Game machine
Patent Information
- Application Number
- JP2022030066
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2022-02-28
- Publication Date
- 2025-11-10
- Estimated Expiration
- 2042-02-28
AI Technical Summary
Existing gaming machines lack the ability to provide varied adjustments, leading to a potential loss of player interest.
A gaming machine with separate operating means for player and non-player adjustments, allowing independent control of sound and light output, enhancing the gaming experience through customizable effects.
The solution improves player engagement by offering personalized adjustments, increasing interest and interaction with the gaming machine.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] 2. Description of the Related Art There are gaming machines that allow players to adjust the volume of speakers provided in the gaming machine, the brightness of liquid crystal displays and lamps, and the like. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Publication No. 2020-25769 Summary of the Invention [Problem to be solved by the invention]
[0004] The proposed gaming machine could only perform uniform adjustments, which could reduce interest. In one aspect, the present invention provides a gaming machine that can be adjusted in various ways to increase entertainment value. [Means for solving the problem]
[0005] In order to achieve the above object, there is provided a gaming machine capable of adjusting the output amount of a presentation device, as shown below: The gaming machine includes a first operation means capable of receiving an operation to adjust the output amount from everyone, including the player, a second operation means capable of receiving an operation to adjust the output amount from everyone, excluding the player, and a control means capable of adjusting the output amount to different adjustment values using the first operation means and the second operation means, the presentation device includes a light output device capable of adjusting the light amount and a sound output device capable of adjusting the sound volume, the first operation means includes a first operation unit and a second operation unit different from the first operation unit, and the control means makes it possible to adjust the light amount using the second operation unit. [Effects of the Invention]
[0006] According to one aspect, it is possible to increase the interest in the gaming machine. [Brief explanation of the drawings]
[0007] [Figure 1] 1 is a perspective view showing an example of a gaming machine according to a first embodiment. [Figure 2] FIG. 2 is a front view showing an example of a game board according to the first embodiment. [Figure 3] 1 is a block diagram showing an example of a control system for a gaming machine according to a first embodiment. [Figure 4] 1 is a block diagram showing an example of the configuration of a performance control device according to a first embodiment. [Figure 5] FIG. 1 is a diagram illustrating an example of a collective display device according to a first embodiment. [Figure 6] FIG. 1 is a flowchart (part 1) of a main process according to the first embodiment. [Figure 7] FIG. 10 is a second flowchart of the main process according to the first embodiment; [Figure 8] FIG. 10 is a flowchart (part 3) of the main process according to the first embodiment. [Figure 9] FIG. 10 is a flowchart (part 4) of the main process according to the first embodiment. [Figure 10] FIG. 5 is a flowchart (part 5) of the main processing according to the first embodiment. [Figure 11] FIG. 4 is a flowchart illustrating a timer interrupt process according to the first embodiment. [Figure 12] FIG. 2 is a diagram showing a flowchart of main processing in the performance control device of the first embodiment. [Figure 13] FIG. 2 is a diagram showing an example of state transition of a game state in the first embodiment. [Figure 14] FIG. 10 is a diagram showing an example of game performance of the first embodiment. [Figure 15] FIG. 2 is a diagram showing an example (part 1) of a game display screen according to the first embodiment. [Figure 16] FIG. 10 is a diagram showing an example (part 2) of a game display screen according to the first embodiment. [Figure 17]FIG. 10 is a diagram showing an example (part 3) of a game display screen according to the first embodiment. [Figure 18] FIG. 10 is a diagram showing an example (part 4) of the game display screen of the first embodiment. [Figure 19] FIG. 10 is a diagram showing an example (part 5) of the game display screen of the first embodiment. [Figure 20] FIG. 10 is a diagram illustrating an example of a rendering flow of a mode transition rendering according to the first embodiment. [Figure 21] FIG. 10 is a diagram illustrating an example of a mode transition performance time and a minimum guaranteed time according to the first embodiment. [Figure 22] FIG. 2 is a diagram showing an example of a rendering mode switching condition in the first embodiment. [Figure 23] FIG. 10 is a diagram showing an example of switching of the effect display area in a modified example of the first embodiment. [Figure 24] FIG. 10 is a diagram showing an example (part 1) of a timing chart of a mode transition