feature variation display game, multiple variation patterns stored in ROM111B Obtaining fluctuation distribution information: Get one of the fluctuation pattern tables from the pattern tables. To take action.

[0042] The dispensing control device 200 includes a CPU, ROM, RAM, input interface, and output interface. Equipped with faces, etc., it follows the prize ball payout commands (commands and data) from the game control device 100. This controls the dispensing motor of the dispensing unit to dispense the prize balls. The dispensing control device 200 controls the dispensing unit based on the ball loan request signal from the card unit. This controls the dispensing motor to drive and dispense the balls.

[0043] The input section 120 of the gaming microcomputer 111 is a panel power that detects the emission of radio waves to the gaming machine. Wave sensor 62, start port 1 switch 36a inside start prize port 36, inside normal variable prize device 37 Start port 2 switch 37a, prize port switch 35a inside general prize port 35, special variable prize device 38a, the main prize gate switch 38a inside 38, the gate switch 34a inside the regular starting gate 34, special A specific area switch 38d and a remaining ball outlet switch 38 are located within the variable prize winning device 38. e. All game balls (safe balls and out balls) that have been launched into the game area 32 and have finished playing are inspected. It is connected to the out-of-bounds ball detection switch 32a, and the high-voltage signal supplied from these switches A negative logic signal is input, such as a bell at 11V and a low level at 7V, and a positive logic signal of 0V-5V is input. An interface chip (proximity I / F) 121 is provided to convert the signal. The / F121 has an input range of 7V-11V, making it suitable for sensors and proximity switches. The lead wires may be improperly short-circuited, or sensors or switches may be disconnected from connectors, or lead wires may be damaged. It can detect abnormal conditions such as when a wire is cut and becomes floating, and detect abnormalities. It is configured to output a signal.

[0044] The output of the proximity interface 121 is the second input port 123, the third input port 124, or the fourth input port. Power is supplied to the power port 126 and read by the game microcontroller 111 via the data bus 140. Note that among the outputs of the proximity interface 121, start port 1 switch 36a and start port 2 switch 37a, prize entry switch 35a, large prize entry switch 38a and gate switch 34a The output signal is input to the second input port 123. Also, among the outputs of the proximity interface 121, The constant range switch 38d, the remaining bulb outlet switch 38e, and the out bulb detection switch 32a The detection signal is input to the fourth input port 126. Also, of the outputs of the proximity interface 121, The detection signal from the control panel radio wave sensor 62 and the abnormal output when an abnormality is detected in the sensor or switch are detected. The detection signal is input to the third input port 124.

[0045] Furthermore, the third input port 124 is connected to the front frame 12 of the gaming machine 10, etc. The detection signal from the magnetic sensor 61, the detection signal from the vibration sensor 65 that detects vibrations of the gaming machine 10, The detection signal from the glass frame opening detection switch 63 provided on the glass frame 15 of the gaming machine 10, Detection signal from the main frame open detection switch 64 provided on the front frame (main frame) 12 of the machine 10 This is also set to be input.

[0046] Furthermore, the third input port 124 is a setting key switch that detects operation of the setting key operation unit. A signal is input from Chi 152. The setting key operation section is equipped with a keyhole into which the setting key is inserted. The setting will only be changed from the first position to the second position (predetermined state) when the corresponding setting key is inserted. The key is configured to be able to be turned. The setting key switch 152 is in the second position This sensor can detect when the device is in a rotated state, and when it is rotated to the second position... It is in the ON state when rotated to the second position, and in the OFF state when not rotated to the second position.

[0047] The RAM initialization switch 112 and the setting key operation unit are used in the special feature variation display game and for special results. This is an operation unit for selecting from multiple probability setting values ​​to which a certain probability value has been assigned. By operating the control panel, a probability value for a special result is assigned in the special feature display game. You can select a probability setting value, and the probability value corresponding to the selected probability setting value will be used in the game. It is designed to be used. Here, there are six probability settings, from "Setting 1" to "Setting 6". It is available.

[0048] When selecting the probability setting value, turn the setting key on the setting key control unit to the second position and press R. The probability setting is determined by turning on the power to the gaming machine while operating (pressing) the AM initialization switch 112. This enters a probability setting change mode where a fixed value can be changed, and RAM initialization occurs during the probability setting change mode. By operating (pressing) switch 112, the probability setting value can be changed. The selected probability setting value is used to display the calculated base value and the payout ratio. The performance display device 153 displays the probability setting value. While performing operations related to this (such as in probability setting change mode or probability setting confirmation mode), The rate setting information is displayed, and otherwise, the calculated base value and bonus ratio are displayed. It's like this.

[0049] Also, with the setting key on the setting key operation unit turned to the second position (RAM initialization switch 11 (Do not operate step 2) By turning on the power to the gaming machine, the currently selected probability setting value will change. The display device 153 shows the probability setting value, but the probability setting value cannot be changed; this is a probability setting value confirmation mode. The RAM initialization switch 112 and the setting key operation section are accessed with the front frame 12 in the open position. It's designed so that it cannot be operated without it. The performance display device 153 is a 7-segment display, and the probability setting value is a number from 1 to 6. It is designed to display text. Of course, the display method is not limited to this, and the probability setting value is recognized. Any display method that is possible is acceptable. Furthermore, other types of display devices such as liquid crystal displays are also acceptable. The probability setting value may be indicated by the lighting pattern or light color of one or more LEDs.

[0050] Furthermore, among the outputs of the proximity interface 121, the output to the second input port 123 and the output to the fourth input port The output to the 126 (excluding the detection signal from the out-of-bounds bulb detection switch 32a) is from the main board 100. It is also supplied to a test firing device (not shown) via a relay board 70. Furthermore, among the outputs of the proximity interface 121, start port 1 switch 36a and start port 2 switch 37 The detection signal of a is input to the second input port 123 as well as to the gaming microcontroller 111. It is composed of.

[0051] As described above, the proximity interface 121 has a signal level conversion function. To enable the conversion function, the proximity interface 121 is connected to the power supply unit 400, which is used to power a normal IC. In addition to the voltage required for operation, such as 5V, a 12V voltage is also supplied. .

[0052] The data held by the second input port 123 is processed by the gaming microcontroller 111. The enable signal CE is activated by decoding the address assigned to 123. By asserting 2 (changing to the valid level), it can be read. Third input port The same applies to input 124, the fourth input port 126, and the first input port 122, which will be described later.

[0053] Furthermore, the input unit 120 receives frame radio wave signals from the payout control device 200 (located on the front frame 12). (A signal output based on the detection of radio waves by the framed radio wave sensor), payout busy signal (Signal indicating whether the dispensing control device 200 is in a state where it can accept commands), dispensing abnormality stay TAS signal (status signal indicating a payout abnormality), chute ball failure switch signal (before payout) (Signal indicating insufficient game balls), overflow switch signal (when the lower tray 23 contains a predetermined amount of game balls) A signal is output when it detects that the container is full (when it is being stored at the top), touch The switch signal (a signal based on the input of a touch switch located on the handle 24) is captured. Then, the first input port 122, which supplies data to the gaming microcontroller 111 via the data bus 140, It is provided.

[0054] Furthermore, the input unit 120 receives signals such as power outage monitoring signals and reset signals from the power supply unit 400. A Schmitt buffer 125 is provided for inputting the number to the game microcontroller 111, etc. The Schmitt buffer 125 has the function of removing noise from these input signals. Power supply unit 400 provides a power outage monitoring signal, and RAM initialization switch 112 provides an initialization switch. The signal is first input to the first input port 122 and then transmitted via the data bus 140 to the game min It is taken into CON111. In other words, it is treated as a signal equivalent to the signals from the various switches mentioned above. It is handled. The number of terminals that receive external signals on the gaming microcontroller 111 is This is because there are constraints.

[0055] On the other hand, the reset signal RESET, which has been denoised by the Schmitt buffer 125, It is directly input to the reset terminal provided in the gaming microcontroller 111, and the output section It is supplied to each of the 130 ports. Also, the reset signal RESET does not go through the output unit 130. By outputting directly to the relay board 70, the relay board 70 outputs to the test firing device. The system is configured to turn off the test firing signal held in the (not shown) unit. The system is configured to output the RESET set signal to the test firing device via the relay board 70. This may be done. Note that the reset signal RESET is transmitted to each port 122, 123 of the input unit 120. Not supplied to 124 and 126. Immediately before the reset signal RESET is received, the gaming microcontroller The data set to each port of the output unit 130 by 111 prevents system malfunctions. Therefore, it is necessary to reset, but just before the reset signal RESET is received, the input section 120 The data read by the gaming microcontroller 111 from each port is used by the reset of the gaming microcontroller 111. This is because it will be discarded by the company.

[0056] The output unit 130 has a communication path from the gaming microcomputer 111 to the performance control device 300 and A Schmidt buffer located in the communication path from the technical microcontroller 111 to the payout control device 200. 132 is provided. From the game control device 100 to the performance control device 300 and the payout control device Data is transmitted to 200 via serial communication. Furthermore, from the side of the performance control device 300, This is a one-way communication system that prevents signals from being input to the technical control device 100.

[0057] Furthermore, the output unit 130 is connected to the data bus 140 and is used for test firing by a certified organization (not shown). Data that informs the test device of the special symbols in the variable display game, and signals that indicate the probability state of a jackpot. A buffer 133 that outputs such information via the relay board 70 is configured to be mountable. Buffer 133 is a pachinko game machine intended for use in arcades as a mass-produced and sold product. This component is not mounted on the control unit (main board). It is output from proximity interface 121. Detection signals from switches that do not require modification, such as the start port switch, are bypassed by buffer 133. It is then supplied to the test firing device via the relay board 70.

[0058] On the other hand, magnetic sensors 61, disc radio wave sensors 62, and vibration sensors 65 are not suitable for test firing as is. Detection signals that cannot be supplied to the test device are first taken into the game microcontroller 111 and then sent to other signals Alternatively, the information may be processed to indicate, for example, an error indicating that the gaming machine is in a state where it cannot be controlled. - The signal is transmitted from the data bus 140 to the test firing device via buffer 133 and relay board 70. It is supplied to the relay board 70. The ports that supply power to the test firing device, and the signal lines for the detection signals of switches that do not go through a buffer. Connectors for relaying and transmitting signals are provided. The ports on the relay board 70 are for gaming The chip enable signal CE output from the microcontroller 111 is also supplied, and this signal CE The signal from the selected and controlled port is supplied to the test firing device.

[0059] Furthermore, the output unit 130 is provided with a second output port 134 connected to the data bus 140. It is being used. The second output port 134 opens the large prize slot that opens the special variable prize winning device 38. The solenoid (large prize slot solenoid 1) 38b operates the lever member inside the special variable prize device 38. The lever solenoid 38f and the ordinary variable prize winning device 37 are opened by the ordinary electric solenoid 37. The performance display outputs the operation data for c and shows the currently selected probability setting value. This is a port for outputting display data from device 153. Furthermore, the output unit 130 has LED anodes that correspond to the content to be displayed on the integrated display device 50. A third output port for outputting on / off data of the segment line to which the terminal is connected. 135. The digit wire to which the cathode terminal of the LED of the batch display device 50 is connected is ON / A fourth output port 136 is provided for outputting off-data.

[0060] Furthermore, the output unit 130 receives information related to the gaming machine 10, such as jackpot information, from the external information terminal board 7. A fifth output port 137 is provided for outputting to 1. The external information terminal board 71 has Photorelay is provided, for example, in external devices installed in amusement parlors (information gathering terminals and inside the amusement parlor). It can be connected to a management device (such as a hall computer), and information regarding the gaming machine 10 can be accessed. It is designed to be able to supply power to the sub-device. Also, from the 5th output port 137, A firing permission signal is also output to the dispensing control device 200 via the mitt buffer 132.

[0061] Furthermore, the output unit 130 has a large prize solenoid output from the second output port 134. The solenoid 38b, lever solenoid 38f, and general-purpose solenoid 37c receive the operation data signals from the solenoid. A first driver (drive circuit) 138a generates and outputs a noid drive signal, and a third output port 1 On / off drive signals for the segment lines on the current supply side of the batch display device 50 output from 35 The second driver 138b outputs, and the integrated display device 5 outputs from the fourth output port 136. Third driver 138c outputs an on / off drive signal for the digit line on the current draw side of 0. External information signals supplied from the 5th output port 137 to external devices such as management devices are sent to the external information terminal. The fourth driver 138d outputs to the sub-board 71, and the performance table is output from the second output port 134. The fifth driver 138e receives the display data signal from the display device 153, generates a drive signal, and outputs it. A serial port is provided. Furthermore, the second output port 134 is connected to the fifth driver 138e. Data is transmitted via wireless communication.

[0062] The first driver 138a is designed to drive a solenoid that operates at 32V. DC32V is supplied as the power supply voltage from power supply unit 400. 5th driver 138e This is to enable the performance display device 153, which operates at 5V, to be driven by the power supply voltage D C5V is supplied from power supply unit 400. Furthermore, the second driver 138b that drives the segment lines of the integrated display device 50 has DC1 2V is supplied. The third driver 138c that drives the digit line responds to the display data. Since it is used to extract the digit wire with current, the power supply voltage is either 12V or 5V. That's fine.

[0063] The second driver 138b, which outputs 12V, connects the LED anode via the segment wire. The third driver 138c, which supplies current to the terminal and outputs the ground potential, is connected to the cathode terminal. By drawing current through the segment wire, the selected components are sequentially selected using a dynamic drive method. The LED lights up when power supply voltage flows through it. The fourth driver 138d outputs external information signals to the external information terminal board 71. To provide a 12V level, DC12V is supplied. Note that buffer 133, second output port 134, first driver 138a, etc. are used for game control. The output section 130 of the device 100 is provided on the relay board 70 side, not on the main board. You may do so.

[0064] Furthermore, the output unit 130 sends the identification code and program of each gaming machine to an external inspection device 500. A photocoupler 139 is provided for transmitting information such as [information]. 9 indicates that the gaming microcomputer 111 sends data to the inspection device 500 via serial communication. It is configured to allow two-way communication so that reception is possible. Similar to a typical general-purpose microprocessor, the serial communication terminal of the gaming microcontroller 111 is Since this is done using ports such as input ports 122, 123, 124, and 126 are not provided. It wasn't kicked.

[0065] Although not particularly limited, the start port 1 switch 36a inside the start port 36, The start port 2 switch 37a, prize port switch 35a, and large prize port switch inside the normal variable prize winning device 37. The switch 38a and gate switch 34a are equipped with a coil for magnetic detection, and the coil is made of metal. A non-contact magnetic proximity sensor that detects game balls by utilizing the phenomenon where the magnetic field changes when objects are close together. A proximity switch (hereinafter referred to as a proximity switch) is used. Also, the glass frame 15 of the gaming machine 10 The glass frame opening detection switch 63 and the main frame provided on the front frame (main frame) 12, etc. A microswitch with mechanical contacts can be used for the open detection switch 64. ru.

[0066] Next, the configuration of the performance control device 300 will be explained using Figure 5. The performance control device 300, like the gaming microcontroller 111, uses an amusement chip (IC). ) consists of a main control microcontroller (CPU) 311 and commands from the main control microcontroller 311 A graphics processor performs image processing for displaying video on the display device 41 according to the code and data. The VDP (Video Display Processor) 312 acts as a processor, and various melodies and sound effects are also included. The sound source LSI314 controls the output of sound so that it can be played back from speakers 19a and 19b. It is equipped with.

[0067] The main control microcontroller 311 stores the program executed by the CPU and various data. Program ROM 321 consisting of ROM (Programmable Read-Only Memory), working area RAM322 provides memory, and Fe can retain stored data even when power is not supplied during a power outage. RAM323 is a timing means that generates information indicating the current date and time (year, month, day, day of the week, time, etc.). The Eggplant RTC (Real-Time Clock) 338 is connected. Note that the main control microcontroller... The 311 also has RAM inside to provide a workspace. Furthermore, the main control microcontroller... The WDT (Watchdog Timer) circuit 324 is connected to 311. Main control Icon 311 analyzes commands from the game microcomputer 111 and determines the content of the presentation. It instructs the DP312 on the content of the output video, instructs the sound source LSI314 on the playback sound, and modifies the sound. It performs tasks such as turning on the lamps, controlling the operation of motors and solenoids, and managing the duration of the effects.

[0068] The VDP312 includes RAM312a, which provides a workspace, and a component for scaling images. A scaler 312b is provided for this purpose. In addition, the VDP312 is used for character images and video. Image ROM 325 where image data is stored, and character data read from Image ROM 325 VRAM (video) is an ultra-high-speed memory used to expand and process image data such as video. ORAM)326 is connected.

[0069] Although not particularly limited, the connection between the main control microcontroller 311 and the VDP312 is It is configured to send and receive data using the parallel method. By sending and receiving, commands and data can be transmitted in a shorter time than with serial communication. Cut.

[0070] From the VDP312 to the main control microcontroller 311, the video from the display device 41 and the glass frame 15 and Vertical synchronization signal VSYN for synchronizing the illumination of decorative lamps on the game board 30. C, the synchronization signal STS, which indicates the timing of data transmission, is input. Note that VDP312 The main control microcontroller 311 receives a signal to inform it of the processing status, such as the completion of drawing to VRAM. Waiting for the reception of the combined signals INT0~n and commands and data from the main control microcontroller 311. Wait signals such as WAIT are also input to indicate that the system is in a certain state.

[0071] The performance control device 300 transmits to the display device 41 using the LVDS (Low Amplitude Signal Transmission) method. A signal conversion circuit 313 is provided to generate a video signal. Video data, horizontal sync signal HSYNC, and vertical sync signal VSYNC are input to channel 313. The video generated by VDP312 is then processed via the signal conversion circuit 313. It is then displayed on the display device 41.

[0072] The sound source LSI314 is connected to the sound ROM327, which stores audio data. The control microcontroller 311 and the sound source LSI 314 are connected via the address / data bus 340. It is also done so. Furthermore, an interrupt signal INT is sent from the sound source LSI314 to the main control microcontroller 311. The input is set to be received. The performance control device 300 is provided with the glass frame 15 Audio drivers for the upper speaker 19a and the lower speaker 19b located on the front frame 12 An amplifier circuit 337 consisting of a power amplifier and the like is provided, and the sound is generated by the sound source LSI 314. The generated audio is output from the upper speaker 19a and the lower speaker 19b via the amplifier circuit 337. It can be done.

[0073] Furthermore, the performance control device 300 receives commands transmitted from the game control device 100. A communication interface chip (command I / F) 331 is provided. The special effects transmitted from the game control device 100 to the performance control device 300 via I / F331 Controlling the animation using commands such as the number of held figures command, decorative special figure command, variation command, stop information command, etc. It is received as a command signal (performance command). (Game control device 100's game microcontroller 111) It operates on DC 5V, and the main control microcontroller 311 of the performance control device 300 operates on DC 3.3V. To achieve this, the command I / F331 is equipped with a signal level conversion function.

[0074] Furthermore, the performance control device 300 is provided in the game board 30 (including the center case 40) A panel decoration LED control system that drives and controls a panel decoration device 46 having LEDs (light-emitting diodes). Circuit 332, frame decoration with LED (light-emitting diode) installed in glass frame 15 Frame decoration LED control circuit that drives and controls the device (e.g., frame decoration device 18 including display board 350) The circuit board display device 44 is located on the road 333 and the game board 30 (including the center case 40). For example, a movable mechanism (such as a display device 41) that works in conjunction with the display to enhance the visual effect is driven A control circuit 334 for the control panel and movable parts is provided. Lamps, motors and solenoids are provided. These control circuits 332-334, which drive and control the devices, are accessed via the address / data bus 340. It is connected to the main control microcontroller 311. Furthermore, the glass frame 15 has a motor (for example, a motor). A frame presentation device is provided, which is equipped with a drive source such as a motor that operates the display device. It may also be equipped with a control circuit for the movable frame that drives and controls the movement.

[0075] Furthermore, the performance control device 300 has built-in performance buttons 25 provided on the glass frame 15. The display features a button switch 25a, a cross key 29 on the glass frame 15, and a control panel display mechanism. A performance device switch 47 (performance motor switch) detects the initial position of the motor inside the unit 44. This function detects the on / off state and inputs a detection signal to the main control microcontroller 311, as well as the performance The control device 300 detects the state of the volume control switch 335 and controls the main control microcontroller A switch input circuit 336 is provided, which has the function of inputting a detection signal to 311.

[0076] The normal power supply unit 410 of the power supply unit 400 is a performance control device 300 having the above configuration. To supply a desired level of DC voltage to the electronic components controlled by it, DC32V for driving motors and solenoids, a display device 41 consisting of an LCD panel, and a motor DC12V for driving lights and LEDs, and DC5V which is the power supply voltage for the command I / F331. In addition to V, it generates a DC 15V voltage to drive motors, LEDs, and speakers. It is configured as follows. Furthermore, the main control microcontroller 311 is 3.3V or 1.2V When using an LSI that operates at a low voltage, such as DC5V, use DC3.3V. A DC-DC converter for generating DC1.2V is provided in the performance control device 300. The DC-DC converter may also be provided in the power supply unit 410.

[0077] The reset signal generated by the control signal generation unit 430 of the power supply unit 400 is used for the main control It is supplied to ICON 311 and resets the device. Also, the main control microcontroller The output from 311 is VDP312 (VDPRESET signal) and sound source LSI314. , an amplifier circuit 337 (SNDRESET signal) that drives the speaker, lamps and motors, etc. These are supplied to control circuits 332-334 (IORESET signal) that drive and control the motors, and these are then used to Set to the set state. In addition, the performance control device 300 is equipped with cooling FAs to cool various parts of the gaming machine 10. When N45 is connected and the power to the performance control device 300 is turned on, the cooling FAN45 is driven It is designed to move.

[0078] In the following explanation, we will not distinguish between the Special Feature 1 variable display game and the Special Feature 2 variable display game. This is simply called a special feature variation display game. Also, there are decorative special feature 1 variation display games and decorative special feature 2 variation If no distinction is made between dynamic display games, they are simply called decorative special feature variation display games. Also, jackpot If there is no distinction between (First Special Result) and Minor Win (Second Special Result), it is simply referred to as a Win (Special Result). It is called the first special game state, which is a special game state based on a big win, and the second special game state, which is based on a small win. If there is no distinction between the second special game state, which is a special game state, and the first special game state, it is simply referred to as the special game state. do.

[0079] Note that a big win is a special result (first special result) that involves the activation of a conditional device, while a small win is a conditional result. This is a special result (second special result) that does not involve the operation of the device in question. The condition device is the special figure variation display. This is activated when a jackpot occurs in the game (the jackpot symbols stop on the display), and the conditional device is Activation means, for example, when a jackpot state occurs, the special variable prize winning device 38 acts as a special electric mechanism. A specific flag is set to activate the mechanism continuously (the mechanism is activated) This means that the condition device does not activate, for example, when you win a small prize in a lottery. This means that the aforementioned flag will not be set, as in the case of "combined". Note that the "condition device" is as described above. It could even be a software-based method, such as a flag that is turned on or off in software. Furthermore, it may be a hardware means such as an electrically switched on / off mechanism. A "condition device" is a device whose operation is a necessary condition for the continuous operation of an electric mechanism, such as a pachinko machine. This term is commonly used in the field of amusement machines, and the same applies in this specification. It is used as a term with that meaning.

