Game machine

JP2023093263A5Inactive Publication Date: 2025-07-03SOPHIA CO LTD
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Patent Information

Application Number
JP2021208789
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2021-12-22
Publication Date
2025-07-03
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

Incorporating an effect control mechanism that dynamically changes game effects, such as image modes, and a suggestive effect system allowing transitions between different display modes, with the option to terminate specific image displays.

Benefits of technology

Enhances game amusement by providing dynamic and engaging visual and auditory experiences, thereby improving player interest and enjoyment.

✦ Generated by Eureka AI based on patent content.

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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 execute a suggestion performance with the display of a specific image 91 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 on the display means. In the suggestion performance, it is possible to set the mode when the display of the specific image is completed to a first mode when not shifting to the second performance mode.SELECTED DRAWING: Figure 36
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Description

[Technical Field]

[0001] The present invention relates to a gaming machine for executing a game. [Background technology]

[0002] BACKGROUND ART Among conventional gaming machines, there is known a gaming machine that has a plurality of stages for producing a game, and allows a player to move between stages by satisfying certain conditions (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2019-42605 A Summary of the Invention [Problem to be solved by the invention]

[0004] However, simply changing the stage has not been enough to sufficiently increase the interest in the game. An object of the present invention is to increase the interest in the game. [Means for solving the problem]

[0005] In order to solve the above problems, the invention described in claim 1 is as follows: In a gaming machine that executes a game, a presentation control means for controlling presentations relating to games to be displayed on the display means; The performance control means A suggestion effect accompanied by the display of a specific image can be executed to suggest whether or not a first effect mode in which a first image is displayed on the display means will be changed to a second effect mode in which a second image is displayed on the display means; The suggestion effect is characterized in that the mode at which the display of the specific image ends can be the first mode if the transition to the second effect mode is not made. [Effects of the Invention]

[0006] According to the present invention, it is possible to increase the enjoyment of the game. [Brief explanation of the drawings]

[0007] [Figure 1] 1 is a front view of a gaming machine according to one embodiment of the present invention. [Figure 2] 1 is a perspective view of a gaming machine according to an embodiment of the present invention, viewed from the front side. [Figure 3] FIG. [Figure 4] 1 is a block diagram showing an example of the configuration of a control system of a gaming machine. [Figure 5] 1 is a block diagram showing an example of the configuration of a control system of a gaming machine. [Figure 6] This figure shows an example of the distribution rate of the results of the special chart change display game, the distribution rate of the jackpot pattern, the number of games until the ceiling is reached, and the conditions for ending a specific game state. [Figure 7] A diagram explaining the operation mode when a small hit occurs. [Figure 8] FIG. 10 is a diagram illustrating a normal map variation display game. [Figure 9] FIG. 10 is a diagram for explaining the transition of game states. [Figure 10] 10 is a diagram illustrating how to handle overlapping time-saving events and the display on the collective display device. FIG. [Figure 11] FIG. 10 is a diagram illustrating information to be output to the outside of the gaming machine. [Figure 12] FIG. 10 is a diagram illustrating information to be output to the outside of the gaming machine. [Figure 13] 10 is a flowchart illustrating a main process. [Figure 14] 10 is a flowchart illustrating a main process. [Figure 15] 10 is a flowchart illustrating a timer interrupt process. [Figure 16] 10 is a flowchart illustrating special game processing. [Figure 17] This is a flowchart explaining the common processing of the special chart start port switch. [Figure 18]10 is a flowchart illustrating the special chart reservation information determination process. [Figure 19] This is a flowchart explaining the special chart normal processing. [Figure 20] This is a flowchart explaining the special chart 1 change start processing and the special chart 2 change start processing. [Figure 21] This is a flowchart explaining the special chart 1 stop pattern setting process. [Figure 22] This is a flowchart explaining the special chart 2 stop pattern setting process. [Figure 23] 10 is a flowchart illustrating processing during special chart change. [Figure 24] 10 is a flowchart illustrating a time-saving end setting process. [Figure 25] This is a flowchart explaining the processing during special chart display. [Figure 26] This is a flowchart explaining the processing during special chart display. [Figure 27] 10 is a flowchart illustrating a fanfare / interval processing transition setting process 1. [Figure 28] 10 is a flowchart illustrating a support operation setting process. [Figure 29] This is a flowchart explaining the jackpot end processing. [Figure 30] 10 is a flowchart illustrating a specific area switch monitoring process. [Figure 31] This is a flowchart explaining the processing of remaining balls in a small win. [Figure 32] This is a flowchart explaining the small hit end processing. [Figure 33] 10 is a flowchart illustrating the main processing of the performance control device. [Figure 34] 10 is a flowchart illustrating a received command check process. [Figure 35] 10 is a flowchart illustrating a received command analysis process. [Figure 36] FIG. 10 is a diagram illustrating an example of a presentation. [Figure 37]10 is a time chart showing the display of a specific image and the timing of transition of the presentation mode. [Figure 38] FIG. 10 is a diagram illustrating an example of a presentation. [Figure 39] FIG. 10 is a diagram illustrating an example of a presentation. [Figure 40] FIG. 10 is a diagram illustrating an example of a presentation. [Figure 41] FIG. 10 is a diagram illustrating an example of a presentation. [Figure 42] FIG. 10 is a diagram illustrating an example of a presentation. [Figure 43] FIG. 10 is a diagram illustrating an example of a presentation. [Figure 44] 10 is a time chart showing the display of a specific image and the timing of transition of the presentation mode. DETAILED DESCRIPTION OF THE INVENTION

[0008] First Embodiment FIG. 1 is a front view of the gaming machine 10 of this embodiment, and FIG. 2 is a side view of the gaming machine 10 of this embodiment. FIG. As shown in FIGS. 1 and 2, the gaming machine 10 of this embodiment includes a front frame 12. The game board 30 (see FIG. 3) is attached to an outer frame (support frame) 11 so as to be able to rotate open and close. It is stored in a storage section (not shown) formed on the front side of the front frame 12. The body frame 12 is provided with a cover glass (transparent member) 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 at a position behind the cover glass 14. The display board 350 allows the game board 30 to be seen through, and also displays a predetermined In the gaming machine of this embodiment, by introducing light from the side edge, It is made up of a light guide plate on which an image appears, but is made up of a transparent LCD or EL display device. It may be possible to do so. When the display board 350 is not displaying a specific message, it is transparent and prevents the player from seeing the game board 30 behind. When a predetermined display is made on the display board 350, In this state, the visibility of the game board 30 behind the predetermined display portion is reduced. The game board 30 behind may be visible through the predetermined display, or the game board 30 behind may be visible through the predetermined display. The game board 30 behind may be invisible.

[0010] A model name display section 16 for displaying the model name of the gaming machine 10 is provided at the top of the glass frame 15. It is being done. In addition, lamps and LEDs are built into the left and right sides of the glass frame 15 for decoration, presentation, and different effects. Notification of normal occurrence (for example, when a dispensing abnormality occurs, the lamp or LED will turn on in an abnormality notification color (for example, A frame decoration device 18 that emits light (for example, red light) to light up (blink) the frame decoration device 18, and a sound (for example, For example, a speaker (upper speaker) 19a is provided to emit sound effects. 12 and a speaker (lower speaker) 19b is also provided at the bottom of the glass frame 15. When an abnormality occurs, a sound is output from the speaker (upper speaker) 19a and the speaker (lower speaker) 19b. The contents of the abnormality are notified by a message. A warning lamp may be provided.

[0011] Also, below the glass frame 15, there is provided an upper tray (storage tray) for supplying game balls to a ball launching device (not shown). A tray 21 holds game balls dispensed from a payout unit provided on the back side of the gaming machine 10. The upper tray 21 is provided with a ball outlet 22 through which balls flow out. It has a built-in performance button switch 25a (see FIG. 5) for accepting pressing operation input from The effect button 25 is provided with a The driving source for vibrating the button is also built in. It is equipped with a vibration function that vibrates the 25 to give a predetermined notification. The outgoing button 25 is moved from a normal state (the state shown in FIG. 1 or FIG. 2) to a protruding state (the state above the effect button 25). The pressing surface may be configured to be convertible to a state in which the pressing surface is positioned higher than in the normal state.

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

[0013] Also, to the right of the effect button 25, when a player receives a ball from an adjacent ball lending machine, The rental button (ball rental button) 27a is operated, and a prepaid card is inserted into the card unit of the ball rental machine. A return button (eject button) 27b is operated to eject the prepaid card, and a A balance indicator (balance display unit) 27c that displays the balance, and a game ball in the upper tray 21 that flows down to the lower tray 23. a top tray operation lever 27d that is operated to operate the top tray, and a mobile device such as a smartphone owned by the player. A mobile terminal stand 28 for placing a terminal is provided. The volume control button 27e, the cross key 29, etc. are provided on the touch panel. In the gaming machine 10 of this embodiment, the player rotates the handle 24. The ball launching device then directs the game balls supplied from the upper tray 21 toward the game area 32 on the front of the game board 30. In addition, the player can operate the effect button 25 or the cross key 29 to In the variable display game (decorative special chart variable display game) on the display device 41 (see FIG. 3), This allows for effects that involve the player's operations to be performed.

[0014] Next, an example of the game board 30 will be described with reference to Figure 3. Figure 3 shows the game board of this embodiment. 30 is a front view. As shown in FIG. 3, the game board 30 has a flat game board body that serves as a mounting base for various components. The game board body is made of wood or synthetic resin, and the front of the game board body has a game board The side cases 33 and the outer peripheral wall (guide rails) 31 are made of resin and are provided at the four corners of the frame 30. The gaming machine 10 has a gaming area 32 surrounded by an outer wall 31. The game is played by shooting game balls into the area 32 from a ball shooting device. In the area 32, windmills and obstacle nails are arranged as components for changing the flow direction of the game balls. The launched game ball flows down the game area 32 while changing its rolling direction due to these components.

[0015] In the approximate center of the game area 32, a center window is formed, which serves as a display area for the variable display game. The center case 40 is attached to the rear of the window formed in the center case 40. A display device 41 is provided as a performance display device (variable display device) that displays variable numerical identification information. It has been done.

[0016] The display device 41 (variable display device) may be, for example, an LCD (liquid crystal display), a CRT (brown The display screen is composed of a device having a display screen such as a display tube. In the display area, still images and videos can be displayed as staged images. For example, multiple identification information (Special patterns and special pattern change display) Characters that create the game and background images that enhance the production effect On the display screen of the display device 41, the following information is displayed as identification information: The assigned multiple special symbols are displayed in a variable manner (variable display), and the special symbol variable display game The display screen also displays a variety of decorative special symbols based on the progress of the game. Images for (for example, jackpot display image, fanfare display image, ending display image) The image, etc.) is displayed.

[0017] The center case 40 has a structure in which game balls flowing down the game area 32 are guided to the inside of the center case 40. a warp channel forming member 614 that forms a warp channel for leading the warp to the The stage 620 on which the game balls can roll is provided. The stage section 620 is disposed above the starting winning opening 36, so that The rolling game ball is likely to enter the starting winning hole 36. In addition, the upper and lower parts of the center case 40 are provided with a mechanism for producing game effects by moving. The center case 40 is provided with a lower stage effect device 44. 44a is a position of the lower part of the center case 40 and a position on the central side of the display device 41 from this position. The position is operable between the position. The upper stage device 44b provided on the upper part of the center case 40 The display device 41 can be moved between the position of the display device 41 and a position closer to the center of the display device 41 than the position of the display device 41. The upper stage device 44b is a rotating operating member 44c that resembles a propeller. It is also possible to create effects by the operation of the operating member 44c. That is, the lower performance device 44a is a first movable device having a first movable member that can be operated, The upper performance device 44b constitutes a second movable prop having a second movable member that can be operated.

[0018] The gaming area 32 on the right and below the center case 40 has a normal symbol start gate (Normal symbol start gate). A normal starting gate 34 is provided inside the normal starting gate 34. A gate switch 34a (see FIG. 4) is provided to detect the game ball that has passed through 34. When the game ball shot into the game area 32 passes through the normal start gate 34, the normal start gate 34 starts. A dynamic display game is executed.

[0019] Three general winning slots 35 are arranged in the game area 32 at the lower left of the center case 40. In the gaming area 32 on the right side of the center case 40, one general winning slot 35 is arranged. The winning of the game balls into these general winning holes 35 is performed by the winning holes provided in the general winning holes 35. This is detected by switch 35a (see FIG. 4).

[0020] In the game area 32 below the center case 40, a special chart 1 variation display game (first special chart variation A start winning hole 36 (first start winning area) is provided to provide a start condition for the display game. The game ball that has entered the start winning hole 36 is detected by the start winning hole 1 switch 36a (see FIG. 4). It is served.

[0021] On the right side of the center case 40, there is a special chart 2 variable display game (second special chart variable display game). A normal variable winning device 37 (second start winning area) is provided to provide the starting conditions. The game ball that has entered the automatic winning device 37 is detected by the start port 2 switch 37a (see FIG. 4). will be done. The normal variable winning device 37 is provided with a movable member 37b, and this movable member 37b is normally It maintains a closed state (a state disadvantageous to the player) in which game balls cannot flow in. If the result of the normal map change display game is a predetermined result, the normal power supply as a driving device The robot 37c (see FIG. 4) operates in an inverted V-shape, and the normal variable winning device 37 It can be changed to an open state (a state advantageous to the player) that allows game balls to flow in easily. There are. In addition, the normal variable winning device 37 allows the game ball to win even when the movable member 37b is in the closed state. In the closed state, it may be more difficult for the game ball to win than in the open state.

[0022] In the game area 32 at the lower right of the center case 40, the special chart change display is displayed depending on the result of the game. A special variable winning device that can be converted into a state where game balls are not accepted and a state where they are accepted easily (big winning The special variable winning device 38 is provided with a rotating mechanism in which the upper end of the device is turned in a direction that causes the device to tilt forward. The door 38c is an attacca type that can be opened by moving it. The special variable winning device 38 converts the winning hole into a state in which the game balls can flow in. Depending on the result of the game, the big prize opening is converted from a closed state to an open state, and the game is played in the big prize opening. By making it easier for balls to flow in, players are given a predetermined gaming value (prize balls). The game ball that has entered the special variable winning device 38 is turned on by the large winning port switch (count switch The signal is detected by the signal line 38a (see FIG. 4).

[0023] A specific area into which game balls can flow is provided inside the large prize opening (prize area). Also, the lever solenoid 38f ( A lever member that operates by a force of a force of a certain amount (see Figure 4) is provided in the specific area. A specific area switch 38d (see FIG. 4) that can be accessed is provided. Based on the detection of the game ball at 38d, a state advantageous to the player occurs (in this embodiment In this embodiment, a special game state occurs. It is discharged outside the special variable winning device 38.

[0024] In addition, inside the large prize winning port, there is a special variable prize winning device 38 that does not flow into a specific area but is discharged to the outside. A remaining ball outlet switch 38e (see FIG. 4) is provided to detect the remaining game balls. The number of game balls detected by the large prize opening switch 38a provided inside the prize opening (the number of balls flowing into the large prize opening) The number of balls inserted into the specific area switch 38d and the number of balls remaining in the outlet switch 38e are detected. The number of balls discharged from the large prize opening matches the number of balls discharged from the large prize opening. You can confirm that all the game balls have been discharged, and basically, until this confirmation is complete, new The big prize slot will not be opened.

[0025] In the game area 32 below the starting winning hole 36, there is a space for collecting game balls that did not enter the winning hole. In addition, an outlet 30a is provided outside the play area 32. In the lower right corner, there is a special chart change display game (special chart 1 change display game, special chart 2 change display game) A collective display device 50 is also provided for executing a general map variation display game.

[0026] The collective display device 50 is a special chart 1 display (first special chart change display unit) for a special chart 1 change display game. 51 and special chart 2 variable display game special chart 2 display (second special chart variable display unit) 52, and special chart 1 The special chart 1 hold indicator 53 for informing the start memory number of the variable display game and the special chart 2 variable display game It is equipped with a special chart 2 hold indicator 54 for notifying the number of start memories.

[0027] In addition, the collective display device 50 displays the number of rounds at the time of the jackpot (the number of times the special variable winning device 38 is opened and closed). ), and a game status display unit 55 that displays the game status of the gaming machine 10. This game status display unit 56 displays whether the player is hitting left (normal hitting) or right. A first game state display unit 56a that notifies the player of a hitting method advantageous to the player (a hitting method corresponding to the game state). A second game state display unit 56b that notifies the player that the game is in the time-shortening state (when the variable time shortening function is activated). When the gaming machine 10 is turned on, it is notified that the probability state of a jackpot is in a high probability state. A third game state display unit 56c is provided. is always constant, the third game status display section 56c is not used. Furthermore, the collective display device 50 includes a general map display 57 for a general map change display game, a general map change display It is equipped with a general map hold indicator 58 for announcing the number of memory points at the start of the game.

[0028] FIG. 4 is a block diagram of the control system of the pachinko gaming machine 10 of this embodiment. The gaming machine 10 is equipped with a gaming control device 100, which controls the overall game. A main control device (main board) for gaming, The CPU unit 110 has a CPU (referred to as an input unit) 111, an input unit 120 has an input port, and an output unit The output section 130 has an input port and a driver, and the CPU section 110, the input section 120, and the output The system includes a data bus 140 that connects the system to the unit 130.

[0029] The CPU section 110 is a gaming microcomputer (CP) called an amusement chip (IC). It has a crystal oscillator and generates the CPU clock and timer interrupts. The random number generating circuit includes an oscillator circuit (crystal oscillator) 113 that generates a clock that is a reference for the random number generating circuit. The game control device 100 and the solenoids and motors driven by the game control device 100 The power supply 400 supplies DC32V, DC12V, and DC5V to electronic components such as motors. A DC voltage of a predetermined level, such as V, is supplied to the device to make it operable.

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

[0031] In this embodiment, the power supply device 400 is configured separately from the game control device 100. The backup power supply unit 420 and the control signal generating unit 430 are mounted on separate boards or on the game system. It may be configured to be integrated with the control device 100, i.e., to be provided on the main board. The game control device 100 is subject to replacement when the model is changed, so as in this embodiment, The backup power supply unit 420 and control signal generation unit are installed on a board separate from the power supply unit 400 or the main board. By providing the part 430, it is possible to eliminate the part from being subject to replacement, thereby reducing costs.

[0032] The backup power supply unit 420 is composed of one large-capacity capacitor such as an electrolytic capacitor. The backup power supply is the gaming microcomputer 111 ( In particular, the internal RAM is supplied with data, and the data stored in the RAM is preserved even during a power outage or after a power outage. That is, when a power outage occurs, the game control device 100 Even if the power supply to the machine is cut off, information about the game can be stored and maintained, and the power can be restored. Later, it serves as a game information storage means that enables the game to be resumed based on the stored information. The control signal generating unit 430 monitors, for example, the voltage of 32 V generated by the normal power supply unit 410. If it drops below 17V, for example, a power outage is detected and the power outage monitoring signal is changed. A reset signal is also output after a specified time when the power is turned on or when a power outage is restored. After a predetermined time has elapsed, a reset signal is output.

[0033] The game control device 100 is also provided with a RAM initialization switch 112. When the AM initialization switch 112 is operated, an initialization switch signal is generated. The RAM 111C in the gaming microcomputer 111 and the RAM in the payout control device 200 are stored The process of forcibly initializing the information stored in the The switch signal is read when the power is turned on, and the power outage monitoring signal is executed by the gaming microcomputer 111. The reset signal is read repeatedly in the main loop of the main program. This is a type of input signal that resets the entire control system.

[0034] The gaming microcomputer 111 includes a CPU (Central Processing Unit: microprocessor) 111A. , a read-only ROM (read-only memory) 111B and a read / write-enabled RA Equipped with M (random access memory) 111C.

[0035] ROM111B stores immutable information for game control (programs, fixed data, various random numbers, The RAM 111C stores the operation of the CPU 111A during game control. ROM111B or RAM11B is used as a storage area for various signals and random numbers. An electrically rewritable non-volatile memory such as an EEPROM may be used as 1C. .

[0036] In addition, the ROM 111B stores, for example, the execution time of the special chart variable display game, the performance content, the reach A fluctuation pattern to determine the fluctuation pattern (fluctuation mode) that determines whether or not a state occurs. The fluctuation pattern table is stored as a start memory. The CPU 111A refers to the fluctuation pattern random numbers 1 to 3 to determine the fluctuation pattern. In addition, the fluctuation pattern table shows the results of the Deviation fluctuation pattern table, the jackpot fluctuation pattern table selected when the result is a jackpot Furthermore, these pattern tables include the A table for determining the latter half fluctuation pattern (later half fluctuation group table) Bull and late fluctuation pattern selection table, etc.), the fluctuation pattern before the reach state Tables for determining half fluctuation patterns (first half fluctuation group table and first half fluctuation pattern) It includes the following:

[0037] Here, the reach (reach state) refers to a display device that has a display state that can be changed, and the display device A plurality of display results are derived and displayed at different times, and the plurality of display results are displayed in accordance with a predetermined characteristic. When a different result pattern occurs, the game state becomes advantageous to the player (special game state). In the gaming machine 10, when some of the display results have not yet been derived and displayed, A display state in which the display result already derived and displayed satisfies the conditions for becoming a special result state. In other words, the reach state is when the variable display control of the display device progresses and the display Even when the result reaches the stage before it is derived and displayed, the display conditions for the special result mode are For example, while maintaining the special result state, The state where the change is displayed in multiple change display areas (the so-called full rotation reach) is also a reach state. The reach state is when the display control of the display device progresses and the display result is derived. The display state at the stage before the display result is derived and displayed. A condition in which at least a part of the display results of the determined plurality of variable display areas becomes a special result mode. This refers to the display state when the conditions are met.

[0038] Therefore, for example, a decorative special chart change table displayed on a display device in response to a special chart change display game The display game displays a plurality of identification information for a predetermined time in each of the left, center, and right variable display areas on the display device. After the information is displayed, the display stops and the result is displayed in the order of left, right, and center. In this case, the left and right variable display areas will display the state where the conditions for the special result mode are met (for example, The state where the variable display stops with the same identification information is the reach state. When the fluctuation display area is temporarily stopped, any two of the fluctuation displays (left, center, right) A state where the conditions for a special result state are met in the area (for example, the same identification information is obtained, However, special result patterns are excluded) is a reach state, and from this reach state, one of the remaining variable tables The display area may be displayed variably.

[0039] This reach state includes multiple reach effects, and there is a possibility that a special result pattern may be derived. As reach effects with different possibilities (different expected values), there are normal reach (N reach), special reach (Speed ​​reach), Char 1 Reach (SP1 Reach), Special 2 Reach (SP2 Reach), Special 3 Reach (SP3 reach) and premium reach are set. The expected value is Normal Reach Special 1 Reach Special 2 Reach Special 3 Reach The higher the premium reach, the higher the chance of winning. Fluctuations when a special result pattern is derived in a special chart fluctuation display game (when it becomes a jackpot) In other words, the special result mode in the special chart variable display game is It is included in the variable display mode when it is determined that it is not derived (when it is a miss) Therefore, when a reach state occurs, the probability of the reach state occurring is greater than when a reach state does not occur. This is a situation where there is a high possibility of a hit.

[0040] The CPU 111A executes a game control program in the ROM 111B to control payouts. It generates control signals (commands) for the device 200 and the performance control device 300, and The driving signals for the display device are generated and output to control the entire gaming machine 10. However, the gaming microcomputer 111 generates a jackpot random number for determining whether the special chart variable display game is a hit, The special pattern random number for determining the winning pattern, the fluctuation pattern in the special pattern fluctuation display game (each (including the execution time of the variable display game in the variable display of the seed reach and the non-reach) The random numbers are used to generate the random numbers for the fluctuation patterns, the winning numbers for the normal fluctuation display game, etc. A random number generating circuit generates a random number based on an oscillation signal (original clock signal) from an oscillation circuit 113. A timer interrupt signal and a random number generator are sent to the CPU 111A at a predetermined period (for example, 4 milliseconds). A clock generator is provided to generate a clock that provides update timing for the synthesis circuit. .

[0041] In addition, the CPU 111A, in the processing related to the special chart variable display game, Any one of the plurality of fluctuation pattern tables stored in Specifically, the CPU 111A acquires the game result (jackpot) of the special chart variable display game. , small hit or miss) and the probability state of the special chart fluctuation display game as the current game state (low probability Based on the number of start memories, etc., multiple fluctuation pattern tables are The CPU 111A selects and acquires one of the fluctuation pattern tables. When a special pattern variation display game is executed, a plurality of variation patterns stored in the ROM 111B are displayed. Obtain one of the fluctuation pattern tables. Obtain fluctuation distribution information. To make a means.

[0042] The dispensing control device 200 includes a CPU, a ROM, a RAM, an input interface, and an output interface. The game controller 100 is equipped with a ball payout command (command or data) and the like. The payout motor of the payout unit is driven and control is performed to pay out the winning balls. The payout control device 200 controls the payout unit based on the ball loan request signal from the card unit. It drives the payout motor and controls the dispensing of loan balls.

[0043] The input section 120 of the gaming microcomputer 111 includes a board detector for detecting the emission of radio waves to the gaming machine. Wave sensor 62, start port 1 switch 36a in the start winning port 36, normal variable winning device 37 Start port 2 switch 37a, prize port switch 35a in the general prize port 35, special variable prize device The large prize entrance switch 38a in 38, the gate switch 34a in the normal starting gate 34, The specific area switch 38d and the remaining ball outlet switch 38 are arranged in the variable winning device 38. e. Detect all game balls (safe balls and out balls) that have been launched into the game area 32 and have finished playing. The high level supplied from these switches is connected to the out ball detection switch 32a. A negative logic signal with a high level of 11V and a low level of 7V is input, and a positive logic signal of 0V-5V is input. An interface chip (proximity I / F) 121 is provided to convert the signal into the proximity I / F. The / F121 has an input range of 7V-11V, which allows for the lead of sensors and proximity switches. If the lead wires are accidentally shorted, the sensor or switch is removed from the connector, or the lead wires are damaged, It can detect abnormal conditions such as when the power supply is disconnected and floating. The signal is configured to output a signal.