[0080] In the gaming machine 10 of this embodiment, game balls are launched from the ball launching device toward the game area 32 (pachinko). The game is played when a ball is launched. The launched game ball is in the game area 3 The vehicle changes its direction of rolling while playing, using obstacle nails and windmills and other direction-changing members placed at various points within the vehicle. The technique area 32 flows down, the normal starting gate 34, the general prize entry point 35, the starting prize entry point 36, and the normal variation. If a prize is won in the prize winning device 37 or the special variable prize winning device 38, or if it is located at the bottom of the game area 32 It flows into the outlet 30a and is discharged from the game area 32. Then, the general prize entry opening 35 starts. When a game ball enters the prize slot 36, the regular variable prize device 37, or the special variable prize device 38, The number of prize balls corresponding to the type of prize slot won is controlled by the payout control device 200 (see Figure 4). The contents are discharged from the dispensing unit into the upper tray 21 or lower tray 23 of the glass frame 15.

[0081] In the gaming machine 10 of this embodiment, the player adjusts the launch force to launch the game ball into the left-side gaming area. By firing (so-called left-handed shot), the starting prize entry port 36 and the regular starting gate 34, the starting entry You can aim for a win in the general prize slot 35 located to the left of prize slot 36, and then proceed to the right-hand game area. By launching the game ball (so-called right-handed shot), the regular starting gate 34 and the regular variable prize winning device 37 This allows players to aim for winning prizes in the special variable prize winning device 38 and the general prize winning slot 35. .

[0082] Inside the regular starting gate 34, there is a mechanism for detecting game balls that have passed through the regular starting gate 34. A gate switch 34a consisting of a non-contact type switch is provided, and the game area 32 When the game ball that has been driven inside passes through the normal starting gate 34, the gate switch 34a More detectable. In the CPU 111A of the game microcontroller 111 of the game control device 100, Based on the input of a game ball detection signal from the gate switch 34a provided in the starting gate 34 in the diagram. Therefore, if the number of general diagram start memories is less than the upper limit (for example, 4), the number of general diagram start memories is added (+1 ) and store one regular diagram start memory in RAM111C. The number of regular diagram start winning memories is one The general diagram hold indicator 58 of the group display device 50 is displayed. In addition, the general diagram start memory contains gates The result of the regular display game, extracted based on the input of the game ball detection signal from the 34a. A random value used for determining the outcome (a random value for winning) is stored.

[0083] And, if there is a general diagram start memory and it is possible to start the general diagram variation display game, that is, general diagram variation The dynamic display game is not in progress, but the regular variable display game is hit and the regular variable prize winning device 37 is opened. If it is not a winning state that can be converted to a state, the first winning state stored in the general diagram start memory is used. The random value used for determination is compared with the determination value stored in ROM111B, and the regular graph variation display game This process determines whether the result is a win or a loss and starts the game displaying the randomized values ​​for the win / loss determination. If it matches the judgment value, the regular display game becomes a win and a specific result pattern (regular The result shown in the figure will be derived.

[0084] Furthermore, the game control device 100 performs the process of executing the regular display variation game, and the batch display device A general display unit 57 provided in 50 displays a predetermined number of lights for a set period of time. After displaying the turns repeatedly in a predetermined order, the system then adjusts the display based on the results. The process involves displaying a regular diagram variation game that shows the lighting pattern (result form) at a stop. Furthermore, the general diagram display unit 57 is configured with the display device 41, and the general identification information is, for example, numbers, symbols, Using character images and the like, these are displayed in a variable manner for a predetermined time, and then stopped to show the result. It may be configured to show

[0085] If the result of the regular display game is a win, the regular display unit 57 will show a special result pattern. The light pattern is stopped, and the standard electric solenoid 37c is activated, and the standard variable prize mechanism The movable member of the device 37 is controlled to be opened for a predetermined time. In other words, the game control device 100 changes This constitutes a conversion control execution means that performs conversion control of the interchangeable member (movable member). If the result is incorrect, the indicator 57 will display a lighting pattern that indicates an incorrect result. Perform the control shown.

[0086] Furthermore, the balls that enter the starting prize slot 36 and the balls that enter the normal variable prize device 37 are each internal It is detected by the start port 1 switch 36a and the start port 2 switch 37a provided in the section. In the CPU 111A of the game microcomputer 111 of the game control device 100, for the start winning port 36 Based on the winning, the first start memory that forms the start memory (special drawing start memory) is stored up to a predetermined upper limit number (for example, 4 pieces), and based on the winning in the normal variable winning device 37, the second start memory that forms the start memory (special drawing start memory) is stored up to a predetermined upper limit number (for example, 1 piece). Based on the winning in the start winning port 36 or the normal variable winning device 37, the jackpot random number value, the special drawing symbol random number value, and each variable pattern random number value are respectively extracted as start memory information and the extracted random number values are stored in the RAM 111C as the first start memory and the second start memory. And the number of stored start memories is displayed on the special drawing 1 hold display 53 and the special drawing 2 hold display 54 for notifying the start winning number of the batch display device 50, and is also displayed as the decorative special drawing start memory display in the display device 41 of the center case 40.

[0087] The game control device 100 performs a special drawing 1 variable display game on the special drawing 1 display 51 (the first variable display device ) based on the first start memory, and performs a special drawing 2 variable display game on the special drawing 2 display 52 (the second variable display device) based on the second start memory. And when both the first start memory and the second start memory are stored, the special drawing 2 variable display game is executed with priority over the special drawing 1 variable display game.

[0088] That is, the game control device (game control means) 100 performs execution control of the special drawing 1 variable display game (the first special drawing variable display game) based on the first start memory stored in response to the winning of the game ball in the start winning port 36 (the first start winning area), and the normal variable winning device 37 (the second start (the second special drawing variable display game). Based on the second start memory stored in response to the entry of a game ball into the (moving prize area), the special figure 2 fluctuation table It constitutes an execution control means that controls the execution of the display game (second special display game). The row control means, with the first start memory and the second start memory stored, in the second start memory The Special Feature 2 variable display game based on the first start memory is given priority over the Special Feature 1 variable display game based on the first start memory. It is configured to be executed in this way.

[0089] In the display unit 51 in Figure 1 and the display unit 52 in Figure 2, after displaying the fluctuations, a predetermined result pattern is displayed. Stop display. If the result of the special feature variation display game is a jackpot, Special Feature 1 display 51 or the display mode of the special figure 2 display unit 52 corresponds to the special result mode (Big Win) The result is a jackpot, and the player enters the first special game state (the so-called jackpot state). Also, if the result of the special symbol variation display game is a minor win, special symbol 1 display 51 or special symbol The display mode of the 2nd display unit 52 becomes the special result mode (minor win result mode) corresponding to the second special result. This results in a minor win, and the player enters the second special game state (the so-called minor win state). In other words, Special Figure 1 The display unit 51 displays the first variation game (special feature 1 variation) based on the entry of a game ball into the starting prize slot 36. It forms a first variable display means capable of displaying a dynamic display game. Also, the display unit 52 in special figure 2 is normally The second variable display game (special figure 2 variable display game) is based on the entry of game balls into the variable prize winning device 37. This constitutes a second variable display means capable of displaying ).

[0090] Furthermore, the game control device (game control means) 100 is in a jackpot game state (first special game state) After the end of the game, the situation becomes more favorable to the player than the normal game state (such as a higher probability of winning or normal electricity Control that generates a game state (specific game state) in which the game can be played (with support) It is possible to do so. That is, the game control device (game control means) 100 is in a specific game state. To serve as a means of generation.

[0091] Furthermore, in response to the execution of the Special Feature 1 Variable Display Game and the Special Feature 2 Variable Display Game, the display device 41 This decorative feature displays multiple types of decorative identification information (numbers, symbols, character designs, etc.) in a variable manner. The display of changing figures game is now running. Display device 41 special display of changing figures game The room includes a decorative display for the Special Feature 1 variable display game and a Special Feature 2 variable display. There is a special display game that corresponds to the display game and a special display game that corresponds to the special display game. As the game changes, a change display is shown, and the result pattern in the corresponding special feature change display game is derived. Accordingly, a display corresponding to the result will be shown.

[0092] In other words, the display device 41 displays the first variable display game (special figure 1 variable display game) and the second variable Decorative variation: Decorative identification information is displayed in a variable manner in accordance with the dynamic display game (Special Figure 2 variable display game). It provides a means for displaying decorative variations that can display a display game (a decorative special pattern variation display game). Assuming that separate display devices are used for the special feature 1 variable display game and the decorative special feature 2 variable display game. It's fine to just display the decorative special feature variation game, or to display only the decorative special feature 1 variation The dynamic display game and the decorative special feature 2 variable display game may be displayed in separate display areas, or the decorative The Special Feature 1 variable display game and the decorative Special Feature 2 variable display game may be displayed in the same display area. Furthermore, the gaming machine 10 is not equipped with a special figure 1 display 51 and a special figure 2 display 52, and the display device 41 You can also run a special feature display game.

[0093] Fig. 6 shows an example of the payout rate in this embodiment. Fig. 6(a) is an example of the payout rate of the result of the special figure variation display game. Special figure variation display game The results of the game include, for example, as shown in Fig. 6(a), four types: jackpot, minor win, non-winning and losing. In this embodiment, the payout rate of the jackpot is common between special figure 1 and special figure 2, but it may be different between special figure 1 and special figure 2. Also, in Fig. 6(a), the payout rate of the jackpot is the same when the probability setting value is "setting 1", "setting 2", or "setting 3", but it may be different. Also, in Fig. 6(a), the payout rate of the jackpot is the same when the probability setting value is "setting 4", "setting 5", or "setting 6" , but it may be different.

[0094] Also, in Fig. 6(a), the payout rates of the minor win and non-winning are the same regardless of the probability setting value, but they may be different. That is, in this embodiment, only the winning probability of the jackpot is changed by changing the probability setting value, and the probabilities of the minor win and non-winning are not changed. Also, for the non-winning, it can be derived only in the case of the first specific game state which is support A or B of the general power support state in the special figure 1 variation display game to be described later. Since the non-winning has the same derivation probability as the jackpot, it can give an impression that the winning probability has doubled. Also, for the minor win, the payout rate is higher in special figure 2 than in special figure 1. Because of this, the possibility of becoming a minor win is higher in special figure 2. When a minor win occurs, there is a high possibility of becoming the first special game state (jackpot) due to the inflow into the specific area. Therefore, special figure 2 is more likely to result in a game This is a special feature display game that is advantageous to the player.

[0095] Figure 6(b) shows an example of the distribution rate of jackpot types. Jackpots include, for example, those shown in Figure 6(b). As such, the 3R jackpot A symbol is displayed as the jackpot symbol (the result of the jackpot) when it stops. R Jackpot A, 3R Jackpot B symbols stop and are displayed, 3R Jackpot B, 3R Jackpot C symbols There are four types of jackpots: 3R jackpot C, where the symbols stop and are displayed, and 10R jackpot, where the symbols stop and are displayed. There are similar types. 3R Big Win A means that the number of rounds in the special game state is 3, and the special game state ends. Later, it will enter the normal support state of Support A (specific game state). 3R jackpot B is a special game. The state has 3 rounds, and after the special game state ends, Support B's regular electric support The state becomes special. 3R Big Win C means that the number of rounds in the special game state is 3 rounds, and the special game After the special move state ends, it returns to the normal support state of Support C. A 10R jackpot triggers a special game state. The number of rounds is 10, and after the end of the special game state, Support C provides regular support. This is the state it is in. Supports A through C have different termination conditions for the normal power support state, as shown in Figure 6(e). The regular electric train support state will end once certain conditions are met.

[0096] In Figure 6(b), the distribution rate of the types of jackpots in the Special Feature 1 variable display game is as follows: The outcome varies depending on the game state in which the game is played. In the normal game state, it is a 3R jackpot A~ C is selectable. In a specific game state with normal power support, a 3R jackpot is awarded. B and C are selectable. For the special feature 2 variable display game, regardless of the game state, 10R large Only winning options are selectable. Note that the selection rates may differ between Special Feature 1 and Special Feature 2. stomach.

[0097] Figure 6(c) shows the distribution rate of the types of minor wins. A jackpot occurs when a game ball enters a specific area of ​​the variable prize-winning device 38 (V-entry). Therefore, the type of big win is selected based on the type of small win. If a game ball flows into a specific area during the second special game state based on the 3R minor win A, 2 rounds After the end of the first special game state of D, it switches to the normal electric support state of Support B. 10R small win If, under the second special game state, game balls flow into a specific area, the first special game will be 9 rounds long. After the state ends, it will enter the normal support state of Support C. Second special play based on 3R small win B If a game ball enters a specific area during a special move, after the end of the first special game state in round 2, Port C enters normal power support state. The second special game state based on 3R minor win C enters a specific area. If a game ball enters the area, after the end of the first special game state of the second round, there will be no normal support. This is the state it is in. In the Special Feature 1 variable display game, only 3R minor win A is selectable, and in the Special Feature 2 variable display game Then, you can choose between 10R minor win, 3R minor win B, and C. Note that Special Feature 1 and Special Feature 2 each have different options. The distribution rates may be different.

[0098] Furthermore, the gaming machine of this embodiment is equipped with a so-called ceiling function, as shown in Figure 6(d). In other words, when the number of times the game is played reaches the maximum number (600 in this case), special This ensures that the game enters the normal support state of Support C without creating a separate game state. The number of executions is always counted, regardless of whether or not there is normal support, when the probability is low. Counting is interrupted when the probability state is active. In the gaming machine of this embodiment, the special symbol probability is always constant. The number of times the game is played is calculated by counting the number of times the special display game 1 is played and the special display game 1 is played. Figure 2 shows the total number of times the variable display game was played.

[0099] The timing for clearing the count of game plays is triggered by reaching the maximum number of plays. When the system enters the normal support state, the condition device is activated (first special game state). The timing for clearing the count of game executions can be changed as needed. Yes, for example, when operating the RAM initialization switch 112, you can select to clear the game execution count. You could also change the timing to power on instead of when you select an option or when the RAM is cleared.

[0100] Additionally, when clearing RAM without changing settings, the number of game executions is... The measurement is cleared, and when a RAM clear occurs due to a setting change, the game execution count is also cleared. You can choose not to do this. A RAM clear without changing settings is, for example, when setting keys are used. When the power is turned on with the RAM initialization switch 112 turned on but switch 152 is not turned on. Therefore, when clearing RAM with setting changes, the game execution count is reset. By preventing this, it becomes difficult to determine that a setting change has been made. ru.

[0101] Figure 6(e) shows the termination conditions for the normal power support state (specific game state). In the normal train support state of Support A, the number of times the Special Feature 1 variable display game is executed is 15. Or, the number of times the Special Feature 2 variable display game is executed becomes 15, or the Special Feature 1 variable display game and Special Feature 2 Either the total number of times the variable display game is played reaches 15, or a minor win occurs once in the special feature 2 variable display game. The normal power support state ends when either of the following conditions is met: The same applies to the normal power support status of Support B and Support C, as shown in Figure 6(e ) The number of games shown in ) and the fact that a small win is derived in the special feature 2 variation display game The regular train support status is now being terminated. Furthermore, in Support C, the termination condition is the execution of 250 special symbol variation display games, In most cases, a big win or a small win is achieved before this number of derivations is reached. Qualitatively speaking, this could be interpreted as the regular electric support continuing until the next big win.

[0102] Figure 7 shows the operation of the special variable prize winning device 38 in the second special game state based on a minor win. This was shown. Figure 7(a) shows the second special game based on the small win derived in the special figure 2 variable display game. The operation mode of the special variable prize winning device 38 in the skill state is shown. Upon the start of the second special game state (t11), the special variable prize winning device 38 operates for 48ms. After being released (t11~t12), it is closed for 2960ms (t12~t14). Subsequently, the gate was opened for 48ms and closed for 424ms 19 times (t14~t16). ), the opening of the special variable prize winning device 38 is terminated. If the prescribed number of prizes are won, At that point, the opening of the special variable prize winning device 38 is terminated. When the special variable prize winning device 38 is opened (t16), the remaining items inside the special variable prize winning device 38 This is the time required to process the remaining game balls (t16~t17). Remaining ball processing time The time limit is set at 1900ms, but if there are still balls remaining after this time, those remaining balls will be... The remaining sphere processing time continues until all spheres have been removed. After that, the ending period (t17~t18) begins and the second special game state ends. At the start of the ending period, the ending is transmitted from the game control device 100 to the performance control device 300. A command is sent.

[0103] A lever solenoid 3 operates a lever member that changes the probability of game balls entering a specific area. 8f is O for 100ms from the OFF state when the second special game state starts (t11). The lever member enters a state where it is in the N state, allowing inflow into a specific area (t11~t13). . Then, the lever member is kept in the OFF state for 2900ms, hindering the flow into the specific area. After the difficult state is reached (t13~t15), the lever member is turned ON again and identified. The state becomes one that allows inflow into the region (t15). After that, once the remaining ball processing time is over and there are no remaining balls, the lever is set to the OFF state. - The component becomes difficult to flow into a specific area (t17). The special area switch 38d, which detects game balls that have entered a specific area, is for the second special area Upon the start of the skill state (t11), the detection of incoming game balls is enabled, and remaining ball processing When the processing time ends and there are no remaining balls, the detection of incoming game balls is disabled. ru (t17).

[0104] In this special game mode 2, based on the small win derived from the special display game, the game ball The balls flow into the special variable prize winning device 38 are easily accessible, and the game balls that flow into the special variable prize winning device 38 It is also easy for it to flow into a specific area, and in most cases it will generate the first special game state. It is possible to do so.

[0105] Figure 7(b) shows the second special game state based on the small win derived in the special display game 1. The operation mode of the special variable prize winning device 38 is shown. With the start of the second special game state (t21), the special variable prize winning device 38 will activate at 1000ms. The opening is completed (t21~t23), and the opening of the special variable prize device 38 ends. When the special variable prize winning device 38 is opened (t23), the remaining This is the time for processing the remaining game balls (t23~t24). Remaining ball processing time The time limit is set at 1900ms, but if there are still balls remaining after this time, those remaining balls will be... The remaining sphere processing time continues until all spheres have been removed. After that, the ending period (t24~t25) begins and the second special game state ends. At the start of the ending period, the ending is transmitted from the game control device 100 to the performance control device 300. A command is sent.

[0106] A lever solenoid 3 operates a lever member that changes the probability of game balls entering a specific area. 8f is O for 100ms from the OFF state when the second special game state starts (t21). The lever member is in an N state, allowing inflow into a specific area (t21~t22). Subsequently, the lever member is set to the OFF state, making it difficult for water to flow into a specific area (t twenty two). The special area switch 38d, which detects game balls that have entered a specific area, is for the second special area Upon the start of the skill state (t21), the detection of incoming game balls is enabled, and remaining ball processing When the processing time ends and there are no remaining balls, the detection of incoming game balls is disabled. ru (t24).

[0107] In this special game mode 1, based on the small win derived from the variable display game, the game ball It is difficult for the balls to flow into the special variable prize winning device 38, and the game balls that flow into the special variable prize winning device 38 It is also difficult for it to flow into a specific area, and in most cases it does not generate the first special game state. It is not possible.

[0108] Figure 8 shows the game with a variable display. As shown in Figure 8(a), the variable display The probability of winning in the game is constant regardless of the game state. The variation time for the regular display game is Without regular power support, the response time is set at 5000ms; with regular power support, this can vary. The time is reduced to 4900ms if support A or B is supported, and if support C is supported. It is said to be 200ms. Also, the maximum number of counts for regular trains is 5, and each count is based When the normal variable prize winning device 37 opens and 5 game balls enter, even before the opening time has elapsed The system is designed to close the normal variable prize winning device 37.

[0109] As shown in Figure 8(b), the results of the regular display game include four outcomes: miss and hit 1-3. There are different types. The distribution of winning symbols is as follows: out of 65,521 random numbers, 65,321 are winning number 1, and 2 are winning number 2. The probability of selecting 1 is set to 100, and the probability of selecting 3 is set to 100, making it more likely that 1 will be selected. In the general display unit 57 of the group display device 50, the three light-emitting elements D4, D5, and D6 are turned on or off. The system is designed to display the results in a more detailed manner.

[0110] When the regular variation display game results in a win, the opening pattern of the regular variation prize device 37 is as follows: There are three patterns, H1 to H3, and the pattern selected depends on the winning result and the game state. It is. In a game state without normal power support, any of the wins from 1 to 3 will result in the opening pattern H1. This is the result. If the regular electric support is support A or B, then pattern H1 is opened when there is 1 hit. This creates a pattern, and if the hit rate is 2 or 3, it becomes the opening pattern of pattern H2. (Regular Electricity Support) If support C is selected, then any of the hits from 1 to 3 will result in the opening pattern of pattern H3.

[0111] Figures 8(c) to 8(e) show each opening pattern. As shown in Figure 8(c), in the opening pattern of pattern H1, normally when the contact state begins The variable prize winning device 37 is opened (t31), and after 36ms has elapsed, it is closed (t3 2) After that, the remaining ball processing time for processing the game balls remaining in the normal variable prize winning device 37, The hit state ends after 704ms have elapsed, which includes the loading period and recovery time. ru (t33). As shown in Figure 8(d), in the opening pattern of pattern H2, as the contact state begins, normally The variable prize winning device 37 is opened (t41), and after 36ms has elapsed, it is closed (t4 2) Then, the closing time becomes 3000ms (t42~t43), and the normal variable prize mechanism returns. Position 37 is released (t43). After a release time of 1624ms, normal variation occurs. The prize-winning device 37 is closed (t44), and the remaining ball processing time, ending period, and recovery time are combined. The winning state ends after a combined 704ms has elapsed (t45). As shown in Figure 8(e), in the opening pattern of pattern H3, as the contact state begins, normally The variable prize winning device 37 is opened (t51) and closed after 2800ms has elapsed. t52). Subsequently, the remaining ball processing time, ending period, and recovery time totaled 704ms. The winning state ends after this time has elapsed (t53).

[0112] In this type of opening pattern, pattern H3 is the most likely to result in a win in the normal variable prize winning device 37. Next, pattern H2 is more likely to win a prize, while pattern H1 has almost no chance of winning a prize. Therefore, by distributing the opening patterns as shown in Figure 8(b), in the case of support C, The most common scenario for winning a prize is when using the normal variable prize-winning device 37, followed by cases A and B, which are the next most common scenarios for winning a prize. Without support, winning a prize is almost impossible. Furthermore, the state with regular train support (the second state) is better than the state without regular train support (the first state). The third state should ideally make it easier to win prizes in the normal variable prize winning device 37, and the probability and variation time should be considered. Even if it changes one or more of the opening time or the maximum count for regular trains. good.

[0113] [Game State Transition Diagram (Game Flow)] Next, we will explain the transitions (changes) in game states caused by the game control device 100. Figure 9 shows a game state transition diagram (game flow) illustrating the transitions between game states in this embodiment. This is an illustrative diagram. The game state includes the normal game state ST1, and the first special game state based on the first special result (jackpot). ST2, ST3 (Second Special Game State) based on the Second Special Result (Minor Win), Specific Game State ST 4. There is a state called ST5 where remaining reserved balls are consumed. In each game state, the performance mode determines the performance pattern of the game controlled by the performance control device 300. , the main starting area which is the starting area that should be targeted in the game state, and the main area to be executed The type of special feature display game, the main variable special feature, and the direction in which the game balls are launched are defined.