[0044] The output of the proximity I / F 121 is connected to the second input port 123, the third input port 124, or the fourth input port 125. The data is supplied to the input port 126 and read into the gaming microcomputer 111 via the data bus 140. Among the outputs of the proximity I / F 121, the start port 1 switch 36a and the start port 2 switch 37a, the prize entrance switch 35a, the large prize entrance switch 38a and the gate switch 34a The output signal from the proximity I / F 121 is input to the second input port 123. Fixed area switch 38d, remaining ball outlet switch 38e and out ball detection switch 32a The detection signal is input to the fourth input port 126. In addition, among the outputs of the proximity I / F 121, Abnormality output when the detection signal of the panel radio wave sensor 62 and abnormality of the sensor or switch are detected The detection signal is input to the third input port 124 .

[0045] The third input port 124 is connected to a fraud detection device provided on the front frame 12 of the gaming machine 10. the detection signal of the magnetic sensor 61, the detection signal of the vibration sensor 65 that detects the vibration of the gaming machine 10, The detection signal of the glass frame opening detection switch 63 provided on the glass frame 15 of the gaming machine 10, A detection signal from the main body frame open detection switch 64 provided on the front frame (main body frame) 12 of the machine 10. can also be entered.

[0046] Furthermore, the third input port 124 is connected to a setting key switch for detecting the operation of the setting key operation section. The setting key operation section is provided with a keyhole into which the setting key is inserted. Only when the corresponding setting key is inserted, the setting changes from the first position to the second position (predetermined state). The setting key switch 152 is configured to be in the second position so that the key can be turned. The sensor is capable of detecting that the switch is in the turned position, and when the switch is in the turned position, When the switch is not turned to the second position, the switch is in an ON state, and when the switch is not turned to the second position, the switch is in an OFF state.

[0047] The RAM initialization switch 112 and the setting key operation section are used to set the special result and the special chart change display game. An operation unit for selecting from a plurality of probability setting values ​​to which probability values ​​are assigned, By operating the control panel, the probability value of a special result in the special chart variation display game is assigned. A probability setting value can be selected, and the probability value corresponding to the selected probability setting value is used in the game. Here, there are six probability settings: "Setting 1" to "Setting 6." It is available.

[0048] When selecting the probability setting value, turn the setting key on the setting key operation section to the second position and press R By turning on the power of the gaming machine while operating (pressing) the AM initialization switch 112, the probability setting is The probability setting value change mode will be activated, allowing you to change the set value. RAM initialization will be performed during the probability setting value change mode. The probability setting value can be changed by operating (pressing) the switch 112. The selected probability setting value is used to display the calculated base value and the ratio of the winning combination. It is displayed on the performance display device 153. Specifically, the performance display device 153 displays the probability setting value. While performing operations related to the probability setting value (while in probability setting value change mode or probability setting value confirmation mode), The rate setting information is displayed, and the calculated base value and the ratio of the special feature are displayed. It has become like this.

[0049] In addition, when the setting key on the setting key operation section is turned to the second position (RAM initialization switch 11 By turning on the power of the gaming machine in the same way as above (do not operate 2), the currently selected probability setting value will be The probability setting value is displayed on the function display device 153, but the probability setting value cannot be changed. The RAM initialization switch 112 and the setting key operation section can be operated with the front frame 12 in the open state. It is 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 displayed as a number from 1 to 6. Of course, the display format is not limited to this, and the probability setting value can be recognized. Any display mode that can be used is acceptable. Also, other types of display devices such as liquid crystal display devices may be used. The probability setting value may be indicated by the lighting pattern or color of one or more LEDs.

[0050] In addition, among the outputs of the proximity I / F 121, the output to the second input port 123 and the output to the fourth input port The output to the port 126 (excluding the detection signal of the out ball detection switch 32a) is It is also supplied to a test firing device (not shown) via a relay board 70. Furthermore, among the outputs of the proximity I / F 121, the start port 1 switch 36a and the start port 2 switch 37 The detection signal of a is input to the second input port 123 as well as to the gaming microcomputer 111. It is composed of:

[0051] As described above, the proximity I / F 121 has a signal level conversion function. To enable the conversion function, the proximity I / F 121 is provided with a power supply 400 and a normal IC operation. In addition to the voltage required for operation, such as 5V, a voltage of 12V is also supplied. .

[0052] The data held by the second input port 123 is input by the gaming microcomputer 111 to the second input port 123. The enable signal CE is generated by decoding the address assigned to port 123. It can be read by asserting (changing to valid level) 2. The same applies to the fourth input port 124, the fourth input port 126, and the first input port 122 described below.

[0053] In addition, the input unit 120 receives a frame radio wave invalid signal from the dispensing control device 200 (set in the front frame 12). A signal output based on the detection of radio waves by the radio wave sensor in the frame, and a payout busy signal (Signal indicating whether the dispensing control device 200 is in a state where it can receive commands), dispensing abnormality status TASS signal (status signal indicating a dispense error), chute ball out switch signal (before dispense) signal indicating a lack of game balls), an overflow switch signal (a signal indicating that the lower tray 23 is overflowing with game balls by more than a predetermined amount) The signal is output when the upper storage (full) is detected, and the touch The switch signal (a signal based on the input of the touch switch provided on the handle 24) is taken in. Then, the first input port 122 supplies the signal to the gaming microcomputer 111 via the data bus 140. It is provided.

[0054] The input unit 120 also receives signals such as a power outage monitoring signal and a reset signal from the power supply device 400. A Schmitt buffer 125 is provided to input the signal to the gaming microcomputer 111. The Schmitt buffer 125 has the function of removing noise from these input signals. A power failure monitoring signal from the power supply device 400 and an initialization switch from the RAM initialization switch 112 are The signal is first input to the first input port 122 and then transmitted to the gaming machine via the data bus 140. In other words, it is taken in as a signal equivalent to the signals from the various switches mentioned above. The number of terminals provided in the gaming microcomputer 111 for receiving signals from the outside is This is because of constraints.

[0055] On the other hand, the reset signal RESET, which has been noise-removed by the Schmitt buffer 125, is The signal is input directly to the reset terminal of the gaming microcomputer 111, and is also input to the output section The reset signal RESET is supplied to each port of the output section 130 without passing through the output section 130. By outputting the signal directly to the relay board 70, the port of the relay board 70 can be easily connected to the test firing device. The system is configured to turn off the test firing signal held in the relay (not shown). The set signal RESET can be output to the test firing device via the relay board 70. The reset signal RESET is input to each of the ports 122, 123, It is not supplied to 124, 126. Just before the reset signal RESET is input, The data set in each port of the output unit 130 by 111 is used to prevent malfunction of the system. However, just before the reset signal RESET is input, The data read by the gaming microcomputer 111 from each port is This is because they are discarded by the network.

[0056] The output unit 130 includes a communication path from the gaming microcomputer 111 to the performance control device 300 and a A Schmitt buffer disposed on the communication path from the technical microcomputer 111 to the dispensing control device 200 132 is provided. Data is transmitted to the performance control device 200 via serial communication. This is one-way communication that prevents signals from being input to the technique control device 100.

[0057] Furthermore, the output unit 130 is connected to a data bus 140 and receives a test firing signal from a certification organization (not shown). The test device receives data informing the user of the special pattern information of the variable display game and a signal indicating the probability of winning. The buffer 133 can be mounted to output the above signals via the relay board 70. The buffer 133 is a pachinko game machine (mass-produced product) installed in a game parlor. This is a component that is not mounted on the control device (main board). The detection signal of the switch that does not need processing, such as the start switch, is not passed through the buffer 133. is supplied to the test firing device via a relay board 70.

[0058] On the other hand, the magnetic sensor 61, the radio wave sensor 62, and the vibration sensor 65 are not suitable for test firing. The detection signal that cannot be supplied to the test device is temporarily taken into the gaming microcomputer 111 and is then sent to the test device. Or it may be processed into information, for example, an error indicating that the gaming machine is in a state where it cannot be controlled. - signal from the data bus 140 to the test firing device via the buffer 133 and the relay board 70 The relay board 70 receives the signal output from the buffer 133. The port that supplies the test firing equipment and the signal line of the switch detection signal that does not go through the buffer The relay board 70 is provided with a connector for relaying and transmitting the signal. A chip enable signal CE output from the microcomputer 111 is also supplied. The signal from the selected port is supplied to a test firing device.

[0059] The output section 130 is also provided with a second output port 134 connected to the data bus 140. The second output port 134 is a large winning port that opens the special variable winning device 38. Noid (large prize opening solenoid 1) 38b, the lever member in the special variable prize winning device 38 is operated The lever solenoid 38f that opens the normal variable winning device 37 and the normal power solenoid 37 that opens the normal variable winning device 37 Performance display that outputs the operation data of c and displays the currently selected probability setting value This is a port for outputting display data from the device 153. The output unit 130 also has an anode of an LED that is turned on or off depending on the content to be displayed on the collective display device 50. The third output port for outputting the on / off data of the segment line to which the terminal is connected 135, the cathode terminal of the LED of the collective display device 50 is connected to the digit line on / off A fourth output port 136 is provided for outputting off data.

[0060] In addition, the output unit 130 outputs information about the gaming machine 10, such as jackpot information, to the external information terminal board 7. The external information terminal board 71 is provided with a fifth output port 137 for outputting to the external information terminal board 71. An external device (such as an information collection terminal or an internal device of the amusement facility) is provided with an optical relay. It can be connected to a management device (such as a hall computer) and transmits information about the gaming machine 10. The fifth output port 137 can be used to supply the signal to external devices. A release permission signal is also output to the dispensing control device 200 via the Schmitt buffer 132.

[0061] Furthermore, the output unit 130 includes a large prize opening solenoid output from a second output port 134. 38b, lever solenoid 38f and normal power solenoid 37c receive operation data signals. a first driver (drive circuit) 138a that generates and outputs a drive signal; a third output port 1 35, an on / off drive signal for the segment line on the current supply side of the collective display device 50 the second driver 138b outputs the signal from the fourth output port 136; A third driver 138c that outputs an on / off drive signal for the digit line on the side of drawing current 0 and an external information terminal 136 for supplying an external information signal from the fifth output port 137 to an external device such as a management device. The fourth driver 138d outputs to the daughter board 71, and the performance table output from the second output port 134 A fifth driver 138e receives a display data signal from the display device 153, generates a drive signal, and outputs the drive signal. The second output port 134 is connected to the fifth driver 138e via a serial Data is sent via internet communication.

[0062] The first driver 138a is provided with a 32V power supply to drive a solenoid. A power supply voltage of DC 32V is supplied from the power supply device 400. In order to be able to drive the performance display device 153 that operates at 5V, D C5V is supplied from power supply 400. In addition, the second driver 138b that drives the segment lines of the collective display device 50 is The third driver 138c that drives the digit line supplies 2V. Since it is used to pull out the digit line with current, the power supply voltage can be either 12V or 5V. may be.

[0063] The second driver 138b outputs 12V to the anode of the LED via the segment line. A third driver 138c supplies a current to the cathode terminal and outputs a ground potential. By drawing out the current through the segment line, the selected pixels are driven in sequence by the dynamic drive method. The power supply voltage flows through the LED and it lights up. The fourth driver 138d outputs the external information signal to the external information terminal board 71. DC12V is supplied to give a 12V level. The buffer 133, the second output port 134, the first driver 138a, etc. The output section 130 of the device 100, that is, the output section 130 is provided on the relay board 70 side, not on the main board. You may do so.

[0064] Furthermore, the output unit 130 outputs 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 the 9 is a signal indicating that the gaming microcomputer 111 transmits data to and from the inspection device 500 via serial communication. The data transmission and reception is configured to be bidirectional. Like a normal general-purpose microprocessor, the gaming microcomputer 111 has a serial communication terminal. Since the input ports are used, ports such as 122, 123, 124, and 126 cannot be set. It has not been installed.

[0065] In addition, although not particularly limited, the start port 1 switch 36a in the start winning port 36, The start port 2 switch 37a, the winning port switch 35a, the big winning port switch 35b, The gate switch 38a and the gate switch 34a are provided with a coil for magnetic detection, and the coil is provided with a metal. A non-contact magnetic proximity sensor ( In addition, a proximity switch (hereinafter referred to as a proximity switch) is used. The glass frame opening detection switch 63 and the main frame 12 are provided on the front frame (main frame) etc. The open detection switch 64 may be a microswitch having a mechanical contact. do.

[0066] Next, the configuration of performance control device 300 will be described with reference to FIG. The performance control device 300 is an amusement chip (IC ) and the main control microcomputer (CPU) 311, which is A graphic processor performs image processing for displaying images on the display device 41 according to the code and data. VDP (Video Display Processor) 312 as a processor, and various melodies and sound effects A sound source LSI 314 that controls the output of sound to reproduce the above from speakers 19a and 19b. It is equipped with:

[0067] The main control microcomputer 311 contains a P ROM (Programmable Read-Only Memory) consists of a program ROM 321, a working area RAM322 provides a memory area, and Fe can retain memory contents even if power is not supplied during a power outage. RAM323, a timekeeping means for generating information indicating the current date and time (year, month, day, day of the week, time, etc.) The RTC (real-time clock) 338 is connected to the main control microcomputer. The 311 also has RAM inside it to provide a working area. A WDT (watchdog timer) circuit 324 is connected to 311. The icon 311 analyzes the command from the gaming microcomputer 111, determines the content of the performance, and It instructs the DP312 on the content of the output video, instructs the sound source LSI314 on the playback sound, and It performs processes such as lighting up lamps, controlling the operation of motors and solenoids, and managing performance times.

[0068] The VDP312 includes RAM312a, which provides a working area, and a memory for enlarging and reducing images. The VDP 312 also includes a scaler 312b for converting character images and video images. Image ROM 325 in which image data is stored and character data read from image ROM 325 Ultra-fast VRAM (video RAM) used to expand and process image data such as video files. A RAM 326 is connected.

[0069] Although not particularly limited, the main control microcomputer 311 and the VDP 312 are connected by a power It is configured so that data is sent and received in parallel. By transmitting and receiving data, commands and data can be sent in a shorter time than with serial communication. Cut.

[0070] The VDP 312 sends the image of the display device 41 and the glass frame 15 and the like to the main control microcomputer 311. A vertical synchronization signal VSYN for synchronizing the lighting of the decorative lamps provided on the game board 30 C, the synchronization signal STS that gives the data transmission timing is input. The main control microcomputer 311 is notified of the processing status, such as the completion of drawing to the VRAM. The input signals INT0 to INTn and the commands and data from the main control microcomputer 311 are received. A wait signal WAIT is also input to notify the user that the state is being reached.

[0071] The performance control device 300 is equipped with an LVDS (low amplitude signal transmission) system for transmitting to the display device 41. A signal conversion circuit 313 for generating a video signal is provided. Video data, a horizontal synchronizing signal HSYNC, and a vertical synchronizing signal VSYNC are input to the line 313. The video generated by the VDP 312 is transmitted via the signal conversion circuit 313. and displayed on the display device 41.

[0072] The sound source LSI 314 is connected to an audio ROM 327 in which audio data is stored. The control microcomputer 311 and the sound source LSI 314 are connected via an address / data bus 340. The sound source LSI 314 also sends an interrupt signal INT to the main control microcomputer 311. The performance control device 300 is provided with a An audio amplifier that drives the upper speaker 19a and the lower speaker 19b provided on the front frame 12. An amplifier circuit 337 including a power amplifier is provided, and the The sound is output from the upper speaker 19a and the lower speaker 19b via the amplifier circuit 337. can be.

[0073] In addition, the performance control device 300 receives commands sent from the game control device 100. An interface chip (command I / F) 331 is provided to receive this command. The decorative feature transmitted from the game control device 100 to the performance control device 300 via the I / F 331 Controls the number of reserved figures, special decorative figures, fluctuations, stop information, etc. The game microcomputer 111 of the game control device 100 receives the command signal (performance command). The main control microcomputer 311 of the performance control device 300 operates on DC 5V, and the main control microcomputer 311 of the performance control device 300 operates on DC 3.3V. To operate the command I / F 331, the command I / F 331 is provided with a signal level conversion function.

[0074] In addition, the performance control device 300 includes a A panel decoration LED control system that drives and controls a panel decoration device 46 having LEDs (light emitting diodes) A control circuit 332, a frame decoration having an LED (light emitting diode) provided on the glass frame 15 A frame decoration LED control circuit that drives and controls a device (for example, a frame decoration device 18 including a display board 350). The path 333, the board effect device 44 ( For example, a movable prop that enhances the performance effect in cooperation with the performance display on the display device 41) A control circuit 334 for controlling the panel performance movable body is provided. These control circuits 332 to 334, which drive and control the The glass frame 15 is connected to the main control microcomputer 311. A frame production device is provided which is equipped with a drive source such as a motor for operating the output device, It may also be equipped with a frame effect movable body control circuit that drives and controls the frame effect movable body.

[0075] Furthermore, the performance control device 300 includes a function button 25 provided in the glass frame 15. The effect button switch 25a, the cross key 29 provided on the glass frame 15, the board effect A performance element switch 47 (performance motor switch) for detecting the initial position of the motor in the device 44 The function of detecting the on / off state of the The state of the volume control switch 335 provided in the control device 300 is detected and the main control microcomputer 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 device 400 is a power supply for the performance control device 300 having the above-described configuration. The motor is used to provide a DC voltage of the desired level to the electronic components controlled by it. DC32V for driving the motor and solenoid, a display device 41 consisting of a liquid crystal panel, DC12V is used to drive the inverter and LEDs, and DC5V is the power supply voltage for the command I / F331. In addition to V, it is designed to generate a DC15V voltage to drive motors, LEDs, and speakers. Furthermore, the main control microcomputer 311 is configured as 3.3V or 1.2V. When using an LSI that operates at a low voltage, such as DC3.3V based on DC5V, A DC-DC converter for generating DC 1.2V is provided in the performance control device 300. The DC-DC converter may be provided in the normal power supply unit 410.

[0077] The reset signal generated by the control signal generating unit 430 of the power supply device 400 is The device is reset by the main control microcomputer 311. 311, VDP312 (VDPRESET signal), sound source LSI314 , an amplifier circuit 337 (SNDRESET signal) that drives a speaker, a lamp, a motor, etc. The IORESET signal is supplied to the control circuits 332 to 334 that drive and control the The performance control device 300 is also provided with a cooling FA for cooling various parts of the gaming machine 10. When the N45 is connected and the power of the performance control device 300 is turned on, the cooling fan 45 is driven. It is designed to move.

[0078] In the following explanation, if there is no distinction between the special chart 1 variable display game and the special chart 2 variable display game is simply called the special chart change display game. Also, the decorative special chart 1 change display game and the decorative special chart 2 change When there is no distinction between dynamic display games, they are simply called decorative special chart variable display games. If you do not distinguish between (1st special result) and small hit (2nd special result), simply hit (special result) In addition, there are two special game states: a first special game state based on a big win and a second special game state based on a small win. When there is no need to distinguish between the first special gaming state and the second special gaming state, they are simply referred to as the special gaming state. do.

[0079] In addition, a big hit is a special result (first special result) that accompanies the activation of a condition device, and a small hit is a condition This is a special result (second special result) that does not involve the operation of the condition device. It operates when a jackpot occurs in the game (a jackpot symbol stops displaying), and the condition device When the special variable winning device 38 is activated, for example, a jackpot state occurs. A specific flag is set to operate the device continuously (the device is activated The condition device does not operate, for example, in the case of winning a small prize lottery. This means that the above flag is not set. It may be a software means such as a flag that is turned on and off by software. Alternatively, it may be a hardware means such as an electrically turned on / off switch. A "conditional device" is a device whose operation is a necessary condition for the continuous operation of an electric device, such as a snap. This is a term commonly used in the field of gaming machines, and the same applies in this specification. It is used as a term with a specific meaning.

[0080] In the gaming machine 10 of this embodiment, a gaming ball (a pachinko ball) is shot from a ball shooting device toward the gaming area 32. The game is played by shooting out the balls into the game area 3. The direction of the ball is changed by obstacles such as pins and windmills placed in various places within the building. Flowing down the skill area 32, normal map start gate 34, general winning gate 35, starting winning gate 36, normal variable The player wins a prize in the prize winning device 37 or the special variable prize winning device 38, or the ... The balls flow into the outlet 30a and are discharged from the game area 32. When the game ball enters the winning slot 36, the normal variable winning device 37, or the special variable winning device 38, The number of winning balls according to the type of winning slot is controlled by the payout control device 200 (see FIG. 4). The dispenser dispenses the coins onto the upper tray 21 or the 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 gaming ball into the left gaming area. By firing (so-called left shot), the starting winning hole 36, the normal starting gate 34, The player can aim to win a prize at the general prize slot 35 located to the left of the prize slot 36, and move to the right-hand gaming area. By firing the game ball (so-called right hit), the normal starting gate 34 and the normal variable winning device 37 , the special variable prize winning device 38, and the general prize winning slot 35. .

[0082] The gate 34 is provided with a detecting device for detecting a game ball that has passed through the gate 34. A gate switch 34a made of a non-contact type switch or the like is provided. When the game ball shot into the gate passes through the gate 34, the gate switch 34a The CPU 111A of the gaming microcomputer 111 of the gaming control device 100 detects the Based on the input of a game ball detection signal from a gate switch 34a provided in the start gate 34, If the number of normal starting memories is less than the upper limit (for example, 4), the number of normal starting memories is increased (+1 ) and store one normal start memory in RAM111C. The number of memories of this normal start winning is The gate station is displayed on the general map hold display 58 of the general map display device 50. The result of the game is displayed based on the input of the detection signal of the game ball from the switch 34a. A random number value for determining whether or not a result has been achieved (a winning random number value) is stored.

[0083] And, if there is a general map start memory and it is possible to start the general map change display game, that is, When the variable display game is not being executed, the normal variable display game is won and the normal variable winning device 37 is opened. If the state is not a winning state to be converted to the state, the winning state stored in the first stored normal start memory will be used. The random number for judgment is compared with the judgment value stored in ROM111B, and the normal map variation display game The random number value for this win / loss judgment is used to determine whether the game is a win or a loss, and the game starts with a normal game display. If the value matches the judgment value, the game will be a win and a specific result will occur ( The result of the identification (Figure 1) will be derived.

[0084] In addition, the game control device 100 executes the general map variable display game by displaying the general map variable display game data. A plurality of predetermined lighting patterns are displayed on the general display 57 provided in the 50 for a predetermined variable time. After the normal map display, which repeatedly displays the turns in a predetermined order, The process of displaying a normal variable display game that stops and displays the lighting pattern (result state) is performed. The general map display 57 is configured by the display device 41, and the general identification information is, for example, numbers, symbols, Using character designs, etc., the results are displayed by displaying them in a fluctuating manner for a predetermined period of time and then stopping the display. It may be configured to show

[0085] If the result of the game is a win, the normal map indicator 57 will show a special result. The light pattern is displayed as stopped, and the normal power solenoid 37c is activated, and the normal variable winning device That is, the game control device 100 controls the movable member of the device 37 to be open for a predetermined time. It is a conversion control execution means for controlling the conversion of the conversion member (movable member). If the result of the game is a miss, the display 57 will display a lighting pattern that indicates a miss. Control is performed as shown.

[0086] In addition, the winning balls to the starting winning hole 36 and the winning balls to the normal variable winning device 37 are respectively This is detected by the start port 1 switch 36a and the start port 2 switch 37a provided in the section. The CPU 111A of the gaming microcomputer 111 of the gaming control device 100 The first start memory that forms the start memory (special start memory) based on the winning is set to a predetermined upper limit (for example, 4 ) is stored as a limit, and the start memory (special figure) is stored based on the winning of the normal variable winning device 37. The second start-up memory (start-up memory) is stored up to a predetermined upper limit (for example, 1). Based on the winning of the winning slot 36 or the normal variable winning device 37, the jackpot is set as the start memory information. The random numbers for the special pattern and the random numbers for each variation pattern are extracted. The extracted random number value is stored in the RAM 111C as the first start memory or the second start memory. The number of memories in this start memory is the special figure 1 reserved for the start winning number notification of the collective display device 50. The display 53 and the special chart 2 reservation display 54 are displayed, and the display device of the center case 40 is It is also displayed as a decorative special chart start memory display at position 41.

[0087] The game control device 100 controls the special display 51 (first variable display device) based on the first start memory. ) to perform the special chart 1 variation display game, and based on the second start memory, the special chart 2 display 52 (second variation The special chart 2 variable display game is performed on the display device. Then, both the first start memory and the second start memory are If the first game is memorized, the special chart 2 variable display game takes priority over the special chart 1 variable display game. and execute it.

[0088] That is, the game control device (game control means) 100 is configured to A special chart 1 variable display game based on the first start memory stored in response to the winning of the game ball into the area (First special chart variable display game) and normal variable winning device 37 (second start Based on the second start memory stored in response to the entry of the game ball into the moving winning area, the special chart 2 variable table The execution control means controls the execution of the display game (second special symbol variable display game). The row control means, in a state where the first start memory and the second start memory are stored, The special chart 2 variable display game based on the first start memory is given priority over the special chart 1 variable display game based on the first start memory. It is configured to run

[0089] The special chart 1 display 51 and the special chart 2 display 52 display the predetermined result state after performing the change display. If the result of the special chart change display game is a jackpot, the special chart 1 display 51 or the display mode of the special diagram 2 display 52 is the special result mode corresponding to the first special result (jackpot This results in a jackpot, and the game enters a first special game state (a so-called jackpot state). In addition, if the result of the special chart change display game is a small hit, the special chart 1 display 51 or special chart The display mode of the 2nd display 52 becomes the special result mode (small win result mode) corresponding to the 2nd special result. This results in a small win, and the second special game state (the so-called small win state) is reached. The display 51 is a first variable display game (special chart 1 variable) based on the winning of the game ball into the start winning hole 36. The first variable display means 52 is capable of displaying a dynamic display game. A second variable display game based on the winning of a game ball into the variable winning device 37 (special figure 2 variable display game) ) and constitutes a second variable display means capable of displaying the

[0090] In addition, 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 in the normal game state (the probability of winning is high and The control to generate a game state (specific game state) in which the game can be progressed under the condition that there is support That is, the game control device (game control means) 100 can perform the specific game state. It serves as a generating means.

[0091] In addition, in response to the execution of the special chart 1 variable display game and the special chart 2 variable display game, the display device 41 A decorative feature that displays multiple types of decorative identification information (numbers, symbols, character designs, etc.) in a variable manner. The display device 41 is configured to execute a special decorative display game. The game includes a decorative special chart 1 variation display game that corresponds to the special chart 1 variation display game, and a special chart 2 variation display game. There is a decorative special chart 2 change display game corresponding to the display game. And the corresponding special chart change display The display of the change in the game is performed according to the change in the game, and the result of the corresponding special chart change display game is derived. The results are then displayed accordingly.

[0092] That is, the display device 41 displays the first variable display game (special 1 variable display game) and the second variable Decoration change that displays decoration identification information in response to the dynamic display game (special chart 2 variable display game) The display game (decorative special chart variable display game) can be displayed as a decoration variable display means. If separate display devices are used for the special chart 1 variable display game and the decorative special chart 2 variable display game, You can also display only one of the decorative special chart change display games, or you can display only one of the decorative special chart change games. The dynamic display game and the decorative special chart 2 variable display game may be displayed in separate display areas, or the decorative The special chart 1 variable display game and the decorative special chart 2 variable display game may be displayed in the same display area. In addition, the gaming machine 10 does not have the special chart 1 display 51 and the special chart 2 display 52, and the display device 41 It is also possible to execute the special chart change display game using only this.

[0093] FIG. 6 shows an example of allocation rates in this embodiment. FIG. 6(a) shows an example of the distribution rate of the results of the special chart change display game. As shown in Figure 6(a), the results include four types: big win, small win, support win, and miss. In this embodiment, the distribution rate of the jackpot is the same for Special Chart 1 and Special Chart 2. However, it may be different between Special Chart 1 and Special Chart 2. Also, in Figure 6(a), the distribution rate of the jackpot The probability setting is "Setting 1", "Setting 2", and "Setting 3". In addition, in Figure 6(a), The distribution rate is when the probability setting is "Setting 4", "Setting 5", and "Setting 6" " are the same, but they may be different.

[0094] Also, in Figure 6(a), the distribution rate of small hits and support hits is Although they are the same, they may be different. The change only changes the probability of winning the big prize, and does not change the probability of winning the small prize or the support prize. It is designed to be like this. In addition, regarding the support hit, the state of the normal power support will be described later in the special chart 1 variable display game. It can be derived only in the case of the first specific gaming state in which the support is A or B. Since the probability of winning is the same as that of a jackpot, it gives the impression that the probability of winning has doubled. This can be done. In addition, for small wins, the allocation rate for Special Chart 2 is higher than that for Special Chart 1. Therefore, the possibility of a small hit is higher on Special Chart 2, and if a small hit occurs, it will lead to a specific area. Since there is a high possibility that the first special game state (jackpot) will be reached due to the inflow, the special chart 2 is more likely to be played. It is a game with special chart changes that are advantageous for players.

[0095] Figure 6(b) shows an example of the distribution rate of the jackpot type. For example, the jackpot shown in Figure 6(b) As shown in the image, the 3R jackpot A symbol is displayed as the jackpot symbol (the result of the jackpot). R jackpot A and 3R jackpot B symbols are displayed as stop jackpot B and 3R jackpot C ... C and 3R jackpot C symbols are displayed as stop jackpot C and 3R jackpot C symbols are displayed as stop jackpot C and 3 There are four types: 3R jackpot C, which is displayed as a stop, and 10R jackpot, which is displayed as a stop. There are similar ones. 3R jackpot A is the number of rounds in the special game state is 3 rounds, and the end of the special game state After that, it will be in the normal power support state (specific game state) of support A. 3R jackpot B is a special game The number of rounds in the state is 3, and after the special game state ends, Support B's normal power support In the 3R jackpot C, the number of rounds in the special game state is 3, and After the skill state ends, the normal power support state of Support C will be established. 10R jackpot is a special game state. The number of rounds is 10, and after the special game state ends, support C's normal power support This is the state. Supports A to C have different termination conditions for the normal power support state, as shown in Figure 6(e). The normal power support state will end when the conditions are met.

[0096] In Figure 6(b), the distribution rate of the jackpot type of the special chart 1 variable display game is It depends on the game state in which the game is executed, and in normal game state, it is 3R jackpot A ~ C can be selected. In the case of a specific game state with normal power support, 3R jackpot B and C can be selected. For special chart 2 variable display games, regardless of the game status, 10R Only winning numbers can be selected. The selection rates for Special Chart 1 and Special Chart 2 may be different. stomach.

[0097] Figure 6(c) shows the distribution rate of the small hit type. A jackpot occurs when a game ball flows into a specific area of ​​the variable winning device 38 (V winning). In this regard, the type of big win is selected based on the type of small win. If the game ball flows into a specific area in the second special game state based on 3R small hit A, 2 rounds After the first special game mode ends, the normal power support mode of Support B will be activated. If the game ball flows into a specific area in the second special game state based on the above, the first special game of 9 rounds will be After the state ends, the normal power support state of support C will be established. The second special play based on 3R small hit B If the game ball flows into a specific area in the skill state, the game will be played after the end of the first special game state of the second round. Port C is in normal power support state. 3R small hit C is the second special game state based on the specific area If the game ball flows into the 1st special game state of the 2nd round, after the end of the 1st special game state, This is the state. In the special chart 1 variable display game, only 3R small hit A can be selected, and in the special chart 2 variable display game In this case, 10R small hit, 3R small hit B, C can be selected. In addition, in special chart 1 and special chart 2, The distribution rate may be different.

[0098] In addition, the gaming machine of this embodiment is equipped with a so-called ceiling function as shown in FIG. In other words, when the number of times the game is played reaches the ceiling number (here 600), The game is set to the normal power support state of Support C without generating a separate game state. The number of executions is always counted regardless of whether or not there is normal power support when the probability is low, and In the probability state, counting is stopped. In the gaming machine of this embodiment, the special symbol probability is always constant. The number of times the game is played is counted by the number of times the special chart 1 variable display game is played and the number of times the special chart 1 variable display game is played. Figure 2 shows the total number of times the variable display game has been played.

[0099] The timing for clearing the count of the number of times the game has been played is when the ceiling number of times has been reached. When the normal power support state is reached, and the condition device is activated (first special game state), The timing for clearing the count of the number of times the game has been played can be changed as needed. For example, when the RAM initialization switch 112 is operated, the number of times the game has been executed is selected to be cleared. It can also be set to when the power is turned on instead of when the RAM is cleared.

[0100] In addition, when clearing RAM without changing settings, the number of times the game is run When clearing RAM with a setting change, the number of times the game is executed is also cleared. It is possible to set it not to do so. For example, when clearing RAM without changing settings, When the power is turned on while the RAM initialization switch 112 is turned on without the switch 152 being turned on, In this way, when you clear the RAM with a setting change, the number of times the game is executed is counted. By not updating the settings, it is possible to make it difficult to determine that a setting change has been made. do.

[0101] Figure 6(e) shows the conditions for ending the normal power support state (specific game state). In the normal power support state of Support A, the number of times the special chart 1 variable display game is executed is 15 times. Or, the number of times the special chart 2 variable display game is executed is 15, or the special chart 1 variable display game and special chart 2 The total number of times the variable display game is executed is 15 times, or there is one small hit in the special chart 2 variable display game. The normal power support state will end when either of the following conditions is met: Similarly, the normal power support states of Support B and Support C are shown in Figure 6(e ) The number of games shown in the table will be played and a small win will be derived in the special chart 2 variable display game. This will end the normal power support state. In addition, Support C has the termination condition of 250 special chart change display games, In most cases, a big win or a small win will be derived before this number of derivations is reached. In terms of quality, it can be said that regular electricity support will continue until the next jackpot.

[0102] FIG. 7 shows the operation mode of the special variable winning device 38 in the second special game state based on a small win. Figure 7(a) shows the second special game based on the small win derived from the special chart 2 variable display game. The operation mode of the special variable winning device 38 in the skill state is shown. With the start of the second special game state (t11), the special variable winning device 38 After being opened (t11~t12), it is closed for 2960ms (t12~t14) After that, 19 times of 48ms opening with 424ms closing time in between (t14~t16) ), the opening of the special variable prize winning device 38 is finished. At this point, the opening of the special variable winning device 38 is completed. When the opening of the special variable prize winning device 38 is completed (t16), the remaining This is the remaining ball processing time for processing the game balls to be played (t16 to t17). The time is set to 1900ms, but if there are any remaining balls after this time, The remaining ball processing time continues until Thereafter, an ending period (t17 to t18) begins, and the second special gaming state ends. At the start of the ending period, the game control device 100 sends an ending signal to the performance control device 300. A logging command is sent.

[0103] Lever solenoid 3 that operates a lever member that changes the probability of game balls flowing into a specific area 8f is ON for 100 ms from the OFF state with the start of the second special game state (t11). The lever member is set to the N state, allowing the flow into the specific area (t11 to t13). . Then, the lever member is kept in the OFF state for 2900 ms to prevent the flow into the specific area. After the state becomes difficult (t13 to t15), the lever is turned ON again and the lever is identified. The state becomes one in which inflow into the region is permitted (t15). After that, when the remaining ball processing time ends and there are no remaining balls, the lever is turned OFF. - The material becomes difficult to flow into a specific area (t17). The specific area switch 38d for detecting the game ball that has flowed into the specific area is With the start of the skill state (t11), the detection of the game ball that has flowed in becomes valid, and the remaining ball processing When the processing time ends and there are no remaining balls, the detection of the game balls that have flown in is invalidated. (t17).

[0104] In the second special game state based on the small hit derived in this special chart 2 variable display game, the game ball The game balls can be easily introduced into the special variable prize winning device 38. It is easy for the number of balls to flow into the specific area, and in most cases the first special game state occurs. It is possible to do this.

[0105] FIG. 7(b) shows the second special game state based on the small win derived in the special chart 1 variable display game. The operation of the special variable prize winning device 38 is shown. With the start of the second special game state (t21), the special variable winning device 38 The special variable winning device 38 is then opened (t21 to t23), and the opening of the special variable winning device 38 is completed. When the opening of the special variable prize winning device 38 is completed (t23), the remaining This is the remaining ball processing time for processing the game balls to be played (t23 to t24). The time is set to 1900ms, but if there are any remaining balls after this time, The remaining ball processing time continues until Thereafter, an ending period (t24 to t25) begins, and the second special gaming state ends. At the start of the ending period, the game control device 100 sends an ending signal to the performance control device 300. A logging command is sent.

[0106] Lever solenoid 3 that operates a lever member that changes the probability of game balls flowing into a specific area 8f is ON for 100 ms from the OFF state with the start of the second special game state (t21). The lever member is set to the N state, allowing the flow into the specific area (t21 to t22). Then, the lever member is turned off, making it difficult for the liquid to flow into the specific area (t twenty two). The specific area switch 38d for detecting the game ball that has flowed into the specific area is With the start of the skill state (t21), the detection of the game ball that has flowed in becomes valid, and the remaining ball processing When the processing time ends and there are no remaining balls, the detection of the game balls that have flown in is invalidated. (t24).

[0107] In the second special game state based on the small hit derived in this special chart 1 variable display game, the game ball It is difficult for the game balls to flow into the special variable winning device 38. It is difficult for the ball to flow into the specific area, and in most cases the first special game state is generated. It is not possible.

[0108] Figure 8 shows the general map variation display game. The probability of winning is constant regardless of the game state. If there is no normal power support, it is set to 5000ms, and if there is normal power support, it will fluctuate from this. The time is shortened to 4900ms for Support A and B, and 4900ms for Support C. The maximum number of counts is 5, and the maximum number of counts is 200ms. When five game balls are won by opening the normal variable winning device 37, even before the opening time has elapsed, Normally, the variable prize winning device 37 is closed.

[0109] As shown in Figure 8(b), the result of the normal variable display game is one of four types: miss and win 1 to 3. There are various types. The winning pattern is distributed as follows: out of 65521 random numbers, 65321 are winning numbers, and 2 are winning numbers. The probability of winning is 100, the probability of winning is 100, and the probability of winning is 100. In the general display 57 of the general display device 50, the three light emitters D4, D5, and D6 are turned on or off. The results are displayed more clearly.

[0110] When the normal variable display game is a win, the opening pattern of the normal variable winning device 37 is as follows: There are three patterns, H1 to H3, which are selected based on the winning result and game status. It is. In a game without normal power support, any of the hits 1 to 3 will result in an open putt of pattern H1. When the normal power support is support A or B, pattern H1 is opened when the hit is 1. If the hit is 2 or 3, the pattern becomes an open pattern of pattern H2. If the support is C, any of the hits 1 to 3 will result in an open pattern of pattern H3.

[0111] Figures 8(c) to (e) show the various opening patterns. As shown in Figure 8(c), in the opening pattern of pattern H1, the normal The variable winning device 37 is opened (t31) and closed after 36 ms (t3 2) After that, the remaining ball processing time for processing the game balls remaining in the normal variable winning device 37, The hit state ends when 704 ms has elapsed, which is the combined total of the hitting period and recovery time. (t33). As shown in Figure 8(d), in the opening pattern of pattern H2, the normal state begins with the start of the hit state. The variable winning device 37 is opened (t41) and closed after 36 ms (t4 2). Then, the closing time is 3000ms (t42~t43), and the normal variable prize winning system is activated again. Position 37 is released (t43). After that, after 1624 ms of release time, the normal fluctuation The winning device 37 is closed (t44), and the remaining ball processing time, ending period, and return time are calculated. The hit state ends when the 704 ms has elapsed (t45). As shown in Figure 8(e), in the opening pattern of pattern H3, the normal state begins with the start of the hit state. The variable prize winning device 37 is opened (t51) and closed after 2800 ms has elapsed ( t52). After that, the remaining ball processing time, ending period, and recovery time totaled 704 ms. The hit state ends when time has passed (t53).

[0112] In such an opening pattern, pattern H3 is the most likely to win the normal variable winning device 37. Next, pattern H2 is the most likely to win, and pattern H1 is almost impossible to win. Therefore, by distributing the open pattern as shown in Figure 8(b), in the case of support C, The most likely to win is the normal variable winning device 37, followed by support A and B. Without support, it is highly unlikely that you will win a prize. In addition, the state with normal power support (state 2) is more favorable than the state without normal power support (state 1). , the third state) is sufficient if it is easier to win the normal variable winning device 37, and the probability, variable time , or the maximum normal power count number. good.

[0113] [Game state transition diagram (game flow)] Next, the transition (shift) of the game state by the game control of the game control device 100 will be explained. FIG. 9 is a game state transition diagram (game flow) showing the transition of the game state in this embodiment. FIG. The game state includes the normal game state ST1, the first special game state based on the first special result (jackpot), State ST2, second special game state ST3 based on the second special result (small hit), specific game state ST 4. There is a remaining pending consumption state ST5. In each game state, a presentation mode that determines the presentation mode of the game controlled by the presentation control device 300 is , the main starting area which is the starting area which should be mainly targeted in the game state, The main variable special chart, which is the type of special chart variable display game, and the launch direction of the game ball are determined.

[0114] In the gaming machine 10 of this embodiment, a left-handed shot is used to aim for a win in the start winning slot 36. By hitting the right side, you can aim to win the normal variable winning device 37. In other words, the player can select the starting area to aim at. In this state, either the special chart 1 variable display game or the special chart 2 variable display game is the main It is designed to allow players to play in accordance with this design. In this way, the game is played mainly on one of the special chart variable display games that is determined to be the main game in the design. In this specification, each game state is The game that is determined to be the main one in this state is called the main game, and the other game is called the main game. The game shown is sometimes called an irregular fluctuation.

[0115] In the normal game state ST1, the opening time per unit time of the normal variable winning device 37 is improved. There is no regular support to make it easier to win, and the special chart change display game and the regular chart change display game There is no time reduction to shorten the movement time. The main variation special chart is a special chart 1 variation display game, and the main The starting area is the starting winning hole 36, and the firing direction is left-handed to aim at this starting winning hole 36. The presentation mode that defines the presentation style is the normal stage.

[0116] The first special game state ST2 is a state in which there is no normal power support and no time reduction. In this first special game state ST2, the special Since the separate variable winning device 38 is opened, the launch direction is set to right-hand shot. In the second special game state ST3, normal power support and time reduction depend on the situation at the time of small hit derivation. There are cases where there is a small hit and cases where there is no small hit. Basically, the state at the time of the small hit is inherited, but in specific game conditions When the termination condition of ST4 is met, the special chart variable display game ends with a small win. In this case, normal power support and shortened working hours will end. In addition, the presentation mode that defines the presentation mode is the small hit mode. In the special game state ST3, the special variable winning device 38 is opened, so the launch direction is right-hand hit. However, there are cases where the instruction to hit to the right is not clearly given.

[0117] The specific game state ST4 is entered after the first special game state ST2, after a support hit, or when the ceiling is reached. When the variable winning device 37 is activated, the winning state continues for a specified number of games. This is a state where there is normal power support that improves the open time of each unit. There is also a time-saving feature that shortens the change time of the special chart change display game.

[0118] In this specific game state ST4, the state of the normal power support is the state of support A or B. 1. A specific game state ST41 and a second specific game state in which the state of the normal power support is the state of support C There is a state ST42. In the first specific game state ST41, the main variable special chart is a special chart 1 variable display game, and the main starting area The area is the starting winning hole 36, and the firing direction is set to left in order to aim at this starting winning hole 36. As shown in Figure 3, even a left-handed player can make the game ball flow into the normal starting gate 34. It is possible to play games with a normal map change display.

[0119] As shown in Figure 8, if the result of the normal map variation display game is 1, pattern H1 will be opened. Therefore, it is difficult to make the variable winning device 37 win. In 1, no instruction to hit to the right is given. However, it is displayed at the edge of the display area so that it is difficult for the player to recognize. Alternatively, a soft instruction to hit to the right may be given. Also, if the winning number in the normal game is 2 or 3, the pattern H2 will be opened. This pattern is released as shown in Figure 8(d). After a short-term release, there is a 3000ms closing period before a long-term release. During the 3000 ms closing period, the display device 41 does not notify the user to change to right-handed hitting. This allows you to change the firing direction to right-hand before the long-term release. This makes it possible to win a prize in the normal variable prize-winning device 37.

[0120] That is, since the first specific gaming state ST41 has an opening pattern of pattern H2, It is easier to win the normal variable winning device 37 than in the normal game state ST1, and As shown in the figure, the execution time of the normal game state ST1 is also shorter than that of the normal game state ST1. In this way, even though it is easy to win the normal variable winning device 37, First, the game ball is shot to an area different from the area where the normal variable winning device 37 is installed. This is the gaming state in which the following is performed.

[0121] In the second specific game state ST42, the main variable special chart is a special chart 2 variable display game, and the main starting area The area is the normal variable winning device 37, and the firing direction is right to aim at this normal variable winning device 37. The second specific game state ST42 is an opening pattern of the pattern H3. Therefore, when the winning of the normal variable winning device 37 occurs in the normal game state ST1 or the first specific game state ST41, As shown in Figure 8(a), the execution time of the normal map variation display game is also This state is shorter than the regular gaming state ST1 and the first specific gaming state ST41. This is a game state in which a game ball is shot into an area where a variable winning device 37 is installed. .

[0122] The above specific game state ST4 is a special state where there is normal power support and small hits occur frequently. FIG. 2 shows that the variable display game can be executed, which is more advantageous for the player than the normal game state ST1. This is a favorable situation. In addition, the second specific game state ST42 is more likely to result in a normal variable win than the first specific game state ST41. Since it is easier to win a prize in the device 37, the second specific game state ST41 is more popular than the first specific game state ST41. State ST42 is the more advantageous state. In other words, the ease of winning the normal variable winning device 37 is in the normal game state ST1. and a first specific gaming state ST41 in which it is easier to win a prize than in the normal gaming state ST1. In the second state, the second specific game state ST42 in which it is easier to win a prize than in the first specific game state ST41. and a third state.

[0123] The remaining reserved consumption state ST5 is the second start memory remaining when the specific game state ST4 ends. It is in a state where the special chart 2 variable display game based on this can be executed. In this remaining reserved consumption state ST5, there is no normal power support, but the fluctuation time of the special chart fluctuation display game There is a time-saving feature to shorten the time. Since there is no normal power support, launch it aiming at the starting winning slot 36. The direction is set to left-handed, but since it is a short period following the specific gaming state ST4, left-handed It is not necessary to give clear instructions. Also, in the remaining reserved consumption state ST5, the special chart change display game The average fluctuation time of the special chart fluctuation display game in the specific game state ST4 is It is shorter than average. The remaining reserved consumption state ST5 is based on the second start memory that mainly occurs in the specific game state ST4. Since the special chart 2 variable display game based on the normal game state ST1 is mainly executed, It is a favorable state for the country and constitutes an advantageous state.

[0124] The transition of the game state is the derivation of the first special result (big hit), the derivation of the second special result (small hit), Deriving a support hit, ending the first special game state, ending the second special game state, and deleting the specified number of games This is done by reaching the ceiling. When a jackpot occurs in the normal gaming state ST1, the game transitions to the first special gaming state ST2. , even if a jackpot occurs in the specific game state ST4 or the remaining reserved consumption state ST5, the first special game Transition to skill state ST2. After the first special game state ST2 ends, if there is a jackpot with normal power support, it will be shown in Figure 6(e). During the period until the conditions shown above are met, normal electricity support and reduced working hours will be in place, and specific The game state ST4 is entered. The type of specific game state ST4 to which the game state ST4 is entered varies depending on the type of jackpot. In the case of a jackpot type that is support A or B, the game moves to the first specific game state ST41. In the case of a jackpot type that is support C, the game moves to the second specific game state ST42.

[0125] In addition, in the case of a jackpot without normal power support, if there is a second start memory that is a remaining hold, It moves to the reserved digestion state ST5, and if there is no remaining reserved second start memory, it moves to the normal game state ST It will move to 1. In addition, a jackpot without normal power support is a jackpot based on 3R small hit C. , other than this, the jackpot is a jackpot with normal power support. In other words, 3R small hit C is derived If this happens, there is a high possibility that the advantageous state for the player will end. In addition, when the ceiling is reached, the specific gaming state ST4 is entered without going through the first special gaming state ST2. become.

[0126] In the specific game state ST4, the game ball enters the normal variable winning device 37 by normal power support. By making it easier to start, it is possible to generate a second start memory, and it is possible to execute a special chart 2 variable display game. In this specific gaming state ST4, if the condition shown in FIG. 6(e) is met, When the power support ends and there is a remaining hold, which is the second start memory that occurred in the specific game state ST4 The state changes to the remaining reserve consumption state ST5, and if there are no remaining reserves, the state changes to the normal game state ST1. In the second specific game state ST42, the number of executable games is large, and the normal game display game Since pattern H3 is opened in all winning types, winning to normal variable winning device 37 is also possible. It is easy, and the possibility of winning a big or small prize is higher than the possibility of playing the specified number of games. The probability that the specific gaming state ST41 will continue after the first special gaming state ST2 is higher. is high. On the other hand, in the first specific gaming state ST41, the number of games that can be executed is small, and Since the variable winning device 37 can only be won when pattern H2 is opened, The possibility of consuming the jackpot or small jackpot is derived in the first specific gaming state ST41. It is more likely than not that the first specific gaming state ST41 ends and the game transitions to the normal gaming state ST1. Highly likely.

[0127] In the gaming machine of this embodiment, the second start memory is consumed with priority over the first start memory. If a jackpot occurs in the normal game state ST1, the remaining There is a high possibility that the special chart 1 variable display game will be executed based on the first start memory. This allows time to be secured for storing the second start memory. The change time of the first special chart change display game in T4 is longer than the change time from the second onwards. A variable time (for example, 100 seconds) is set to allow time for the second start-up memory to be stored. We are making it possible for this to be done.

[0128] In addition, in the first specific gaming state ST41, a support win can be derived, and the support win is derived. If this is the case, the game state shifts to the second specific game state ST42 without passing through the first special game state ST2. In the first specific game state ST4, 1 is the game that should be mainly executed. In the second specific game state ST42, the special chart 2 variable display game is the game to be mainly executed. That is, in the specific gaming state ST4, the main The game to be executed is changed as a specific game state S Playing at T4 will not become monotonous and will increase your interest. The game that should be primarily played is the game that should not be primarily played. It is a game that allows players to play more advantageously or efficiently than a conventional game. Therefore, the game can be advantageously or efficiently played if, for example, the expected value of the game value that can be acquired is The large size, the large number of games that can be played per unit time, and the fact that it was implemented at the design stage of the gaming machine The reason for this is that it is a game that is intended for players to play.

[0129] In addition, in the first specific gaming state ST41 and the second specific gaming state ST42, The game to be played should be different, and in the first specific game state ST4, the special chart 2 variable display game is the main game. In the second specific game state ST42, the special chart 1 variable display game is It may be considered the main game to be played. In addition, in the first specific game state ST41 and the second specific game state ST42, The winning game is different, but the ease of winning the variable winning device 37 may be the same. . In addition, there is a case where the second specific game state ST42 is shifted to the first specific game state ST41. In this way, the first specific gaming state ST41 may be changed to the first specific gaming state ST42 in response to the first transition condition (for example, a support hit). The game shifts to the second specific gaming state ST42, and the second shift condition (for example, the consumption of a specified number of games) is met. Even if the transition from the second specific gaming state ST42 to the first specific gaming state ST41 is made by In addition, in the specific game state ST4, it is easy to win the normal variable winning device 37 and mainly There are three or more states with different games to be played, and transitions occur when a specific transition condition is met. You may also do so.