[0114] In the gaming machine 10 of this embodiment, the aim is to enter the starting prize entry point 36 by shooting to the left. This allows you to aim for a win in the normal variable prize winning device 37 by shooting to the right. In other words, the player can select the starting area to aim at according to their will. In this state, either the Special Feature 1 variable display game or the Special Feature 2 variable display game will be the primary mode. It is designed with the assumption that the game will proceed in this manner, and the player will proceed with the game in accordance with this design. In order to do so, the game will primarily proceed with one of the special feature display games that was designated as the main feature in the design. The game is designed to be advantageous to the player. The special feature variation display game designated as the primary feature is called the main variation, and the other special feature variation display is called the main variation. The game is sometimes referred to as having irregular fluctuations.

[0115] Normal game state ST1 increases the opening time per unit of time of the normal variable prize winning device 37. There is no support for regular trains that makes it easier to win prizes, and the special figure fluctuation display game and the regular figure fluctuation display game have changed There is no way to shorten the operating time. The main variable special feature is a special feature 1 variable display game, The starting area is the starting prize entry opening 36, and in order to aim for this starting prize entry opening 36, the firing direction is left-handed. It is set as such. Furthermore, the performance mode that defines the performance style is set to "Normal Stage".

[0116] The first special game state, ST2, is a state without normal power support and no time reduction. The performance mode that defines the outcome is called the jackpot mode. In this first special game state ST2, Since the separate variable prize winning device 38 is opened, the firing direction is set to right. In the second special game state ST3, the normal electric support and time reduction depend on the situation when a small win is generated. There are cases where this occurs and cases where it does not. Basically, it inherits the state at the time of the small win, but in certain game states When the conditions for ending ST4 are met and a minor win is derived, the special symbol variation display game that results in a minor win ends. As a result of this, regular train support and reduced operating hours will be discontinued. In this case, regular train support and reduced operating hours will be discontinued. It will be in a state of not having it. Also, the performance mode that defines the performance style is called the minor win mode. In the special game state ST3, the special variable prize winning device 38 is opened, so the firing direction is to the right. Although this is done, there are cases where the instruction to hit to the right is not explicitly given.

[0117] The special game state ST4 occurs after the first special game state ST2, after a support win, or when the ceiling is reached. In this case, the state remains for a specified number of games, and the unit time of the normally variable prize winning device 37 There is a regular train support system in place to improve the opening time of each train. A time-saving feature that shortens the variation time in special feature variation display games is also an option.

[0118] In this specific game state ST4, the normal power support state is either support A or B. 1. Specific game state ST41, and 2. Specific game state where the normal electric support is in Support C state. There is a condition ST42. In the first specific game state ST41, the main variable special symbol is the special symbol 1 variable display game, and the main starting area The target area is the starting prize entry opening 36, and the firing direction is to the left in order to aim for this starting prize entry opening 36. As shown in Figure 3, it is possible to make the game ball flow into the starting gate 34 even when hitting left-handed. It is capable of running a game that displays a constantly changing diagram.

[0119] As shown in Figure 8, if the result of the regular display game is a hit 1, then pattern H1 is opened and Therefore, it is difficult to get the ball into the normal variable prize winning device 37, and in this case the display device 4 In step 1, no instruction to hit to the right will be given. However, to make it difficult for the player to recognize, at the edge of the display area... You can also give a small instruction to hit to the right. Furthermore, if the winning combination in the regular display game is either win 2 or win 3, pattern H2 is opened. This creates a pattern and the opening shown in Figure 8(d) occurs. After a short period of opening, there is a 3000ms period of closure before a longer period of opening. Furthermore, during the 3000ms closing period, there was no notification from the display device 41 prompting a change to right-handed hitting. This allows for changing the firing direction to right-handed during the long period of open firing. This makes it possible to win a prize in the normal variable prize winning device 37.

[0120] In other words, the first specific game state ST41 has an opening pattern of pattern H2. In this state, winning a prize in the normal variable prize winning device 37 is easier than in the normal game state ST1, as shown in Figure 8(a As shown above, the execution time of the regular display variation game was also shortened compared to the normal game state ST1. This is the state. In this way, even though it is easy to win a prize in the normally variable prize winning device 37, The game involves launching game balls into an area different from the area where the normal variable prize winning device 37 is installed. This is a game state in which the following actions are performed.

[0121] In the second specific game state ST42, the main variable special symbol is the special symbol 2 variable display game, and the main starting area The target area is the normal variable prize winning device 37, and the firing direction is to the right in order to aim at this normal variable prize winning device 37. It is considered to be a hit. The second specific game state ST42 is the opening pattern of pattern H3. From there, winning into the normal variable prize winning device 37 is in normal game state ST1 or first specific game state ST41 It is easier than the previous state, and as shown in Figure 8(a), the execution time of the regular display game is also This state is shorter than the normal game state ST1 and the first specific game state ST41. This is a game state in which the game is played by launching game balls into the area where the variable prize winning device 37 is installed. .

[0122] The above specific game state ST4 has normal electric support and small wins occur frequently. Figure 2 shows that the game can be played, which is more advantageous for the player than the normal game state ST1. This is a state that creates an advantageous situation. Furthermore, the second specific game state ST42 is more likely to result in a normal spin win than the first specific game state ST41. Since it is easier to win a prize in device 37, the second specific game state is easier than the first specific game state ST41. Condition ST42 is in a more advantageous position. In other words, the ease of winning in the normal variable prize winning device 37 is in the normal game state ST1. There is a first state, and a first specific game state ST41 in which winning is easier than in the normal game state ST1. In the second state, and in the second specific game state ST42, which is easier to win than in the first specific game state ST41, It will be configured to be controlled in one of three states, or one of the following states.

[0123] The remaining reserved state ST5 is the second start memory that remains when the specific game state ST4 ends. The game based on the special feature 2 variable display is in a playable state. In this remaining reserve consumption state ST5, there is no regular electric support, but the special feature variation display game variation time Shortening the time required is acceptable. Since there is no regular electric support, aim for the starting prize entry point 36 when firing. The direction is specified as left-handed, but since it is a short period following the specific game state ST4, left-handed It is not necessary to give clear instructions. Also, the special symbol variation display game in ST5 state of remaining reserved The average of the fluctuation time of the special symbol fluctuation display game in specific game state ST4 is the average of the fluctuation time of the special symbol fluctuation display game. It is shorter than the average. The remaining reserved state ST5 is based on the second start memory that mainly occurs in the specific game state ST4. Since the game mainly involves displaying the 2nd special feature, it is more for the player than the normal game state ST1. It is a situation that is advantageous to the other party, and it creates an advantageous situation.

[0124] The transition in game state is determined by the deriving of the first special result (jackpot), the deriving of the second special result (minor win), Derivation of support bonus, end of the first special game state, end of the second special game state, deletion of the specified number of games. This is achieved by transforming and reaching the ceiling. When a jackpot is hit during the normal game state ST1, the game transitions to the first special game state ST2. Also, if a jackpot is won in the specific game state ST4 or the remaining reserve consumption state ST5, the first special game The move transitions to ST2. After the end of the first special game state ST2, if it is a jackpot with normal power support, proceed to Figure 6(e). During the period until the specified conditions are met, regular train support and reduced operating hours will be in place, The game transitions to ST4 mode. The type of ST4 mode to which the game transitions varies depending on the type of jackpot. If the jackpot type is either Support A or B, the game will transition to the first specific game state ST41. If the winning type is Support C, the game will transition to the second specific game state, ST42.

[0125] Also, in the case of a big win without regular support, if there is a second start memory which is a remaining reserve, If the game transitions to the ST5 state (where the remaining reserved balls are counted as the second start memory), it returns to the normal game state (ST). Proceed to 1. Note that a jackpot without regular support is a jackpot based on 3R minor win C. Other than this, the big wins are big wins with normal electric support. In other words, the 3R small win C is derived. If this happens, it is highly likely that the advantageous situation for the player will end. Furthermore, if the ceiling is reached, the game proceeds to the specific game state ST4 without going through the first special game state ST2. Yes.

[0126] In the specific game state ST4, the game ball enters the normal variable prize winning device 37 with normal power support. This makes it possible to generate a second start memory and execute the special figure 2 variable display game. This is the result. If the conditions shown in Figure 6(e) are met in this specific game state ST4, If the electric support ends and there are remaining reserves, which are the second start memory that occurred in the specific game state ST4, The game enters ST5 mode, where remaining reserved balls are consumed. If there are no remaining reserved balls, it transitions to normal gameplay mode, ST1. In the second specific game state ST42, there are many playable games, and the normal display changes game Since pattern H3 is opened for all types of wins, the normal variable prize winning device 37 is also included. It is easy, and the probability of hitting a big win or a small win is higher than the probability of completing the prescribed number of games. The odds are high, and there is a possibility that the special game state ST41 will continue after the first special game state ST2. It's expensive. In contrast, in the case of the first specific game state ST41, the number of playable games is small, and normally Winning at the variable prize device 37 is only possible when pattern H2 is open, so the specified number of games The possibility of digesting the first specific game state ST41 is that a big win or a small win will be derived. The probability is higher than expected, and the first specific game state ST41 will end and the game will transition to the normal game state ST1. It's highly likely.

[0127] In the gaming machine of this embodiment, the second start memory is processed with priority over the first start memory, but If a jackpot is won in the normal game state ST1, the remaining amount will remain immediately after the start of the special game state ST4. Based on the first start memory, there is a high probability that the special feature 1 variation display game will be executed. This allows for more time to accumulate the second start memory. In particular, specific game state S In T4, the variation time for the first special feature variation display game is longer than the variation time for the second and subsequent games. The fluctuation time is set to (for example, 100 seconds) to ensure time for storing the second start memory. We are making it possible.

[0128] Furthermore, in the first specific game state ST41, a support win can be derived, and when a support win is derived... If this occurs, the game will proceed to the second special game state ST42 without going through the first special game state ST2. In the first specific game state ST4, 1 is the game that should be primarily played when the special symbol 1 variation display game is played. In the second specific game state ST42, the game that should be played is the special feature 2 variation display game. It is said that, in the state of the specific game state ST4, when a predetermined condition is met, The game to be played will be changed. This will change the specific game state S This can prevent the gameplay on T4 from becoming monotonous and enhance its appeal. The game that should be played primarily is the game that should not be played primarily. It is a game that allows the player to progress through the game in a way that is more advantageous or efficient for the player. Being able to play the game advantageously or efficiently means, for example, the expected value of the game that can be obtained. Its large size, the large number of games that can be played per unit of time, and the practical aspects of the design of the gaming machine One example is that it is a game intended for people who are expected to play it.

[0129] Furthermore, in the first specific game state ST41 and the second specific game state ST42, the following will be primarily executed. The game should be different, and in the first specific game state ST4, 1 is mainly a special symbol 2 variation display game. It is considered a game that should be played, and in the second specific game state ST42, the special symbol 1 variation display game is It could even be considered the primary game to play. Furthermore, in the first specific game state ST41 and the second specific game state ST42, the following are primarily executed. The only difference is the game being played; the ease of winning into the regular variable prize winning device 37 can be the same. . Additionally, there is a possibility of transitioning from the second specific game state ST42 to the first specific game state ST41. It is also possible to do so, and in accordance with the first transition condition (for example, a support hit), the first specific game state ST41 or Then, the game transitions to the second specific game state ST42, and the second transition condition (for example, the completion of a specified number of games) is met. Even if you make it so that you transition from the second specific game state ST42 to the first specific game state ST41 Good. Also, the ease of winning into the normal variable prize winning device 37 in the specific game state ST4 and mainly the actual There are three or more different states where different games must be played, and transitions occur when predetermined transition conditions are met. You can do that.

[0130] The support wins in this embodiment of the gaming machine do not include results that are both a minor win and a support win. The minor win and the support win are independent of each other, and the support win is a miss and a support You could say it was a hit. In this way, depending on the support, the game changes from the first specific game state ST41 to the second specific game state. When transitioning to state ST42, the second special game state ST3 is not passed through, so the result is derived. It becomes possible to immediately transition to the second specific game state ST42, resulting in a speedy development. The game can now be played.

[0131] Furthermore, if it is a minor win and a support win, a V-entry occurs in the second special game state ST3. There is a possibility that this will happen. In this case, after the first special game state ST2 of 3R, support B will be activated (see diagram). See 6(c). In contrast, if the player does not win a V prize, it is more advantageous for the player than support B. Support C is activated (see Figure 6(a)), and a 10R jackpot is almost guaranteed. That is, This situation has led to a situation where it is more advantageous not to get a V-win, and players who are unaware of this will find it difficult to win. This is likely to lead to an unfavorable outcome. However, if it's a miss and a hit with support... This prevents such situations from occurring and ensures a fair game for all players. It can be used as a technique. Of course, it is also possible to make a support hit a minor hit and a support hit, and a minor hit and a support hit It's also acceptable to include both hits and misses, as well as hits with support.

[0132] In the ST5 state of remaining reserved balls, the special feature 2 variation display game is based on the 2nd start memory, which is the remaining reserved balls. You can stay until this is finished. The game transitions to state ST1. In this embodiment of the gaming machine, the upper limit of the second start memory is 1, so the remaining The maximum number of pending items is 1. In the ST5 state of remaining reserved spins, the probability of a small win is calculated from the game displayed in Special Feature 1. It is also a game with a high special feature 2 variable display, and again the specific game state ST4 and the first special game state ST2 The possibility of returning to a state that is advantageous to the player is greater than in the normal game state ST1. The condition is also high. In the remaining reserved state ST5, the game is like the specific game state ST4 or the first special game state ST2. This is a state in which the player feels disappointed immediately after a favorable situation for the player has ended, and You are given a chance to play one special feature variation display game, which has a high probability of returning to a favorable state. By creating such effects, it is possible to build anticipation among players.

[0133] In normal game state ST1, specific game state ST4, or remaining reserve consumption state ST5, a small win If this happens, the game will transition to the second special game state, ST3. In the second special game state ST3, if a game ball enters a specific area (V-win), then the first The game transitions to special game state ST2. If a game ball enters the special variable prize winning device 38, a specific There is a possibility of entering the area, and many Special Feature 2 variable display games with a high probability of small wins are executed. This will be advantageous to the player. As shown in Figure 7, the ability to flow into a specific area The high capability is achieved by installing a special variable prize winning device 38 inside, which controls the inflow of game balls into a specific area. The lever member is operated by the lever solenoid 38f to control the flow of game balls to a specific area. Control is achieved by switching between a state that allows entry and a state that prevents the flow of game balls into a specific area. I try to keep it under control.

[0134] In the special feature 1 variable display game, the probability of a minor win is low, and the second special game state ST3 is reached. In this case, the operating mode is such that it is difficult to win a prize in the special variable prize winning device 38 or to enter a specific area. Therefore, the possibility of transitioning to the first special game state, ST2, is low. In the special feature 2 variable display game, the probability of a minor win is high, and the second specific game state ST3 is reached. Therefore, the operating mode is designed to facilitate winning prizes in the special variable prize winning device 38 and entering specific areas. There is a high probability of transitioning to the first special game state, ST2.

[0135] Furthermore, if no game balls flow into a specific area during the second special game state ST3, The game transitions to either the regular game state (ST4), the remaining reserved ball consumption state (ST5), or the normal game state (ST1). If the termination conditions for the specific game state ST4 are not met, the game will transition to the specific game state ST4. Furthermore, the termination conditions for the specific game state ST4 have been met, and the events that occurred in the specific game state ST4 If there are remaining reserved spins, which are the second starting memory, the system will transition to ST5, the state where the remaining reserved spins are consumed. In the case of a minor win during normal game state ST1, or when the termination conditions for specific game state ST4 are met If there are no remaining reserved spins, the game will transition to normal gameplay state ST1.

[0136] Based on the above, a game is executed in which identification information is displayed in a variable manner based on the fulfillment of predetermined conditions. A game that, if the result of the game is a special outcome, triggers a special game state that is advantageous to the player. In the machine, there is a game control means (game control device 100) that comprehensively controls the game, and when a prize is won The starting prize slot can generate the right to execute the first game (special feature 1 variable display game) as part of the game. 36 is convertible between a closed state in which the game ball cannot enter and an open state in which the game ball can enter. Winning the game grants the right to play the second game (Special Feature 2 Variable Display Game). The game includes a normal variable prize winning device 37, and the game control means controls the game balls to the normal variable prize winning device 37. The ease of winning is divided into two states: the first state (normal game state ST1) and the second state, which is easier to win than the first state. There are two states (the first specific game state ST41) and a third state (the second) in which winning is easier than in the second state. It is configured to be controlled in one of the following states: specific game state ST42) and the second state If the game result is a specific outcome (support win), the player will proceed to the third stage without going through a special game state. It is possible to have two states, and the second state and the third state are different from the first game and the second game. This makes it possible to primarily play different games. Therefore, when a specific result occurs with a support, the winnings to the normal variable prize winning device 37 Besides being easier, the game itself, which is primarily meant to be played, has also been changed, bringing variety to the gameplay and making it more enjoyable. It can enhance the overall aesthetic.

[0137] Furthermore, a game is executed in which identification information is displayed based on the fulfillment of predetermined conditions, and the game In a gaming machine that generates a special game state advantageous to the player when the result is a special outcome, , a game control means that comprehensively controls the game, and the right to execute the first game as a game upon winning. A starting prize entry opening 36 that can generate a prize, a closed state in which the game ball cannot enter, and an open state in which the game ball can enter. It can be converted to a state, and by winning, it can generate the right to play a second game as a game. The game includes a normal variable prize winning device 37, and the game control means controls the game balls to the normal variable prize winning device 37. The ease of winning a prize is divided into a first state, a second state in which winning a prize is easier than in the first state, and the second state It is configured to be controlled in one of the following states: a third state in which it is easier to win a prize, and the first game If the result is a special result (jackpot), the game will enter a second state after the special game state ends. If this is possible, and the game result is a specific result (per support) when in the second state Furthermore, it is possible to enter the third state without going through a special game state, and in the second state, the first game It is possible to make this the game that should be played primarily, and in the third state, the second game is played primarily. This makes it possible to make it a game that should be played. Therefore, when a specific result occurs with a support, the winnings to the normal variable prize winning device 37 Besides being easier, the game itself, which is primarily meant to be played, has also been changed, bringing variety to the gameplay and making it more enjoyable. It can enhance the overall aesthetic.

[0138] Figure 10(a) shows that a new time-saving mode (specific game state ST4) is triggered in each game state. This document outlines the actions to be taken in such a situation. Here, a-time reduction, b-time reduction, and c-time reduction are all specific game states ST4, but a-time reduction and This is the state that progresses from the first special game state ST2 to the specific game state ST4, and b is the same as the time reduction. By reaching the well, the player entered the specific game state ST4 without going through the first special game state ST2. In short, the time reduction means that by hitting a support bonus, you can skip the first special game state ST2 and go straight to the specific game state ST4. That's what it was.

[0139] In the normal game state ST1, if you get a big win or a small win and hit the V, you will enter a time-saving mode. If an action trigger occurs, the time reduction will be activated. In the normal game state ST1, when the ceiling is reached... If a trigger for the b time reduction occurs, the b time reduction will be activated. Normal game state ST In case 1, no support is derived, so the trigger for the time reduction does not occur and it does not operate. It is considered acceptable.

[0140] a In the special game state ST4 of the time-saving mode, if you get a big win or a small win and hit the V, a If a trigger for a time-saving mode occurs, a new time-saving mode a will be activated. Time-saving mode a is a specific game state ST If reaching the ceiling in step 4 triggers the activation of the b time reduction, the game will switch to the b time reduction. To activate it. In the time-saving specific game state ST4, a support win is derived. When the trigger for the time reduction mode occurs, the system will switch to time reduction mode and activate. This can only be derived if the ports are A and B.

[0141] b In the special game state ST4 of the time-saving mode, if you get a big win or a small win and hit the V, a If a trigger for shortening the play time occurs, it will switch to a new shortening time mode a and activate. b Shortening time mode for specific play In ST4 technique state, it is impossible to reach the ceiling, so the b time reduction will not activate in this case. This is acceptable. In the specific game state ST4 of the time-saving mode, no support win is derived, so c time-saving mode It is considered inoperable as no trigger for activation occurs.

[0142] In the special game state ST4 of the time-saving mode, if you get a big win or a small win and hit the V, a If a trigger for shortening the play time occurs, it will switch to a new shortening time mode a and activate. If reaching the ceiling in the technique state ST4 triggers the activation of b time reduction, then b time Switch to short mode and activate. In the specific game state ST4 of the short time mode, a support win is derived. Since there is no trigger for the time-saving function to activate, it is considered inoperable.

[0143] Figure 10(b) shows the display mode of the game status display unit 56 provided on the integrated display device 50. did. As mentioned above, the game status display unit 56 shows the player's status between left-handed play (normal play) and right-handed play. A first game state display unit 56a that notifies the player of a favorable way of playing (a way of playing corresponding to the game state), The second game state display unit 56b indicates that the game is in a time-saving state (when the variable time reduction function is activated) and The first game state indicator unit 56a indicates the firing direction by the lighting or extinguishing of the light-emitting elements C6 and C7. The second game status display unit 56b is designed to display the status by the illumination or extinguishing of the light-emitting element D7. The system now displays whether or not time-saving measures are being taken.

[0144] In normal gameplay state ST1, the lights C6 and C7 are turned off to indicate that the player is shooting to the left. Turning off the light-emitting element D7 indicates that the timer is not running in a time-saving mode. In the first specific game state ST41 of specific game state ST4, support A and B, the light-emitting element C 6. Turning off C7 indicates left-handed play, and turning on light-emitting element D7 indicates time-saving mode. This indicates that. In the first specific game state ST41 of the specific game state ST4, support A and B show a normal winning state. In this state, light emitters C6 and C7 are lit to indicate that it is in the right-hand shooting state, and light emitter D The 7 lights up to indicate that the time-saving mode is active. However, the winning result is a win of 1 and pattern H1. If the opening pattern is as follows, the probability of winning is low, so the display device 41 will be pressed to the right. The instructions are not clearly given. The result is either a win of 2 or 3 and the opening pattern is pattern H2. In such cases, the display device 41 clearly indicates the instruction to hit to the right.

[0145] In Support C, which is the second specific game state ST42 of specific game state ST4, the light-emitting element C6, C7 is lit to indicate right-handed shooting mode, and light-emitting element D7 is lit to indicate time-saving mode. This indicates. In the first special game state ST2 and the second special game state ST3, light-emitting elements C6 and C7 are lit. This indicates that the machine is in a right-handed hitting state, and the light-emitting element D7 is turned off to indicate that it is not in a time-saving state. In the specific game state ST4, before the number of game plays reaches the specified number, the special symbol 1 will change display. If a minor win occurs in the game, the time-saving state will remain in the second special game state ST3. Therefore, the light-emitting element D7 is turned on to indicate that the time-saving mode is active. Also, the special feature 1 variation display game in normal game state ST1 and the first specific game state ST41. If a minor win is determined, the probability of winning is low, so the display device 41 is set to right-hand play. They do not give clear instructions.

[0146] Figure 11 shows an example of the output configuration of signals sent to the outside of a gaming machine. As shown in Figure 11(a), in the normal game state ST1, the normal display variation game occurs with a high probability. The normal symbol 1 high probability state signal, which indicates Ruka, is turned OFF. In this embodiment of the gaming machine, Since there is no probability variation in the regular symbol variation display game, the regular symbol 1 high probability state signal is always OFF. It will be done. A regular electric mechanism that indicates that the opening time of the regular variable prize winning device 37 has been extended. 1. The open extension status signal is set to OFF, and the opening time of the normal variable prize winning device 37 is not extended. This indicates that the game is in a time-saving state. The time reduction status signal is turned OFF, indicating that the time reduction state is not active in the regular display variation game. The signal indicating the start of regular train support and the confirmation of an easy-to-win state is turned OFF, and the regular train support state The award-winning ease status signal is set to "undefined," indicating that it is not a regular electric support signal.