[0130] The support hits of the gaming machine of this embodiment do not include results that are both small hits and support hits. , small hit and support hit are independent of each other, and support hit is a miss and support It can also be said that this is correct. By doing this, the first specific game state ST41 is changed to the second specific game state ST42 by the support hit. When transitioning to the second special game state ST42, the second special game state ST3 is not passed through, so the result is not derived. It is possible to immediately transition to the second specific game state ST42 afterwards, and the game will proceed quickly. The game can now proceed.

[0131] In addition, if you win a small prize and a support prize, you will win a V prize in the second special game state ST3. In this case, after the first special game state ST2 of 3R, the game will become support B (see Figure 1). 6(c)). In contrast, if V does not win, it is more advantageous for the player than Support B. This will result in support C (see Figure 6(a)), and a 10R jackpot will almost certainly occur. It turns out that not winning the V is advantageous, and players who are unaware of this However, if you miss and get a support hit, This will prevent such a scenario from occurring, ensuring a fair game for all players. It can be a technique. Of course, it is possible to make a support hit into a small hit and a support hit, and a small hit and a support hit It may also be possible to include both wins and losses and support wins.

[0132] In the remaining reservation digestion state ST5, the special chart 2 variable display game based on the remaining reservation second start memory You can stay until the remaining reserved consumption state ST5 ends. After the remaining reserved consumption state ST5 ends, you can enter the normal game state. In the gaming machine of this embodiment, the upper limit number of the second start memory is 1, so the remaining The maximum number of pending requests is 1. In the remaining reserved consumption state ST5, the probability of small hits is calculated from the special chart 1 variable display game. It is a special game with a high special chart 2 variable display, and again, the specific game state ST4 and the first special game state ST2 The possibility of returning to a state advantageous to the player is higher than in the normal gaming state ST1. is also in a high state. In the remaining reserved consumption state ST5, the game such as the specific game state ST4 or the first special game state ST2 The player is in a state of disappointment immediately after the end of a favorable state for the player, You are given the chance to play one special chart change display game that is likely to return you to a favorable state. By creating a performance that involves the player, it is possible to create a sense of anticipation in the player.

[0133] In the normal game state ST1, specific game state ST4 or remaining reserved consumption state ST5, a small win If this happens, the game will transition to the second special game state ST3. When the game ball flows into a specific area in the second special game state ST3 (V winning), The game state shifts to the special game state ST2. When the game ball flows into the special variable winning device 38, There is a possibility of flowing into the area, and there is a high probability of small hits occurring. As shown in Figure 7, the possibility of entering a specific area is The high possibility is provided inside the special variable winning device 38, which controls the inflow of game balls into a specific area. The controllable lever member is operated by the lever solenoid 38f to control the flow of game balls to a specific area. The control is achieved by switching between a state in which balls are allowed to enter and a state in which balls are prevented from entering a specific area. We try to control it.

[0134] In the special chart 1 variable display game, the probability of a small hit being derived is low, and in the second specific game state ST3 In this case, the operation mode is set to make it difficult for the player to win the special variable winning device 38 or enter the specific area. Therefore, the possibility of transitioning to the first special game state ST2 is low. In the special chart 2 variable display game, the probability of a small hit is high, and in the second specific game state ST3 In this case, the operation mode is set to make it easy to win the special variable winning device 38 or flow into a specific area. , there is a high possibility that the game will transition to the first special game state ST2.

[0135] In addition, if the game ball does not flow into the specific area in the second special game state ST3, The game will transition to the fixed game state ST4, the remaining reserved consumption state ST5, or the normal game state ST1. If the conditions for terminating the specific gaming state ST4 are not met, the game moves to the specific gaming state ST4. In addition, the termination condition of the specific gaming state ST4 is met, and the If there is a remaining reservation that is the second start memory, it moves to the remaining reservation digestion state ST5. In the case of a small win in the normal game state ST1 or when the termination conditions of the specific game state ST4 are met If there are no remaining reserves, the game will transition to normal game state ST1.

[0136] Based on the above, a game is executed in which the identification information is displayed variably based on the establishment of a predetermined condition, and A game that generates a special game state that is advantageous to the player when the result of the game is a special result. In the machine, a game control means (game control device 100) that controls the game in an integrated manner, and a prize control means that controls the game by winning A starting winning slot that can generate the right to play the first game (special chart 1 variable display game) as a starting game 36, and can be converted into a closed state in which the game ball cannot win a prize, and an open state in which the game ball can win a prize. By winning, you can get the right to play the second game (special chart 2 variable display game). and a normal variable winning device 37, and the game control means controls the amount of game balls to be fed to the normal variable winning device 37. The ease of winning is divided into a first state (normal game state ST1) and a second state in which it is easier to win than the first state. The second state (first specific game state ST41) and the third state (second specific game state ST42) in which it is easier to win than the second state. A specific game state ST42) and is configured to be controlled in either state, and is a second state In this case, if the result of the game is a specific result (support hit), the third game will be played without going through the special game state. The second and third states can be set to the first and second games. This means that it is possible to mainly vary the game to be executed. Therefore, with the occurrence of a specific result, the winning of the normal variable winning device 37 In addition to the ease of use, the main game to be played has also been changed, which has brought about changes in the game and increased the fun of the game. It can improve the taste.

[0137] In addition, a game is executed in which the identification information is displayed variably based on the establishment of a predetermined condition, and the game In a gaming machine that generates a special game state advantageous to a player when a special result is obtained. a game control means for controlling the game in an integrated manner; and a right to play the first game as a game when a prize is won. A start winning hole 36 capable of generating a prize, a closed state in which the game ball cannot win a prize, and an open state in which the game ball can win a prize. The state can be converted into a state, and the right to play the second game can be generated as a game by winning. and a normal variable winning device 37, and the game control means controls the amount of game balls to be fed to the normal variable winning device 37. The ease of winning is divided into a first state, a second state in which it is easier to win than the first state, and a third state in which it is easier to win than the second state. The first game is controlled in either of the first and second states. If the result is a special result (jackpot), the second state will be entered after the special game state ends. If this is possible, and the game result is a specific result (support win) when in the second state. In the second state, it is possible to enter the third state without going through the special game state. In the third state, the second game can be the main game to be played. It will be possible to make it a game to be played. Therefore, with the occurrence of a specific result, the winning of the normal variable winning device 37 In addition to the ease of use, the main game to be played has also been changed, which has brought about changes in the game and increased the fun of the game. It can improve the taste.

[0138] In FIG. 10(a), a new time-saving operation trigger (specific game state ST4) occurs in each game state. This shows what to do if this happens. Here, the a time reduction, the b time reduction, and the c time reduction are all specific game states ST4, but the a time reduction and The first special game state ST2 has been passed through to the specific game state ST4, and b time reduction is By reaching the well, the specific gaming state ST4 is entered without passing through the first special gaming state ST2. Therefore, the c time reduction means that the specific game state ST4 is entered without passing through the first special game state ST2 due to a support hit. This is what happened.

[0139] In the normal game state ST1, a time reduction is made by winning a big hit or a small hit in V. When a trigger occurs, the time reduction is activated. If the b time reduction trigger occurs, b time reduction will be activated. In 1, the support hit is not derived, so the c time reduction trigger does not occur and the operation is inoperative. It is considered acceptable.

[0140] In the specific game state ST4 of a time reduction, by winning a big hit or a small hit, a When a time-saving activation trigger occurs, a new time-saving is activated. If the ceiling is reached in 4 and the b time reduction trigger occurs, it will switch to b time reduction. a) When a support hit is derived in the specific game state ST4 of time reduction, When the c time shortening activation trigger occurs, it will be switched to c time shortening and activated. It can only be derived when ports A and B are used.

[0141] b In the specific game state ST4 of time reduction, by winning a big hit or a small hit, a When a time-saving trigger occurs, it switches to a new time-saving mode and activates it. Since it is impossible to reach the ceiling in the skill state ST4, the b time reduction in this case will not work. It is possible. In the specific game state ST4 of b time reduction, the support hit is not derived, so There is no trigger for it to be activated, so it is considered inoperable.

[0142] c In the specific game state ST4 of time reduction, by winning a big hit or a small hit, a When a time-saving trigger occurs, it will be switched to a new time-saving mode and activated. If the b time reduction trigger occurs by reaching the ceiling in the skill state ST4, In the specific game state ST4 of time reduction, a support hit is derived. Therefore, there is no trigger for the c time-saving function to be activated and it is therefore considered inoperable.

[0143] FIG. 10(b) shows the display mode of the game status display section 56 provided on the collective display device 50. did. As described above, the game status display unit 56 displays whether the player is hitting left (normal hitting) or right. A first game state display unit 56a notifying the player of a favorable playing style (playing style corresponding to the game state); A second game state display unit 56b that notifies the player that the time is reduced (when the variable time reduction function is activated); The first game state display unit 56a indicates the firing direction by turning on or off the light emitters C6 and C7. The second game state display section 56b is configured to display the game state by turning on or off the light emitter D7. It is designed to display whether or not time has been saved.

[0144] In the normal game state ST1, the light emitters C6 and C7 are turned off to indicate that the game is in a left-handed state. The light source D7 is turned off to indicate that the time-saving mode is not active. In the support A, B, which is the first specific game state ST41 of the specific game state ST4, the light emitting body C 6. Turn off C7 to indicate left-handed play, and turn on light source D7 to indicate time-saving play. This indicates that... In the first specific game state ST41 of the specific game state ST4, support A and B are in a normal winning state. When the state is right-hand, light-emitting elements C6 and C7 are lit to indicate right-hand hitting, and light-emitting element D 7 lights up to indicate that the time is shortened. However, if the winning result is 1 and the pattern is H1 In the case of the opening pattern, the possibility of winning is low, so the display device 41 The instruction is not clearly given. The result is hit 2 or 3 and the opening pattern is pattern H2. In this case, the display device 41 clearly indicates that the player should hit to the right.

[0145] In the support C, which is the second specific gaming state ST42 of the specific gaming state ST4, the light emitter C6, C7 lights up to indicate that you are in right-hand mode, and light source D7 lights up to indicate that you are in time-saving mode. Shows. In the first special game state ST2 and the second special game state ST3, the light emitters C6 and C7 are turned on. It indicates that it is in the right-hand hitting state, and the light emitter D7 is turned off to indicate that it is not in the time-saving state. In the specific game state ST4, before the number of times the game is executed reaches the specified number of times, the special chart 1 change display If a small win occurs in the game, the time-saving state will remain in the second special game state ST3. Therefore, the light emitter D7 is turned on to indicate that the time-shortening state is being achieved. In addition, the special chart 1 variable display game in the normal game state ST1 and the first specific game state ST41 If a small win is derived, the possibility of winning is low, so the display device 41 Do not give clear instructions.

[0146] FIG. 11 shows an example of an output mode of a signal to be output to the outside of the gaming machine. As shown in FIG. 11(a), in the normal game state ST1, the normal game variation display game has a high probability. The normal symbol 1 high probability state signal, which indicates whether the normal symbol 1 is selected or not, is turned OFF. Since there is no probability fluctuation in the normal pattern fluctuation display game, the normal pattern 1 high probability state signal is always OFF. will be done. A normal electric device that indicates that the opening time of the normal variable winning device 37 has been extended. 1 The open extension status signal is turned OFF, and the open time of the normal variable winning device 37 is not extended. Also, when the normal pattern 1 changes, it indicates that the game is in a time-saving state. The time-shortening state signal is turned OFF, indicating that the normal time-shortening state of the game is not in effect. The winning probability confirmation signal indicating the start of normal power support is turned OFF, and the normal power support state The winning likelihood signal is indefinite, indicating that it is not a normal power support.

[0147] Support A, which is the first specific gaming state ST41 of the specific gaming state ST4 from the normal gaming state; When B starts (t61), the normal electric device 1 open extension status signal is turned ON, and the normal fluctuation Indicates that the opening time of the winning device 37 has been extended, and is a signal indicating that the normal symbol 1 variable time has been shortened. is also set to ON, indicating that the normal map variation display game is in the time-saving state. In addition, the winning possibility state confirmation signal is turned ON for a certain period (for example, 32 ms) (t6 1~t62), indicates that the easy-to-win state has started. Also, the easy-to-win state signal is 01H is output, indicating support A or B. When the specific game state ST4 ends and returns to the normal game state ST1 (t63), 1 Open extension state signal is turned OFF, and normal pattern 1 variable time shortening state signal is turned OFF In addition, the winning likelihood state signal is indefinite.

[0148] The winning probability signal is determined by the combination of on / off of the four signals 1 to 4 (hexadecimal). For example, in this case, the winning probability signal 1 is on, and the winning probability signal 2 is on. When 4 is turned off, the signal 01H is output. Regular pattern 1 high probability state signal, regular electric device 1 open extension state signal, regular pattern 1 variable time shortened state The state signal and the winning-prone state confirmation signal are output by turning on and off a single signal.

[0149] FIG. 11(b) shows the second specific gaming state S from the normal gaming state ST1 to the specific gaming state ST4. This shows the case where support C, which is T42, starts. It is basically the same as Figure 11(a). However, the only thing that is indicated is that the winning probability signal is 00H, indicating that it is a support C. different. That is, whether the external device is in the first specific gaming state ST41 (support A or B) or the second specific gaming state ST42 (support A or B) It is possible to determine whether the specific gaming state ST42 (support C) is in effect.

[0150] FIG. 12 shows an example of an output mode of a signal to be output to the outside of the gaming machine. As shown in FIG. 12(a), the normal variable display game is a win, and the normal variable winning device 37 In the case of pattern H1, the launch position designation signal 1 is ON. The firing position designation signal 2 is turned OFF, and the external device is designated to shoot from the left. In the case of the mode H1, the opening time of the variable winning device 37 is short, and it is almost impossible to win. Since there is no left hand, the left hand is designated. The display unit 56a indicates that the state is right-hit. In addition, in the case of pattern H2, launch position designation signals 1 and 2 are turned ON, and the Therefore, right-handed hitting is specified. As shown in FIG. 12(b), in the case of support C in the second specific gaming state ST42, In the second special game state ST3 and in the first special game state ST2, Position designation signals 1 and 2 are turned ON, and right-hand hitting is designated to the external device.

[0151] Figure 12(c) to (h) shows the launch position designation signal when a small hit and a normal hit overlap. Output modes 1 and 2 are shown. In FIG. 12(c), the second special gaming state ST3 is started in a winning state in pattern H1. The case shown is as follows. When the hit state starts, the launch position designation signal 1 is turned ON. The constant signal 2 remains OFF (t81). After that, the second special game state ST3 starts. Accordingly, the launch position designation signal 2 is turned ON (t82). Since state ST3 continues, launch position designation signals 1 and 2 remain ON (t8 3) After that, with the end of the second special game state ST3, the launch position designation signals 1 and 2 are OFF. It is said to be F (t84).

[0152] In FIG. 12(d), the second special gaming state ST3 is started in a winning state of pattern H2. The case shown is as follows. When the hit state starts, the launch position designation signals 1 and 2 are turned ON (t91 Even when the second special game state ST3 starts, the launch position designation signals 1 and 2 remain ON. (t92), and even though the winning state has ended, the second special game state ST3 continues, so the launch The position designation signals 1 and 2 are maintained ON (t93). After that, the second special game state S With the end of T3, launch position designation signals 1 and 2 are turned OFF (t94).

[0153] In FIG. 12(e), a winning state in pattern H1 is achieved during the execution of the second special gaming state ST3. The figure shows the case where the launch position designation signals 1 and 2 are executed with the start of the second special game state ST3. is turned ON (t101). Even if the winning state of pattern H1 starts, the second special game state Since ST3 continues, 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, the launch position designation signals 1 and 2 are turned OFF (t104).

[0154] In FIG. 12(f), a winning state in pattern H2 is achieved during the execution of the second special gaming state ST3. The figure shows the case where the launch position designation signals 1 and 2 are executed with the start of the second special game state ST3. is turned ON (t111), and even if the hit state of pattern H2 starts, the launch position designation signal 1 and 2 remain ON (t112). Even if the winning state ends, the second special game state S Since T3 continues, launch position designation signals 1 and 2 remain ON (t113). After that, as the second special game state ST3 ends, the launch position designation signals 1 and 2 turn OFF. will be done (t114).

[0155] In FIG. 12(g), a winning state in pattern H1 is opened during the execution of the second special gaming state ST3. The second special game state ST3 is started, and the winning state ends after the second special game state ST3 ends. With the start of the game state ST3, the launch position designation signals 1 and 2 are turned ON (t121). Even if the hit state of the round H1 starts, the second special game state ST3 continues, so the launch position The designation signals 1 and 2 remain ON (t122). The second special game state ST3 ends. Then, based on the fact that the hit state of pattern H1 continues, the launch position designation signal 1 is ON. The state is maintained, but the launch position designation signal 2 is turned OFF (t123). As the state ends, the launch position designation signal 1 is turned OFF (t124).

[0156] In FIG. 12(h), a winning state in pattern H2 is opened during the execution of the second special gaming state ST3. The second special game state ST3 is started, and the winning state ends after the second special game state ST3 ends. With the start of the game state ST3, the launch position designation signals 1 and 2 are turned ON (t131). Even if the hit state of the launcher H2 starts, the launch position designation signals 1 and 2 are kept ON ( t132). Even after the second special game state ST3 ends, the winning state of pattern H2 continues. Therefore, the launch position designation signals 1 and 2 are kept ON (t133). As the state ends, launch position designation signals 1 and 2 are turned OFF (t134).

[0157] The control of the gaming machine that performs such a game will be described below. First, the game control device 10 Regarding the control executed by the gaming microcomputer (gaming microcomputer) 111 of The control process by the gaming microcomputer 111 is mainly performed in accordance with the main steps shown in FIGS. and a timer interrupt process shown in FIG. 15, which is performed at a predetermined time interval (for example, 4 ms). It consists of:

[0158] [Main processing] First, the main processing will be explained. The main processing 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) to save the values ​​of registers etc. when an interrupt occurs, Stack pointer setting process (stack pointer setting) that sets the stack pointer, which is the top address of the area to be Next, specify register bank 0 (step X3) and execute the specified register. Set the upper address of the RAM start address in the data register (e.g., D register) (step X 4) In this embodiment, the RAM address range is 0000h to 01FFh, with the upper and The first 00h is set in step X4. A stop signal is output and the launch permission signal is set to the prohibited state (step X5). At least one of the game control device 100 and the payout control device 200 outputs a signal to stop firing. When the game is in progress, the game is set to the prohibited state, and the launch of the game ball is prohibited.

[0159] Then, the status of the RAM initialization switch 112 and the setting key switch 152 is read ( Step X6) and the process of setting the power-on delay timer (Step X7) are performed. In the process of step X7, a predetermined initial value is set, and the game control device 1 which constitutes the main control means 00, and performs various controls according to instructions from the slave control means (for example, the payout control device 200 and the performance A waiting time (for example, 3 seconds) for the program of the control device 300 to start normally This sets the game controller 100 to start up first when the power is turned on. Before the slave control device (for example, the dispensing control device 200 or the performance control device 300) starts up, This prevents the slave control unit from missing the command. That is, when the game control device 100 is turned on, the main control means (game control The activation of the slave control devices (dispensing control device 200, performance control device 300, etc.) is delayed. ) is a waiting means for setting a predetermined waiting time for activation of the

[0160] In addition, the timing of the power-on delay timer is used to determine the validity of the RAM (calculate the checksum). It is performed using a non-target memory area (a RAM area or register that is not subject to validity check, etc.) This allows some check data such as the checksum of the RAM area to be calculated. This prevents the control at power-on from becoming complicated because it is not necessary to exclude the RAM area from the calculation. It can be stopped.

[0161] After the process of setting the power-on delay timer (step X7) is performed, if a power outage occurs, If a power outage occurs (step X8; Y), Wait for the power to the machine to be turned off. Specifically, in step X8, for example, the power outage monitoring information input from the power supply device 400 is Set the number of times (for example, 2 times) to read and check the signal via the port and data bus. Then, it is determined whether the power failure monitoring signal is on. If the power failure monitoring signal is on, determines whether the power outage monitoring signal remains on for the set number of checks. If the power failure monitoring signal has not been on for the number of checks, Also, if the power outage monitoring signal remains on for the number of checks, the process returns to the judgment of whether the power outage monitoring signal is on or not. In this case, it is determined that a power outage has occurred. In this way, if a power outage monitoring signal is received continuously for a predetermined period of time, a power outage will occur. By determining that a power outage has occurred, it is possible to prevent false detection of a power outage due to noise, etc., and This allows for appropriate handling of any problems that may arise.

[0162] That is, the game control device 100 monitors the occurrence of a power outage during a predetermined standby time. This serves as a monitoring means. This delays the start of the game control device 100, which serves as the main control means. This makes it possible to respond to power outages that occur during this period, and prevents malfunctions when powering on. It is possible to deal with the situation appropriately. Note that access to RAM is permitted until the end of the waiting time. The memory contents from the last power outage are still retained, so When a power outage occurs, there is no need to perform backup processing. Even if an error occurs, there is no need to back up RAM, which reduces the burden on control. .

[0163] On the other hand, if no power outage has occurred (step X8; N), the power-on delay timer is updated by -1 (step X9), and it is determined whether the timer value is 0 (step X10). If the timer value is not 0 (step X10; N), that is, if the waiting time has not expired, If not, the process returns to the process of determining whether a power outage has occurred (step X8). If the value of is 0 (step X10; Y), that is, if the waiting time has ended, Access to readable and writable RWM (read-write memory) such as RAM and EEPROM Permission is given (step X11), and off data is output to all output ports (setting the state to no output) ) (Step X12).

[0164] Next, the serial port (a port pre-installed in the gaming microcomputer 111) In this case, the step X13), a timer interrupt signal in the gaming microcomputer 111 (clock generator) and Activates the CTC (Counter / Timer Circuit) circuit that generates the random number update trigger signal (CTC). The CTC circuit performs the process of The clock generator is provided with a clock signal from the oscillator circuit 113. A frequency divider circuit divides the oscillation signal (original clock signal), and the CPU1 11A to provide a timer interrupt signal with a predetermined period (for example, 4 milliseconds) and a random number generation circuit. and a CTC circuit that generates a signal CTC that triggers updating of the random number supplied. Next, the RAM abnormality flag is set (step X15). Regardless of whether there is a RAM error or not, the RAM error flag is set to "0". The tag is set in a specified register.

[0165] Next, if the value of the power outage inspection area 1 in the RWM is normal power outage inspection area check data 1 (for example, If the battery is normal (for example, 5Ah), then the battery is determined (step X16; Y). The value of the power outage inspection area 2 in the RWM is normal power outage inspection area check data 2 (for example, A5h) If the value of the power failure inspection area 2 is normal (step X17), Step X17; Y) Checksum calculation process to calculate the checksum of a specified area in the RWM (Step X18) and check that the calculated checksum matches the checksum at the time of power off. If the checksums match (step X19; Y), Since there is no abnormality in the RAM, the RAM abnormality flag is cleared (step X20) and the Switch to X21.

[0166] Also, if the check data in the power outage inspection area is determined to be abnormal (step Step X16;N or Step X17;N), if the checksums are determined to not match, If (Step X19; N), the setting key switch is set based on the state read in Step X6. It is determined 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. If the RAM abnormality flag is set (step X22), Since there is an abnormality in the RAM, the game control device 100 is abnormal. A main abnormality error notification command is sent to the performance control board (performance control device 300) to notify the (Step X24).

[0167] On the other hand, if the RAM abnormality flag is not set (step X22; N), the probability It is determined whether the setting change flag is set (step X23). If the changing flag is set (step X23; Y), a main abnormality error message is displayed. The command is transmitted to the performance control board (performance control device 300) (step X24). The probability setting flag set here is the probability setting flag set before the power outage occurred. In other words, 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, processing of step X24 is performed. Next, the 7-segment display data at the time of game stop is sent to the fifth driver via the second output port 134. Then, the ON data of the security signal is output to the server 138e (step X25). At the same time, the off data of the signals other than the security signal is output (step X26). , return to step X25.

[0168] Also, both the setting key switch 152 and the RAM initialization switch 112 are in the ON state. If so (step X21; Y), it is determined whether the RAM abnormality flag is set (step Step X27). And if the RAM abnormal flag is not set (Step X27 ;N), the probability setting change flag is set (step X29). After that, the command during the probability setting change is sent to the performance control board (performance control The control device 300 transmits the information (step X30) to the control device 300, and the process proceeds to step X31. In the device 300, based on receiving a command during the probability setting change, the display of the display device 41 , the illumination of the LEDs of the frame decoration device 18 and the board decoration device 46, the operation of the board performance device 44, the speaker 1 9a, 19b, etc., to notify the user that the probability setting value 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 set value (step X28) is performed. This clears the set value for the probability setting value in the RWM. The area is set to 0, and the probability setting value becomes "setting 1". Then, step X29, After performing the process of 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. In this state (step X21; N), the RAM abnormality flag and the probability setting change flag are both set. If not (Step X22; N and Step X23; N), read in Step X6. Based on the state of the setting key switch 152, it is determined 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 ) the RAM initialization switch 112 is turned on based on the state read in step X6. It is determined whether the state is correct (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 so, the process proceeds to step X41 to carry out the process for when the power is restored normally from the power outage. On the other hand, if it is determined that the RAM initialization switch 112 is in the on state (step X43 ;Y), the process proceeds to step X44 to perform the initialization process. The switch 112 serves as an initialization operation unit that can be operated from the outside, and the game control device 100 An initialization means for initializing the data stored in the RAM based on the operation of the initialization operation unit. To do.