[0147] From the normal game state, the game progresses to the first specific game state ST41 of the specific game state ST4, which is Support A. When B starts (t61), the normal electric mechanism 1 open extension state signal is turned ON, and the normal variation This indicates that the opening time of the prize winning device 37 has been extended, and the normal symbol 1 variation time reduction state signal is displayed. This is also turned ON, indicating that the game is in a time-saving state with a variable display. Furthermore, the signal indicating an easy-to-win state is kept ON for a certain period (e.g., 32ms) (t6 1~t62) indicates that the easy-to-win state has started. The easy-to-win state signal is 01H. This will be output, indicating that it is supported by either A or B. When the special game state ST4 ends and the game returns to the normal game state ST1 (t63), the normal electric mechanism The 1-open extension state signal is turned OFF, and the 1-symbol variation time reduction state signal is turned OFF. Furthermore, the signal indicating an easy win condition is considered undefined.

[0148] The easy-to-win status signal is determined by a combination of on / off states (hexadecimal) of four signals numbered 1 to 4. The value is shown. For example, in this case, the easy-to-win status signal 1 is ON, and the easy-to-win status signal 2~ When 4 is turned off, the 01H signal is output. Other signals shown in Figure 11 are normal High probability state signal for regular symbol 1, extended opening state signal for regular electric mechanism 1, reduced variation time state for regular symbol 1. The status signal and the signal confirming the easy-to-win state are output by switching a single signal on or off.

[0149] Figure 11(b) shows the second specific game state S from the normal game state ST1 to the specific game state ST4. This shows the case where support C, which is T42, is initiated. It is basically the same as in Figure 11(a). However, the only point is that the easy-to-win status signal outputs 00H, indicating that it is a support C. different. In other words, an external device determines whether the game is in the first specific game state ST41 (support A or B) or the second It is designed to allow determination of whether the game is in the specific game state ST42 (Support C).

[0150] Figure 12 shows an example of the output configuration of signals sent to the outside of a gaming machine. As shown in Figure 12(a), the regular variation display game is a win and the regular variation prize device 37 In the conditions under which the opening occurs, in pattern H1, the firing position designation signal 1 is turned ON. The launch position designation signal 2 is turned OFF, and left-handed firing is specified for external devices. In the case of H1, the opening time of the normally variable prize winning device 37 is short, and winning is almost impossible. Therefore, left-handed play is specified. Furthermore, as mentioned above, the first game state of the unified display device 50 The display unit 56a indicates that the player is in a right-handed hitting state. Furthermore, in pattern H2, launch position designation signals 1 and 2 are turned ON, and the external device is... For this, right-handed hitting is specified. As shown in Figure 12(b), if support C is in the second specific game state ST42, If the second special game state is ST3, or if the first special game state is ST2, then launch. Position designation signals 1 and 2 are turned ON, and right-handed shooting is specified for external devices.

[0151] Figures 12(c) to (h) show the launch position designation signal when a minor hit and a regular hit overlap. The output modes for 1 and 2 are shown. Figure 12(c) shows that the second special game state ST3 was started in the winning state of pattern H1. The following case was shown. When the hit state begins, the launch position designation signal 1 is turned ON, but the launch position designation The constant signal 2 is left OFF (t81). Subsequently, at the start of the second special game state ST3 Consequently, launch position designation signal 2 is turned ON (t82). Even after the winning state ends, the second special game continues. Since state ST3 is in effect, launch position designation signals 1 and 2 remain ON (t8 3) Subsequently, upon the end of the second special game state ST3, launch position designation signals 1 and 2 are turned OFF. It is designated as F (t84).

[0152] Figure 12(d) shows that the second special game state ST3 was started in the winning state of pattern H2. The following scenario is shown. Upon the start of the hit condition, firing position designation signals 1 and 2 are turned ON (t91 Even when the second special game state ST3 is started, launch position designation signals 1 and 2 remain ON. Therefore (t92), even though the winning state has ended, the second special game state ST3 continues, so it fires. Position designation signals 1 and 2 remain ON (t93). Subsequently, the second special game state S is entered. With the end of T3, launch position designation signals 1 and 2 are turned OFF (t94).

[0153] Figure 12(e) shows the winning state in pattern H1 during the execution of the second special game state ST3. This shows the case where the action was taken. Launch position designation signals 1 and 2 were issued upon the start of the second special game state ST3. This is turned ON (t101). Even if the winning state of pattern H1 is started, the second special game state is not activated. Since ST3 is in operation, launch position designation signals 1 and 2 remain ON (t102 ). Even after the winning state ends, the second special game state ST3 continues, so the launch position designation signal 1 and 2 remain ON (t103). After that, the second special game state ST3 ends. Accordingly, launch position designation signals 1 and 2 are turned OFF (t104).

[0154] Figure 12(f) shows the winning state in pattern H2 during the execution of the second special game state ST3. This shows the case where the action was taken. Launch position designation signals 1 and 2 were issued upon the start of the second special game state ST3. Even if the ON (t111) and the hit state of pattern H2 is started, the firing position designation signal 1 And 2 remains ON (t112). Even after the winning state ends, the second special game state S Since T3 is still active, launch position designation signals 1 and 2 remain ON (t113). Subsequently, upon the end of the second special game state ST3, launch position designation signals 1 and 2 are turned OFF. (t114)

[0155] Figure 12(g) shows the winning state in pattern H1 during the execution of the second special game state ST3. This indicates the case where the winning state ends after the start of the second special game state ST3. As game state ST3 begins, launch position designation signals 1 and 2 are turned ON (t121), and the pattern Even if the H1 winning state is started, the second special game state ST3 continues, so the launch position Designated signals 1 and 2 remain ON (t122). The second special game state ST3 ends. Based on the fact that the hit state of pattern H1 is continuing, the launch position designation signal 1 is turned ON. The state is maintained, but the launch position designation signal 2 is turned OFF (t123). After that, hit Upon the termination of the state, launch position designation signal 1 is turned OFF (t124).

[0156] Figure 12(h) shows the winning state in pattern H2 during the execution of the second special game state ST3. This indicates the case where the winning state ends after the start of the second special game state ST3. As game state ST3 begins, launch position designation signals 1 and 2 are turned ON (t131), and the pattern Even when the H2 hit state is initiated, firing position designation signals 1 and 2 remain ON. t132). Even after the second special game state ST3 ends, the winning state of pattern H2 continues. Therefore, launch position designation signals 1 and 2 are kept ON (t133). After that, Upon termination of the state, launch position designation signals 1 and 2 are turned OFF (t134).

[0157] The following describes the control of a gaming machine that performs this type of game. First, the game control device 10 Control performed by the game microcomputer (game microcontroller) 111 of 0 Let me explain. The control processing by the gaming microcontroller 111 is mainly as shown in Figures 13 and 14. The input process and the timer interrupt process shown in Figure 15, which is performed at a predetermined time interval (for example, 4 milliseconds) It consists of.

[0158] [Main process] First, let's explain the main process. The main process starts when the power is turned on. In this main process, as shown in Figures 13 and 14, first, interrupts are disabled. After performing the process (step X1), when an interrupt occurs, save the values ​​of registers, etc. The stack pointer setting process sets the stack pointer, which is the starting address of the area to be used. Perform step X2). Next, specify register bank 0 (step X3) and the predetermined register Set the higher address of the RAM start address in the register (for example, the D register) (step X 4) In this embodiment, the address range of RAM is 0000h to 01FFh, and the upper and lower values ​​are Then, take either 00h or 01h, and in step X4, set the first one to 00h. Next, launch. Output a stop signal and set the launch permission signal to the disabled state (step X5). The signal indicates that at least one of the game control device 100 and the payout control device 200 outputs a signal to stop firing. If this is the case, the system will be set to a prohibited state, and the launch of game balls will be prohibited.

[0159] After that, the state of the RAM initialization switch 112 and the setting key switch 152 is read ( Step X6) The process of setting the power-on delay timer is performed (Step X7). In the processing of P X7, by setting predetermined initial values, the game control device 1 which constitutes the main control means Subordinate control means that perform various controls according to instructions from 00 (for example, a payout control device 200 and a performance control device) A waiting time (e.g., 3 seconds) to wait for the program of the control device 300) to start up normally. This is set. As a result, when the power is turned on, the game control device 100 will start up first. Before the subordinate control device (for example, the payout control device 200 or the performance control device 300) starts up, command This prevents the command from being sent to the slave control unit, which could cause the slave control unit to miss the command. Yes, it is possible. That is, when the game control device 100 is powered on, the main control means (game control The startup of device 100) is delayed to allow the subordinate control devices (dispensing control device 200, performance control device 300, etc.) to start up. This constitutes a waiting means for setting a predetermined waiting time to wait for the startup of ).

[0160] Furthermore, the timing of the power-on delay timer is used for RAM validity check (checksum calculation). This is performed using memory areas that are not subject to the validation (such as RAM areas or registers that are not subject to validation). This means that when calculating check data such as checksums for the RAM area, some parts This prevents the control process from becoming complicated when powering on, as it eliminates the need to exclude the RAM area from calculations. It can be stopped.

[0161] After the process of setting the power-on delay timer (step X7) is performed, a power outage occurs. Determine if there are any (step X8), and if a power outage has occurred (step X8; Y), play Wait for the power to the machine to be shut off. Specifically, in step X8, for example, power outage monitoring input from power supply unit 400 is performed. Set the number of times (e.g., 2 times) to read and check the signal via the port and data bus. Then, it determines whether the power outage monitoring signal is on. This determines whether the power outage monitoring signal remains ON for the set number of checks. If the power outage monitoring signal has not remained on for the number of checks, the power outage monitoring signal will turn on. The process returns to determining whether this is the case. Also, if the power outage monitoring signal remains ON for the number of checks, In the event of a power outage, it is determined that a power outage has occurred. The same applies to steps X34 and X54 described later. It appears that a power outage occurs when a power outage monitoring signal is continuously received for a predetermined period. By making this determination, it is possible to prevent false detection of power outages due to noise, etc., when the power is turned on. It can appropriately address problems in the situation.

[0162] In other words, the game control device 100 monitors for the occurrence of a power outage during a predetermined standby time. This serves as a monitoring means. This delays the activation of the game control device 100, which serves as the main control means. This will enable us to respond to power outages that occur during the period, and to address malfunctions when the power is turned on. It can be dealt with appropriately. Note that access to RAM is permitted until the waiting period ends. It has not been changed, and the memory contents from the previous power outage are still retained, therefore here During a power outage, there is no need to perform backup processes, etc. Therefore, if a power outage occurs during the standby period... Even if an error occurs, there is no need to back up the RAM, reducing the burden on the control system. .

[0163] On the other hand, if no power outage occurs (step X8;N), the power-on delay timer Update the value by -1 (step X9), and determine if the timer value is 0 (step X10). If the timer value is not 0 (step X10; N), i.e., the waiting time has not ended. If not, the process returns to determining whether a power outage has occurred (step X8). Also, the timer If the value of is 0 (step X10;Y), that is, if the waiting time has ended, Access to read / write memory (RWM) such as RAM and EEPROM. Grant permission (step X11) and output off data to all output ports (set to a state where there is no output). ) (Step X12).

[0164] Next, the serial port (a port pre-installed on the gaming microcontroller 111) is used for this implementation. In this configuration, it is used for communication with the performance control device 300 and the payout control device 200) and is set (step (P X13), timer interrupt signal in the game microcontroller 111 (clock generator) and Activates the CTC (Counter / Timer Circuit) circuit to generate a random number update trigger signal (CTC). The process (step X14) is performed. Note that the CTC circuit is located within the microcontroller 111 for gaming. It is located in the clock generator. The clock generator is located in the oscillator circuit 113. A frequency divider circuit divides the oscillation signal (original clock signal), and CPU1 operates based on the divided signal. A timer interrupt signal with a predetermined period (e.g., 4 milliseconds) and a random number generation circuit are supplied to 11A. It includes a CTC circuit that generates a CTC signal that triggers the random number update to be supplied. Next, the RAM error flag is set (step X15). Here, if there is a RAM error... Assuming there is a problem with the RAM regardless of whether or not there is one, first, the RAM error flag Set the value to the designated register.

[0165] Next, the value of the power outage test area 1 in RWM is normal power outage test area check data 1 (for example) Determine if it is 5Ah (step X16), and if it is normal (step X16; Y), The value of the power outage test area 2 in the RWM is normal power outage test area check data 2 (e.g., A5h). Determine if it is (step X17). Then, if the value in the power outage test area 2 is normal (S Step X17;Y), checksum calculation process calculates the checksum of a predetermined area within the RWM. Perform the calculation (step X18) and check if the calculated checksum matches the checksum at the time of power failure. Determine if they match (step X19). If the checksums match (step X19; Y) Since there is no abnormality in the RAM, the RAM abnormality flag is cleared (step X20), We will be migrating to the X21.

[0166] Furthermore, if the check data in the power outage inspection area is determined to be abnormal, (step If step X16;N or step X17;N) the checksum is determined not to match, In step X19 (N), the setting key switch is determined based on the state read in step X6. Determine whether both the switch 152 and the RAM initialization switch 112 are in the ON state (step X21). And at least the setting key switch 152 and the RAM initialization switch 112 If one of them is in the OFF state (step X21; N), the RAM abnormality flag is set. Determine if (step X22). If the RAM abnormality flag is set (step The game control device 100 is malfunctioning because there is an abnormality in the RAM (X22;Y). A command for the main abnormal error notification is sent to the performance control board (performance control device 300) to notify the error. I believe (Step X24).

[0167] On the other hand, if the RAM abnormality flag is not set (step X22; N), the probability Check if the setting change flag is set (step X23). Then, set the probability. If the "Changing" flag is set (step X23;Y), the main abnormal error report will be issued. The command is sent to the performance control board (performance control device 300) (step X24). The probability setting flag set here is the same as the probability setting flag set before the power outage occurred. That is, if the power to the gaming machine is cut off and restarted while the probability setting value is being changed, Since the operation of the game control device 100 stops, the process of step X24 is performed. Next, the 7-segment display data at the time of game stoppage is sent to the 5th drive via the 2nd output port 134. Output to B138e (step X25). Then output the ON data for the security signal. In addition to applying force, it outputs off data for signals other than security signals (step X26). Return to step X25.

[0168] Furthermore, both the setting key switch 152 and the RAM initialization switch 112 are in the ON state. In the case of (step X21; Y), determine if the RAM abnormality flag is set (S Step X27). And if the RAM error flag is not set (Step X27) ;N) sets the probability setting change flag (step X29). This sets the probability setting The system switches to fixed value change mode. After that, the command during the probability setting change is sent to the performance control board (performance control Send to device 300) (step X30), and proceed to step X31. Performance control device In unit 300, based on receiving a command during probability setting change, the display on the display device 41 displays , the illumination of the LEDs of the frame decoration device 18 and the panel decoration device 46, the operation of the panel display device 44, speaker 1 The system uses audio output from 9a and 19b to indicate that the probability setting is being changed. cormorant. On the other hand, if the RAM abnormality flag is set (step X27;Y), the probability setting The process of clearing the fixed value (step X28) is performed. This clears the probability setting value in RWM. The area is set to 0, and the probability setting value becomes "setting 1". Then, step X29, After processing X30, proceed to step X31.

[0169] Also, at least one of the setting key switch 152 and the RAM initialization switch 112 is turned off. The state is (step X21; N), and both the RAM abnormality flag and the probability setting change flag are set. If not (steps X22;N and X23;N), read in step X6. Based on the embedded state, determine whether the setting key switch 152 is in the ON state (step X35). And if the setting key switch 152 is not in the ON state (step X35;N ) In step X6, the RAM initialization switch 112 is turned ON based on the state read in step X6. Determine if it is in that state (step X43).

[0170] If it is determined that the RAM initialization switch 112 is not in the ON state (step X43; N) That is, both the setting key switch 152 and the RAM initialization switch 112 are in the OFF state. If necessary, proceed to step X41 to perform the processing for when power is restored normally after a power outage. On the other hand, if it is determined that the RAM initialization switch 112 is in the ON state (step X43) ;Y) proceeds to step X44 to perform initialization. That is, RAM initialization Switch 112 serves as an initialization operation unit that can be operated from the outside, and the game control device 100 is initially Initialization means for initializing data stored in RAM based on the operation of the initialization operation unit. To accomplish.

[0171] Furthermore, if the setting key switch 152 is in the ON state (step X35; Y), The flag indicating that the rate setting is being checked is set (step X36). This activates the probability setting value confirmation mode. The process then transitions to the next step. After that, the command during the probability setting confirmation is sent to the performance control board (performance control device 300). Send to (step X37). The performance control device 300 receives the command during probability setting confirmation. Based on the reception, the display on the display device 41, the frame decoration device 18, and the LEDs of the panel decoration device 46 are activated. The illumination of the display, the operation of the display panel 44, and the output of sound from speakers 19a and 19b, A notification will be issued indicating that the probability settings are being checked.

[0172] Furthermore, in order to guarantee the output of a security signal for more than 50 milliseconds, Save a value corresponding to 128ms in the control timer area (step X31). The Tee signal triggers a timer interrupt in the probability setting value change mode or probability setting value confirmation mode. This is output during the process of changing / confirming the probability setting of the process (step X122), and otherwise it is a tie. It is output during the external information editing process (step X120) of the interrupt processing. Therefore, 12 If the probability setting change mode or probability setting confirmation mode ends in less than 8 milliseconds, The security signal continues due to the external information editing process (step X120) of the interrupt processing. The output is generated in less than 128 milliseconds. In other words, the probability setting value change mode and probability setting value confirmation are enabled. Even when the mode ends, it will transition to the probability setting change mode or the probability setting confirmation mode. A security signal is output for 128 milliseconds after that. The value saved in the security signal control timer area is limited to a value corresponding to 128 milliseconds. However, at least 5 Since a security signal needs to be output for 0 milliseconds, set a value corresponding to 50 milliseconds or more. It needs to be moved.

[0173] Then, interrupts are enabled (step X32), and the setting key switch 152 is in the OFF state. Determine if it is true (step X33). In step X33, the state read in step X6 is determined. Instead of making a decision based on (the state when the power is turned on), the timer interrupt processing (Figure 15) is used. The determination is made based on the state (current state) read in the force processing (step X103). If step X33 determines that the setting key switch 152 is in the off state, the probability setting value This is confirmed. If the setting key switch 152 is not in the off state (step X33;N), a power outage will occur. Determine if it is alive (step X34), and if no power outage has occurred (step X34; If N), return to step X33, and if a power outage has occurred (step X34; Y), Then, proceed to step X55. With the probability setting change flag set, step If X34 detects a power outage, the main process after power is restored will be... In step X23 of the logic (Figures 13 and 14), the probability setting change flag is set. It is determined that it is doing so.

[0174] On the other hand, if the setting key switch 152 is in the off state (step X33; Y), Perform the process to prohibit interrupts (step X38). Perform the process to allow interrupts (step X32 Between the time the interrupt is disabled (steps X38, X55) after the above operation is performed, The current interrupt processing (Figure 15) is performed at a predetermined time interval (e.g., 4 milliseconds). In the processing, the probability setting change / confirmation process (step X122) is a process related to the probability setting value. ) will be performed. In other words, until the change or confirmation of the probability setting value is completed (or until a power outage occurs) The main process will remain in a waiting state until (this is done). Next, a command to terminate the notification is sent to the performance control board (performance control device 300) (Ste (X39). The performance control device 300 receives a notification termination command, Notification during execution (a notification indicating that the probability setting value is being changed or that the probability setting value is being checked) (The announcement) will be terminated.

[0175] Next, it is determined whether the probability setting change flag is set (step X40), and the probability If the flag is not set during setting change (step X40; N), i.e., probability setting If the "Checking" flag is set, the area to be initialized (for example, the power outage test area, The initial values ​​after a power outage are saved in the checksum area and the area related to error monitoring. Perform power outage recovery processing (step X41) including the necessary procedures. The probability setting confirmation flag is in this state. It can be cleared with X41. After that, the command for power restoration corresponding to the special game processing number is sent to the performance control board (performance control The data is sent to device 300) (step X42), and the process proceeds to step X47. In this case, step X42 is used for the machine specification command, probability setting information command, and special feature 1 hold count command. Command, Special Feature 2 Reserve Count Command, Probability Information Command, Performance Count Information Command, Screen Specification Sends multiple commands, such as commands. Screen-specified commands include Special Figure 1 and Special Figure Regarding point 2, in all cases, the normal processing described later is in progress, i.e., the special feature variation display game is running. If you are neither in a special game state nor in a special game state, and you are waiting for customers, then the command on the customer waiting demo screen will appear. It sends this, and otherwise sends the recovery screen command. Also, depending on the model, In addition to these commands, commands such as high-probability count information commands are also sent.

[0176] On the other hand, if the probability setting change flag is set (step X40;Y), Clear the RAM area other than the rate setting value to 0 (step X44). In step X44, RAM area for rate setting value (work area (1-byte area for probability setting value)) and performance display ( The RAM area (work area and stack area) used for displaying the value and payout ratio is not cleared. The RAM area for skill control (work area and stack area) is cleared to zero. Therefore, probability The setting change flag is cleared in step X44. Note that in step X44, You can choose to clear the stack area and unused areas or not.

[0177] Then, the initial values ​​from the RAM initialization are saved in the area to be initialized (step X45). The areas to be initialized here are the customer waiting demo area and the area related to the settings of the performance mode. Then, the command for RAM initialization is sent to the performance control board (performance control device 300). (Step X46). In this embodiment, step X46 is used to specify the model, confirm Rate setting information command, Special Feature 1 Reserved Count command, Special Feature 2 Reserved Count command, Probability information command Commands for displaying performance count information and RAM initialization (along with displaying the customer waiting demo screen) A command to notify the system of RAM initialization with light and sound for a predetermined period of time (e.g., 30 seconds). It sends multiple commands such as ). Depending on the model, in addition to these commands, Information on the number of times the special feature variation display game has been executed, including the command for the number of performances and the support for regular trains. It also sends commands that include information about the number of support sessions.

[0178] Next, the process of starting up the random number generation circuit is performed (step X47). Specifically, The random number generation circuit is activated by a designated register (CTC update enable register) within the number generation circuit. The CPU111A performs tasks such as setting the code (specified value) for random number generation. Bit transpose pattern of hardware random numbers (in this case, jackpot random numbers) generated by the circuit's hardware. The settings are also configured. The bit transposition pattern refers to the bit arrangement of the extracted random numbers (the upper bit row). The bits (before transposition) are swapped in a predetermined order to create a different bit arrangement (the bit transposition of the lower row). This is a pattern that defines how to rearrange bits when storing them as (the arrangement after placement). By swapping bits of random numbers according to the turn order, it is possible to disrupt the regularity of the random numbers. This can enhance the confidentiality of random numbers. Note that the bit transposition pattern is a fixed single It could be any pattern, or you could choose from several pre-prepared patterns. That's good. It would also be good to allow users to configure it as they wish.