[0171] Also, if the setting key switch 152 is in the ON state (step X35; Y), The rate setting confirmation flag is set (step X36). This sets the probability setting value confirmation mode. After that, the command during the probability setting confirmation is sent to the performance control board (performance control device 300). (Step X37) In the performance control device 300, the command during the probability setting confirmation is transmitted to Based on the received signal, the display device 41 displays the signal, and the LEDs of the frame decoration device 18 and the board decoration device 46 display the signal. , the operation of the board effect device 44, and the output of sound from the speakers 19a and 19b. An announcement will be made that the probability setting value is being confirmed.

[0172] To guarantee that the security signal is output for 50 ms or more, A value corresponding to 128 ms is saved in the signal control timer area (step X31). The timer signal is a timer interrupt when in probability setting value change mode or probability setting value confirmation mode. It is output in the process probability setting change / confirmation process (step X122), otherwise it is It is output in the external information editing process (step X120) of the interrupt process. If the probability setting value change mode or probability setting value confirmation mode ends in less than 8ms, The security signal continues due to the external information editing process (step X120) of the interrupt process. In other words, the probability setting value change mode and probability setting value confirmation mode are output in less than 128ms. Even if the mode ends, it will transition to probability setting value change mode or probability setting value confirmation mode. A security signal is output for 128 ms after the The value saved in the security signal control timer field is not limited to the value corresponding to 128 ms. However, it is necessary to wait at least 5 minutes after switching to probability setting value change mode or probability setting value confirmation mode. Since a security signal must be output for 0 ms, the value corresponding to 50 ms or more must be set as the security signal. It is necessary to burn.

[0173] Then, the interrupt is permitted (step X32), and the setting key switch 152 is in the OFF state. In step X33, the state read in step X6 is checked. (state at power-on) but based on the input of the timer interrupt process (Figure 15). The determination is made based on the state (current state) read in the input process (step X103). If it is determined in step X33 that the setting key switch 152 is in the OFF state, the probability setting value is confirmed. If the setting key switch 152 is not in the OFF state (step X33; N), a power outage occurs. If a power outage has not occurred (step X34), it is determined whether a power outage has occurred (step X34; If N), return to step X33, and if a power outage occurs (step X34; Y), , proceed to step X55. If the probability setting change flag is set, When a power outage is detected in X34, the main processing after the power outage is restored In step X23 of the process (FIGS. 13 and 14), the probability setting change flag is set. It is determined that

[0174] On the other hand, if the setting key switch 152 is in the OFF state (step X33; Y), The process of prohibiting interrupts (step X38) is performed. The process of permitting interrupts (step X32) is performed. ) and the process to disable interrupts (steps X38 and X55) are performed. The timer interrupt process (Fig. 15) is performed at a predetermined time interval (for example, 4 ms). In the process, the probability setting change / confirmation process (step X122) is a process related to the probability setting value. ) is performed until the probability setting value is changed or confirmed (or a power outage occurs). The main process will be waiting for the time being (until the process is completed). Next, a command to end the notification is sent to the performance control board (performance control device 300) (step Upon receiving the command to end the notification, the performance control device 300 Notification during execution (notification indicating that the probability setting value is being changed or that the probability setting value is being confirmed) The notification of the

[0175] Next, it is determined whether the probability setting change flag is set (step X40), and the probability If the setting change flag is not set (step X40; N), that is, the probability setting If the checking flag is set, the area to be initialized (e.g., power outage inspection area, The initial value at the time of power recovery is saved in the checksum area and the area related to error monitoring. The probability setting confirmation flag is set to 0 in this step. It can be cleared with Tap X41. After that, the power outage recovery command corresponding to the special game processing number is sent to the production control board (production control The control device 300 is then transmitted (step X42), and the process proceeds to step X47. In this case, in step X42, the model designation command, the probability setting information command, the special figure 1 reserved number command Command, special chart 2 reserved number command, probability information command, number of performances information command, screen specification Sends multiple commands such as the command. The command for specifying the screen is Special Drawing 1 and Special Drawing Regarding 2, when both are in normal processing as described below, that is, when the special chart change display game is being executed If you are not in a special game state and are waiting for customers, the command for the customer waiting demo screen Otherwise, it sends the recovery screen command. In addition to these commands, high probability count information commands and the like are also transmitted.

[0176] On the other hand, if the probability setting change flag is set (step X40; Y), The RAM area other than the rate setting value is cleared to 0 (step X44). RAM area for rate setting value (work area (1 byte area for probability setting value)) and performance display (base The RAM area (work area and stack area) for displaying the speed value and the ratio of the The RAM area for skill control (work area and stack area) is cleared to 0. Therefore, the probability The setting change flag is cleared in step X44. The stack area and unused area may or may not be cleared.

[0177] Then, the initial value at the time of RAM initialization is 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 setting of the performance mode. Then, a command for initializing the RAM is sent to the performance control board (performance control device 300). In the case of this embodiment, in step X46, a model specification command, a confirmation command, Rate setting information command, Special chart 1 reserved number command, Special chart 2 reserved number command, Probability information command , performance count information command, RAM initialization command (displays the customer waiting demo screen and A command to notify the RAM initialization with light and sound for a specified time (for example, 30 seconds) ) and other commands. In addition to these commands, some models may also send Information on the number of times the special chart change display game is executed with the command and normal power support. Certain support count information commands etc. are also sent.

[0178] Next, a process for starting and setting up the random number generating circuit is performed (step X47). Activates the random number generator to a specific register (CTC update enable register) in the random number generator. The CPU 111A sets the code (specified value) for the random number generation. Bit transposition pattern of hard random numbers (here, jackpot random numbers) generated by the circuit hardware The bit permutation pattern is the bit arrangement of the extracted random number (the upper bit The bit arrangement before the bit transposition is rearranged in a predetermined order to create a different bit arrangement (the bit arrangement before the bit transposition in the lower row). This bit transposition pattern determines how the data is transposed when it is stored as a bit transposition (arrangement after transposition). By swapping the bits of the random number according to the turn, the regularity of the random number can be broken and The bit permutation pattern is a fixed single The pattern may be the same as above, or may be selected from a number of patterns prepared in advance. Alternatively, the user may be allowed to set it arbitrarily.

[0179] After that, a predetermined register (soft random number register 1 to n) in the random number generation circuit when the power is turned on The value of the corresponding initial value random number (in this embodiment, the winning pattern of the special drawing is determined) is extracted. Special drawing pattern random number, random number that determines whether a normal drawing is a hit (winning random number), normal drawing that determines the winning pattern of a normal drawing After saving the initial value (start value) of the random number in the RWM (step X48), and then permit the interrupt (step X49). In the random number generation circuit in, the initial value of the software random number register changes every time the power is turned on. Therefore, by using this value as the initial value (start value) of various initial value random numbers, It is possible to disrupt the regularity of the random numbers generated by the software, preventing players from obtaining fraudulent random numbers. This can make it difficult to

[0180] Next, the initial value random number update process is performed to update the values ​​of various initial value random numbers and break the regularity of the random numbers. (Step X50) is performed. Although not particularly limited, in this embodiment The jackpot random number, special pattern random number, winning random number, and normal pattern random number are generated in the random number generation circuit. However, the random number for the big win is generated by the operation of the CPU. It is a so-called "high-speed counter" that is updated based on a clock that is equal to or faster than the clock. The special pattern random number, the winning random number, and the normal pattern random number are processed by the timer interrupt process, which is the processing unit of the program. CTC output with the same cycle as the timer interrupt process (CTC (CTC0) is different from the CTC ( It is a "slow counter" that is updated based on the CTC2). In the case of random numbers and general pattern random numbers, each initial value random number (software) is set at the end of each cycle. The so-called "initial value change method" is adopted, which changes the start value using the Each random number can be updated by a counter of +1 or -1, or by counting all the numbers in the range until it has completed a cycle. It is also possible to use a random update method in which all values ​​appear separately without duplication. The random numbers are updated only by the hardware, and the special pattern random numbers, winning random numbers, and regular pattern random numbers are updated by the hardware. It is a random number updated by hardware and software.

[0181] After updating the initial value random number in step X50, the process of prohibiting interrupts (step X51) Then, the performance display editing process (step X52) is performed. Then, the process to allow interrupts is performed. After (Step X53), it is determined whether a power outage has occurred (Step X54), and If this does not occur (step X54; N), the initial value random number update process (step X5 0). In other words, if there is no power outage, the initial value random number update process and performance display Editing process and power outage monitoring are repeated. An interrupt occurs before the initial value random number update process (step X50). By enabling the timer interrupt (step X49), the timer interrupt is generated during the initial value random number update process. When this occurs, the interrupt process is given priority, and the timer interrupt updates the initial value random number. This can prevent interrupt processing from being overwhelmed by waiting for processing.

[0182] In addition, the initial value random number update process in step X50 is performed during the main process as well as the timer interrupt process. There is also a method for updating the initial value random number in the theory, and if such a method is adopted In order to avoid the initial value random number update process being executed in both processes, the initial value random number is updated in the main process. When performing update processing, it is necessary to disable interrupts, update, and then release the interrupt. Unlike this embodiment, the initial value random number update process is not performed during the timer interrupt process, but during the main process. If you only set it to , there is no problem even if you cancel the interrupt before updating the initial value random number. This has the advantage of simplifying the main processing.

[0183] On the other hand, if a power outage occurs (step X54; Y), the interrupt is temporarily prohibited. (Step X55), and the process of outputting OFF data to all output ports (Step X56). conduct. Then, save the power outage inspection area check data 1 in the power outage inspection area 1 (step X57 ), and save power outage inspection area check data 2 in power outage inspection area 2 (step X58). Furthermore, the checksum calculation process (step X59), and after saving the calculated checksum (step X60), After performing the process of prohibiting access to M (step X61), the power supply of the gaming machine is cut off. In this way, the check data is saved in the power outage inspection area and the power By calculating the checksum at the time of power interruption, the information stored in the RWM before the power interruption can be When the power is turned on again, it can be determined whether the data has been backed up correctly.

[0184] From the above, the main control means (game control device 100) that controls the game in an integrated manner and the main Sub-control means (dispensing control device 200, performance control In a gaming machine equipped with the above-mentioned device 300, when the power is turned on, the main control means A waiting time is set by delaying the activation of the master control means to wait for the activation of the slave control means. A power failure detection means (game control device 100) for detecting a power failure during the predetermined standby time. The device is equipped with an electric monitoring means (game control device 100). The power supply device 400 is also provided to supply power to the various devices. When the occurrence of a power outage is detected, a power outage monitoring signal is output. The device 100 determines that a power outage has occurred when it continues to receive a power outage monitoring signal for a predetermined period of time. This means that the system is designed to determine the amount of time required for the test.

[0185] In addition, 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 An initialization means ( The game control device 100 is provided with a game control device 100, and the operation state of the initialization means is read before the start of the standby time. This means that the system is designed to be packed full of content. In addition, the main control means (game control device 100) outputs the data to the RAM 111C after the waiting time has elapsed. This means that access is permitted.

[0186] [Timer interrupt processing] Next, we will explain the timer interrupt process. The timer interrupt process is performed by the clock generator. A periodic timer interrupt signal generated by the CTC circuit in the In other words, it is an interrupt routine that starts at a predetermined interval. When a timer interrupt occurs in the program 111, the program is automatically put into an interrupt disabled state, as shown in Figure 15. The timer interrupt process is started.

[0187] When the timer interrupt process starts, first, register bank 1 is specified (step X1 01). By switching to register bank 1, the specified register (for example, the register used in the main processing) The register save process is performed to move the values ​​held in the RWM register (registers currently being used) to the RWM. Next, the upper address of the RAM start address is written to a specific register (e.g., D register). In step X102, the address is set. The same process as step X4 is performed, but the register bank is different. Input from the switch, signal acquisition, that is, input processing that reads the status of each input port Processing (step X103) is performed.

[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 it is (step X104; Y), the probability setting change / confirmation process (step X122) and then the timer interrupt process is completed. On the other hand, if both the probability setting change flag and the probability setting confirmation flag are not set (Step X104; N) is based on the output data set in various processes, solenoid (large prize opening solenoid 38b, lever solenoid 38f, normal power solenoid 37c) An output process (step X105) is performed to control the driving of the actuator. When the firing stop signal is output in step X5 of the main processing, this output processing is performed. When this signal is received, a launch permission signal is output, and the launch permission signal is set to a permitted state. This launch permission signal is output to the launch control device via the payout control device. The firing permission signal is not processed. The first signal indicates the launch permission status from the perspective of the dispensing control device, and the second signal indicates the launch permission status from the perspective of the dispensing control device. The firing permission signal is also generated within the delivery control device and output to the firing control device. When the launch permission signal is output to the launch control device and both are permitted to launch, The game ball is configured to be ready to be launched.

[0189] Next, the commands set in the transmission buffer by various processes are output to the dispensing control device 200. Dispatch command sending process (step X106), random number update process 1 (step X107), Random number update process 2 (step X108) is performed. In random number update process 1 (step X107), The initial value of the special pattern random number, the winning random number, and the normal pattern random number are the target of the initial value random number update process. The value (start value) is updated. Then, the start port 1 switch 36a and the start port 2 switch 3 7a, whether there is a normal signal input from the winning port switch 35a, the large winning port switch 38a Monitoring, setting of prize balls, opening of front frame and glass frame, normal variable winning device 37, special variable A winning port switch / status monitoring process (status monitoring process) that monitors errors such as illegal winnings in the winning device 38 Step X109).

[0190] Next, it is determined whether abnormal discharge is occurring (step X110). In the variable winning device 38, the number of game balls discharged from the special variable winning device 38 (specific area The number of game balls detected by the switch 38d and the remaining ball discharge port switch 38e) is The number of game balls that flow into the device 38 (the number of game balls detected by the big prize opening switch 38a) is exceeded. 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. In other words, the game will not proceed.

[0191] On the other hand, if an abnormal discharge is not occurring (step X110; N), the special chart variation display game Special game processing (step X112) for processing the general game change display A general game process (step X114) is performed to process the special game. Variable display Segment LED that displays various information about the game and gameplay can be set to the desired content A segment LED editing process (step X115) is performed to drive the segment LED to display the above.

[0192] Next, the detection signal from the magnetic sensor 61 is checked to determine whether there is any abnormality. The magnet irregularity monitoring process (step X116) checks the detection signal from the panel radio wave sensor 62. The control panel radio wave irregularity monitoring process (step X117) performs the process to determine whether there are any abnormalities. The vibration abnormality monitoring process checks the detection signal from the sensor 65 and determines whether there is any abnormality. (Step X118) abnormal discharge monitoring to determine whether abnormal discharge has occurred. Furthermore, the signal to be output to various external devices is stored in the output buffer. External information editing process (step X120) to be set in the device, and control of the performance display device 153 The performance display monitor control process (step X121) is performed to terminate the timer interrupt process. do.

[0193] In this embodiment, the process of restoring the interrupt disabled state (i.e., the process of allowing interrupts) and restore the register bank designation (i.e., specify register bank 0). The process of returning the timer interrupt is automatically performed when the timer interrupt process ends. Depending on the CPU you use, you may need to specify the register bank or process to restore the interrupt disabled state. There are also gaming machines that require commands to execute the restoration process.

[0194] [Special game processing] Next, the details of the special game processing (step X112) in the timer interrupt processing described above In the special game process, the start port 1 switch 36a and the start port 2 switch 3 Monitoring the input of 7a, controlling the entire process related to the special chart change display game, and setting the display of the special chart conduct.

[0195] As shown in FIG. 16, in the special game process, first, the start port 1 switch 36a and the start port The start port switch monitoring process (step A1) monitors the winning of the second switch 37a. In the moving port switch monitoring process, the starting winning port 36, the second starting winning port, and the normal variable winning device 3 When a game ball wins in 7, various random numbers (such as jackpot random numbers) are extracted and a <Special chart change display> Game results that determine the game results based on winnings in advance before the game starts Make a preliminary judgment.

[0196] Next, a special prize entrance switch monitoring process (step A2) is performed. In the process, the game ball is detected by the big winning port switch 38a provided in the special variable winning device 38. Then, a process for monitoring the detection of the game ball in the specific area 38h is performed. A switch monitoring process is performed (step A3).

[0197] Next, if the special game processing timer is not "0", it is updated by -1 (step A4). The minimum value of the special game processing timer is set to "0". It is determined whether the value of the special game processing timer is "0" (step A5). If it is "0" (step A5; Y), that is, the time is up or has already been reached. If it is, the special game processing number is used to branch to the processing corresponding to the special game processing number. A game sequence branch table is set in a register (step A6). Then, the branch destination address of the process corresponding to the special game process number is obtained (step A7). Then, a subroutine call is made according to the special game processing number (step A8).

[0198] In step A8, if the special game processing number is "0", the special game change display game change Monitor the start, set the start of the special chart change display game, set the performance, and process the special chart change A special normal process (step A9) is performed to set the information necessary to carry out the process. In step A8, if the special game processing number is "1", set the stop display time of the special game and special chart change processing (Step A) that sets the information necessary for performing special chart display processing. 10).

[0199] In step A8, if the special game processing number is "2", the special game variable display game is played. If the result is a jackpot, you can set a fanfare command according to the type of jackpot, and You can set the fanfare time according to the opening pattern of the big prize opening, and the fanfare / instant Processing during special drawing display (step A11) that sets information necessary for performing the time-lapse processing )

[0200] In step A8, if the special game processing number is "3", set the opening time of the big prize entrance The fan field that updates the number of times the game has been opened, and sets the information required for processing the opening of the big prize slot. The fare / interval processing (step A12) is performed. In step A8, if the special game processing number is "4", the jackpot round is the final round. If it is not the final round, set the interval command, while if it is the final round, set the ending command. It performs the process of setting the command and the setting of the information necessary to process the remaining balls in the big prize slot. The process for opening the big prize opening (step A13) is carried out.

[0201] In step A8, if the special game processing number is "5", the jackpot round is the final round. In the case of a jackpot, the process of setting the time for the remaining balls in the jackpot to be discharged and the process of setting the time for the jackpot to be discharged Processing remaining balls in the big prize slot (step A14) to set information necessary for completing the termination process Do the following. In step A8, if the special game processing number is "6", A jackpot termination process (step A15) is performed to set necessary information, etc.

[0202] In step A8, if the special game processing number is "7", the big win occurs when a small win occurs. Setting the opening time and pattern of the prize slot, setting the fanfare command, and processing during small wins The small win fanfare process (step A16) sets the necessary information to perform the conduct. In step A8, if the special game processing number is "8", the ending command setting The small hit processing (Step A) sets the information necessary for setting and small hit remaining ball processing. 17). In step A8, if the special game processing number is "9", a big win will occur during small win processing. The process to set the time for the remaining balls that have entered the mouth to be discharged and the process to end the small win A small hit remaining ball processing (step A18) is performed to set the necessary information. In step A8, if the special game processing number is "10", the special game normal processing is performed. A small win end process (step A19) is performed to set the necessary information.

[0203] After that, after preparing a table for controlling the fluctuation of the special figure 1 indicator 51 (step A 20), the pattern change control process (step 1) for controlling the change of the special pattern by the special pattern 1 display 51 Then, prepare a table to control the fluctuation of the special figure 2 indicator 52. After that (step A22), the special pattern 2 display 52 controls the variation of the special pattern. Control processing (step A23) is performed. Then, the operation of the lever solenoid 38f is controlled. The lever solenoid control process (step A24) is performed, and the special game process is completed. 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 the time has not yet elapsed, the process proceeds to step A20. The following processing is carried out.

[0204] [Special diagram starter switch common processing] Next, the special start port switch common processing performed in the above-mentioned start port switch monitoring processing The details will be explained. The special starting port switch common processing is the starting port 1 switch 36a and the starting When there is an input from the second switch 37a, the process is performed in common for each input. be.

[0205] As shown in FIG. 17, in the special starting port switch common processing, first, the starting port 1 switch 36 a and start gate 2 switch 37a, concerning the number of winnings to the start gate switch to be monitored The number of times that the information is output to the external management device of the gaming machine 10 is set to the start gate signal output number. Load (step A131), update the loaded value by +1 (step A132), and output It is determined whether the number of output times has overflowed (step A133). If not (step A133; N), the updated value is set as the RWM start signal output count. The data is saved in the area (step A134), and the process proceeds to step A135. If the number of inputs overflows (step A133; Y), the process of step A135 is performed. In this embodiment, the start gate signal output count area is set to a value between "0" and "255". If the loaded value is "255", it will be updated by +1. Therefore, the updated value becomes "0", and the output count is determined to be overflow. It is being done.

[0206] Next, the start port 1 switch 36a and the start port 2 switch 37a are selected as the start port to be monitored. Determine whether the number of special pending (starting memory) items to be updated corresponding to the switch is less than the upper limit (state Step A135). If the number of reserved special drawings to be updated is not less than the upper limit (Step A135; N ) ends the special chart start port switch common processing.

[0207] Also, if the number of reserved special drawings to be updated is less than the upper limit (step A135; Y), The number of reserved special drawings for the new target (number of reserved special drawings 1 or number of reserved special drawings 2) is updated by +1 (Step A13 6), the target start port winning flag is saved (step A137). Calculate the address of the random number storage area corresponding to the start switch and the special drawing reservation number (step A138), the jackpot random number prepared by the hardware random number acquisition process is stored in the RWM jackpot random number storage area (Step A139).

[0208] Next, the special pattern random number of the start switch to be monitored is extracted and prepared (step A1 40), save it in the special pattern random number storage area of ​​RWM (step A141). Next, the fluctuation pattern random numbers 1 to 3 are stored in the corresponding fluctuation pattern random number storage area of ​​the RWM. The process then proceeds to step A145, and a special chart reservation information determination process is performed (step A146). Next, the decorative special drawing reservation number command corresponding to the start switch and special drawing reservation number to be monitored (Step A147), and then perform a performance command setting process (Step A148), Ends common processing of special chart start port switch.

[0209] Here, the game control device 100 (RAM111C) is a start winning hole 36 and a normal variable winning device. Based on the detection of the game ball in the starting area of ​​the device 37, a predetermined random number is extracted and the variable display game The start memory means stores a predetermined number of start memories as execution rights. The storage means (game control device 100) stores the number of game balls entering the first start winning hole (start winning hole 36). The various random numbers extracted based on the prize are stored as the first starting memory up to a predetermined number, and the second starting memory is Various random numbers extracted based on the winning of the game ball into the variable winning hole (normal variable winning device 37) A predetermined number is stored as a second start-up memory up to an upper limit.

[0210] [Special drawing reservation information determination processing] Next, the special drawing reservation information determination process in the above-mentioned start port switch common process (step A14 The details of 6) will be explained. The special drawing reservation information determination process is a special drawing based on the corresponding start memory. Before the start of the variable display game, the result-related information corresponding to the start memory is determined. This is a read-ahead process.

[0211] As shown in Figure 18, first, the jackpot is determined based on whether the jackpot random number value matches the jackpot determination value. Then, a jackpot determination process (step A154) is performed to determine whether or not the jackpot is reached. If the result is a jackpot (step A155; Y), the jackpot corresponding to the target start switch is Set the special pattern random number check table for winning (step A156), and turn on the special pattern start switch. Obtain the stopping pattern information corresponding to the special pattern random number prepared in step A140 of the common processing Then (step A157), the process proceeds to step A168.

[0212] On the other hand, if the judgment result is not a jackpot (step A155; N), the jackpot random number is a small jackpot. The small hit judgment process (step) determines whether it is a small hit or not depending on whether it matches the small hit judgment value. Then, if the result of the judgment is a small win (step A160; Y), Set the special pattern random number check table for small wins (step A161), and the special pattern start port Stop pattern information corresponding to the special pattern random number prepared in step A140 of the switch common processing is acquired (step A162), and the process proceeds to step A168.

[0213] On the other hand, if the judgment result is not a small win (step A160; N), the big win random number value is The support hit determination process determines whether or not the value matches the hit determination value. Step A163) is performed. If the result of the determination is not a support win (Step A164) ;N) sets the losing stop symbol information (step A167), and Proceed to processing. In addition, if the judgment result is a support hit (step A164; Y), a special chart for a support hit Set the pattern random number check table (step A165), and perform common processing of the special pattern start switch In step A140, the stop symbol information corresponding to the special symbol random number prepared is obtained (step Step A166) and proceed to processing in step A168. In addition, the support hit can be derived only when the gaming state is the first specific gaming state ST41. Here, taking into consideration the game state in which the special chart variable display game based on the start memory is executed, Make a judgment.

[0214] Then, a pre-read stop pattern command corresponding to the target start switch and stop pattern information is sent. Preparation is made (step A168), and then a performance command setting process is performed (step A169). A special chart information setting process for setting special chart information, which is a parameter for setting a variation pattern. (Step A170) is performed, and a variation pattern setting is performed to set the variation mode of the special chart variation display game. A setting process is performed (step A171). Then, the first half variation number indicating the first half variation pattern in the variation mode of the special chart variation display game And prepare a look-ahead fluctuation pattern command corresponding to the latter half fluctuation number indicating the latter half fluctuation pattern. (Step A172), a performance command setting process is performed (Step A173), and the special drawing is saved. The special information determination process is completed. The variable pattern setting process in P A171 is the start of the special chart variable display game in the special chart normal processing. This is similar to the process that is performed when

[0215] By the above process, the result of the special chart change display game based on the start memory of the pre-read target is displayed. Information on the variation pattern in the special pattern variation display game based on the reading pattern command and the start memory A look-ahead variation pattern command including the above is prepared and transmitted to the performance control device 300. This allows the determination of result-related information (whether it is a jackpot or not and the type of fluctuation pattern) corresponding to the start memory. The result (prediction result) is the start timing of the special chart change display game based on the corresponding start memory This can be notified to the performance control device 300 in advance, and in particular, the By changing the decoration special start memory display, the start timing of the special change display game This makes it possible to notify the player of result-related information before the game.

[0216] That is, the game control device 100 stores the start memory in the start memory means (game control device 100). The random number stored as the starting memory is determined before the variable display game is executed based on the starting memory (for example, It serves as a pre-determination means for determining whether a special result will occur if the start-up memory is not available. The time to determine the random number in advance is not only when the start memory occurs, but also when the start memory occurs. This can be done at any time before the variable display game based on the start memory is played.

[0217] [Special chart normal processing] Next, the details of the special chart normal processing (step A9) in the special chart game processing described above will be explained. As shown in Figure 19, in the normal processing of the special chart, first, the number of reserved special charts 2 (the number of second start memories) ) is "0" (step A301). Step A301; Y) is judged, whether the number of reserved special charts 1 (number of first start memories) is "0" (Step A305). Then, the number of reserved special drawings 1 is determined to be "0" (Step A3 If it is determined that the answer is 05; Y, it is determined whether the customer waiting demo has already started (step A309). If the customer waiting demo has not started (step A309; N), the customer waiting demo flag area A customer waiting demonstration flag is set in (step A310).

[0218] Next, prepare a customer waiting demo command (step A311) and perform the performance command setting process. (Step A312) Next, set "0" for the special chart normal processing as the processing number. (Step A313), and save the processing number in the special game processing number area (Step Then, the variable symbol discrimination flag area is cleared (step A315), and The fraud monitoring period flag is saved in the prize slot fraud monitoring period flag area (step A316 ), the special chart normal processing ends. In other words, the special chart variable display game can be started. If the start condition is not satisfied, a customer waiting demo command that constitutes waiting information is sent to the performance control device 300. This means that the data is sent to On the other hand, if the customer waiting demo has already started in step A309 (step A309; Y) skips steps A310 to A312 and moves to step A313. do.

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

[0220] [Special Chart 1 Change Start Processing] Next, the details of the special chart 1 change start processing (step A308) in the above-mentioned special chart normal processing The special chart 1 variation start process is a process that is performed at the start of the first special chart variation display game. As shown in FIG. 20(a), first, the type of special chart variable display game to be executed (here, The special pattern 1 variable flag indicating the special pattern 1 is saved in the variable pattern discrimination flag area (step A3 21) Next, the jackpot random number is determined to determine whether the first special chart variable display game is a jackpot or not. Set the miss information and the jackpot information in the jackpot flag 1 to distinguish between the two, and The small win flag to determine whether the dynamic display game is a small win or not displays information about the miss and small win. To process information settings and determine whether the first special chart change display game is a support hit or not The jackpot flag 1 setting performs the process of setting miss information and support hit information to the support hit flag. Processing (step A322) is performed.

[0221] Next, the special chart 1 stop pattern setting process (step A After performing 323), the special chart information, which is a parameter for setting the fluctuation pattern, is set. The special chart information setting process (step A324) is performed. The parameters are the game status, the number of reserved , the stop pattern number and the remaining number of normal power support times are used. Information for referencing various information regarding the setting of the variation pattern of the variation display game is set. A special chart 1 variation pattern setting information table, which is a table obtained by the above process, is prepared (step A325 ) After that, the variable that sets the variation pattern which is the variation mode in the first special chart variation display game The dynamic pattern setting process (step A326) is performed to start the first special pattern variation display game. A change start information setting process (step A327) is performed to set information.

[0222] Next, set "1" as the processing number for the special chart 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 special chart 1 starts to change. Save the related signal (for example, turning on the signal during special symbol 1 fluctuation) in the test signal output data area. (Step A331). After that, the variable flag is saved in the variable control flag area of ​​the special chart 1. (Step A332) The flashing control timer (special diagram 1 display 5) is entered in the special diagram 1 flashing control timer area. Set the initial value (here, 100 ms) of the timer for the blinking period of 1 (step A33 3). Next, save the initial value (here "0") in the special chart 1 variable pattern number area (step Step A334), and the special chart 1 change start processing is completed.

[0223] [Special Chart 2 Change Start Processing] Next, the details of the special chart 2 change start processing (step A304) in the above-mentioned special chart normal processing The special chart 2 variation start process is a process that is performed at the start of the second special chart variation display game. The same processing as that in the special chart 1 variable start processing shown in FIG. 20(a) is performed in the second start recording. It is done on memory.

[0224] As shown in FIG. 20(b), first, the type of special chart variable display game to be executed (here, the special chart 2) is saved in the variable symbol discrimination flag area (step A341 Next, the jackpot random number is determined to determine whether the second special chart variable display game is a jackpot or not. In order to do this, set the miss information and the jackpot information in the jackpot flag 2, and also set the second special chart fluctuation table. The small hit flag to determine whether the displayed game is a small hit or not contains information on misses and small hits. The process of setting the second special chart variable display game and the process of determining whether the game is a support hit or not. Big hit flag 2 setting process that sets miss information and support hit information to the hit flag (Step A342) is performed.

[0225] Next, the special chart 2 stop pattern setting process (step A) for setting the special chart 2 stop pattern (pattern information) After performing 343), the special chart information, which is a parameter for setting the fluctuation pattern, is set. The special information setting process (step A344) is performed. The parameters are the game status, the number of reserved , the stop pattern number and the remaining number of normal power support times are used. Information for referencing various information regarding the setting of the variation pattern of the variation display game is set. A special chart 2 variation pattern setting information table, which is a table obtained by the above process, is prepared (step A345 ) After that, the variable that sets the variation pattern which is the variation mode in the second special chart variation display game The dynamic pattern setting process (step A346) is performed to start the variation of the second special chart variation display game. A change start information setting process (step A347) is performed to set information.

[0226] Next, set "1" as the processing number for the special chart 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 special chart 2 starts to change. Save the related signal (for example, the signal during special pattern 2 change is ON) in the test signal output data area. (Step A351). After that, the variable flag is saved in the variable control flag area of ​​the special chart 2. (Step A352) The flashing control timer (special diagram 2 display 5) is entered in the special diagram 2 flashing control timer area. Set the initial value (100 ms in this case) of the blinking period timer (step A35 3). Next, save the initial value (here "0") in the special chart 2 variable pattern number area (step (Cup A354), and the special chart 2 change start processing is completed.

[0227] That is, the game control device 100 changes the special pattern based on the start memory stored in the start memory means. The special chart variable display game execution control means executes the dynamic display game. The game execution control means executes the first special chart variable display as the special chart variable display game based on the first start memory. The game is executed, and the second special chart change display game is executed based on the second start memory. The program will be implemented.

[0228] [Special chart 1 stop pattern setting process] FIG. 21 shows the special chart 1 stop pattern setting process (step) in the special chart 1 variation start process of this embodiment. (Group A323). In this special chart 1 stop pattern setting process, first, it is determined whether the jackpot flag 1 is a jackpot (step If it is a jackpot (step A431; Y), the special chart 1 special chart pattern random number is stored. A special pattern random number is loaded from the area (for reserved number 1) (step A432). Next, special pattern 1 Set the jackpot symbol table (step A433), and select the symbol corresponding to the loaded special symbol random number. The stop symbol number is acquired and saved in the special symbol 1 stop symbol number area (step A434). The type of jackpot is selected by the process.

[0229] Then, set the special chart 1 big win stop pattern information table (step A435), stop pattern The stop symbol pattern corresponding to the number is acquired and saved in the stop symbol pattern area (step A stop pattern is a stop pattern on a special symbol indicator (here, special symbol indicator 51). This is for setting the stop pattern and the stop pattern on the display device 41. Next, The corresponding round number upper limit information is obtained and saved in the round number upper limit information area (step A437), time reduction judgment data corresponding to the stop symbol number is acquired, and time reduction judgment data The data area is saved (step A438), and the effect corresponding to the stopping pattern and probability state is displayed. The mode transition information is saved (step A439). The mode of play, the presentation mode after the end of the special game state, and the variable selection table after the end of the special game state The purpose is to set up a fluctuation pattern scenario, which is information about the transition of the group of Then, a decorative special symbol command corresponding to the stopping symbol pattern is prepared (step A455).

[0230] On the other hand, if the big hit 1 flag is not a big hit (step A431; N), the small hit flag 1 determines whether it is a small win (step A440), and if it is a small win (step A44 0;Y) loads the special pattern random number from the special pattern random number storage area (for reserved number 1) (Step A441). Next, set the special chart 1 small winning pattern table (Step A442). , obtain the stop pattern number corresponding to the loaded special pattern random number and enter it in the special pattern 1 stop pattern number area Save (step A443). This process selects the type of small win. The stop pattern corresponding to the stop pattern number is acquired and saved in the stop pattern area ( Step A444), and save the transition information for the performance mode corresponding to the stopping pattern (Step Step A445), prepare a special decorative pattern command corresponding to the stop pattern (Step A 455).

[0231] Also, if the small hit flag 1 is not a small hit (step A440; N), It is determined whether the game 1 is a support hit (step A446), and if it is a support hit (step A44 6;Y) loads the special pattern random number from the special pattern random number storage area (for reserved number 1) (Step A447). Next, set the special symbol 1 support symbol table (Step A448). ), get the stop pattern number corresponding to the loaded special pattern random number and enter the special pattern 1 stop pattern number area (Step A449) This process selects the type of support win.

[0232] Then, the stop pattern corresponding to the stop pattern number is acquired and displayed in the stop pattern area. Save (step A450), obtain the time reduction judgment data corresponding to the stop pattern number, and The time reduction determination data is saved in the time reduction determination data area (step A451). The performance mode transition information is saved (step A452), and the decoration corresponding to the stopping pattern is A special drawing command is prepared (step A455). Also, if the support flag 1 is not a support hit (step A446; N), The stop pattern number is saved in the special pattern 1 stop pattern number area (step A453), and the stop The symbol pattern is saved in the stop symbol pattern area (step A454). A decorative special drawing command corresponding to the line is prepared (step A455). A stopping pattern corresponding to the result of the special chart variation display game is set. In addition, the support hit can be derived only when the gaming state is the first specific gaming state ST41. Therefore, steps A446 to A448 are executed only when the gaming state is the first specific gaming state ST41. The process of 52 may be performed.

[0233] Then, the decorative special drawing command is saved in the decorative special drawing command area (step A456). The effect command setting process (step A457) is performed. This special decorative command is used later. The symbol data corresponding to the stop symbol number is transmitted to the control device 300. Save it in the force data area (step A458), and the special chart 1 special chart pattern random number storage area (reserved number 1) is cleared to 0 (step A459), and the special chart 1 stop pattern setting process is terminated.

[0234] [Special chart 2 stop pattern setting process] FIG. 22 shows the special chart 2 stop pattern setting process (step) in the special chart 2 variation start process of this embodiment. The special chart 2 stop pattern setting process is the same as the special chart 1 stop pattern setting process. The processing is carried out on Special Drawing 2. In this special chart 2 stop pattern setting process, first, it is determined whether the jackpot flag 2 is a jackpot (step If it is a jackpot (step A471; Y), the special chart 2 special chart pattern random number is stored. A special pattern random number is loaded from the area (for reserved number 1) (step A472). Next, special pattern 2 Set the jackpot symbol table (step A473) and select the symbol corresponding to the loaded special symbol random number. The stop symbol number is acquired and saved in the special symbol 2 stop symbol number area (step A474). The type of jackpot is selected by the process.

[0235] Then, set the special chart 2 big win stop pattern information table (step A475), stop pattern The stop symbol pattern corresponding to the number is acquired and saved in the stop symbol pattern area (step A stop pattern is a stop pattern on the special symbol display (here, special symbol 2 display 52). This is for setting the stop pattern and the stop pattern on the display device 41. Next, The corresponding round number upper limit information is obtained and saved in the round number upper limit information area (step A477), time reduction judgment data corresponding to the stop symbol number is acquired and the time reduction judgment data is The data area is saved (step A478), and the effect corresponding to the stopping pattern and probability state is displayed. The mode transition information is saved (step A479). The mode of play, the presentation mode after the end of the special game state, and the variable selection table after the end of the special game state The purpose is to set up a fluctuation pattern scenario, which is information about the transition of the group of Then, a decorative special symbol command corresponding to the stopping symbol pattern is prepared (step A495).

[0236] On the other hand, if the big hit flag 2 is not a big hit (step A471; N), the small hit flag 2 determines whether it is a small win (step A480), and if it is a small win (step A48 0;Y) loads the special pattern random number from the special pattern 2 special pattern random number storage area (for reserved number 1) (Step A481). Next, set the special 2 small winning symbol table (Step A482). , get the stop pattern number corresponding to the loaded special pattern random number and put it in the special pattern 2 stop pattern number area Save (step A483). This process selects the type of small win. The stop pattern corresponding to the stop pattern number is acquired and saved in the stop pattern area ( Step A484), and save the transition information for the performance mode corresponding to the stopping pattern (Step Step A485), prepare a special decorative pattern command corresponding to the stop pattern (Step A 495).

[0237] Also, if the small hit flag 2 is not a small hit (step A480; N), the stop at the time of the miss The stop pattern number is saved in the special pattern 2 stop pattern number area (step A493), and the missing stop pattern The pattern is saved in the stop symbol pattern area (step A494), and the stop symbol pattern A decorative special drawing command corresponding to the above is prepared (step A495). A stop symbol corresponding to the result of the variable display game is set.

[0238] Then, the decorative special drawing command is saved in the decorative special drawing command area (step A496). The effect command setting process (step A497) is performed. This special decorative command is used later. The symbol data corresponding to the stop symbol number is transmitted to the control device 300. Save it in the force data area (step A498), and the special chart 2 special chart pattern random number storage area (reserved number 1) is cleared to 0 (step A499), and the special chart 2 stop pattern setting process is completed. In this way, when setting the stopping pattern for each result, a common special pattern random number is used regardless of the result. By using this, the number of required random numbers can be reduced, simplifying the specifications and programs of gaming machines. This allows the burden of control to be reduced.

[0239] [Special chart change processing] FIG. 23 shows the special chart change process (step A10) in the special chart game process of this embodiment. show. In this special pattern change process, first, prepare the pattern stop command corresponding to the change pattern discrimination flag. Then, a performance command setting process is performed (step A602). Then, the display time corresponding to the stop pattern is set (step A603), and the set table The display time is saved in the special game processing timer area (step A604). The control device 100 sets a stop display time for displaying the stop result state of the variable display game. This constitutes a stop display time setting means.

[0240] Next, it is determined whether normal power support is in progress (step A605). If the answer is NO (step A605), the process proceeds to step A612. If there is (step A605; Y), the time reduction fluctuation number 1 in the time reduction fluctuation number 1 area is set. The time reduction fluctuation count 1 is updated by -1 (step A609), and it is determined whether the time reduction fluctuation count 1 has become 0 (step Top A610). If the time reduction fluctuation count 1 is 0 (step A610; Y), the normal power support is terminated. A time-saving end setting process is performed (step A611), and the process proceeds to step A612. If the time reduction variation count 1 is not 0 (step A610; N), step A6 Moving on to 12. In other words, when the time reduction fluctuation count 1 becomes 0, the normal power support will end. In addition, the number of times that the special chart 1 variable display game is executed and the number of times that the special chart 2 variable display game is executed are , the total number of times the special chart 1 variable display game and the special chart 1 variable display game were executed, and Alternatively, the normal power support may be terminated when either of the above has reached a predetermined number of times.

[0241] After the performance mode information check process (step A612) is performed, the remaining reserved consumption state ends. It is determined whether the remaining reserved consumption state has ended (step A613). In addition to when the termination condition of the reserved consumption state ST5 is met, when the remaining reserve is terminated at the end of the specific game state ST4 This includes cases where there was no retention. If the remaining reserved consumption state has not ended (step A613; N), step A616 Also, if the remaining reserved consumption state is completed (step A613; Y), the result is It is determined whether or not the result is a miss (step A614). If the result is not a loss (step A614; N), the process proceeds to step A616. If the result is a miss (step A614; Y), a signal regarding the end of time reduction (for example, The jackpot 2 signal is OFF and saved in the external information output data area (step A615). Move to step A616.

[0242] In step A616, the processing number is set to "2" for the special drawing display processing (step A616), and save the processing number in the special game processing number area (step A61 7). Furthermore, the signal regarding the end of the special pattern 1 change (for example, the signal during the special pattern 1 change is turned OFF) ) is saved in the test signal output data area (step A618), and the end of the variation of special figure 2 The signal to be output (for example, turning off the signal during special symbol 2 fluctuation) is saved in the test signal output data area. (Step A619) The external information terminal is provided with a special chart variation display relating to the number of times the game is executed. Save the control timer initial value (for example, 256 ms) in the symbol confirmation count signal control timer area. (Step A620). After that, the control of the special chart 1 variable display game on the special chart 1 display device 51 As information for your use, the stop flag for stopping the fluctuation in the special diagram 1 display 51 is set to the special diagram 1 fluctuation control flag. The data is saved in the lag area (step A621), and the special chart 2 variable display gate in the special chart 2 display 52 is displayed. As information for controlling the game, the stop flag related to the stop of fluctuation in the special chart 2 display 52 is set to the special chart 2 variable The data is saved in the dynamic control flag area (step A622), and the processing during special chart change is terminated.

[0243] [Time-saving end setting process] FIG. 24 shows the time-saving end setting process (step A611) during the special chart change process. In the time-saving end setting process, first, a signal regarding the end of the time-saving (for example, special pattern 1 variable time Shortened state signal OFF, special pattern 2 variable time shortened state signal OFF, normal pattern 1 high probability state State signal OFF, normal pattern 1 variable time shortened state signal OFF, normal electric role 1 open extended state The state signal (OFF) is saved in the test signal output data area (step A632).

[0244] Next, the number without time reduction is saved 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 special chart low probability & no time reduction flag in the special chart game mode flag area (step P635). Then, the time reduction change count 1 area is cleared (step A636). After that, try to turn off the signal for the left shot (for example, turn off the launch position designation signals 1 and 2). The test signal is saved in the output data area (step A638), and the LED indicating that the right hand is being hit (for example, , the first game status display unit 56a) is turned off, and the left hit state is displayed in the game status display number 2 area. The number in the table is saved (step A639), and the normal base state is entered in the normal base state determination area. The information is saved (step A640), and the time-saving end setting process is completed.

[0245] [Processing during special chart display] 25 and 26 show the process during special chart display in the special chart game processing of this embodiment (step A11). In this special diagram display process, first, the support flag set in the big hit flag 1 setting process Load the jackpot flag 1 and the support flag 2 set in the jackpot flag 2 setting process ( Step A701) Clear the RWM support flag 1 area and support flag 2 area. (Step A702). Next, the small hit flag 1 set in the big hit flag 1 setting process and the big hit flag 2 setting process are The small hit flag 2 set in the setting process is loaded (step A703), and the RWM The small hit flag 1 area and the small hit flag 2 area are cleared (step A704).

[0246] Next, the jackpot flag 1 set in the jackpot flag 1 setting process and the jackpot flag 2 setting process are The jackpot flag 2 set in the setting process is loaded (step A705), and the RWM The jackpot flag 1 area and the jackpot flag 2 area are cleared (step A706). Then, it is determined whether the loaded jackpot flag 2 is a jackpot (step A707), and if it is a jackpot, If the number of the special symbols is 1 or more (step A707; Y), the second special symbol variable display game is a jackpot (special symbol 2 jackpot). Test signal for the start of (for example, condition device operation signal ON, special device continuous operation device operation signal ON, special pattern 2 signal ON) is saved in the test signal output data area of ​​RWM. (Step A710), and then a round number upper limit table is set (Step A711).

[0247] On the other hand, if the jackpot flag 2 is not a jackpot (step A707; N), It is determined whether the jackpot flag 1 is a jackpot (step A708), and if it is a jackpot (step P708; Y) is about the start of the first special chart variable display game jackpot (special chart 1 jackpot) Test signal (for example, condition device operation signal ON, special device continuous operation device operation signal ON, The signal for each separate pattern is ON) and saved in the test signal output data area of ​​the RWM (Step A 709), and sets the round number upper limit value table (step A711).

[0248] Next, the upper limit value of the number of rounds corresponding to the upper limit value information of the number of rounds (in this embodiment, "1 0 or 3) and save it in the round number upper limit value area of ​​the RWM (step A7 12) Next, obtain the round LED pointer corresponding to the round number upper limit information and The data is saved in the round LED pointer area of ​​the WM (step A713).

[0249] Next, load the special decoration command from the special decoration command area of ​​RWM and prepare it (s Step A714) and a performance command setting process (step A715) are performed. The probability of winning in dynamic display games and special chart variable display games is set to normal probability state (low probability state). A probability information command relating to the information (state) is prepared (step A716), and a performance command The setting process (step A717) is performed. Next, the special symbol 1 or special symbol 2 stop symbol setting process is performed. The fanfare record corresponding to the set symbol information (stop symbol number or stop symbol pattern) A command is prepared (step A718), and a performance command setting process is performed (step A719). This fanfare command is transmitted to the effect control device 300 at the start of the special game state. This provides special game state start information.

[0250] Next, the information on the opening of the big prize slot and the winning results in the normal and special game. The signal corresponding to the state of probability is saved in the external information output data area of ​​the RWM (state In this embodiment, in step A720, the big prize opening information and the confirmation As a signal corresponding to the rate state, the jackpot 2 signal and the jackpot 3 signal are saved. The ON / OFF of each signal is determined by the information on the big prize opening and the probability state. For example, the big prize 2 signal If the big win is a big win (large prize opening information is other than large prize opening information 1), N, a jackpot without a ball (so-called sudden jackpot, etc.) ) it will be ON if a jackpot occurs during the time-saving mode, and OFF otherwise. In addition, the jackpot 3 signal is ON when it is a jackpot with balls, and ON when it is a jackpot without balls. In this case, the control is turned OFF. In the gaming machine of this embodiment, all jackpots are jackpots with balls being paid out.

[0251] After that, the big prize opening information and the winning result in the normal chart change display game and the special chart change display game will be displayed. The jackpot fanfare time corresponding to the state of the probability of the result is set (step A721 ), the set jackpot fanfare time is saved in the special game processing timer area (status Then, load the special game mode flag and set the loaded flag to the special game mode. The game mode flag is saved in the save area (step A723). The probability status and time-saving status of the special chart at the time of occurrence are stored. Based on the information, the presentation mode after the special game state ends is determined.

[0252] Then, the illegal winning number area of ​​the large prize winning slot corresponding to the large prize winning slot opening information is cleared ( Step A724), the large prize opening fraud monitoring period flag of the large prize opening corresponding to the large prize opening opening information The fraud monitoring period out flag is saved in the log area (step A725). Fanfare for transition to interval processing / Interval processing transition setting The process 1 (step A726) is performed, and the process during the special drawing display is terminated. That is, the game control The device 100 determines whether the result of the first special chart variable display game or the second special chart variable display game is special. Based on the result, a special game state is generated in which the special variable winning device 38 is converted into an open state. This constitutes a special game state generating means.

[0253] On the other hand, if the jackpot flag 1 is not a jackpot (step A708; N), the special chart change display It is determined whether the probability state of the game is a high probability state (step A727). In the gaming machine, the probability of the special drawing is always constant, so it is determined that the state is not always high probability (Step A 727; N), and it is determined whether there is a ceiling reached flag (step A728). If there is a ceiling reached flag (step A728; Y), the ceiling is reached. The process for starting normal power support based on the above is not performed, and the process proceeds to step A732. The completed flag is set when the ceiling is reached and cleared when a jackpot occurs. This allows normal power support to start when the ceiling is reached. If this occurs, normal power support based on reaching a new ceiling will not be available until after the jackpot has passed. can be prevented from starting.

[0254] If there is no ceiling reached flag (step A728; N), the value of the ceiling counter area is The value is updated by +1 (step A729), and it is determined whether the ceiling has been reached (step A730). If the ceiling has not been reached (step A730; N), the process proceeds to step A732. Also, when the ceiling is reached (step A730; Y), the ceiling time reduction activation flag and the ceiling arrival flag are The reached flag is set (step A731), and the process proceeds to step A732.

[0255] In step A732, it is determined whether the loaded small hit flag 2 is a small hit (step A732), if it is a small hit (step A732; Y), the second special chart variable display game Test signal for the start of small hit (special pattern 2 small hit) (for example, special pattern 2 small hit signal ON ) is saved in the test signal output data area of ​​the RWM (step A735), and step A7 Moving to 36. Also, if the small hit flag 2 is not a small hit (step A732; N), It is determined whether the small hit flag 1 is a small hit (step A733), and if it is a small hit (step P733; Y) is about the start of the small win (small win of special chart 1) of the first special chart variable display game Test signal (for example, special pattern 1 small hit signal ON) to the test signal output data area of ​​RWM The data is saved (step A734) and the process proceeds to step A736.

[0256] Next, it is determined whether the probability state of the special chart variable display game is in a high probability state (step A 736). In the gaming machine of this embodiment, the probability of the special drawing is always constant, so it is always in a high probability state. It is determined that the special decorative drawing command is not necessary (step A736; N), and the special decorative drawing command is loaded from the special decorative drawing command area. Download and prepare (step A737), and perform the performance command setting process (step A738). Next, prepare a small win fanfare command (step A739), and A band setting process (step A740) is performed, and the process proceeds to step A741. The small win fanfare command is also sent to the performance control device 300 at the start of the special game state. This provides special game state start information.

[0257] Then, it is determined whether normal power support is in progress (step A741). If not (step A741; N), a small win to transition to small win fanfare processing The fanfare processing transition setting process (step A746) is performed, and the special chart display processing is performed. Finish. Also, if normal power support is in progress (step A741; Y), the end conditions for normal power support are It is determined whether the condition is met (step A743). The end condition is that a small win is obtained in the indicated game. If the termination condition for normal power support is not met (step A743; N), A746 is processed to end the special map display process. Also, the termination condition for normal power support is met. If the power outage is resolved (step A743; Y), the time-saving termination setting process for terminating the normal power support is performed. The process is performed (step A744), and a signal regarding the end of the time reduction is saved in the external information output data area. Then, the process of step A746 is performed to terminate the process during the special drawing display. do.