[0179] Subsequently, a predetermined register (soft random number register 1 to n) in the random number generation circuit when the power is turned on. The values ​​are extracted, and the corresponding random initial values ​​(in this embodiment, the winning symbols of the special feature are determined) are generated. Special symbol random number, random number that determines the winning symbol in the regular symbol (winning random number), regular symbol that determines the winning symbol in the regular symbol After saving the initial value (start value) of the random number generator (pattern) to the designated area of ​​RWM (step) X48), enable interrupts (step X49). CPU 111A used in this embodiment. In the internal random number generation circuit, the initial value of the software random number register changes each time the power is turned on. Because it is structured in this way, by using this value as the initial value (start value) for various initial random numbers, The regularity of the random numbers generated by the software can be disrupted, preventing players from obtaining fraudulent random numbers. This can make it difficult.

[0180] Next, an initial random number update process is performed to update the values ​​of various initial random numbers and break the regularity of the random numbers. (Step X50) is performed. Note that, although not particularly limited, in this embodiment... The jackpot random numbers, special symbol random numbers, winning random numbers, and regular symbol random numbers are generated in the random number generation circuit. It is configured to generate random numbers using the CPU's operation. However, the jackpot random numbers are generated using the CPU's operation. It is a so-called "high-speed counter" that is updated based on a clock that is equal to or faster than the clock. Special symbol random numbers, winning random numbers, and regular symbol random numbers are processed by timer interrupts, which are the processing units of the program. CTC output with the same period as the logic (a different CTC from the timer interrupt processing CTC (CTC0)) This is a "slow counter" that is updated based on CTC2). Also, special symbol random numbers, wins In random numbers and general pattern random numbers, each initial random number is generated after one cycle (in software) It employs a so-called "initial value change method" that modifies the starting value using generation. Each random number can be updated using a counter-type method with +1 or -1, or all random numbers within the range until a full cycle is completed. A random update method where the values ​​appear randomly without repetition is also acceptable. In other words, the winning random number is These are random numbers updated only by the hardware, and the special symbol random numbers, winning random numbers, and regular symbol random numbers are hard These are random numbers that are updated by hardware and software.

[0181] After the initial random number update process in step X50, the process to disable interrupts is performed (step X51). This is followed by the performance display editing process (step X52). Then, the process to enable interrupts is performed. After performing (step X53), determine if a power outage has occurred (step X54), power outage If this does not occur (step X54; N), then the initial value random number update process (step X5 Return to 0). In other words, if no power outage has occurred, the initial random number update process and performance display will be performed. The editing process and power outage monitoring are performed repeatedly. An interrupt occurs before the initial random number update process (step X50). By allowing (step X49), a timer interrupt occurs during the initial random number update process. When this occurs, interrupt handling takes priority, and the timer interrupt updates the initial random number. This prevents interrupt handling from being overwhelmed by delays caused by processing.

[0182] Note that the initial random number update process in step X50 is performed not only by the main process but also by timer interrupt processing. Even within the logic, there is a method of performing an initial value random number update process, and if such a method is adopted... To avoid the initial random number update process being executed in both, the initial random number is generated in the main process. When performing an update operation, it is necessary to disable interrupts, perform the update, and then release the interrupts, Unlike this embodiment, the initial random number update process is not performed within the timer interrupt processing, but within the main processing. If only that is done, there is no problem in canceling the interrupt before the initial random number update process, This has the advantage of simplifying the main processing.

[0183] On the other hand, if a power outage occurs (step X54; Y), interrupts are temporarily disabled. The process (step X55) outputs off-data to all output ports (step X56). conduct. Subsequently, the power outage inspection area check data 1 is saved to the power outage inspection area 1 (step X57). ), save the power outage inspection area check data 2 to power outage inspection area 2 (step X58). Furthermore, a checksum calculation process (step) is performed to calculate the checksum when the RWM power is cut off. X59), after performing the process of saving the calculated checksum (step X60), RW After performing the process to prohibit access to M (step X61), the power to the gaming machine is shut off. Wait for it to finish. In this way, the check data is saved in the power outage test area, and the power By calculating the checksum at the time of power cutoff, the information stored in the RWM before the power cutoff can be determined. It is possible to determine whether the data has been properly backed up when the power is turned on again.

[0184] Based on the above, the main control means (game control device 100) that comprehensively controls the game, and the main Subordinate control means (dispensing control device 200, performance control) that perform various controls according to instructions from the control means. In a gaming machine equipped with a device 300, etc., the main control means, when the power is turned on, Set a predetermined waiting time to delay the activation of the main control means and wait for the activation of the subordinate control device. The device (game control device 100) and the stop device that monitors for the occurrence of a power outage during the predetermined standby time. The system will be equipped with an electrical monitoring means (game control device 100). Furthermore, it is equipped with a power supply unit 400 that supplies power to various devices, and the power supply unit 400 is powered during a power outage. The system is configured to output a power outage monitoring signal when it detects the occurrence of a power outage, and the power outage monitoring means (game control The device 100) determines that a power outage has occurred if it continues to receive a power outage monitoring signal for a predetermined period of time. This means that it will be fixed.

[0185] Furthermore, the main control means (game control device 100) includes a RAM 111C capable of storing data, An initialization operation unit (RAM initialization switch 112) that can be operated from the outside, and an initialization operation unit Initialization means that initializes the data stored in RAM111C based on the operation performed. The system includes a game control device 100) and reads the operating state of the initialization means before the start of the waiting time. This will result in it becoming crowded. Furthermore, the main control means (game control device 100) will, after the waiting time has elapsed, send data to the RAM 111C. This means you are granting access.

[0186] [Timer interrupt handling] Next, we will explain timer interrupt handling. Timer interrupt handling is performed by the clock generator The periodic timer interrupt signal generated by the internal CTC circuit is input to the CPU 111A. It is started by [this]. In other words, it is an interrupt routine that is started at a predetermined interval. When a timer interrupt occurs in n111, it automatically enters an interrupt-disabled state, as shown in Figure 15. The timer interrupt processing starts.

[0187] When timer interrupt processing starts, first, register bank 1 is specified (step X1). 01). By switching to register bank 1, the designated register (for example, used in the main process) The register save process was performed to transfer the value held in the register to the RWM. They become equivalent. Next, the upper part of the RAM starting address is entered into a designated register (for example, register D). Set the dress (step X102). In step X102, in the main process The same process as in step X4 is performed, but the register bank is different. Next, various sensors and Inputs from switches and signal acquisition, that is, input processing that reads the status of each input port. Perform the procedure (step X103).

[0188] Next, it is determined whether the probability setting change flag or the probability setting confirmation flag is set. (Step X104) The probability setting change flag or the probability setting confirmation flag is set. If present (step X104; Y), the probability setting change / confirmation process (step X122) is performed. This completes the timer interrupt processing. On the other hand, if neither the probability setting change flag nor the probability setting confirmation flag is set: (Step X104;N) is performed based on the output data set in various processes. (Large prize slot solenoid 38b, lever solenoid 38f, general-purpose solenoid 37c, etc.) Output processing (step X105) is performed for controlling the drive of the actuator, etc. When a launch stop signal is output in step X5 of the main processing, this output processing is performed. This triggers a launch permission signal, and the launch permission signal is set to a state where it can be authorized. This launch permission signal is output to the launch control device via the payout control device. No modifications or alterations are made to the numbers. Furthermore, the firing permission signal is the firing permission status as seen from the game control device. The first signal indicates the state, and the second signal indicates the firing permission status as seen by the dispensing control device ( The launch authorization signal is also generated within the payout control unit and output to the launch control unit. In other words, two When a launch authorization signal is output to the launch control system, and both systems are authorized to launch: The system is configured to allow the game balls to be launched.

[0189] Next, the commands set in the transmission buffer during various processes are output to the dispensing control device 200. Disbursement command transmission process (step X106), random number update process 1 (step X107), Random number update process 2 (step X108) is performed. Random number update process 1 (step X107) The initial random numbers for special symbols, winning symbols, and regular symbols that are subject to the initial random number update process. The value (start value) is updated. Then, switch 36a of start port 1 and switch 3 of start port 2 are updated. Whether or not there is a normal signal input from 7a, the prize slot switch 35a, and the large prize slot switch 38a. Monitoring, setting prize balls, opening the front frame and glass frame, normal variable prize winning device 37, special variable The prize slot switch / status monitoring process (S) monitors for errors such as fraudulent prize entry into the prize entry device 38. Perform step X109.

[0190] Next, it is determined whether an abnormal discharge is occurring (step X110). An abnormal discharge is a special type of discharge. In the moving prize winning device 38, the number of game balls discharged from the special variable prize winning device 38 (specific area sweet The number of game balls detected by the switch 38d and the remaining ball outlet switch 38e is used in the special variable prize winning mechanism. The number of game balls that flowed into slot 38 (the number of game balls detected by the big prize slot switch 38a) exceeds this number. And so on. Furthermore, if an abnormal discharge is occurring, the abnormal discharge flag is set. If an abnormal discharge is occurring (step X110; Y), proceed to step X116. To stop the game from progressing.

[0191] On the other hand, if no abnormal discharge is occurring (step X110;N), the special feature variation display game will be played. Special game processing (step X112) that performs processing related to the regular figure variation display game The general game processing (step X114) is performed to configure the game machine 10, and special figures are provided. A segment LED that displays various information related to the display of a variable display game and gameplay, according to the desired content. Perform segment LED editing processing (step X115) to drive the LED to display the desired result.

[0192] Next, the detection signal from the magnetic sensor 61 is checked to determine if there are any abnormalities. Magnet fraud monitoring process (step X116): Check the detection signal from the panel radio wave sensor 62. The panel radio wave interference monitoring process (step X117) performs a process to determine if there are any abnormalities, and vibration sensors The vibration monitoring unit checks the detection signal from the NSA65 and processes it to determine if there are any abnormalities. Step X118: Abnormal discharge monitoring, which performs a process to determine if an abnormal discharge has occurred. The process (step X119) is performed. Furthermore, the signals to be output to various external devices are output buffered. External information editing process to set (step X120), related to the control of the performance display device 153 The performance display monitor control process (step X121) is performed, and the timer interrupt process is terminated. ru.

[0193] In this embodiment, the process of restoring the interrupt-disabled state (i.e., enabling interrupts) is performed. Processes such as (a process to do something) or a process to restore the register bank specification (i.e., specifying register bank 0) The process described above is performed automatically when the interrupt returns (at the end of the timer interrupt processing). Depending on the CPU used, the process of restoring the interrupt-disabled state and specifying the register bank may be required. Some gaming machines require an instruction to execute a restoration process.

[0194] [Special Picture Game Processing] Next, we will detail the special game processing (step X112) in the timer interrupt processing described above. Let me explain. In the special game processing, start port 1 switch 36a and start port 2 switch 3 Monitoring of input 7a, overall control of processing related to the special feature variation display game, and setting of the special feature display. conduct.

[0195] As shown in Figure 16, in the special game processing, first, the start port 1 switch 36a and the start port The start switch monitoring process (step A1) is performed to monitor the winning status of switch 37a. In the motion port switch monitoring process, the normal variable prize device 3 forms the starting prize port 36 and the second starting prize port. When a game ball enters the 7 slot, various random numbers (such as jackpot random numbers) are extracted, and based on that entry... The game results are determined in advance based on winnings at the stage before the start of the special feature variation display game. A preliminary assessment will be conducted.

[0196] Next, the large prize slot switch monitoring process (step A2) is performed. During the process, the game balls are inspected at the large prize slot switch 38a located inside the special variable prize winning device 38. The process monitors the output. Then, it monitors the detection of game balls in a specific area 38h. Perform switch monitoring (Step A3).

[0197] Next, if the special feature game processing timer is not "0", update it by -1 (step A4). The minimum value of the special feature game processing timer is set to "0". Determine if the current value is "0" (Step A5). The value of the special game processing timer is If the value is 0 (step A5; Y), that is, time has run out or time has already run out. If it is selected, the special feature is referenced in order to branch to the process corresponding to the special feature game processing number. Set the game sequence branch table in a register (step A6), and use the table Then, obtain the branch destination address of the process corresponding to the special game processing number (Step A7). Then, a subroutine call is made according to the special game processing number (step A8).

[0198] In step A8, if the special feature game processing number is "0", then the special feature variation display game variation. It monitors the start and sets the start of the special feature variation display game, the settings for the effects, and the processing during the special feature variation. Perform the necessary information settings and other configurations in the special drawing routine processing (Step A9). In step A8, if the special feature game processing number is "1", set the stop display time for the special feature. Or, special feature display processing (Step A) which involves setting information necessary for processing while the special feature is displayed. 10) Perform this.

[0199] In step A8, if the special feature game processing number is "2", play the special feature variation display game. If the result is a jackpot, the fanfare command will be set according to the type of jackpot, and each jackpot The fanfare timing can be set according to the opening pattern of the grand prize slot, and the fanfare / in Special display processing (Step A11) involves setting the necessary information for performing the intermediate processing of the display. )

[0200] In step A8, if the special game processing number is "3", the opening time of the grand prize slot is set. This is a fan-made program that handles tasks such as updating the number of openings and setting the information necessary to perform the process while the grand prize slot is open. Perform the vale / interval processing (step A12). In step A8, if the special game processing number is "4", the jackpot round is the final round. If it's not the end, set the interval command, while if it's the final round, end This process involves setting commands and configuring information necessary for handling remaining balls in the main prize area. Perform the process of opening the large prize slot (Step A13).

[0201] In step A8, if the special game processing number is "5", the jackpot round is the final round. If it's a jackpot, the process involves setting the time required for any remaining balls in the jackpot pocket to be ejected, and the jackpot Processing of remaining balls in the main prize slot (Step A14): Setting the necessary information for the termination process. To do so. In step A8, if the special feature game processing number is "6", then in order to perform the regular special feature processing... The game ends with a big win (step A15), which involves setting necessary information.

[0202] In step A8, if the special game processing number is "7", then when a small win occurs, the big win Setting the opening time and pattern of the prize slot, setting the fanfare command, and processing during minor wins. The process during the mini-win fanfare (step A16) involves setting the necessary information to perform the action. conduct. In step A8, if the special game processing number is "8", the ending command is set. Small win processing (Step A) involves setting information necessary for determining the status and processing remaining balls after a small win. 17) Perform this. In step A8, if the special game processing number is "9", a big win occurs during the minor win processing. This process sets the time required for any remaining balls that have entered the mouth to be ejected, and also performs the process of ending a minor win. The process of handling remaining balls after a minor win (step A18) is performed, which involves setting the necessary information. In step A8, if the special feature game processing number is "10", the special feature normal processing will be performed. The minor win termination process (step A19) is performed to set the necessary information.

[0203] After that, a table for controlling the fluctuations of the display unit 51 in special figure 1 is prepared (Step A 20) Symbol variation control processing (step) related to the control of the variation of special symbols by the special symbol display 51 Perform step A21). Then, prepare a table to control the fluctuations of the display unit 52 in special figure 2. After that (step A22), the symbol variation related to the control of the variation of special symbols by the special symbol display 52. The control process (step A23) is performed. After that, the operation of the lever solenoid 38f is controlled. The lever solenoid control process (step A24) is performed, and the special feature game process is terminated. On the other hand, in step A5, if the value of the special game processing timer is not "0" (step A5; N), that is, if time has not run out, proceed to step A20, and The following steps will be performed.

[0204] [Common processing for start port switches in special drawings] Next, the special design start switch common processing performed in the start switch monitoring process described above I will explain in detail. The special drawing common processing for the start port switch is for the start port 1 switch 36a and start port 1. When there is input to switch 37a, the following processing is performed in common for each input: be.

[0205] As shown in Figure 17, in the special diagram common processing of the start port switch, first, start port 1 switch 36 Regarding the number of times the start port switch to be monitored is activated among a and the start port 2 switch 37a The number of times the information is output to the external management device of the gaming machine 10 is the number of start port signal output counts. Load (step A131), update the loaded value by +1 (step A132), output Determine if the number of force cycles overflows (step A133). If the number of output cycles overflows If not set to low (step A133;N), the updated value is set to the number of RWM start signal outputs. Save to the area (step A134), then proceed to the process in step A135. Meanwhile, output If the number of force cycles overflows (step A133; Y), process step A135. The process then transitions to the next step. In this embodiment, the starting signal output count range is set to a value from "0" to "255". It can store this value. And if the loaded value is "255", it will be updated by +1. Therefore, the updated value becomes "0", and the system is configured to determine that the number of output counts has overflowed. It is being done.

[0206] Next, among the start port 1 switch 36a and start port 2 switch 37a, the start port to be monitored Determine if the number of special feature hold (start memory) to be updated corresponding to the switch is below the upper limit (stat Step A135). If the number of special symbols to be updated is not less than the upper limit (Step A135; N ) terminates the common processing for the special start port switch.

[0207] Furthermore, if the number of special symbols to be updated is less than the upper limit (step A135; Y), The number of special feature reserves for the new target (number of special feature 1 reserves or number of special feature 2 reserves) is updated by +1 (Step A13) 6) Save the target starting gate winning flag (step A137). Then, the monitored target Calculate the address of the random number storage area corresponding to the start switch and the number of special symbols held (step A138) The jackpot random numbers prepared by the hardware random number acquisition process are stored in the RWM jackpot random number storage area. Save (Step A139).

[0208] Next, extract the special symbol random numbers from the start switch to be monitored and prepare them (Step A1 40) Save to the RWM's special symbol random number storage area (Step A141). Next, random number variables 1 to 3 are stored in the corresponding random number variable area of ​​the RWM. Step A145 is performed, followed by the special feature hold information determination process (Step A146). Next, the start switch and special feature retention count command corresponding to the monitored special feature retention count command. Prepare (step A147), perform the performance command setting process (step A148), The common processing for the special start port switch is terminated.

[0209] Here, the game control device 100 (RAM111C) controls the start prize entry port 36 and the normal variable prize entry port Based on the detection of game balls in the starting area of ​​position 37, a predetermined random number is extracted and the variable display game It is a start memory means that stores up to a predetermined number of start memories that will be execution rights. The memory means (game control device 100) records the entry of game balls into the first starting prize entry opening (starting prize entry opening 36). Based on the award, various random values ​​are extracted and stored as the first starting memory, up to a predetermined number, and the second starting memory Based on the entry of game balls into the prize-winning slot (normal variable prize-winning device 37), various random values ​​are extracted. A predetermined number of items are stored as a second start memory.

[0210] [Special Feature Hold Information Determination Processing] Next, the special feature hold information determination process in the common processing of the start port switch described above (step A14 6) Details will be explained. The special feature hold information determination process is performed based on the special feature of the corresponding start memory. Before the start of the variable display game, determine the result-related information corresponding to the start memory. This is a look-ahead process.

[0211] As shown in Figure 18, first, the jackpot is determined by whether or not the jackpot random number matches the jackpot determination value. A jackpot determination process (step A154) is performed to determine whether or not it is a jackpot. If the result is a jackpot (step A155; Y), the jackpot corresponding to the target start switch Set the special symbol random number check table for winning (step A156), and the special symbol start gate switch In step A140 of the common processing, the stop symbol information corresponding to the special symbol random numbers prepared is obtained. Then (step A157), proceed to step A168.

[0212] On the other hand, if the result of the judgment is not a jackpot (step A155; N), the jackpot random number is a minor win. The minor win determination process determines whether or not it is a minor win based on whether or not it matches the judgment value (step Perform step A159). If the result of the judgment is a minor win (step A160; Y) This involves setting a random number check table for small wins (step A161), and the special symbol start opening Stop symbol information corresponding to the special symbol random numbers prepared in step A140 of the common switch processing. Obtain the data (step A162) and proceed to the process in step A168.

[0213] On the other hand, if the result of the judgment is not a minor win (step A160; N), the jackpot random number is support Support hit determination process that determines whether or not it is a support hit based on whether or not it matches the hit determination value. Perform step A163). If the result is not a support hit (step A164). ;N) sets the information for the losing stop symbols (step A167), and step A168 Proceed to processing. Furthermore, if the judgment result is a support win (step A164; Y), a special diagram for support wins is displayed. Set the pattern random number check table (Step A165), and perform the common processing for the special feature start port switch. In step A140, obtain the stop symbol information corresponding to the special symbol random number prepared (step Step A166), proceed to step A168. Furthermore, the support bonus can only be derived when the game state is the first specific game state ST41. Here, we consider the game state in which the special feature variation display game based on the start memory is executed. Make a judgment.

[0214] Then, the pre-read stop symbol command corresponding to the target start switch and stop symbol information is Prepare (Step A168), and perform the performance command setting process (Step A169). Next Special Picture Information Setting Process: Sets special picture information, which is a parameter for setting the variation pattern. (Step A170) is performed to set the variation pattern of the special feature variation display game. Perform the standard processing (Step A171). Subsequently, the first half variation number indicates the variation pattern in the variation mode of the special feature variation display game. And prepare a look-ahead variation pattern command corresponding to the second-half variation number that indicates the second-half variation pattern. Then (Step A172), perform the performance command setting process (Step A173), and save the special feature The retention information determination process is terminated. Note that the special drawing information setting process in step A170 and step The variable pattern setting process in P171 is performed during the normal special feature processing, and then the special feature variable display game starts. This is similar to the process that is executed at certain times.

[0215] The above process will result in the special feature variation display game, which includes the result of the pre-read target's start memory. The reading symbol command and information on the variation pattern in the special variation display game based on the start memory. A pre-read variation pattern command including this is prepared and sent to the performance control device 300. This determines the result-related information corresponding to the start memory (whether it's a jackpot or not, and the type of variation pattern). The result (pre-read result) is used to display the start timing of the special feature variation game based on the corresponding start memory. This can be communicated to the performance control device 300 in advance, and especially displayed on the display device 41. The special display changes the start timing of the special display variation game, for example. This makes it possible to inform players of result-related information before the game ends.

[0216] In other words, the game control device 100 stores the start memory means (game control device 100) and The random numbers stored in this way are judged before the execution of the variable display game based on the start memory (for example) (This determines whether or not a special result will occur, etc.) and serves as a pre-determination means. In addition, it is stored in the starting memory. The timing for pre-determining the generated random value is not only at the time of the start-up win when the start memory is generated, but also This can be done at any time before the variable display game based on the startup memory is played.

[0217] [Special Illustrated Normal Processing] Next, we will explain the details of the special feature normal processing (step A9) in the special feature game processing described above. To clarify, as shown in Figure 19, in the normal processing of the special feature, first, the number of special feature 2 reserves (second start memory number) Determine if ) is "0" (Step A301). Special Feature 2 Reserved Count is "0" (S If it is determined to be step A301;Y), then the number of reserved symbols in Special Feature 1 (number of first start memories) is "0". Determine this (Step A305). And, the number of reserved symbols in Special Feature 1 is "0" (Step A3 If it is determined to be 05;Y), then it is determined whether the customer waiting demo has already started (step A309). If the customer waiting demo has not been started (step A309;N), the customer waiting demo flag area Set the flag to indicate that the demo is in progress and waiting for customers (step A310).

[0218] Next, prepare the customer waiting demo command (step A311), and then perform the performance command setting process. (Step A312) is performed. Next, "0" is set as the processing number for the special drawing normal processing. Then (Step A313), save the processing number in the special game processing number area (Step Step A314). Then, clear the variable symbol discrimination flag area (Step A315), Save the fraud monitoring period flag in the prize entry fraud monitoring period flag area (step A316) ), the special feature normal processing ends. In other words, the special feature variation display game is ready to start. If the startup conditions are not met, the control device 300 displays a customer waiting demo command that indicates standby information. This means it is set to send to [a specific address / platform]. On the other hand, if the customer waiting demo has already started in step A309 (step A309; Y) proceeds to step A313 without performing steps A310 to A312. do.

[0219] Also, in step A301, if the number of reserved symbols in special feature 2 is not "0" (step A301; N) prepares a decorative special feature hold count command corresponding to the special feature 2 hold count (step A302). ). Next, the performance command setting process (step A303) is performed, and the special feature 2 variation start process ( Perform step A304) to terminate the special drawing normal processing. Also, in step A305, if the number of reserved symbols in special feature 1 is not "0" (step A305; N) prepares a decorative special feature hold count command corresponding to the number of special feature 1 holds (step A306) ). Next, the performance command setting process (step A307) is performed, and the special feature 1 variation start process ( Perform step A308) to complete the special drawing normal processing.

[0220] [Special Figure 1: Start of Variation Process] Next, we will detail the process of starting the change in Special Figure 1 (step A308) in the normal processing of the Special Figure mentioned above. Let me explain. The Special Feature 1 variation start process is a process performed at the start of the first Special Feature variation display game. Yes. As shown in Figure 20(a), first, the type of special feature variation display game to be executed (here The special figure 1 variation flag, which indicates special figure 1), is saved in the variation symbol discrimination flag area (Step A3). 21) Next, determine the winning random number to determine whether the first special symbol variation display game is a jackpot. In order to distinguish between big wins, the big win flag 1 is set with information about losing or winning, and the first special symbol change The small win flag is used to determine whether the moving display game is a small win or not, and also provides information about misses and small wins. This process is used to set information and to determine whether the first special feature variation display game is a support win or not. The process of setting the support win flag to either miss information or support win information is called the Big Win Flag 1 setting. Perform the process (step A322).

[0221] Next, the special figure 1 stop symbol setting process (step A) related to the setting of the special figure 1 stop symbol (symbol information) After performing step 323), set the special pattern information, which is a parameter for setting the variation pattern. The special feature information setting process (step A324) is performed. The parameters include the game state and the number of reserved balls. The stop symbol pattern number and the remaining number of regular train support rounds are used. Next, the first special figure Information is set to refer to various information regarding the setting of the fluctuation patterns in the variable display game. Prepare the table, which is the Special Feature 1 Variable Pattern Setting Information Table (Step A325) ). After that, the change is set to set the variation pattern, which is the variation mode in the first special feature variation display game. The motion pattern setting process (step A326) is performed, and the start of the variation in the first special feature variation display game is set. The process of setting information to start of changes (step A327) is performed to set the information.

[0222] Next, set "1" as the processing number for the special feature change processing (Step A328) The processing number is saved in the special game processing number area (step A329). Then, the customer waiting demo flag area is cleared (step A330), and the variation of Special Feature 1 begins. The relevant signals (for example, the signal to turn ON while special symbol 1 is changing) are saved to the test signal output data area. (Step A331). Then, save the variable flag to the variable control flag area in Figure 1. (Step A332), the flashing control timer (Display Unit 5 in Figure 1) is set to the flashing control timer area in Figure 1. Set the initial value (100ms in this case) of the timer for the blinking cycle (Step A33) 3). Next, save the initial value (in this case, "0") in the Special Feature 1 variable symbol number area (Ste (A334), the special figure 1 variation start process is terminated.

[0223] [Special Figure 2: Start of Variation Process] Next, we will detail the process of starting the change in Special Feature 2 (step A304) in the normal processing of the Special Feature as described above. Let me explain. The Special Feature 2 variation start process is a process performed at the start of the second Special Feature variation display game. And, the same process as the process in the variation start process shown in Figure 20(a) in Special Figure 1 is performed in the second start-up process. This is intended for memory.

[0224] As shown in Figure 20(b), first, the type of special feature variation display game to be executed (here, special feature 2) Save the special figure 2 variation flag indicating this to the variation symbol discrimination flag area (Step A341 Next, determine the winning random number to decide whether the second special symbol variation display game is a jackpot or not. In order to set the jackpot flag 2, information about misses and jackpots is set, and the second special symbol variation table The minor win flag is used to determine whether the displayed game is a minor win or not, and it contains information about misses and minor wins. This process involves setting up the settings and determining whether the second special feature variation display game is a support win or not. The process of setting the winning flag 2 is called the "Big Win Flag 2 Setting Process". (Step A342) is performed.

[0225] Next, the setting process for the stop symbols (symbol information) of the stop symbols in the special figure 2 (Step A After performing step 343), set the special diagram information, which is a parameter for setting the variation pattern. The special feature information setting process (step A344) is performed. The parameters include the game state and the number of reserved balls. The stop symbol pattern number and the remaining number of regular train support rounds are used. Next, the second special figure Information is set to refer to various information regarding the setting of the fluctuation patterns in the variable display game. Prepare the table for setting the variable pattern in Special Feature 2 (Step A345). ). After that, the change is set to the variation pattern, which is the variation mode in the second special feature variation display game. The motion pattern setting process (step A346) is performed, and the start of the variation in the second special feature variation display game is set. The process of setting information to start of changes (step A347) is performed to set the information.

[0226] Next, set "1" as the processing number for the special feature change processing (Step A348) The processing number is saved in the special game processing number area (step A349). Then, the customer waiting demo flag area is cleared (step A350), and the variation of Special Feature 2 begins. The relevant signals (for example, the signal to turn ON during the variation of special symbol 2) are saved to the test signal output data area. (Step A351). Then, save the variable flag to the variable control flag area in Figure 2. (Step A352), the flashing control timer (Display 5 in Figure 2) is set to the flashing control timer area in Figure 2. Set the initial value (100ms in this case) of the timer for the blinking cycle of step A35. 3). Next, save the initial value (in this case, "0") in the Special Feature 2 variable symbol number area (Ste (A354), the special figure 2 variation start process is terminated.

[0227] In other words, the game control device 100 changes the special symbols based on the start memory stored in the start memory means. It constitutes a special feature variation display game execution control means for executing a dynamic display game. The execution control means, based on the first start memory, displays the first special feature variation as a special feature variation display game. The game is executed, and based on the second start memory, the second special feature variation display game is executed. This will involve carrying out the action.

[0228] [Special Feature 1 Stop Symbol Setting Process] Figure 21 shows the stop symbol setting process for Special Figure 1 in the variation start process of Special Figure 1 in this embodiment (step This indicates (P323). In this special feature 1 stop symbol setting process, first, it is determined whether the jackpot flag 1 is a jackpot (step If it is a jackpot (step A431; Y), store the random number for the special symbol 1. Load the special symbol random number from the area (for 1 reserved) (step A432). Next, special symbol 1 Set the jackpot symbol table (step A433) and the loaded special symbol random numbers correspond The stop symbol number is obtained and saved in the Special Feature 1 stop symbol number area (Step A434). The type of jackpot is selected through this process.

[0229] After that, the special feature 1 jackpot stop symbol information table is set (step A435), stop symbols Get the stop symbol pattern corresponding to the number and save it in the stop symbol pattern area (step (A436). The stop symbol pattern refers to the stop on the special symbol indicator (in this case, special symbol 1 indicator 51). This is for setting the stop symbol and the stop symbol on the display device 41. Next, the stop symbol number The corresponding upper limit information for the number of rounds is obtained and saved in the upper limit information area for the number of rounds (step (P437), obtain time reduction judgment data corresponding to the stop symbol number and time reduction judgment data Save to area A438, and display corresponding to the stop symbol pattern and probability state. Save the mode transition information (step A439). This information is used to save the actual special game state. Gameplay mode, performance mode after the end of the special game state, and selection table for variations after the end of the special game state. This is for setting up variation pattern scenarios, which are information regarding the transition of the group. Next, prepare the decorative special symbol command corresponding to the stop symbol pattern (Step A455).

[0230] On the other hand, if the big win flag 1 is not a big win (step A431;N), then the minor win flag is used. 1 determines if it is a minor win (step A440), and if it is a minor win (step A44 0;Y) loads the random number for the special symbol from the special symbol random number storage area (for 1 reserved number) of Special Symbol 1. (Step A441). Next, set the special feature 1 small win symbol table (Step A442). Then, obtain the stop symbol number corresponding to the loaded special symbol random number and place it in the special symbol 1 stop symbol number area. Save (Step A443). This process selects the type of minor win. Then stop The stop symbol pattern corresponding to the stop symbol number is obtained and saved in the stop symbol pattern area (S Step A444), save the performance mode transition information corresponding to the stop symbol pattern (Ste Step A445), prepare the decorative special symbol command corresponding to the stop symbol pattern (Step A 455).

[0231] Also, if minor win flag 1 is not a minor win (step A440;N), then support win flag Determine if G1 is a support hit (step A446), and if it is a support hit (step A44 6;Y) loads the special symbol random number from the special symbol random number storage area (for 1 reserved number) of Special Symbol 1. (Step A447). Next, set the special feature 1 support winning symbol table (Step A448). ), obtain the stop symbol number corresponding to the loaded special symbol random number and enter the special symbol 1 stop symbol number area Save to (Step A449). This process selects the type of support.

[0232] After that, the stop symbol pattern corresponding to the stop symbol number is obtained and placed in the stop symbol pattern area. Save (Step A450), and obtain the time reduction judgment data corresponding to the stop symbol number. Save the data to the time reduction determination data area (step A451) and the corresponding stop symbol pattern. Save the performance mode transition information (step A452), and the decoration corresponding to the stop symbol pattern Prepare the special drawing command (Step A455). Also, if support hit flag 1 is not a support hit (step A446; N), then it is a miss. The stop symbol number is saved in the Special Feature 1 stop symbol number area (step A453), and it stops as a miss. Save the pattern to the stop pattern area (step A454), stop pattern Prepare the decorative special drawing command corresponding to the line (step A455). Through the above process, The stopping symbols are set according to the result of the special symbol variation display game. Furthermore, the support bonus can only be derived when the game state is the first specific game state ST41. Therefore, steps A446~A4 only proceed when the game state is the first specific game state ST41. You can also perform the 52-step process.

[0233] After that, save the decorative special effect command to the decorative special effect command area (step A456), Perform the performance command setting process (step A457). This decorative special effect command will be used later in the performance. The data is transmitted to the control device 300. Then, the symbol data corresponding to the stop symbol number is output as a test signal. Save to the power data area (Step A458), Special Feature 1 Special Feature Symbol Random Number Storage Area (Number of Reserves) Clear (for 1) to 0 (step A459) and end the special feature 1 stop symbol setting process.

[0234] [Special Feature 2 Stop Symbol Setting Process] Figure 22 shows the stop symbol setting process for Special Figure 2 in the Special Figure 2 variation start process of this embodiment (step This indicates P343). Note that the stop symbol setting process for Special Feature 2 is the same as the stop symbol setting process for Special Feature 1. The processing will be carried out with reference to Figure 2. In this special feature 2 stop symbol setting process, first, it is determined whether the jackpot flag 2 is a jackpot (step If it is a jackpot (step A471;Y), store the random number for the special symbol 2. Load the special symbol random number from the area (for 1 reserved) (step A472). Next, special symbol 2 Set the jackpot symbol table (step A473) and the loaded special symbol random numbers The stop symbol number is obtained and saved in the Special Feature 2 stop symbol number area (Step A474). The type of jackpot is selected through this process.

[0235] After that, the special feature 2 jackpot stop symbol information table is set (step A475), stop symbols Get the stop symbol pattern corresponding to the number and save it in the stop symbol pattern area (step (P476). The stop symbol pattern refers to the stop on the special symbol indicator (in this case, special symbol 2 indicator 52). This is for setting the stop symbol and the stop symbol on the display device 41. Next, the stop symbol number The corresponding upper limit information for the number of rounds is obtained and saved in the upper limit information area for the number of rounds (step (P477), obtain time reduction judgment data corresponding to the stop symbol number and time reduction judgment data Save to area A478, and display corresponding to the stop symbol pattern and probability state. Save the mode transition information (step A479). This information is used to save the actual special game state. Gameplay mode, performance mode after the end of the special game state, and selection table for variations after the end of the special game state. This is for setting up variation pattern scenarios, which are information regarding the transition of the group. Next, prepare the special decorative symbol command corresponding to the stop symbol pattern (Step A495).

[0236] On the other hand, if the big win flag 2 is not a big win (step A471;N), then the minor win flag is used. 2 determines if it is a minor win (step A480), and if it is a minor win (step A48 0;Y) loads the special symbol random number from the special symbol random number storage area (for 1 reserved number) of Special Symbol 2. (Step A481). Next, set the special feature 2 small win symbol table (Step A482). Then, obtain the stop symbol number corresponding to the loaded special symbol random number and put it into the special symbol 2 stop symbol number area. Save (Step A483). This process selects the type of minor win. Then stop The stop symbol pattern corresponding to the stop symbol number is obtained and saved in the stop symbol pattern area (S Step A484) Saves the performance mode transition information corresponding to the stop symbol pattern (Ste Step A485), prepare the decorative special symbol command corresponding to the stop symbol pattern (Step A 495).

[0237] Also, if minor win flag 2 is not a minor win (step A480;N), the stop at the time of a loss. The stop symbol number is saved in the special symbol 2 stop symbol number area (step A493), and the losing stop symbol Save the pattern to the stop symbol pattern area (step A494), stop symbol pattern Prepare the corresponding decorative special drawing command (step A495). Through the above process, the special drawing The stop symbols are set according to the result of the variable display game.

[0238] After that, save the decorative special effect command to the decorative special effect command area (step A496), Perform the performance command setting process (step A497). This decorative special effect command will be used later in the performance. The data is transmitted to the control device 300. Then, the symbol data corresponding to the stop symbol number is output as a test signal. Save to the power data area (Step A498), Special Feature 2 Special Feature Symbol Random Number Storage Area (Number of Reserves) Clear (for 1) to 0 (step A499) and end the special symbol 2 stop symbol setting process. In this way, when setting the stopping symbols for each result, a common special symbol random number is used regardless of the result. By using this method, the number of types of random numbers required can be reduced, simplifying the specifications and programs of the gaming machine. This allows for a reduction in the burden of control.

[0239] [Special Feature Fluctuation Processing] Figure 23 shows the special feature variation processing (step A10) in the special feature game processing of this embodiment. show. In this special feature variation processing, first, the symbol stop command corresponding to the variation symbol discrimination flag is prepared. After preparing (step A601), perform the performance command setting process (step A602). Next Then, set the display time corresponding to the stop symbol pattern (step A603), and set the table The displayed time is saved in the special game processing timer area (step A604). That is, the game The control device 100 sets a stop display time to display the stop result of the variable display game. This constitutes a means for setting the stop display time.

[0240] Next, determine if regular train support is in operation (step A605), and if regular train support is not in operation. In case (step A605;N), proceed to step A612. Also, during regular train support In some cases (step A605; Y), the number of time reductions in the time reduction variation count 1 region is -Update (Step A609), and determine if the number of time reduction fluctuations has become 0 (Step (A610). If the number of time reduction fluctuations is 0 (step A610; Y), the regular power support is terminated. Perform the time-saving termination setting process (step A611), and then proceed to step A612. Also, if the number of time reduction variations is not 0 (step A610; N), then step A6 We will move to 12. In other words, the regular train support will be terminated when the number of time reduction fluctuations becomes 0. Furthermore, the number of times the Special Feature 1 variable display game is executed and the number of times the Special Feature 2 variable display game is executed The total number of times the Special Feature 1 variable display game and the Special Feature 1 variable display game are executed are counted separately. Furthermore, it may be possible to terminate the regular train support when either of the specified number of uses is reached.

[0241] After the performance mode information check process (step A612) is completed, the remaining reserved ball consumption state ends. Determine if it has been done (Step A613). The remaining reserved state being finished here means that the remaining reserved In addition to the termination conditions for the remaining game state ST5 being met, the remaining game will also be available when the specific game state ST4 ends. This includes cases where no record exists. If the remaining pending state has not been completed (step A613;N), then step A616 The process will then proceed. Also, if the remaining pending state is completed (step A613; Y), the result will be Determine if it is a miss (Step A614). If the result is not incorrect (step A614; N), proceed to step A616. If the result is incorrect (step A614; Y), a signal regarding the termination of the time-saving process is issued (for example, The jackpot signal 2 is turned OFF and saved to the external information output data area (step A615), We will now move on to step A616.

[0242] In step A616, set "2" as the processing number for processing while displaying the special drawing (step Step A616), save that processing number in the special game processing number area (Step A61 7) Furthermore, signals related to the end of the variation of Special Symbol 1 (for example, the signal indicating that Special Symbol 1 is still varying is turned OFF) ) is saved to the test signal output data area (step A618), and the change termination in Figure 2 is The signal (for example, the signal for special symbol 2 variation being turned OFF) is saved to the test signal output data area. (Step A619) The number of times the special feature variation display game is executed is related to output to the external information terminal. The initial value of the control timer (for example, 256 milliseconds) is saved in the control timer area for the pattern confirmation count signal. (Step A620). Subsequently, the control of the Special Feature 1 Variable Display Game in the Special Feature 1 Display Unit 51 As information for your use, the stop flag related to the stop of fluctuations on the display unit 51 in Figure 1 is set in the fluctuation control unit 51 in Figure 1. Save to the lag area (step A621), and the variable display of special figure 2 in special figure 2 display 52 As information for controlling the system, the stop flag related to the stop of fluctuations on the display unit 52 in Figure 2 is set in Figure 2 The data is saved to the dynamic control flag area (step A622), and the special feature variation processing is terminated.

[0243] [Time-saving termination setting process] Figure 24 shows the time-saving termination setting process (step A611) during the special feature variation processing. In the time-saving termination setting process, first, a signal related to the termination of the time-saving feature (for example, the special symbol 1 variation time) is issued. Shortened state signal OFF, Special symbol 2 variation time shortened state signal OFF, Normal symbol 1 high probability state State signal OFF, normal pattern 1 variation time shortened state signal OFF, normal electric mechanism 1 open extended state The state signal (OFF) is saved to the test signal output data area (step A632).

[0244] Next, save the number for no time reduction in the game status display number area (step A633), Save the "Normal Low Probability & No Time Reduction" flag in the Game Mode Flag Area (Step A63) 4) Save the low probability and no time reduction flag for the special feature game mode flag area (step (P635). Then, the time reduction variation count range is cleared (step A636). After that, try turning off the signals related to left-handed shooting instructions (for example, firing position designation signals 1 and 2). Save the test signal output data area (step A638), and the indicator LED during right-hand play (for example) Therefore, in order to turn off the first game state display unit 56a), the left-hand shooting state is displayed in the game state display number 2 area. Save the number inside (step A639), and enter the normal base state in the normal base state determination area. The information is saved (step A640), and the time-saving termination setting process is terminated.

[0245] [Processing during special display] Figures 25 and 26 show the special feature display processing in the special feature game processing of this embodiment (step A11) is shown. In this special display processing, first, the support win flag set in the big win flag 1 setting process Load the first flag and the second support win flag set in the second big win flag setting process (S Step A701) Clear the support flag area 1 and support flag area 2 of the RWM. (Step A702). Next, the minor win flag 1 and the major win flag 2 are set in the major win flag 1 setting process. The small win flag 2 set in the regular processing is loaded (step A703), and the RWM Clear the minor win flag area 1 and minor win flag area 2 (Step A704).

[0246] Next, the jackpot flag 1 set in the jackpot flag 1 setting process and the jackpot flag 2 setting process The jackpot flag 2 set in the regular processing is loaded (step A705), and the RWM Clear the jackpot flag area 1 and the jackpot flag area 2 (step A706). Next, determine if the loaded jackpot flag 2 is a jackpot (step A707), and if it is a jackpot In this case (Step A707;Y), it is a jackpot in the second special feature variation display game (Special Feature 2 Jackpot) Test signals related to the start of the device (for example, the "condition device operating" signal is ON, and the "continuous operation device for special features operating" signal is ON) The signal (ON, special symbol 2 win signal ON) is saved to the RWM test signal output data area. Then (step A710), set the round number upper limit table (step A711).

[0247] On the other hand, if the jackpot flag 2 is not a jackpot (step A707;N), the loaded Determine if the jackpot flag 1 is a jackpot (step A708), and if it is a jackpot (step P708;Y) relates to the start of a jackpot (Special Symbol 1 jackpot) in the first special symbol variation display game. Test signals (for example, the condition device operation signal is ON, the continuous operation device for special features is ON, special Save the signal (ON for each separate symbol 1) to the RWM test signal output data area (Step A 709) Set the round number limit table (step A711).

[0248] Next, the upper limit of the number of rounds corresponding to the upper limit of the number of rounds information (in this embodiment, "1 Get "0" or "3") and save it to the upper limit range of the RWM round count (Step A7) 12). Next, obtain the round LED pointer corresponding to the upper limit of the number of rounds, and R Save to the WM's round LED pointer area (step A713).

[0249] Next, load the decorative special effect command from the RWM decorative special effect command area and prepare (S Step A714) performs the performance command setting process (Step A715). After that, the general diagram changes. In the dynamic display game and the special symbol variation display game, the probability of a winning result is the normal probability state (low probability state). Prepare a probability information command related to the information (state) (step A716), and perform command Perform the setting process (step A717). Then, perform the special figure 1 or special figure 2 stop symbol setting process. Fanfare record corresponding to the set symbol information (stop symbol number or stop symbol pattern) Prepare the command (step A718), then perform the performance command setting process (step A719) This fanfare command is transmitted to the performance control device 300 at the start of the special game state. This provides information about the start of a special game state.

[0250] Next, information on the opening of the grand prize slot, and the winning results in the regular and special symbol variation display games. The signal corresponding to the probability state is saved to the RWM's external information output data area. Step A720). In this embodiment, in step A720, the information about the opening of the large prize slot is confirmed. As signals corresponding to the rate state, the jackpot 2 signal and jackpot 3 signal are saved. The ON / OFF status of each is determined by the information on the opening of the big prize slot and the probability state. For example, the Big Win 2 signal If it is a jackpot with payouts (the information about opening the jackpot opening is other than jackpot opening information 1), then O N, a jackpot without payout (so-called sudden jackpot, etc.). Information on the opening of the large prize slot 1 If this is the case, it will be ON during a jackpot while in a time-saving state, and OFF otherwise. Furthermore, the jackpot signal 3 is ON if it is a jackpot with payouts, and ON if it is a jackpot without payouts. In this case, it will be turned OFF. Note that in this embodiment of the gaming machine, all wins result in payouts.

[0251] After that, information about the opening of the grand prize slot was displayed, and a win was achieved in the regular and special symbol variation display games. Set the jackpot fanfare time corresponding to the probability state of the result (Step A721) ), save the set jackpot fanfare time to the special feature game processing timer area ( (A722). Then, load the special feature game mode flag, and load the loaded flag into the special feature Save to the game mode flag backup area (step A723). This will result in special outcomes. The probability state of the special feature and the time-saving state at the time of occurrence are stored. And later, the stored information Based on the information gathered, the performance mode after the special game state ends is determined.

[0252] Then, clear the area of ​​fraudulent winnings in the grand prize slot corresponding to the grand prize slot opening information ( Step A724) The monitoring period for fraudulent activity at the big prize gate corresponding to the information on opening the big prize gate. Save the "out of monitoring period" flag to the area (step A725). Then, FanFa - Fanfare / Interval processing transition setting for transitioning to interval processing The regular process 1 (step A726) is performed, and the special display processing ends. In other words, game control. If the result of the device 100 is special in either the first special symbol variation display game or the second special symbol variation display game Based on the results, a special game state is generated in which the special variable prize winning device 38 is converted to an open state. This constitutes a means of generating a special game state.