[0258] On the other hand, if the small hit flag 1 is not a small hit (step A733; N), the ceiling time reduction is activated. It is determined whether there is a flag (step A751). If there is a ceiling time reduction activation flag (step A752), Step A751;Y) saves the initial value of the ceiling time reduction number in the time reduction fluctuation number area 1 (step The process proceeds to step A752, and then to step A756, which is a support operation setting process. Here, the time reduction variation number area 1 shows the special chart 1 variation display game and the special chart 2 variation display game. Save 250 as the termination condition based on the total number of runs.

[0259] Also, if there is no ceiling time reduction activation flag (step A751; N), the loaded support It is determined whether the hit flag 1 is a support hit (step A754). If it is not a support hit (step A755). Step A754;N) is a special drawing normal processing transition setting process (step A call A757) is performed to end the processing during special drawing display.

[0260] On the other hand, if the support flag 1 is a support hit (step A754; Y), the time is shortened. The initial value corresponding to the judgment data is saved in the time reduction fluctuation count area 1 (step A755). Then, the process proceeds to the support operation setting process (step A756). Here, the time reduction variation number area 1 shows the special chart 1 variation display game and the special chart 2 variation display game. Save 250 as the termination condition based on the total number of runs. After the support operation setting process (step A756) is performed, the special chart is used to transition to the normal processing. The normal processing transition setting process (step A757) is performed, and the processing during special drawing display is terminated.

[0261] In addition, the support hit can be derived only when the gaming state is the first specific gaming state ST41. Therefore, steps A754 to A755 are executed only when the gaming state is the first specific gaming state ST41. The process of 56 may be performed. In addition, in the big hit flag 1 setting process (step A322), the game state is the first specific game. It is also possible to determine whether the support hit is successful only when the skill state is ST41, or whether the big hit flag is successful. In the setting process for the first game (step A322), the decision on whether to win the game is made without considering the game status. In the special chart display process, the game state is supported only when the first specific game state ST41 is being displayed. It is also possible to perform a setting process for normal power support based on the hit.

[0262] In the above process, the determination of whether the ceiling has been reached is made at the end of the special chart change display game. (Steps A727 to A731), the winning of the support and the reaching of the ceiling are the same special chart fluctuations When this occurs in the displayed game, the termination condition of the specific game state ST4 based on reaching the ceiling is The setting is performed (steps A751 to A756).

[0263] It is rare for the ceiling to be reached and the support hit to occur in the same special chart variable display game. , Checking this at the start of the special chart change display game is a waste of control. Therefore, by adopting the present embodiment, such unnecessary processing becomes unnecessary, and This simplifies the control at the start of the dynamic display game.

[0264] In addition, specific fluctuation patterns and result modes are set based on the support hit and ceiling hit. If you set it to "Sapporo hit" and "Ceiling hit" will occur in the same special chart change display game. In this case, the special chart variation display game will start with a variation pattern based on the support hit. A specific game state ST4 in which a result mode is selected and given at the end of the special chart change display game The termination condition is not based on the support hit, but on reaching the ceiling. . The fluctuation pattern and result mode are selected according to the support hit, while the grant The contradiction is that the termination condition of the specific game state ST4 is based on reaching the ceiling. However, the game state ST4 will still be entered, which may cause the player to feel dissatisfied. Not at all.

[0265] If there is room for control at the start of the special chart change display game, At the start of the game, determine whether the ceiling is reached and the winning of the support hit occurs in the same special chart change display game. It may be possible to set it in such a way that the ceiling is reached and the support hit is won in the same special chart variable display game. In case of occurrence, the special chart fluctuation display game fluctuation pattern and result mode will be out of sync with the result. By using the same method as above or the method corresponding to reaching the ceiling, it is possible to avoid any inconsistencies. do.

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

[0267] Next, a signal regarding the start of a jackpot (special game state) (for example, a jackpot 1 signal is turned ON (a jackpot Output for hit + small hit), big hit 4 signal ON (output for big hit)) in the external information output data area (Step A793), and a signal regarding the end of high probability & time reduction (for example, special Pattern 1 high probability state signal OFF, special pattern 2 high probability state signal OFF, special pattern 1 fluctuation time Shortened state signal OFF, special pattern 2 variable time shortened state signal OFF, normal pattern 1 high probability state State signal OFF, normal pattern 1 variable time shortened state signal OFF, normal electric role 1 open extended state The state signal (OFF) is saved in the test signal output data area (step A794). , clear the round number area for managing the number of rounds executed in the special game state (state Step A795), and save the number without time reduction in the game status display number area (step A79 6) Save the low probability and no time reduction flag in the normal game mode flag area (step P797).

[0268] Then, the variable symbol discrimination flag area is cleared (step A798), and the high probability state is displayed. The game status display LED (for example, the third game status display unit 56c) provided on the game board 30 To turn off the high probability notification flag area, the area is cleared (step A799), and the special game The special low probability & no time reduction flag is saved in the mode flag area (step A800). 2. A command output to the performance control device 300 when the power outage is restored is saved. A probability information command (low probability) is saved in the command area (step A801), and the time-saving state is entered. Click the time reduction variable number area to manage the number of special chart variable display games that can be executed. This ends the normal power support and time-saving mode (step A802). , clear the ceiling counter area (step A804), and clear the ceiling time reduction activation flag area. (Step A805), and the ceiling reached flag area is cleared (Step A806). .

[0269] Then, the number of the performance mode 1 is saved in the performance mode number area (step A807). The remaining rotation number area is cleared (step A808) and updated to the next mode transition information area. The code is saved (step A809). Then, a signal regarding a right-hand stroke instruction (for example, , launch position designation signals 1 and 2 are turned ON) are saved in the test signal output data area (Step A 810), to light up the display LED during right hitting (for example, the first game state display unit 56a). Therefore, the number in the right-hand hit state is saved in the game state display number 2 area (step A811). The fanfare / interval processing transition setting process 1 ends.

[0270] [Support operation processing] FIG. 28 shows the support activation processing (step A756) during the processing during the special chart display described above. In this support operation setting process, first, a signal regarding the start of time reduction (for example, a big hit 2 signal and The result of the calculation (and the jackpot 3 signal ON) is saved in the external information output data area (step A821). Next, the timer initial value is saved in the time-shortening signal control timer area (step A822). saves 128ms as the timer initial value. This allows the signal for the start of time reduction to be Of these, the jackpot 3 signal will only be output for a short period of time.

[0271] Next, a signal regarding the start of time reduction (for example, a special pattern 1 variable time reduction status signal) is turned ON. Special pattern 2 variable time shortening state signal ON, normal pattern 1 high probability state signal ON, normal pattern 1 Test signal output: Variable time shortening status signal ON, normal electric accessory 1 open extension status signal ON The data is saved in the data area (step A823).

[0272] Furthermore, the number with time reduction is saved in the game status display number area (step A824), Save the normal high probability & time reduction flag in the gate mode flag area (step A82 5) To maintain the probability state flag and enable time reduction, the special game mode flag area is The special time-saving flag is synthesized (step A826). Next, test the signal related to the right-hand shot instruction (for example, turn on launch position designation signals 1 and 2). Save it in the signal output data area (step A827), and turn on the LED indicating that you are hitting the right button (for example, In order to light up the first game status display unit 56a), the game status display number 2 area is in the right-hand hitting state. The number is saved (step A828). Set (step A829) and the effect mode set at the start of the variation (when the stop pattern is set) The address of the table corresponding to the transition information is obtained (step A830). By obtaining the address of the corresponding table based on the row information, the moving table of the variable selection table group can be A fluctuation pattern scenario, which is information about the row, is also obtained.

[0273] Next, as a process for saving information necessary for managing the presentation mode in the game control device 100, First, the performance mode of the performance mode that is set after the end of the special chart change display game that has been hit The mode number is acquired and saved in the performance mode number area (step A831). The remaining number of spins in the special mode that is set after the special chart change display game ends The special symbol is acquired and saved in the remaining spin count area (step A832). After the variable display game ends, the next mode transition information of the presentation mode to be set is acquired, and the next mode The information is saved in the transition information area (step A833). After the end of the special chart change display game that was hit, a predetermined number of special chart change display games are executed. The presentation mode and variable selection tables will change based on this.

[0274] Then, a probability information command corresponding to the performance mode number is prepared (step A834). The command is saved in the transmission command area when power is restored (step A835), and the performance command is Next, the newly set remaining number of spins is A corresponding performance rotation speed command is prepared (step A837), and performance command setting processing (step A838) is performed. Step A838) to prepare the time reduction change count command corresponding to the time reduction change count. Then, the controller 100 executes a performance command setting process (step A840). Then, the time reduction determination data area is cleared (step A841), and the performance mode transition information is The information area is cleared (step A842), and the support operation setting process is terminated.

[0275] [Jackpot end processing] FIG. 29 shows the jackpot end process (step A15) in the special game process of this embodiment. show. In this jackpot end process, first, it is determined whether or not it is a jackpot without time reduction (step A90 0). A jackpot without time reduction means that the first special game state ST2 ends and the game transitions to the normal game state ST1. This is a jackpot that occurs when the player wins, and includes jackpots based on 3R small jackpot C. If it is a jackpot without time reduction (step A900; Y), proceed to step A916. In addition, if it is not a jackpot without time reduction (step A900; N), the signal regarding the start of time reduction The signal (for example, the jackpot 2 signal is turned ON) is saved in the external information output data area (Step A 901). The signal for the start of the time reduction is output during the jackpot, so it continues to be output. The information is saved in the output data area. Then, the signal for the start of low probability and time reduction (for example, For example, the special symbol 1 change time shortening status signal is ON, the special symbol 2 change time shortening status signal is ON, Normal pattern 1 high probability state signal ON, normal pattern 1 variable time shortened state signal ON, normal electric role The object 1 open extension state signal (ON) is saved in the test signal output data area (step A90 2).

[0276] Next, the number with time reduction is saved in the game status display number area (step A903), Save the normal high probability & time reduction flag in the game mode flag area (step A90 4), the special chart time reduction flag is saved in the special chart game mode flag area (step A90 5) Then, the initial value of the time reduction fluctuation count is saved in the time reduction fluctuation count area (step A906). Here, the initial value according to the termination condition is saved in the time reduction fluctuation count 1 area. By the above process, after the special game mode ends, the normal power support mode and time-saving mode will be entered. In addition, by setting the initial value of the time-saving fluctuation number in the time-saving fluctuation number area, the specified number of special chart fluctuations By executing the game shown, the normal power support state and the time-saving state will end. After the special game state ends, the game control device 100 performs a normal game for a predetermined period of time. A specific game state (time-saving state, normal power support state) that makes the variable winning device 37 easy to win. This constitutes a specific game state occurrence control means capable of causing the above.

[0277] Then, the probability information command is saved in the transmission command area when power is restored (step A9 10), the performance command setting process (step A911) is performed. Here, the probability information command As such, there are multiple options including either "with time reduction" or "without time reduction" and further information on the performance mode. Next, the time reduction change count command corresponding to time reduction change count 1 is Preparation is made (step A914), and then a performance command setting process is performed (step A915).

[0278] Next, set "0" as the processing number for the special normal processing (step A918), The processing number is saved in the special game processing number area (step A917). Then, the signal regarding the end of the jackpot (for example, the jackpot 1 signal is turned OFF, the jackpot 3 signal is turned ON) OFF, jackpot 4 signal OFF) is saved in the external information output data area (step A9 18), the signal regarding the end of the big win (for example, the signal during the operation of the condition device is OFF, the continuous operation of the Turn off the signal when the operating device is in operation, turn off the signal when special symbol 1 is hit, and turn off the signal when special symbol 2 is hit. ) is saved in the test signal output data area (step A919). The information in the data area is cleared (step A920), and the round number indicating the number of rounds of the jackpot is displayed. The information in the pointer area of ​​the LED is cleared (step A921), and the performance mode transition information is The area information is cleared (step A922). The information of the area is cleared (step A923), and the fraud monitoring period flag area is set to the fraud monitoring period flag area. The flag is saved during the period (step A924), and the jackpot termination process is completed.

[0279] [Specific area switch monitoring process] FIG. 30 shows the specific area switch monitoring process (step A3) in the special game process. In this specific area switch monitoring process, first, it is determined whether or not a small win is occurring (step A 41) Here, "during a small hit" refers to the period during which the small hit process and the remaining ball process are being carried out. If it is not in this small win (step A41; N), the specific area switch monitoring process is performed. That is, the specific area switch 38d ends the small win processing and the small win remaining ball processing. It is valid only during the period. Also, if there is a small win (step A41; Y) It is determined whether the condition device is in operation (step A42).

[0280] If the condition device is in operation (step A42; Y), the specific area switch monitoring process is performed. If the condition device is not in operation (step A42; N), the specific area switch It is then determined whether there is an input to the specific area switch (step A43). If there is no switch (step A43; N), the specific area switch monitoring process is terminated. If there is an input to the area switch (step A43; Y), the detection is performed by the specific area switch. It is determined whether the detection validity period is within which the data is treated as valid (step A44). If it is not within the range (step A44; N), the specific area switch monitoring process is terminated. If it is the detection valid period (step A44; Y), the specific area passing flag is set (step A44; Y). Step A45) ends the specific area switch monitoring process. Based on this, a process for generating the first special game state is performed.

[0281] [Handling small remaining balls] In FIG. 31, in the small winning remaining ball processing (step A18) in the special game processing, The process shown in 1 is shown. In this small hit remaining ball process, first, whether a remaining ball error is occurring or not If a remaining ball error is occurring (step A861), If Y), the process proceeds to step A863. 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 small win remaining ball processing is terminated. If the remaining ball counter is 0 (step A862; Y), step A86 Processing is performed to end small hits from 3 onwards.

[0282] That is, the small win ends after all the remaining balls in the special variable winning device 38 are discharged. However, when the game ball finally flows into the special variable winning device 38, If the remaining ball error occurs and the discharge cannot be confirmed even after a specified time has passed, The time required for the small win has elapsed and the process will proceed to end the small win. Of course, if there is a remaining ball error, the process to end the small win will not proceed. Therefore, the process of step A861 may not be performed.

[0283] In the process to end the small win, first, it is determined whether there is a specific area passing (step When the game ball flows into the specific area 38h and passes through, the specific area switch 3 8d and a specific area passing flag is set. Whether or not a specific area has been passed is determined by the presence or absence of lag. If a specific area has been passed (stage Step A863 (Y) moves to step A870 to perform processing to generate a special game state. If no specific area has been passed through (step A863; N), the process proceeds to step A864. The second special game state is ended and a process for making the special chart variable display game executable is performed. cormorant.

[0284] The second special game state after step A864 is ended and the special chart change display game can be executed. In the process to do this, set 10 as the processing number for the small win end processing (Step A 864), and save the processing number in the special game processing number area (step A865). The small winning ending time is saved in the special game processing timer area (step A866). , the fraud monitoring period flag is saved in the fraud monitoring period flag area of ​​the upper prize winning entrance (step A 867). Then, the large winning slot count area is cleared (step A868), and during the small winning The control pointer area is cleared (step A869), and the processing of the remaining small hit balls is terminated.

[0285] On the other hand, if a specific area is passed (step A863; Y), the first specific area is passed after step A870. When processing to generate a different game state, load the command from the decorative special diagram command area. Then, the controller 100 prepares the command (step A870), and performs a performance command setting process (step A871). Next, prepare the V jackpot fanfare command (step A872) and execute the performance command A setting process is performed (step A873).

[0286] After that, the signal regarding the start of the jackpot (V jackpot) is saved in the external information output data area ( Step A874), a test signal for the start of a big win (V big win) (for example, a condition device operation Turn on the moving signal, turn on the continuous operation device operation signal, and turn on the special pattern 2 hit signal) The test signal is saved in the test signal output data area (step A875).

[0287] Then, the number during the jackpot is saved in the game status display number area (step A876). Set the round number upper limit table (step A877) to correspond to the round number upper limit information. Get the upper limit of the number of rounds (5 or 10) and save it in the upper limit of the number of rounds area (step (Step A878). In addition, the round LED pointer corresponding to the round number upper limit information is displayed. Get it and save it in the round LED pointer area (step A879), and save it in the round number area The initial value (here, 1) is saved in (step A880). The number of rounds is set to 5 or 10, but the small hit action corresponds to the first round, so By setting the initial number of rounds to 1, you can play 4 or 9 rounds in special game mode. This is to ensure that the information is released.

[0288] Then, set the processing number to 3 for the fanfare / interval processing (step The game is then saved in the special game processing number area (step A882). The V jackpot fanfare time is saved in the special game processing timer area (step A883 ), fanfare / interval processing transition setting processing (step A884), Proceed to step A868.

[0289] [Small hit end processing] FIG. 32 shows the small win end process (step A19) in the special game process of this embodiment. show. In this small win end processing, first, in the support C which is the second specific game state ST42, It is determined whether the support C is in progress (step A930). If the support C is in progress (step A930; Y), If the support C is not in progress (step A930; N), the process proceeds to step A937. It is determined whether the player is in a normal hit state (step A931). (Step A931; N) is a signal related to a left-handed shot instruction (for example, a launch position designation signal 1 and and 2 OFF) are saved in the test signal output data area (step A932), In order to turn off the display LED (for example, the first game status display unit 56a), Save the number in the left-hand state in the 2nd area (step A933) and move to step A937. To carry out.

[0290] On the other hand, if the ball is in a normal hitting state (step A931; Y), the opening pattern is If the open pattern is not pattern H1, then it is determined whether the open pattern is pattern H1 (step A934). If the answer is NO (step A934), the process proceeds to step A937. If it is turn H1 (step A934; Y), test the launch position designation signal 2 to be OFF. The data is saved in the signal output data area (step A935), and the process proceeds to step A937.

[0291] Next, it is determined whether or not there is a ceiling time reduction activation flag (step A937). If there is no lag (step A937; N), the process proceeds to step A940. If there is a time-saving activation flag (step A937; Y), the initial value of the ceiling time-saving count is set to the time-saving The time-shortened fluctuation count is saved in the time-shortened fluctuation count 1 area (step A938). Set the time reduction fluctuation count to 250. Then, the support operation setting process is performed (step A939), and the process proceeds to step A940. .

[0292] Then, set "0" as the processing number for the special normal processing (step A940), The processing number is saved in the special game processing number area (step A941). Furthermore, a signal regarding the end of a small hit (for example, turning off the big hit 1 signal) is output as external information. The data is saved in the data area (step A942), and a signal regarding the end of the small win (e.g., Separate pattern 1 small hit signal OFF, special pattern 2 small hit signal OFF) in the test signal output data area The data is saved in the local area (step A943). Next, the variable symbol discrimination flag area is cleared (step A944), and the performance mode transition information is The information area is cleared (step A945), and the fraud monitoring period flag area is set to the fraud monitoring period flag area. The flag is saved during this period (step A946), and the small win end processing is completed.

[0293] Next, the control by the performance control device 300 will be explained. The icon (CPU) 311 performs the main processing shown in FIG. 33 and the timer interrupt processing (not shown). Do the following.

[0294] [Main processing] As shown in Figure 33, the main process first performs the process at the start of the program. At the start of the program, interrupts are first disabled (step C1) and the CPU is initialized. Next, the VDP 312 is initialized (step C3), and the allocation is performed. Then, the generation of display data is permitted (step C4). 5), set the random number seed (step C6), and set the initial value at power-on in the area to be initialized. The data is saved (step C7), which clears the power outage detection flag and other flags.

[0295] After the program start processing from steps C1 to C7, the main loop processing is This loop process first clears the WDT (watchdog timer). Next, the input signal ( The input information is generated from the rising edge of the signal (step C9). Input from the effect button 25 and the cross key 29 is read in the timer interrupt process. In the effect button input process, when there is input from the effect button 25 or the cross key 29, Performs processing to change the content.

[0296] The brightness of the LED and LCD, the volume, and other settings can be adjusted, and the LED can be controlled by the player. It also performs hall and player setting mode processing, which accepts operations such as changing the LCD brightness and volume. Next, a random number is generated to determine the details of the variation mode of the decorative special chart variation display game (step C10). A random number update process (step C11) is performed.

[0297] Next, a received command checker analyzes the command from the game control device 100 and responds accordingly. The processing (step C12) is performed to edit the settings and drawing commands for controlling the progress of the performance. The process of editing the display of the drawing command (step C13) is performed to set the completion of preparation for the drawing command. In these processes, various data is updated according to the content to be drawn. Finally, the drawing data is set in the frame buffer. If the drawing data for the screen to be drawn is prepared within 0 seconds (approximately 33.3ms), the drawing will be drawn without any problems. The image can be updated.

[0298] Then, it is determined whether or not it is frame switching timing (step C15). In this configuration, to create a system cycle (1 frame 1 / 30 seconds), a V blank interrupt (1 / 6 If two periods (0 seconds) are entered, it is determined that it is time to switch frames. The timing can be changed arbitrarily as needed. For example, the image can be updated at 1 / 60 seconds (frame cutting). You can also update the image (switch frames) at a timing slower than 1 / 60 seconds. If it is determined in step C15 that it is not the frame change timing, If the answer is NO (step C15), the process of step C15 is repeated. If it is determined in step C15 that it is frame switching timing (step C15; Y), gives an instruction to draw on the screen (step C16).

[0299] After that, regarding the output of sound from the speakers (upper speaker 19a, lower speaker 19b), The sound control process (step C17) includes the board decoration device 46 and the display board 350. Decoration control processing (step C18) for controlling the LEDs of the frame decoration device 18, etc. The moving body control process (step C19) controls the 44 motors and solenoids, and the performance is The board effect setting process (step C20) is performed to control the Return to step C8.

[0300] [Received command check process] FIG. 34 shows the received command check process in the main process described above. In the command check process, first, it checks how many commands are sent in one frame (1 / 30 seconds). The value of the command reception counter that counts whether a command has been received is loaded as the number of received commands ( Step C201), and determine whether the number of received commands is not 0 (step C202). If it is determined that the number of received commands is 0 (step C202; N), Command check processing is terminated. Also, if it is determined that the number of received commands is not 0 ( In step C202, the content of the command reception counter area is decremented by the number of received commands. (Step C203).

[0301] Next, the contents of the receive command buffer are copied to the command area (step C204 ), and increment the command read index by +1 within the range of 0 to 31 (step C205). It is determined whether or not copying of the commands corresponding to the number of received commands has been completed (step C206). In this way, in this embodiment, the command is not analyzed directly in the received command buffer. The contents of the received command buffer are copied to the command area (RAM area for analysis) and the command is executed. This allows the command analysis work to be performed in the command area. In case a command is sent from the game control device 100, You can move the command to create space. Also, the command analysis is done in units of one main processing round. can be done together.

[0302] In step C206, it is determined that copying of the received number of commands has not been completed. If the command is not executed (step C206; N), the process returns to step C204. If it is determined that copying of the received number of commands is completed (step C206; Y), The contents of the command area are loaded (step C207), and the received command analysis process (step (P.C208)

[0303] Next, the address of the command area is updated (step C209), and the number of received commands is updated. It is determined whether the analysis of the command is complete (step C210). If it is determined that the analysis of the command for several minutes has not been completed (step C210; N), The process returns to step C207. When the analysis of all received commands is completed, If it is determined that the command is received (step C210; Y), the received command check process is terminated. In the received command check process, the received command is In this embodiment, up to 32 commands can be saved. It is structured as follows.

[0304] [Received command analysis process] FIG. 35 shows the received command analysis process in the above-mentioned received command check process. In this received command analysis process, first, the upper byte of the command is MODE, and the lower byte is Separated as ACT (ACTION) (step C231), MODE and ACT are normal It is determined whether or not the range is satisfied (steps C232 and C233). If the CT is determined to be within the normal range (step C232; Y, step C233; Y) First, it is determined whether the ACT for the MODE is a correct combination (step C23 4).

[0305] Also, in step C232 and step C233, MODE or ACT is not within the normal range. If it is determined that the If it is determined in step C234 that the ACT for the MODE is not a correct combination (step C2 In step 34, the received command analysis process is completed.

[0306] In step C234, if it is determined that the ACT for MODE is a correct combination ( In step C234 (Y), it is determined whether the MODE is within the range of the variable command. (Step C235). The variation command is a command that instructs the variation pattern of the special chart. If it is determined that the MODE is within the range of the variable command (step C235), ;Y), variable command processing (step C236) is performed, and received command analysis processing is performed. Exit.

[0307] Also, if it is determined in step C235 that the MODE is not within the range of the variable command ( In step C235 (N), it is determined whether the MODE is within the range of a big win command. (Step C237). The jackpot command is an action related to the performance during the jackpot (fantasy Commands to command the game screen, round screen display, etc., and actions related to small win performances (Displaying the fanfare screen, the ending screen, etc.) If it is determined that DE is within the range of the big win command (step C237; Y), A hit command process (step C238) is performed, and the received command analysis process is completed.

[0308] Also, in step C237, if it is determined that MODE is not within the range of a big win command In step C237, it is determined whether the MODE is within the range of the symbol command. The symbol command is information about the symbol of the special symbol (for example, This is a command that instructs the player to select the symbol to stop. If it is determined that the range is within the range of the command (step C239; Y), the symbol command processing ( Step C240 ​​is performed to complete the received command analysis process.

[0309] Also, in step C239, if it is determined that the MODE is not within the range of the symbol-based command ( In step C239;N), MODE is a one-off command such as a pending number command or an error command. It is determined whether or not the command is within the range (step C241). Unlike commands that make sense when combined with other commands, such as variable commands, these commands can be used independently. These single-shot commands include customer waiting demo commands, hold number commands, and pattern commands. Stop commands, probability information commands, error / invalid commands, model specification commands, etc. If it is determined that the MODE is within the range of a single command (step C24 1;Y), a single command process (step C242) is performed to analyze the received command. End the process.

[0310] Also, if it is determined in step C241 that the MODE is not within the range of a single command ( In step C241; N), it is determined whether the MODE is within the range of the pre-reading symbol command. Then, it is determined that the MODE is within the range of the pre-reading symbol command (step C243). If it is determined (step C243; Y), the pre-reading symbol command processing (step C2 44) and the received command analysis process is completed.