[0253] On the other hand, if the jackpot flag 1 is not a jackpot (step A708;N), the special symbol variation display will appear. Determine whether the game's probability state is a high probability state (step A727). In gaming machines, the probability of special symbols is always constant, so it is determined that it is not always in a high probability state (Step A 727;N), determine if there is a flag indicating that the ceiling has been reached (step A728). If there is a flag indicating that the ceiling has been reached (step A728; Y), then the ceiling will be reached. The process for starting the regular train support will not be performed, and the system will proceed to step A732. Ceiling reached. The completed flag is set based on reaching the ceiling and cleared based on the occurrence of a jackpot. This is designed so that when the ceiling is reached, regular electricity support will be activated. If this occurs, regular support based on reaching a new ceiling will be provided unless a big win has occurred. It is possible to prevent it from starting.

[0254] If there is no flag indicating that the ceiling has been reached (step A728; N), the value in the ceiling counter area is not set. Update by +1 (step A729), and determine if the ceiling has been reached (step A730). If the ceiling has not been reached (step A730;N), proceed to step A732. Furthermore, if the ceiling is reached (step A730;Y), the ceiling time reduction activation flag and the ceiling reach Set the completed flag (step A731) and proceed to step A732.

[0255] In step A732, it is determined whether the loaded minor win flag 2 is a minor win (step A732), if it is a minor win (step A732;Y), the second special feature variation display game Test signals related to the start of a minor win (special symbol 2 minor win) (for example, turning on the special symbol 2 minor win signal) ) save to the RWM test signal output data area (step A735), step A7 We will move on to 36. Also, if minor win flag 2 is not a minor win (step A732;N), the loaded Determine if minor win flag 1 is a minor win (step A733), and if it is a minor win (step P733;Y) relates to the start of a minor win (special feature 1 minor win) in the first special feature variation display game. Enter the test signal (for example, the special symbol 1 small win signal ON) into the RWM test signal output data area. Save (Step A734) and proceed to Step A736.

[0256] Next, it is determined whether the probability state of the special symbol variation display game is in a high probability state (Step A) 736). In the gaming machine of this embodiment, the probability of special symbols is always constant, so it is not always in a high probability state. It is determined (step A736;N), and the decorative special feature command is removed from the decorative special feature command area. Then, prepare (step A737), and perform the performance command setting process (step A738). Perform the action. Next, prepare the small win fanfare command (step A739), and the animation frame The ND setting process (step A740) is performed, and then the process proceeds to step A741. The minor win fanfare command is also transmitted to the performance control device 300 at the start of the special game state. This provides information about the start of a special game state.

[0257] Then, it is determined whether regular train support is in operation (step A741), and if regular train support is not in operation If not (step A741;N), proceed to the minor win fanfare processing. Perform the fanfare transition setting process (step A746) and the special display process Ending. Furthermore, if regular power support is in progress (Step A741;Y), the termination clause for regular power support applies. Determine if the transaction is successful (Step A743). In the gaming machine of this embodiment, the special figure 2 fluctuation table The game ends when a minor win is achieved in the game shown. If the conditions for terminating the regular train support are not met (step A743;N), then step The process for A746 is completed and the special display process is terminated. Also, the termination conditions for regular train support are met. If this is the case (step A743; Y), the time-saving termination setting process for terminating the regular power support will be executed. Perform the necessary steps (step A744) and save the signal regarding the shortened time termination to the external information output data area. Then, perform the process in step A745, and then the special display process will be terminated. ru.

[0258] On the other hand, if minor win flag 1 is not a minor win (step A733;N), the ceiling time reduction is activated. Determine if the flag exists (step A751). If the ceiling time reduction activation flag exists (step The A751;Y) saves the initial value of the number of time reductions at the ceiling to the time reduction variation range 1 ( Step A752) Proceed to the support operation setting process (Step A756). Here, in the time reduction variation count area 1, the special figure 1 variation display game and the special figure 2 variation display game Save 250 as the termination condition based on the total number of executions.

[0259] Also, if there is no flag for ceiling time reduction activation (step A751;N), the loaded support Determine if hit flag 1 is a support hit (step A754). If it is not a support hit (step The A754;N) is a special drawing normal processing transition setting process (S) for transitioning to the special drawing normal processing. Perform step A757) to terminate the special display processing.

[0260] On the other hand, if flag 1 per support is a support (step A754; Y), time reduction. The initial values ​​corresponding to the judgment data are saved in the time reduction variation count area 1 (step A755). Then, the process moves to the support operation setting process (step A756). Here, in the time reduction variation count area 1, the special figure 1 variation display game and the special figure 2 variation display game Save 250 as the termination condition based on the total number of executions. After performing the support operation setting process (step A756), the process transitions to the special drawing normal processing. The system performs the normal processing transition setting process (step A757) and then terminates the special display processing.

[0261] Furthermore, the support bonus can only be derived when the game state is the first specific game state ST41. Therefore, steps A754~A7 are only performed when the game state is the first specific game state ST41. You can also perform the 56-step process. Furthermore, in the process of setting the jackpot flag 1 (step A322), the game state is the first specific game You could also make it so that the support hit check is only performed when the technique state is ST41, or the big hit flash In the setting process for step 1 (step A322), the determination of whether a support bonus is awarded is made without considering the game state. i. During the special display processing, support is provided only when the game state is the first specific game state ST41. You may also perform the setting process for regular electric train support based on the hit rate.

[0262] In the above process, the determination of whether or not the ceiling has been reached is made at the end of the special symbol variation display game. Ori (Steps A727~A731), the special symbol variation where the support win and reaching the ceiling are the same If this occurs in the displayed game, the termination conditions for the specific game state ST4 based on reaching the ceiling will be I'm setting it up (steps A751~A756).

[0263] It is rare for reaching the ceiling and winning a support bonus to occur in the same special symbol variation display game. Checking this at the start of a special feature variation display game would be a waste of control. Therefore, by using the method described in this embodiment, such unnecessary processing becomes unnecessary, and the special drawing changes This makes it possible to simplify the control at the start of a dynamic display game.

[0264] Furthermore, specific fluctuation patterns and result types are set based on the number of support units and the number of units reached. If this is fixed, the win for the support and the reaching of the ceiling will occur in the same special symbol variation display game. If this occurs, the special feature variation display game will start with a variation pattern based on the support win and A result mode is selected, but the specific game state ST4 is granted at the end of the special feature variation display game. The termination condition is not based on the number of support points, but rather on reaching the ceiling. . While the variation patterns and result types are selected to correspond to each support, the granting The termination condition for the specific game state ST4 is based on reaching the ceiling, which is a contradiction. Although this occurs, the transition to the specific game state ST4 remains unchanged, which may cause dissatisfaction among players. That's not true.

[0265] If there is sufficient control capacity at the start of the special feature variation display game, the special feature variation display game At the start of the game, it is determined whether reaching the ceiling and winning a support bonus occur in the same special symbol variation display game. It may be fixed. In the same special feature variation display game, reaching the ceiling and winning a support bonus occur. If this occurs, the variation pattern and result type of the special feature variation display game will be changed to correspond to the result. By making it something that corresponds to reaching the ceiling, inconsistencies can be avoided. ru.

[0266] [Fanfare / Interval Processing Transition Setting Process 1] Figure 27 shows the transition settings for the fanfare / interval processing during the special display processing described above. This shows the regular process 1 (step A726). This fanfare / interval processing transition setting In fixed process 1, first, the process number related to the fanfare / interval processing is "3". Set (step A791) and save the processing number in the special feature game processing number area (step (A792)

[0267] Next, the signal related to the start of a jackpot (special game state) (for example, the jackpot 1 signal is turned ON (jackpot) (Output for win + minor win), 4 big win signals ON (Output for big win)) in the external information output data area Save in the area (step A793), signal regarding the end of high probability & time reduction (for example, special diagram) Pattern 1 high probability state signal OFF, Special symbol 2 high probability state signal OFF, Special symbol 1 variation time Shortened state signal OFF, Special symbol 2 variation time shortened state signal OFF, Normal symbol 1 high probability state State signal OFF, normal pattern 1 variation time shortened state signal OFF, normal electric mechanism 1 open extended state The state signal (OFF) is saved to the test signal output data area (step A794). , clear the round count area for managing the number of rounds played in special game mode (stat Step A795), save the number for no time reduction in the game status display number area (Step A79 6) Save the normal low probability & no time reduction flag in the normal game mode flag area (step (Pu A797).

[0268] Then, the variable symbol discrimination flag area is cleared (step A798), and the high probability state is displayed. The game state indicator LED (for example, the third game state indicator unit 56c) provided on the game board 30 is To turn off the lights, clear the high-probability notification flag area (step A799), and play the special game. Save the low probability special feature & no time-saving flag in the mode flag area (Step A800). Next This includes saving the commands output to the performance control device 300 when the power is restored. The probability information command (low probability) is saved to the command area (step A801), and the time-saving state is activated. A time-saving variation count 1 area is used to manage the number of times the special feature variation display game can be played. A (Step A802). This ends the normal power support and time-saving state. The ceiling counter area is cleared (step A804), and the ceiling time reduction activation flag area is cleared. Then (Step A805), clear the area where the ceiling has been reached (Step A806). .

[0269] After that, save the number for performance mode 1 in the performance mode number area (step A807), The remaining spin count area for the performance is cleared (step A808), and the next mode transition information area is updated. Save the code (step A809). Then, the signal regarding the right-hand stroke instruction (for example) (Turn on launch position designation signals 1 and 2) and save the data to the test signal output data area (Step A 810) To light up the indicator LED (for example, the first game state indicator unit 56a) during right-hand play Next, save the number for the right-hand shooting state in the game state display number 2 area (step A811), Fanfare / Interval processing transition setting process 1 is terminated.

[0270] [Support operation process] Figure 28 shows the support operation process (step A756) in the special display processing described above. In this support operation setting process, first, signals related to the start of the time reduction (for example, the jackpot 2 signal and The jackpot signal (3) is turned ON and saved to the external information output data area (step A821). Next, the timer initial value is saved in the time-saving signal control timer area (step A822). It saves 128ms as the timer's initial value. This allows the signal related to the start of the time reduction to be saved. Of these, the jackpot signal (number 3) will only be output for a short time.

[0271] Next, the signal related to the start of the time reduction (for example, the special symbol 1 variation time reduction state signal is turned ON) Special symbol 2 change time reduction state signal ON, normal symbol 1 high probability state signal ON, normal symbol 1 The test signal output is the signal that turns on the variable time reduction state signal and the signal that turns on the normal electric mechanism 1 opening extension state signal. Save to the data area (Step A823).

[0272] Furthermore, the number indicating that time-saving mode is available is saved in the game status display number area (step A824), Save the flag for high probability and time reduction in the diagram gate mode flag area (Step A82) 5) In order to maintain the probability state flag and enable time reduction, in the special game mode flag area Synthesize the flag indicating that there is a special feature time reduction (step A826). Next, the signals related to the right-hand firing instruction (for example, turning on firing position designation signals 1 and 2) are tested. Save to the signal output data area (step A827), and the indicator LED during right-hand play (for example, In order to light up the first game state display unit 56a), the game state display number 2 area is set to "Right-hand shooting state" Save the number (step A828). Then, the performance mode information address table Set (step A829), and the performance mode set at the start of the variation (when the stop symbols are set) Obtain the address of the table corresponding to the migration information (step A830). Transition to performance mode. By obtaining the address of the corresponding table based on the row information, the movement of the variable selection table group can be performed. The variable pattern scenarios, which are information about the rows, are also obtained.

[0273] Next, as a process to save the information necessary for managing the performance mode in the game control device 100, First, the performance mode is set after the special feature variation display game that resulted in a support win. The code number is obtained and saved in the performance mode number area (step A831). Furthermore, The remaining number of spins for the performance mode set after the special feature variation display game that resulted in a win. Acquired and saved in the remaining spin count area for the performance (step A832), the special symbol that resulted in a support win After the variable display game ends, the next mode transition information for the performance mode is obtained, and the next mode Save to the migration information area (step A833). Based on the information saved here, After the special symbol variation display game that resulted in a win ends, a predetermined number of special symbol variation display games will be played. Based on this, the performance mode and the set of variable selection tables will change.

[0274] After that, prepare the probability information command corresponding to the performance mode number (step A834), Save the command to the command area to be sent when the power outage is restored (step A835), and the performance command The setting process (step A836) is performed. Next, the remaining number of spins for the newly set performance is applied. Prepare the corresponding performance rotation command (step A837), and perform the performance command setting process (S Perform step A838) and prepare the time reduction variation count command corresponding to the number of time reduction variations. Then (step A839), the performance command setting process (step A840) is performed. Then, the time reduction judgment data area is cleared (step A841), and the performance mode transition information is cleared. The information area is cleared (step A842), and the support operation setting process is terminated.

[0275] [Big win termination process] Figure 29 shows the jackpot termination process (step A15) in the special feature game processing of this embodiment. show. In this jackpot termination process, first, it is determined whether it is a jackpot without a time-saving feature (Step A90) 0). A jackpot without time reduction means that after the end of the first special game state ST2, the game transitions to the normal game state ST1. This is a big win, and it corresponds to a big win based on the 3R minor win C. If it is a jackpot without a time-saving feature (step A900;Y), proceed to step A916. Also, if it is not a big win without time reduction (step A900;N), the signal regarding the start of time reduction will be Save the number (for example, turning on the jackpot 2 signal) to the external information output data area (Step A) 901). The signal for the start of the time reduction is output from the time of the big win, so it continues to be output. It is saved in the part information output data area. Next, a signal regarding the start of low probability & time reduction (for example) Then, the signal for shortening the variation time of special symbol 1 is turned ON, and the signal for shortening the variation time of special symbol 2 is turned ON. Normal symbol 1 high probability state signal ON, Normal symbol 1 variation time shortened state signal ON, Normal electric role Save the "Object 1 Open Extension State Signal ON" to the test signal output data area (Step A90) 2).

[0276] Next, the number indicating that time-saving mode is available is saved in the game status display number area (step A903), Save the "Normal High Probability & Time-Saving" flag in the Game Mode Flag Area (Step A90) 4) Save the special feature time reduction flag in the special feature game mode flag area (Step A90) 5). Then, save the initial value of the time reduction variation count in the time reduction variation count region (step A906). Here, the initial value corresponding to the termination condition is saved in the time reduction variation count 1 area. After the above process, the game will return to normal support mode and time-saving mode after the special game state ends. Furthermore, by setting the initial value of the number of time-saving fluctuations in the time-saving fluctuation range, the special figure fluctuation table for a predetermined number of times is set. Executing the game will terminate the normal power support state and the time-saving state. The game control device 100 operates normally for a predetermined period after the end of the special game state. A specific game state (time-saving state, normal power support state) that makes it easier to win with the variable prize winning device 37. This constitutes a control means for generating a specific game state that can generate such a state.

[0277] After that, the probability information command is saved to the command area to be sent when the power outage is restored (Step A9 10) Perform the performance command setting process (step A911). Here, the probability information command This includes multiple options, either "with time reduction" or "without time reduction," which also include information about the performance mode. There is a command for this. Next, the command for the number of time reductions corresponding to the number of time reductions is Prepare (Step A914) and then perform the performance command setting process (Step A915).

[0278] Next, set "0" as the processing number for the special drawing normal processing (step A918), The management number is saved to the special game processing number area (step A917). After that, signals related to the end of the jackpot (for example, turning off the jackpot 1 signal and the jackpot 3 signal) Save OFF (Big Win 4 signal OFF) to the external information output data area (Step A9) 18) Signals related to the end of a jackpot (for example, turning OFF the signal indicating that the condition device is operating, and the continuous operation of the special feature) Turn OFF the "Motion device operating" signal, turn OFF the "Special symbol 1 win" signal, and turn OFF the "Special symbol 2 win" signal. ) is saved to the test signal output data area (step A919). Next, probability variation determination is performed. The data area information is cleared (step A920), and the number of rounds indicating the jackpot is displayed. Clear the information in the LED pointer area (step A921), and the performance mode transition information. Clear the area information (step A922). Then, the special feature game mode flag save area. Clear the area information (step A923), and set the flag area for fraud monitoring in the grand prize area. During the period, the flag is saved (step A924), and the jackpot termination process is terminated.

[0279] [Specific area switch monitoring process] Figure 30 shows the specific area switch monitoring process (step A3) in the special game processing. In this specific area switch monitoring process, first, it is determined whether a minor win is occurring (Step A 41). Here, "during a minor win" refers to the period during which minor win processing and processing of remaining minor win balls are performed. Yes. If this is not during a minor win (step A41;N), then the specific area switch monitoring process is performed. The process ends. In other words, the specific area switch 38d performs the processing of small wins and the processing of remaining small win balls. It is only valid during the period in which it is being offered. Also, if a minor win is in progress (Step A41; Y) This determines whether the condition device is operating (step A42).

[0280] If the conditional device is in operation (step A42; Y), the specific area switch monitoring process is performed. The process ends. Also, if the condition device is not operating (step A42; N), the specific area switch Determine if there is input to the switch (step A43). Then, if there is input to the specific area switch If none exists (step A43; N), the specific area switch monitoring process is terminated. If there is input to the region switch (step A43; Y), detection at the specific region switch Determine whether the detection validity period is valid (Step A44). If it is not within that range (step A44; N), the specific area switch monitoring process is terminated. If the detection validity period is active (step A44; Y), set the specific area passage flag (S Step A45) The specific area switch monitoring process is terminated. Later, this specific area pass flag will Based on certain conditions, a process will be initiated to generate the first special game state.

[0281] [Handling of remaining balls after a small win] Figure 31 shows the handling of remaining balls for small wins in the special feature game processing (step A18), as shown in Figure 3 The process shown in 1 is described below. In this minor win remaining ball processing, first, it is determined whether a remaining ball error has occurred. Determine if a remaining ball error is occurring (Step A861). If ;Y), proceed to step A863. Also, if no remaining ball error has occurred (Ste Step A861;N) determines whether the remaining ball counter is 0 (Step A862). If the remaining ball counter is not 0 (step A862; N), the processing of remaining balls for minor wins is terminated. Also, if the remaining ball counter is 0 (step A862; Y), step A86 This process terminates the minor wins from the 3rd win onwards.

[0282] In other words, the minor win ends after all the remaining balls in the special variable prize winning device 38 have been ejected. The process is designed to handle the balls. However, at the end, the game balls flow into the special variable prize winning device 38. If a remaining bulb error occurs, where ejection cannot be confirmed even after a specified time has elapsed, The system will proceed to the process of ending the minor win, assuming that sufficient time has elapsed for the win to occur. It does. Of course, if there is a remaining ball error, it will not proceed to the process of ending the minor win. It is also acceptable to do so. Therefore, it is also acceptable to skip the process in step A861.

[0283] In the process to terminate a minor win, first, it is determined whether a specific area has been passed (step (A863). If a game ball enters and passes through the specific area 38h, the specific area switch 3 8d detects and sets the flag for passing through a specific area. Here, this flag for passing through a specific area The presence or absence of lag determines whether a specific area has been passed through. If a specific area has been passed through (status Step A863;Y) proceeds to step A870 to perform the process of generating a special game state. Also, if no specific region is passed through (step A863;N), proceed to step A864. The process is performed to end the second special game state and enable the special symbol variation display game to be executed. cormorant.

[0284] After step A864, the second special game state ends and the special symbol variation display game can be executed. In the process for doing so, set the processing number to 10, which is the processing for the minor win termination process (Step A 864) Save the processing number in the special game processing number area (step A865). Next The ending time for the minor win is saved in the special feature game processing timer area (step A866). , save the fraud monitoring period flag in the upper prize winning area (Step A 867). Then, clearing the big prize entry count area (Step A868), during the small win The control pointer area is cleared (step A869), and the processing of remaining small win balls is terminated.

[0285] On the other hand, there is passage through a specific region (step A863; Y), and the first special from step A870 onwards When performing a process to create a different game state, load the command from the decorative special feature command area. The system is prepared (step A870), and the performance command setting process is performed (step A871). Next, prepare the V jackpot fanfare command (step A872), and the performance command Perform the configuration process (step A873).

[0286] After that, the signal related to the start of a big win (V-jackpot) is saved in the external information output data area. Step A874), Test signal regarding the start of a jackpot (V jackpot) (for example, condition device operation) Try turning on the "In Operation" signal, the "Continuous Operation Device" signal, and the "Special Symbol 2 Win" signal. Save the test signal output data to the data area (step A875).

[0287] Then, the number during the jackpot is saved in the game status display number area (step A876), Set up a table of upper limits for the number of rounds (step A877) to correspond to the upper limit information for the number of rounds. Get the maximum number of rounds (5 or 10) and save it in the maximum number of rounds area. (Step A878). Furthermore, a round LED pointer corresponding to the upper limit of the number of rounds is provided. Acquire and save to the round LED pointer area (step A879), round number area Save the initial value (1 in this case) (Step A880). The upper limit of the number of rounds is... It is set to 5 or 10 rounds, but the small win action corresponds to the first round, By setting the initial value of the number of rounds to 1, the special game state will have either 4 rounds or 9 rounds. We are making it possible to open it up.

[0288] After that, set the processing number to 3 for the fanfare / interval processing ( Step A881), save to the special feature game processing number area (Step A882). Furthermore, The V jackpot fanfare time is saved to the special feature game processing timer area (step A883) ), perform the fanfare / interval processing transition setting process (step A884), Proceed to step A868.

[0289] [Minor win termination process] Figure 32 shows the minor win termination process (step A19) in the special feature game processing of this embodiment. show. In this minor win termination process, first, during the second specific game state ST42, which is Support C, Determine if (Step A930). If support C is active (Step A930; Y) Then proceed to step A937. If not in support C (step A930;N) , determine if the game is in a normal hit state (step A931). If the game is not in a normal hit state (Step A931;N) is a signal relating to the left-handed firing instruction (e.g., firing position designation signal 1 and (Turn 2 OFF) save the test signal output data area (step A932), during right-hand play In order to turn off the display LED (for example, the first game status display unit 56a), the game status display number Save the number in the left-handed state in area 2 (step A933), then proceed to step A937. To do.

[0290] On the other hand, if the normal drawing is in the normal state (step A931;Y), the opening pattern is the pattern Determine if it is pattern H1 (step A934). If the opening pattern is not pattern H1 The combination (step A934;N) proceeds to step A937. Also, the open pattern is If it is turn H1 (step A934; Y), test turning OFF the launch position designation signal 2. The signal output data is saved to the data area (step A935), and the process proceeds to step A937.

[0291] Next, it is determined whether the ceiling time reduction activation flag is present (step A937). If there is no lag (step A937;N), proceed to step A940. Also, ceiling If there is a flag to activate the time reduction (step A937; Y), the initial value of the number of time reductions at the ceiling will be reduced. Save to a time reduction variation count of 1 region (step A938). Here, time reduction variation count of 1 region Set the number of time reduction variations to 250. Then, the support operation setting process is performed (step A939), and the process proceeds to step A940. .