[0311] Also, in step C243, it was determined that MODE is not within the range of the pre-reading symbol command. If this is the case (step C243; N), it is determined whether MODE is within the range of the look-ahead variable command. Then, it is determined whether MODE is within the range of the look-ahead variable command (step C245). If it is determined that there is (step C245; Y), the pre-reading change command processing (step Then, in step C245, the received command analysis process is terminated. If it is determined that the MODE is not within the range of the look-ahead variable command (step C245; N) Then, the received command analysis process is completed.

[0312] In addition, the pre-reading change command and the pre-reading pattern command are used to execute the pre-reading performance. This command contains the information necessary for the pre-reading performance (pre-reading notice, or pre-reading notice performance) (also called) is a special chart change table that corresponds to the start memory (pending) of the special chart change display game that has not been executed. Whether the game will be a jackpot when it is subsequently played (or what fluctuation pattern it will be) In order to notify the player in advance of the winnings with a predetermined reliability, the display device 41 starts displaying the special winnings. The display device 41 may be configured to perform dynamic memory display or other functions in a different manner from the normal display. And, the pre-reading command (pre-reading change command and pre-reading pattern command) ) is a function that allows you to know in advance the change patterns and stop patterns corresponding to the start memory that is the target of the pre-reading performance. This is a command to make the game controller 100 start the winning and is sent from the game controller 100 to the performance controller 300 at the time of the start winning. In addition, normal fluctuation commands and pattern commands that are not pre-reading are displayed in the special pattern fluctuation display game. The signal is sent from the game control device 100 to the performance control device 300 at the start of the program.

[0313] Next, the game presentation will be described. FIG. 36 shows an example of the effects in the normal gaming state ST1. The display contents will basically be the same regardless of the game status, but some of the display contents may differ depending on the game status. It is also possible to display the normal game state ST1 and other The player can tell which game state he is in by the displayed content.

[0314] As shown in FIG. 36(a), in the center of the display area of ​​the display device 41, a special decorative figure change display gate is A first decoration game display unit 81 is provided to display the first decoration game of the game. The game display section 81 has a left variable display area 81a, a center variable display area 81b, and a right variable display area 81c. The identification information is displayed in a variable display area in the area 81c and then displayed in a static display. Display the diagram change display game.

[0315] In the upper right part of the display area of ​​the display device 41, the second decoration game of the decoration special chart variable display game is displayed. A second decorative game display unit 82 is provided to display the game. The second decoration game to be played is the same as the first decoration game displayed on the first decoration game display unit 81. The discrimination information is displayed variably in the left, middle, and right areas, and then the result is displayed. The second decorative game display section 82 displays the identification information displayed on the first decorative game display section 81. The identification information (small pattern) is displayed as being relatively smaller than the identification information (large pattern).

[0316] In addition, at the bottom right of the display area of ​​the display device 41, a special decoration start memory table corresponding to the start memory is displayed. A standby storage display unit 83 is provided to display a message. The standby memory display unit 83 displays the decoration special start memory corresponding to the first start memory and the second start memory. In the normal game state ST1, the special chart change display game based on the first start memory is Since the game is mainly progressing, the standby memory display unit 83 displays the decoration special corresponding to the first start memory. The start memory display will be displayed. The decorative special start memory display displayed in the standby memory display unit 83 corresponds one-to-one with the start memory. The leftmost decorative special start memory display is the decorative special start memory corresponding to the first stored start memory. The items are displayed in order of memory, and each time they are consumed, they move to the left. In addition, the standby memory display unit 83 stores a start memory that is the right to execute the special chart 1 variable display game. (1st start memory) corresponding decorative special start memory display and special chart 2 variable display game execution right Display both the decorative special start memory display corresponding to the start memory (second start memory) and You can do it like this. Furthermore, in the standby memory display unit 83, the results and changes of the special chart change display game based on the start memory are displayed. The display state of the decorative special start memory display corresponding to the start memory is displayed. It is possible to suggest this by

[0317] On the left side of the standby memory display section 83, there is a start memory corresponding to the currently running special chart variable display game. An in-progress memory display section 84 is provided to display information about memory. At the start of the special chart change display game, the special chart start memory displayed on the left end of the standby memory display unit 83 is Furthermore, the in-progress memory display section 84 stores the currently executed special The results of the game and the change patterns are displayed on the memory display unit 84 during the game. This can be suggested by the display mode of the running storage display. The upper left corner of the display area of ​​the display device 41 displays the first start memory number (special number 1 reserved number). 1 Start memory number display unit 85a and 2nd start memory display unit 85b that displays 2nd start memory number (2nd reserved number) A number display section 85b is provided.

[0318] In addition, the display area displays a background image 90 corresponding to the stage where the player is currently staying. Each game state has at least one stage, and a game state that includes multiple stages Each stage is associated with a background image 90 and background music. Stage transitions that occur with game state transitions and stage transitions within the same game state The background image 90 and background music are changed to match the stage. The stage transition is a transition from the first performance mode before the transition to the second performance mode after the transition. This corresponds to transitioning to the second performance mode.

[0319] FIG. 36(a) shows a case where a player is staying in the night stage among multiple stages in the normal gaming state ST1. In this state, the background image 90 shows the image of the normal game state ST1. A night background image corresponding to the night stage is displayed, and a BG corresponding to the night stage is displayed. M is output. Among the night background images, the moon and stars are fixed images that do not change or move. a, the image of the airplane is a dynamic image 90b that moves continuously, and the image of the planet The image is a variable image 90c whose color and shape can be changed at a predetermined timing.

[0320] When a new special chart change display game is started, the standby memory display is displayed as shown in Figure 36(b). The decorative special start memory display at the left end of section 83 is executed to move to the execution memory display section 84. At the same time, the decorative special start memory display other than the left end of the standby memory display unit 83 is displayed as standby. The value moves to the left in the memory display section 83. Furthermore, the value in the first start memory number display section 85a Also, the first decorative game display unit 81 and the second decorative game display unit 82 change the identification information. The dynamic display 90b of the background image 90 starts to change over time. This is what is happening.

[0321] The stage can be changed at a predetermined timing, which is one of the production aspects. It is possible to execute suggestive effects that indicate the upcoming stage transition. Figure 36(a) and (b) show the state of staying on the stage before the transition, and the performance before the transition. In this case, the stage before the transition is the night stage. The background image 90 corresponding to the night stage is displayed. This corresponds to the first image displayed in the first presentation mode.

[0322] A suggestion that suggests a transition from this state to a different stage, the second performance mode, is When the game is started, first, a character forming a specific image 91 is displayed as shown in FIG. 36(c). can be. Here, the specific image 91 is displayed in front of the variable image 90c, and part of the variable image 90c is hidden. The specific image 91 is hidden behind the variably displayed identification information. The variable image 90c and the identification information are displayed in a way that is likely to attract the player's attention. By displaying a specific image 91 so as to overlap these displays, the user can easily access the specific image 91. It can attract attention.

[0323] If there is no stage transition, the specific image 91 is displayed as shown in FIG. 36(c). As shown in FIG. 36(d), the specific image 91 gradually disappears and is finally completely erased. The suggestion ends. In other words, in this case, it becomes a false suggestion. Also, when there is a stage transition, a specific image 91 is displayed as shown in FIG. 36(c). After that, as shown in FIG. 36(e), the character forming the specific image 91 forms an additional image 91a. As shown in Figure 36(f), the part where the brush is moved forms the first image. The night background image disappears and the substitute image 92 is displayed. An image that does not belong to any image is displayed at the boundary portion 90d with the alternative image 92, and a different image is displayed. It is designed to make it clear that it is a statue.

[0324] After that, the specific image 91 is erased as shown in FIG. 1 disappears in an instant. The character that forms the specific image 91 moves off the screen. The image may be erased by moving the image. Furthermore, a suggestion image 93 is displayed in the area where the substitute image 92 was displayed. As the suggestive image 93, a background image corresponding to a stage to which the second performance mode may be shifted is displayed. The image 90 is displayed, and this image is used as predetermined information. This suggests a transition from the night stage corresponding to the image to the day stage corresponding to the daytime background image. will be done. That is, in this case, the first image is displayed, the specific image 91 is displayed, and the transition to the second performance mode is performed. The first suggestion effect can display a suggestion image 93 suggesting the line. When the state shifts to 36(d), the first image is displayed, the specific image 91 is displayed, and the suggestion image A second suggestion effect is produced that can be the first effect mode without displaying 93.

[0325] When the specific image 91 is displayed, the substitute image 92 is displayed. This will draw the player's attention to the action of the fixed image 91, thereby increasing the player's interest in the game. In addition, a suggestion image that suggests a stage to which the specific image 91 may move after being deleted is also displayed. By displaying the image 93, the player can clearly understand the suggestive image 92. This can increase the enjoyment of the game. In this example, the substitute image 92 and the suggestive image 93 are used to indicate the identification information and the waiting time. The identification information is displayed so as to overlap the intermediate memory display section 83 and the active memory display section 84. The information, waiting memory display section 83, and running memory display section 84 are displays that are likely to attract the attention of the player. By displaying an alternative image 92 or a suggestion image 93 so that it overlaps with these images, a specific image can be displayed. This will draw attention to the 91.

[0326] Then, as shown in Figure 36(h), the stage shifts to the second performance mode. The stage has shifted to the daytime stage, and the background image 90, which corresponds to the night stage and forms the first image, has been replaced with A daytime background image 90 corresponding to the daytime stage is displayed. corresponds to the second image displayed in the second performance mode. In the above embodiments, a daytime background image is displayed in common, and common predetermined information is displayed. can. In the daytime background images shown in Figure 36(g) and (h), the images of clouds and mountains are fixed and do not change. The image of the balloon is a static image 90a that does not move or change, and the image of the balloon is a dynamic image 90b that moves continuously. 0b, and the image of the sun is a variable image 90 that can change color and shape at a predetermined timing. It is c.

[0327] FIG. 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 a stage transition occurs, and the lower time chart The chart shows the absence of stage transitions. Start of erasure of specific image 91 in Figure 36(f) to (g) when there is a stage transition The time from t105 to t106 is the same as that shown in Figure 36 when there is no stage transition. The time from the start of erasing the specific image 91 to the end of erasing (t103 to t104) in (c) to (d) This is shorter than t104). Also, when there is a stage transition, from the start of displaying the specific image 91 shown in FIG. 36(c) to the The time (t102 to t106) until the display of the specific image 91 shown in 36(g) is completed is When there is no transition of the page, the time from the start of display of the specific image 91 shown in FIG. 36(c) to the time shown in FIG. 36(d) The time is longer than the time (t102 to t104) until the display of the specific image 91 ends. do.

[0328] Also, when there is a stage transition, from the start of displaying the specific image 91 shown in FIG. 36(c) to the The first period (t102) is the period until the second image is displayed in the second performance mode shown in FIG. 36(h). 36(c) shows the specific image 91 in the case where there is no stage transition. From the start of display, the specific image 91 is erased as shown in FIG. 36(d) to the state shown in FIG. 36(b). The second period (t102 to t104), which is the period until the temperature returns to t102, is a shorter period.

[0329] This allows the suggestion effect to end early when there is no stage transition, preventing a decline in interest in the game. Also, when there is no stage transition, the period during which the specified object is hidden in the display area is shorter than when there is a stage transition, preventing a decline in interest in the game. In the gaming machine of this embodiment, as shown in Fig. 36, a variable image 90c, which is an image of a planet as a predetermined object, is hidden (cannot be identified) by a specific image 91. Here, a part of the variable image 90c is hidden, but the entire image may be hidden. The variable image 90c can produce effects by changing the display mode, and by shortening the period during which the variable image 90c is hidden when there is no stage transition, it is possible to prioritize effects using the variable image 90c, which is more valuable to the player, over effects related to stage transitions, which are less valuable to the player, thereby increasing the enjoyment of the game.

[0330] The variable image 90c, which is a predetermined object, may be used to suggest or indicate a transition to the second performance mode. may be notified. In addition, the predetermined object is not limited to the variable image 90c. Identification information of the display unit 81, identification information of the second decorative game display unit, standby memory display unit 83, execution The intermediate memory display section 84, the first start memory number display section 85a, the second start memory number display section 85b, etc. That's fine.

[0331] Also, during the period from (c) to (g) in Figure 36, the background of the night stage is displayed as the first image. In the scenery image 90, the dynamic display 90b imitating an airplane continues to operate. Furthermore, here, the suggestion image 92 and the background image forming the second image displayed in the second performance mode are 90 and 91 are the same background images for the daytime stage, and during the period from (f) to (h) in Fig. 36 The suggestion image displayed as the first image and the background image 90 of the daytime stage displayed as the second image are Even in this state, the dynamic display 90b resembling a balloon continues to operate.

[0332] There are corresponding background music for the night and day stages. In Figure 36(a) and (b), a night background image corresponding to the night stage forming the first image is displayed. The first sound is the background music corresponding to the night stage. In addition, in Figure 36 (c) to (g), where the suggestive performance is being performed, the night stage that forms the first image A night background image corresponding to the first image is displayed, and the second image and the corresponding image are displayed as suggestion images 92. The background image of the day corresponding to the day stage that forms the standard information is displayed, but the night that forms the first image The background music corresponding to the night stage, which is the first sound, is output in accordance with the background image. In the second performance mode shown in FIG. 36(h), the second image and a daytime background image that constitutes predetermined information are displayed. Since the second sound is the background music corresponding to the daytime stage, it is output. That is, the second image that contains common predetermined information is displayed in the suggestive performance and the second performance mode. However, during the execution of the suggestive performance, the predetermined information and background music corresponding to the second image are not output, and the second performance In the output mode, common predetermined information and background music corresponding to the second image are output.

[0333] As described above, by displaying the suggestion image 92 in the suggestion performance, the transition of the stage is indicated. It is possible to induce the player to switch to the game, and it is possible that the player who understands the game content will switch to the game. The stage can be grasped early, and the interest in the game can be improved. In addition, in the suggestion performance, a specific image 91 is displayed regardless of whether there is a stage transition or not. So, when specific image 91 is displayed, the player will be excited about the next stage. This can increase the enjoyment of the game.

[0334] As shown in FIG. 38(a), the stage changes depending on the display mode of the specific image 91. In this example, the color of the specific image 91 is used to indicate whether or not the specific image 91 is a target. However, suggestions may be given based on the type, shape, size, display position, etc. of the character. For example, the specific image 91 is displayed in the left variable display area 81a of the first decorative game display unit 81, the middle variable It is also possible to display it in a size that overlaps the entire display area 81b and the right variable display area 81c. It is Noh. As shown in FIG. 38(b), the stage changes depending on the display mode of the additional image 91a. In this example, the additional image 91a is a brush that is different from a brush. The type, shape, size, and display position of the additional image 91a are indicated. Alternatively, the suggestion may be given by the way the character moves.

[0335] Also, as shown in FIG. 38(c), the stage changes depending on the display mode of the boundary portion 90d. Here, the boundary portion 90d is different from the boundary portion 90g in FIG. Although the diagonal lines are displayed in different ways, the width, pattern, color, etc. of the boundary portion 90d may be changed. For example, the display color of the boundary portion 90d may be changed as follows: The color may be set to correspond to the stage indicating the transition. The LEDs of the board decoration device 46 and the frame decoration device 18 are illuminated in accordance with the display mode. For example, the color may be the same as the color of the boundary portion 90d. In addition, the LEDs of the board decoration device 46 and the frame decoration device 18 are positioned on the extension line of the boundary portion 90d. The boundary portion 90d is illuminated in accordance with the display of the boundary portion 90d. It may be possible to make it appear as if the area outside the device 41 continues.

[0336] Also, as shown in FIG. 38(d), the stage changes depending on the display mode of the suggestion image 93. In this case, the size of the suggestion image 93 is as shown in FIG. Although the figure shows a case where the size is small, suggestions are made based on the shape, size, position, etc. of the suggestion image 93. In addition, the shape, size, position, etc. of the substitute image 92 may be used to give a suggestion. You can do that too.

[0337] Also, as shown in FIG. 38(e), the background image after the transition that forms the second image is displayed as a suggestion image 93. Instead of the image 90, the image related to the background image 90 after the transition, which is the second image, is displayed. Here, the image of the sun related to the daytime background image corresponding to the daytime stage is displayed. This image of the sun is a comparison of the suggestive image 93 and the second image when it transitions to the daytime stage. The image is a daytime background image and contains predetermined information that is commonly displayed. As shown in FIG. 36(h), when the image of the sun that constitutes the predetermined information is displayed, it is daytime. BGM corresponding to the stage is output, but it corresponds to the display of predetermined information during the execution of suggestive performance. The background music for the daytime stage is not output, and the background music for the nighttime stage in the first image is output. This will give priority to the background music you have selected.

[0338] The suggestion image 93 is a reduced version of the background image 90 after the transition, which forms the second image. When the page transitions, the suggestion image 93 may be enlarged to become the background image 90. In addition, the suggestion image 93 may be changed to another suggestion image 93, for example, After the first suggestion image 93 is displayed, it may be changed to the second suggestion image 93.

[0339] Also, as shown in FIG. 38(f), a suggestion image 93 is not included in the second image but is included in the first image. An image that is reminiscent of the second image or that explains the second image may be displayed. Although it is not included in the background image 90 of the daytime stage of the second image, it is reminiscent of the daytime stage or is explanatory. The character "hiru" (daytime) is displayed as suggested image 93.

[0340] Also, as shown in Figure 36(g) and Figure 38(e), (f), the daytime stage is shown by the suggestion image 93. After suggesting a transition to the daytime stage, the stage transitions to a non-daytime stage as shown in Figure 38(g). In this case, the stage shifts to a rainy stage and the background image 90 changes to a rainy background image. It's changing. Also, as shown in FIG. 38(h), the image of the sun related to the background image 90 of the daytime stage is , Rain stage background image 90 related rain images and transition to one of the stages The user may be prompted to do so. The image of the sun is the daytime image that forms the second image when the sun moves to the daytime stage. The rain image is a suggestion image 93 and a background image 94. When the stage shifts to the rainy stage, the background image of the rain, which forms the second image, is displayed in common. It contains the specified information. During the execution of the suggestion performance, the BGM or rain of the daytime stage corresponding to the display of these predetermined information will be The background music of the stage is not output, and the background image 90 that forms the first image corresponds to the night stage. GM is output with priority.

[0341] In FIG. 36(f), the character forming the specific image 91 is drawing the brush forming the additional image 91a. The night background image displayed as the first image in the area where the image was changed disappears, and substitute image 92 appears. However, as shown in FIG. 39(a), even during the period when the specific image 91 is displayed, Alternatively, the suggestion image 93 may be displayed without displaying the alternative image 92 . In addition, the specific image 91 may not be displayed in the suggestion effect.

[0342] Also, when the state of Figure 36(f) is entered, the stage always changes. There may be cases where the stage does not transition and the state returns to the original state of FIG. 36(b). For example, if the state of Fig. 36(e) to (g) returns to the state of Fig. 36(b), In this case, the message may not be transferred. The further the stage progresses, the more the process returns to FIG. 36(b). The possibility of returning to the state of (b) is reduced, and the person who is progressing in the suggestive performance stage will move to the second performance mode. The possibility of transition may be increased.

[0343] In addition, the suggestion effect is not limited to the above, and may be changed from the first effect mode to the second effect mode. It is fine if it suggests something like this. In addition, the suggestive performance indicated whether or not the stage would change, but the possibility of a change For example, the first suggestion effect may be higher than the second suggestion effect. 38(a) to 38(c) may be displayed to indicate that there is a high possibility that the second performance mode will occur. (d) A plurality of different display modes are provided, and the first performance mode is selected depending on the display mode that is executed. The possibility of the second performance mode being achieved may be indicated based on the above. ), (f), (h) as the suggestion image 93 to be displayed in accordance with one performance mode, The display mode is changed from the first performance mode to the second performance mode by the displayed suggestion image 93. The likelihood of the second performance mode being achieved may be indicated.

[0344] In the first suggestion, the first image is displayed and then the specific image 91 is displayed. Image 93 is displayed, but the display order is not limited to this, and the expected suggestive performance It is sufficient that the first image, the specific image 91, and the suggestion image 93 are displayed within the space. In addition, in the second suggestion performance, the specific image 91 is displayed while the first image is displayed. However, the display order is not limited to this, and the first image and the specific image may be displayed in the suggested performance period. Anything that displays 91 is fine.

[0345] Also, as shown in FIG. 36(d), if the stage is not changed, the specific image 91 is erased. When the character is about to be released, the state shown in Figure 36(c) changes to the state shown in Figure 39(b), where the character is frustrated. It is also possible to display and erase the stage as shown in Figure 36(g). In this case, when the specific image 91 is erased, the state shown in FIG. 36(f) is changed to the state shown in FIG. 39(c). It is also possible to display an image of the character being happy and then erase it. Either the deletion mode of b) or (c) is executed, and the other is the deletion mode shown in FIG. 36. The display of the specific image 91 can also be ended by using such a deletion mode. The actual situation can be different.

[0346] In addition, regarding the so-called false hints that are executed when there is a stage transition, Depending on the type of stage, it may or may not be performed. For example, If it suggests a transition to a stage where there is a high possibility of stages that do not suggest the possibility of a special result or stages where the possibility of a special result is the same If the stage suggests a transition to a certain level, it may be acceptable not to execute the false suggestion. stomach. Furthermore, the transition of stages may be carried out periodically or irregularly. And there are cases where it suggests a transition to a stage that transitions irregularly, and cases where it suggests a transition to a stage that transitions regularly. In one case, it suggests a transition to a new stage, and in the other case, it is possible to execute a false suggestion. In other cases, the false suggestion may not be executed. For example, When suggesting a transition to a new stage, it is possible to execute a false suggestion effect, and to periodically transition In the case where the false suggestion effect is to be performed, the false suggestion effect may not be performed. Also, there are cases where it suggests a transition to a stage that transitions irregularly, and cases where it suggests a transition to a stage that transitions regularly. In one case, it is possible to execute a suggestive performance, and in the other case, it is possible to execute a suggestive performance. It is also possible to not execute the suggestive performance. For example, the suggestive performance is to transition to a stage that changes irregularly. This can only be done when a transition to a stage is indicated, and when a transition to a stage is made periodically You can also choose not to execute it.

[0347] In addition, for multiple stages, the order of stage transitions may be fixed, or the order may be It is not necessary to decide on the order, or it may include both cases. For stage transitions that are in a fixed order and stage transitions that are not in a fixed order, It is also possible to have a suggestive performance during the transition and not have a suggestive performance during the other stage transition. For example, for stage transitions that occur in a fixed order, the destination stage is known. Therefore, there is no need to use hints. In some cases, the next stage may be indicated by a suggestive effect.

[0348] In addition, during the period when the suggestion performance is being performed, the decoration special chart start record of the standby memory display unit 83 Even if the display mode of the memory display and the memory display during execution of the execution memory display unit 84 is not changed, Also, during the period when the suggestive performance is being performed, the standby memory display unit 83 and the execution memory The memory display section 84 may be hidden. In addition, the first image and the second image are displayed as a decoration special start memory display of the standby memory display unit 83 and a display during execution. The display may be made so as not to overlap with the execution storage display of the storage display unit 84, or the standby storage display When the decorative special chart start memory display of section 83 or the running memory display of section 84 overlaps with the running memory display The display of the special pattern start memory of the standby memory display unit 83 and the display of the running memory of the running memory display unit 84 are It may be displayed behind the display.

[0349] In addition, the first image in the first performance mode, the second image in the second performance mode, the predetermined image, and the image shown in the suggestive performance The suggested image 93 and the predetermined image are used as the background image 90 corresponding to the stage, but the present invention is not limited to this. Instead, the image may be displayed in a part of the display area. The image and the specific image 91 may be displayed so as not to overlap one another. In addition, both the first and second images are images of the same size as the background image 90. The sizes may be different. For example, the second image may be larger than the first image. This may make the transition of the presentation style easier to understand.

[0350] In addition, a first sound that can be output in response to the display of the first image, and a sound that can be output in response to the display of the second image or predetermined information are also included. Although the second sound that can be output in response to the BGM is BGM, other sounds may be used. A specific sound or sound effect that is output over GM can be used as the first or second sound, or the character The voice of the lines spoken by the character may be the first sound or the second sound.

[0351] In Figures 40 and 41, the same effect as the above-mentioned suggestive effect that suggests the transition of the stage is displayed. In the above example, the stage is one of the production modes. However, here we are suggesting a transition to a reach state, which is one of the presentation modes. I try to do that. As shown in Figure 40(a), the display changes from a state where the display is changing to a state where the display is changing as shown in Figure 40(b). The same identification information is temporarily stopped in the left variable display area 81a and the right variable display area 81c, and the first performance mode is displayed. In the normal reach, the first image shows the current status. The background image 90 corresponding to the current stage is displayed, and the background music cor...

Claims

【Claim 1】 In a gaming machine that executes a game based on the fulfillment of predetermined conditions and generates an advantageous state for 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 have been fulfilled; an effect control means for controlling so that an effect related to the game including an effect related to the number of times the predetermined conditions have been fulfilled can be displayed on a display means and output as sound by a sound output means in response to a command from the game control means; The display means includes: a standby storage display section for displaying the number of times the predetermined conditions have been fulfilled as an image; a first decorative game display section for displaying an image of identification information as the game; a second decorative game display section for displaying identification information smaller than the identification information of the first decorative game display section 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; is capable of outputting a first sound from the sound output means in response to the display of the first image on the display means; is capable of outputting a second sound from the sound output means in response to the display of the second image on the display means; in the suggestive effect, while displaying the image, the image of the identification information of the first decorative game display section, and the image of the identification information of the second decorative game display section superimposed on the first image, a suggestive image for displaying the second image is displayed in a suggestive image display area separated by a boundary image that is the boundary between the first image and the first image; the suggestive image display area is expanded to the area overlapping the standby storage display section and the decorative game display section while superimposing the image and the image of the identification information of the first decorative game display section on the front side, enabling a transition to the second effect mode; A gaming machine.