[0292] Subsequently, set "0" as the processing number for the special drawing normal processing (step A940), The management number is saved to the special game processing number area (step A941). Furthermore, a signal related to the end of a minor win (for example, turning off the big win 1 signal) is output to the external information output. Save to the data area (step A942), signal regarding the end of the minor win (for example, special (Turn off the small win signal for separate symbol 1, and turn off the small win signal for special symbol 2) in the test signal output data area. Save to the area (Step A943). Next, the variable symbol discrimination flag area is cleared (step A944), and the performance mode transition information is cleared. Clear the information area (step A945), and enter the fraud monitoring period flag area for the grand prize slot. During the period, the flag is saved (step A946), and the minor win termination process is terminated.

[0293] Next, the control of the performance control device 300 will be explained. Main control of the performance control device 300 In the ICON (CPU) 311, there is the main processing shown in Figure 33 and timer interrupt processing (not shown). To do so.

[0294] [Main process] As shown in Figure 33, the main process first performs the program startup process. In the program's startup process, interrupts are first disabled (step C1), and the CPU is initialized. Perform the following (Step C2). Next, perform the initial setup of the VDP312 (Step C3), and allocate Allow inclusion (step C4). Then allow generation of display data (step C 5) Set the random number seed (step C6), and set the initial value at power-on in the area to be initialized. Save (Step C7). This clears the flag indicating that a power outage has been detected, etc.

[0295] After performing the program start processing from steps C1 to C7, the main loop processing proceeds as follows: The loop process is executed. In this loop process, first, the WDT (watchdog timer) is cleared. (Step C8). Next, input signals based on the operation of the performance button 25 or the directional pad 29 ( Perform the performance button input processing (step C9) which creates input information from the rising edge. Input from the performance button 25 and the directional pad 29 is read within the timer interrupt processing. In the processing of the effect button input, when there is input from effect button 25 or directional pad 29, the effect Perform processes such as changing the content.

[0296] Furthermore, it allows for setting the adjustable range of LED and LCD brightness, volume, etc., and the player can control the LED This process handles operations such as changing the brightness and volume of the LCD screen, and performs hall / player setting mode processing. (Step C10). Next, random numbers that determine the details of the variation pattern of the decorative special feature display game. Perform the random number update process (step C11) to update the data.

[0297] Next, the received command check analyzes the commands from the game control device 100 and takes appropriate action. The process (step C12) is performed to control the progress of the animation and edit the settings and drawing commands. Perform the animation display editing process (step C13) to set the completion of preparation for the drawing command. (Step C14). These processes update various data to match the content to be drawn. This process involves setting the drawing data into the frame buffer. 1 / 3 If you have prepared the drawing data for the screen to be drawn within 0 seconds (approximately 33.3 milliseconds), the drawing should work without any problems. The image can be updated.

[0298] Then, it is determined whether or not it is a frame switching timing (step C15). In terms of configuration, a V-blank interrupt (1 / 6) is used to create a system cycle (1 frame = 1 / 30 second). If 0 seconds is entered twice, it is determined that it is a frame change timing. The timing can be changed as needed, for example, by updating the image at 1 / 60th of a second (frame cutting). You can also perform a change, or update the image (switch frames) at a timing slower than 1 / 60th of a second. (Replacement) may be performed. In step C15, it was determined that it was not the frame switching timing. In the case of step C15; N, the process in step C15 is repeated. On the other hand, If step C15 determines that it is a frame switching timing (step C15; Y) This instructs the system to draw the screen (step C16).

[0299] Subsequently, regarding the audio output from the speakers (upper speaker 19a, lower speaker 19b) Sound control processing for control (step C17), including panel decoration device 46 and display panel 350 Decorative control process (step C18) for controlling LEDs such as frame decoration device 18, panel display device A movable body control process (step C19) is performed to control 44 motors and solenoids, and the performance is created. The control panel display setting process (step C20) is performed, and the WDT is cleared (step Return to C8).

[0300] [Received command check process] Figure 34 shows the received command check process in the main process described above. The command check process first determines how many commands are executed within one frame (1 / 30 second). The value of the command reception counter, which counts whether a command has been received, is loaded as the command reception count. Step C201) Determine whether the number of received commands is not zero (Step C202) And if it is determined that the number of received commands is 0 (step C202; N), then receive The command check process will be terminated. Also, if it is determined that the number of received commands is not 0 ( Step C202;Y) subtracts the number of commands received from the command reception counter area. (Step C203).

[0301] Next, copy the contents of the received command buffer to the command area (step C204) ), update the command read index by +1 in the range of 0 to 31 (step C205), Determine whether the copying of the received commands has been completed (step C206). Thus, in this embodiment, the command is not directly analyzed within the received command buffer. The contents of the received command buffer are copied to the command area (RAM area for analysis), and the command The system is configured to perform command analysis in the command area. This allows the command analysis to proceed. In case a command is sent from the game control device 100, the command (data) You can move it to make space. Also, the command analysis is done in units of one main processing cycle. It can be done all at once.

[0302] In step C206, it is determined that the copying of the received commands has not been completed. If this occurs (step C206; N), the process returns to step C204. Also, the command If it is determined that the copying of the received number of commands is complete (step C206; Y), Load the contents of the command area (step C207), and process the received command (step Perform the C208 procedure.

[0303] Next, update the address of the command area (step C209), and for the number of commands received Determine whether the command analysis is complete (step C210). Then, receive the command. If it is determined that the analysis of the command, which took several minutes, is not complete (step C210;N), Return to step C207. Also, once the parsing of the received commands is complete, If a determination is made (step C210; Y), the received command check process is terminated. As shown above, in the received command check process, received within 1 frame (1 / 30 second) The commands are analyzed in batches. In this embodiment, up to 32 commands can be saved. It is structured in this way.

[0304] [Received command parsing process] Figure 35 shows the received command analysis process in the received command check process described above. In this received command parsing process, first, the upper byte of the command is treated as MODE, and the lower byte as It was separated as ACT (ACTION) (step C231), and MODE and ACT are normal. Determine whether it is within the range (steps C232, C233). MODE and A If the CT results are determined to be within the normal range (steps C232;Y, C233;Y) This involves determining whether the ACT for MODE is a correct combination (Step C23). 4).

[0305] Furthermore, in steps C232 and C233, MODE or ACT is not within the normal range. If it is determined that (step C232;N, step C233;N), or step If C234 determines that the ACT for MODE is not a correct combination (step C2 34;N) The process of parsing the received command is terminated.

[0306] If in step C234 it is determined that the ACT for MODE is a correct combination ( Step C234;Y) determines whether MODE is within the range of variable commands. (Step C235). The variable command is a command that instructs the variable pattern of the special feature. And if it is determined that MODE is within the range of variable commands (step C235) ;Y) performs variable command processing (step C236) and receives command analysis processing. Ending.

[0307] Also, in step C235, if it is determined that MODE is not within the range of variable commands ( Step C235;N) determines whether MODE is within the range of jackpot-related commands. (Step C237). Jackpot commands are actions related to the jackpot animation (fantasy). Commands that direct actions such as displaying the bonus screen or round screen, and actions related to the bonus animations during minor wins. This is a command that instructs (the display of fanfare screens and end screens, etc.). And MO If DE is determined to be within the range of a big win command (step C237; Y), then The system performs hit-related command processing (step C238) and then terminates the received command analysis process.

[0308] Also, if in step C237 it is determined that MODE is not within the range of jackpot-related commands (Step C237;N) determines whether MODE is within the range of symbol-based commands. (Step C239). The symbol commands contain information about the symbols of the special symbols (for example, the special symbols This is a command that instructs what the stopping symbol should be (and so on). And MODE is a symbol-related frame. If it is determined that it is within the range of the range (step C239; Y), then the pattern command processing ( Perform step C240) to terminate the received command parsing process.

[0309] Also, in step C239, if it is determined that MODE is not within the range of symbol-based commands, Step C239;N) MODE is a single-use command such as a hold count command or an error command. Determine whether it is within the command range (step C241). Single-shot commands are symbols Unlike commands that make sense when combined with variable commands, these commands are valid on their own. These are commands. These single-use commands include the customer waiting demo command, the hold count command, and the symbols. Commands such as stop commands, probability information commands, error / malfunction commands, and machine specification commands. Yes. And if MODE is determined to be within the range of single-use commands (Step C24) 1;Y) performs single-shot command processing (step C242) and receives command analysis processing. End of explanation.

[0310] Also, if in step C241 it is determined that MODE is not within the range of single-shot commands ( Step C241;N) determines whether MODE is within the range of pre-read symbol commands. Determine (step C243). And MODE is within the range of pre-read symbol commands. If a determination is made (step C243; Y), the pre-read symbol command processing (step C2 Perform step 44) to terminate the received command parsing process.

[0311] Furthermore, in step C243, it was determined that MODE was not within the range of pre-read symbol commands. In case (step C243;N), is MODE within the range of a look-ahead variable command? Determine if (step C245). Then, MODE is within the range of the look-ahead variable command. If it is determined that there is one (step C245; Y), then lookahead variable command processing (step Perform step C246) to terminate the received command parsing process. Also, in step C245, If MODE is determined to be outside the range of pre-read variable commands (Step C245; N) This completes the process of parsing the received command.

[0312] Note that pre-read variable commands and pre-read symbol commands are used to execute pre-read effects. This is a command containing the necessary information. (Pre-read animation, or pre-read announcement animation) (Also known as) This refers to the special symbol variation table corresponding to the start memory (hold) of the special symbol variation display game that has not yet been executed. Whether or not the game will result in a jackpot when it is subsequently played (or what kind of variation pattern will occur) To notify the player in advance of (Ruka) with a predetermined level of confidence, a decorative special drawing is displayed on the display device 41. Performing motion memory display, etc., in a manner different from the usual, or performing performance displays on the display device 41, etc. And, pre-read commands (pre-read variable commands and pre-read symbol commands) ) is a system that provides advance information on the variation patterns and stop symbols corresponding to the start memory that will be used for the pre-reading effect. This is a command that is sent from the game control device 100 to the performance control device 300 when a prize is won at the start of the game. It can be done. Note that regular variable commands and symbol commands that are not pre-read commands will be displayed in the special symbol variation display game. This information is transmitted from the game control device 100 to the performance control device 300 at the start of the game.

[0313] Next, we will explain the game's presentation and other features. Figure 36 shows an example of the presentation in the normal game state ST1. Note that other game states may also have different presentations. Although the display content is basically the same, some of the display content may differ depending on the game state. It is also possible to prevent it from being displayed. Furthermore, the normal game state is ST1, and other The game state can be determined by the displayed information, allowing the player to identify the current game status.

[0314] As shown in Figure 36(a), in the center of the display area of ​​the display device 41, a decorative special feature variable display gauge A first decoration game display unit 81 is provided to display the first decoration game among the frames. In the game display unit 81, the left variable display area 81a, the middle variable display area 81b, and the right variable display area In each of the variable display areas of region 81c, the identification information is displayed in a variable manner and then stopped, creating a decorative effect. Display a game with fluctuating graphics.

[0315] In the upper right of the display area of ​​the display device 41, the second decorative game of the decorative special feature variation display game is shown. A second decorative game display unit 82 is provided to display the game. The second decorative game is the same as the first decorative game displayed on the first decorative game display unit 81. Then, the system displays the identification information in the left, middle, and right regions, stops, and displays the result. The second decorative game display unit 82 displays the identification information shown in the first decorative game display unit 81. The display shows identification information (small symbols) that is relatively smaller than the (large symbols).

[0316] Furthermore, in the lower right of the display area of ​​the display device 41, a decorative special diagram starting memory table corresponding to the starting memory is displayed. A standby memory display unit 83 is provided to display the status. The standby memory display unit 83 displays decorative special feature start memory corresponding to the first start memory and the second start memory. The display will appear. In the normal game state ST1, the special symbol variation display game is based on the first start memory. Since the game is primarily progressing, the standby memory display unit 83 displays a special decoration corresponding to the first start memory. The diagram start memory display is shown. The decorative special feature start memory display shown in the standby memory display unit 83 corresponds one-to-one with the start memory. The decorative special symbol start memory display on the far left corresponds to the decorative special symbol start memory that was stored first. The items are displayed in the order they are remembered, and each item moves to the left as it is processed. It is there. In addition, the standby memory display unit 83 contains a start memory which is the right to execute the special feature 1 variable display game. (1st Start Memory) Corresponding to the decorative special feature start memory display and the right to execute the special feature 2 variation display game The display shows both the decorative special feature starting memory display corresponding to the starting memory (second starting memory) and the other. You can do that. Furthermore, the standby memory display unit 83 displays the results of the special feature variation game based on the start memory and changes The lookup results, such as the motion pattern, are displayed in the decorative special feature start memory display corresponding to the start memory. It is possible to suggest this through the manner.

[0317] To the left of the standby memory display unit 83 is the start record corresponding to the currently running special feature variation display game. A running memory display unit 84 is provided to display information related to memory. This is the decorative special feature start memory located at the left end of the standby memory display unit 83 at the start of the special feature variation display game. The display is set to transition. Furthermore, the execution memory display unit 84 displays the currently running special The results and variation patterns of the game are displayed in the execution memory display unit 84. This can be indicated by the display method of the currently running memory display. The upper left of the display area of ​​the display device 41 displays the first start memory number (special figure 1 reserve number). 1. Start memory count display unit 85a and 2. Start memory display unit 85a that displays the 2nd start memory count (special figure 2 reserve count) A numerical display unit 85b is provided.

[0318] Additionally, the display area will show a background image 90 corresponding to the currently active stage. Each game state has at least one stage, and a game state can contain multiple stages. It also exists. Each stage has its own background image and BGM associated with it. Stage transitions accompanying changes in game state, and transitions in stages within the same game state. The background image 90 and BGM will be changed accordingly. The stage is one of the performance modes. It consists of two parts, and the transition between stages is a change in the performance style from the first performance style before the transition to the second performance style after the transition. This corresponds to transitioning to a second presentation style.

[0319] Figure 36(a) shows the state of staying in the night stage, one of the multiple stages in the normal game state ST1. This indicates the state in which the game is in normal game state ST1. In this state, background image 90 is used as the background image for normal game state ST1. A night-themed background image is displayed, along with a BG (background graphics) that are compatible with the night stage. The letter M is output. Of the background images for this night, the images of the moon and stars are fixed images that do not change or move. (90 images) a is a continuous dynamic image 90b of the airplane, and the planet The image is a variable image 90c whose color and shape can be changed at predetermined timings.

[0320] When a new special feature variation display game starts, the standby memory display will appear as shown in Figure 36(b). The decorative special feature start memory display at the left end of section 83 is executed, and the sequence transitions to the execution memory display section 84. At the same time, the decorative special feature start memory display located on all sides of the standby memory display unit 83, except for the leftmost side, is in standby mode. It moves to the left within the memory display unit 83. Furthermore, the value in the first start memory number display unit 85a is It changes. Also, the first decorative game display unit 81 and the second decorative game display unit 82 display identification information The dynamic display begins. Also, the dynamic display 90b of the background image 90 moves over time. It is designed to do so.

[0321] The stage can be transitioned at predetermined timings, and this is one of the performance methods. It is possible to execute suggestive effects that indicate a transition to a new stage. Figures 36(a) and (b) show the state while remaining in the stage before the transition, and the pre-transition presentation. The state is in the first performance mode, which is the mode of the transition. Here, the stage before the transition is the night stage. It is a background image 90 that corresponds to the night stage. This corresponds to the first image displayed in the first presentation mode.

[0322] A suggestive animation indicates that the performance will transition from this state to a different stage, the second performance mode. When it starts, first a character forming a specific image 91 is displayed, as shown in Figure 36(c). It can be done. Here, specific image 91 is displayed in front of variable image 90c, and a portion of variable image 90c is hidden. It is designed to be obscured. Also, the specific image 91 is located behind the identification information that is displayed in a variable manner. They are displayed overlapping. Variable image 90c and identification information are displayed in a way that easily attracts the player's attention. This is an indication, and by displaying a specific image 91 so as to overlap these displays, the specific image 91 is shown. It can attract attention.

[0323] If there is no stage transition, after the specific image 91 is displayed as shown in Figure 36(c) As shown in Figure 36(d), the specific image 91 gradually disappears and is eventually completely erased. The suggestive presentation ends. In other words, in this case, it is a so-called false suggestion presentation. Furthermore, if there is a stage transition, a specific image 91 will be displayed as shown in Figure 36(c). After that, as shown in Figure 36(e), the character forming the specific image 91 adds the additional image 91a. Hold the brush and move it. As shown in Figure 36(f), the area where the brush is moved forms the first image. The night background image disappears, and alternative image 92 is displayed. Also, the background image 90 that forms the first image and The boundary portion 90d with the alternative image 92 displays an image that does not belong to either image, and a different image is displayed. It is made clear that it is a statue.

[0324] Subsequently, as shown in Figure 36(g), the specific image 91 is deleted. The number 1 is erased as if it disappears in an instant. Also, the character that makes up the specific image 91 moves off-screen. It would also be acceptable to make it so that it is deleted when moved. Furthermore, suggestion image 93 is displayed in the area where alternative image 92 was displayed. Image 93 is a background image corresponding to a stage that may transition to the second performance mode. Image 90 is displayed, and this image contains predetermined information. This results in a night background. This suggests that the image transitions from the night stage to the daytime stage, where the daytime background image corresponds. It will be done. In other words, in this case, the first image is displayed, the specific image 91 is displayed, and the transition to the second presentation mode occurs. A first suggestion animation is performed that can display a suggestion image 93 that suggests a row. Also, from Figure 36(c) to Figure When transitioning to state 36(d), the first image is displayed, specific image 91 is displayed, and suggestive image A second suggestive presentation is performed that allows the first presentation mode to be used without displaying 93.

[0325] By making it so that alternative image 92 is displayed when specific image 91 is displayed, This allows players to pay more attention to the movement of the fixed image 91, thereby improving the enjoyment of the game. Additionally, there is a suggestive image that hints at the stage to which the user may transition after the specific image 91 is deleted. By displaying image 93, players can clearly understand suggestive image 92. This can enhance the enjoyment of the game. In this example, alternative image 92 and suggestive image 93 are displayed as variable identification information and waiting information. The display is shown overlapping the rear of the intermediate memory display unit 83 and the execution memory display unit 84. The information and standby memory display unit 83 and the execution memory display unit 84 are displays that are likely to attract the attention of the player. By displaying alternative images 92 and suggestive images 93 over these displays, the specific image can be identified. This can draw attention to 91.

[0326] Then, as shown in Figure 36(h), the stage transitions to the second performance mode. The stage has transitioned to the daytime stage, and the background image 90, which is the first image and corresponds to the nighttime stage, has been replaced. The daytime background image 90, which corresponds to the daytime stage, is displayed. This corresponds to the second image displayed in the second presentation mode. Also, in this example, the suggestive presentation and the second presentation In all versions, a daytime background image is displayed, and common predetermined information is shown. El. In the daytime background images shown in Figures 36(g) and (h), the images of clouds and mountains remain fixed and do not change. The image 90a is a static image that does not move, while the balloon image is a dynamic image that moves continuously. The image of the sun is set to 0b, and the image of the sun is a variable image 90 that can change color and shape at predetermined timings. It is set to c.

[0327] Figure 37 shows the display timing of the specific image 91 and the stage transition timing. The upper time chart in Figure 37 shows the case where there is a stage transition, and the lower time The chart showed no stage transitions. When there is a stage transition, the start of erasure of specific image 91 in Figures 36(f) to (g) The time from the start to the end of erasure (t105~t106) is shown in Figure 36 when there is no stage transition. (c) to (d) Time from the start to the end of erasure of specific image 91 (t103~ This is a shorter time than t104). Furthermore, in the case of a stage transition, the display of the specific image 91 shown in Figure 36(c) starts from Figure The time until the end of display of the specific image 91 shown in 36(g) (t102~t106) is, From the start of displaying the specific image 91 shown in Figure 36(c) when there is no transition to Figure 36(d) This is longer than the time (t102~t104) until the display of the specific image 91 ends. ru.

[0328] Furthermore, in the case of a stage transition, the display of the specific image 91 shown in Figure 36(c) starts from Figure The first period (t102) is the period until the display of the second image in the second presentation mode shown in 36(h). The table of specific image 91 shown in Figure 36(c) when there is no stage transition (~t107) From the start of the display, the specific image 91 is erased as shown in Figure 36(d), and the state is as shown in Figure 36(b). The second period (t102-t104), which is the time until returning to the previous state, is shorter.

[0329] This allows suggestive animations to end earlier if there is no stage transition, preventing a decline in the enjoyment of the game. Furthermore, if there is no stage transition, the period during which a predetermined object in the display area is hidden is shorter than when there is a stage transition, further preventing a decline in the enjoyment of the game. In the gaming machine of this embodiment, as shown in Figure 36, a variable image 90c, which is an image of a planet, is obscured (cannot be identified) by a specific image 91 as a predetermined object. Here, only a part of the variable image 90c is obscured, but it may also be obscured entirely. The variable image 90c can perform effects by changing its display mode, and by shortening the period during which the variable image 90c is obscured when there is no stage transition, it is possible to prioritize the effects using the variable image 90c, which are of higher value to the player, over the effects of stage transitions, which are of lower value to the player, thereby improving the enjoyment of the game.

[0330] Furthermore, the variable image 90c forming a predetermined object suggests a transition to the second performance mode. It would be good to have them notify the public. Furthermore, the specified object is not limited to the variable image 90c, but can also be used in the first decorative game. Identification information of display unit 81, identification information of second decorative game display unit, standby memory display unit 83, execution The middle memory display unit 84, the first start memory count display unit 85a, the second start memory count display unit 85b, etc. That's fine.

[0331] Also, the background of the night stage, which is displayed as the first image during the period of Figure 36(c)~(g) In the scene image 90, the operation of the dynamic display 90b, which imitates an airplane, continues. Furthermore, here we have suggestive image 92 and background image which constitutes the second image displayed in the second presentation mode. Image 90 and the same daytime stage background image 90 are used, and during the period from Figure 36(f) to (h) The suggestive image displayed and the background image 90 of the daytime stage, which is displayed as the second image, The dynamic display 90b, which mimics a hot air balloon, continues to operate.

[0332] There is corresponding background music for the night stage and the day stage. In Figures 36(a) and 36(b), a night background image corresponding to the night stage, which forms the first image, is displayed. The BGM corresponding to the night stage, which forms the first sound, is output. Furthermore, in Figures 36(c) to (g), which show the suggestive presentation in progress, the first image is the night stage. A night bac...

Claims

【Claim 1】 In a gaming machine that executes a game based on the establishment of predetermined conditions and generates a state advantageous to the player when the result of the game is a special result, a game control means for controlling the progress of the game, having storage means capable of storing the number of times the predetermined conditions are satisfied; an effect control means for controlling to display on a display means an effect related to the game including an effect related to the number of times the predetermined conditions are satisfied, corresponding to a command from the game control means; the display means includes, in the display means, a standby storage display section for displaying the number of times the predetermined conditions are satisfied as an image, and a decorative game display section for displaying an image of identification information as the game; the effect control means is capable of executing a suggestive effect to suggest whether to change from a first effect mode of displaying a first image on the display means to a second effect mode of displaying a second image without displaying the first image on the display means; in the suggestive effect, the second image is displayed as a suggestive image in a suggestive image display area separated by a boundary image that is a boundary between the first image and the first image, while the image and the image of the identification information are displayed superimposed on the first image; the suggestive image display area is expanded to an area overlapping the standby storage display section and the decorative game display section while the image and the image of the identification information are superimposed with the front side facing forward, enabling a transition to the second effect mode; a gaming machine.