effect execution period in the first embodiment. [Figure 25] FIG. 10 is a diagram showing an example (part 2) of a timing chart of a mode transition effect execution period in the first embodiment. [Figure 26] FIG. 10 is a diagram showing an example (part 3) of a timing chart of a mode transition effect execution period in the first embodiment. [Figure 27] FIG. 10 is a diagram showing an example (part 4) of a timing chart of a mode transition effect execution period in the first embodiment. [Figure 28] FIG. 10 is a diagram showing an example (part 1) of a timing chart of the presentation mode of the customer waiting presentation in the second embodiment. [Figure 29] FIG. 10 is a diagram showing an example (part 1) of a customer waiting presentation screen according to the second embodiment. [Figure 30] FIG. 10 is a diagram showing an example (part 2) of a customer waiting presentation screen according to the second embodiment. [Figure 31] FIG. 10 is a diagram showing an example (part 1) of a timing chart of the presentation mode of the winning (first) presentation of the second embodiment. [Figure 32] FIG. 10 is a diagram showing an example of a winning (first time) effect screen in the second embodiment. [Figure 33]FIG. 10 is a diagram showing an example of a timing chart of the presentation mode of the winning presentation (second or later) in the second embodiment. [Figure 34] FIG. 10 is a diagram showing an example of a winning (second or subsequent) effect screen in the second embodiment. [Figure 35] A figure showing an example of a timing chart of the presentation mode at the time of starting winning during the customer waiting presentation in the second embodiment. [Figure 36] FIG. 10 is a diagram showing an example (part 1) of winning sound output during logo display effect in the second embodiment. [Figure 37] FIG. 10 is a diagram showing an example (part 2) of winning sound output during logo display effect in the second embodiment. [Figure 38] FIG. 10 is a diagram showing an example (part 3) of winning sound output during the logo display effect of the second embodiment. [Figure 39] FIG. 10 is a diagram illustrating an example of a display device and a rendering device in the vicinity of the display device according to a second embodiment. [Figure 40] FIG. 10 is a diagram showing an example (part 2) of a timing chart of the presentation mode of the winning (first time) presentation of the second embodiment. [Figure 41] FIG. 10 is a diagram showing an example (part 2) of a timing chart of the presentation mode of the customer waiting presentation in the second embodiment. [Figure 42] FIG. 10 is a diagram showing an example of game performance of the third embodiment. [Figure 43] 13A and 13B are diagrams illustrating examples of a command at the time of RAM initialization and a command at the time of power recovery according to the third embodiment. [Figure 44] FIG. 11 is a diagram illustrating an example of a configuration of a display layer according to a third embodiment. [Figure 45] FIG. 11 is a diagram showing an example (part 1) of a game display screen according to the third embodiment. [Figure 46] FIG. 13 is a diagram showing an example (part 2) of a game display screen according to the third embodiment. [Figure 47] A figure showing an example of a performance button and option setting section provided on the upper tray unit of the third embodiment. [Figure 48] FIG. 13 is a diagram showing an example (part 3) of a game display screen according to the third embodiment. [Figure 49]FIG. 13 is a diagram showing an example (part 4) of a game display screen according to the third embodiment. [Figure 50] FIG. 11 is a diagram illustrating an example of a timing chart of an intervention operation presentation according to the third embodiment. [Figure 51] FIG. 11 is a diagram showing an example of a timing chart of a sound effect accompanying an intervention operation effect according to the third embodiment. [Figure 52] FIG. 13 is a diagram showing an example (part 5) of a game display screen according to the third embodiment. [Figure 53] FIG. 13 is a diagram showing an example (part 6) of a game display screen according to the third embodiment. [Figure 54] FIG. 10 is a diagram showing an example (part 1) of a timing chart of the suggested operation presentation of the third embodiment. [Figure 55] FIG. 10 is a diagram showing an example (part 2) of a timing chart of the suggested operation presentation of the third embodiment. [Figure 56] FIG. 10 is a diagram showing an example (part 1) of a timing chart of a sound effect accompanying a suggested operation effect in the third embodiment. [Figure 57] FIG. 11 is a diagram showing an example (part 2) of a timing chart of a sound effect accompanying a suggested operation effect in the third embodiment. [Figure 58] FIG. 10 is a diagram showing an example (part 3) of a timing chart of a sound effect accompanying a suggested operation effect in the third embodiment. [Figure 59] FIG. 11 is a diagram showing an example (part 4) of a timing chart of the audio presentation accompanying the suggested operation presentation of the third embodiment. [Figure 60] A figure showing an example of an opportunity to execute an intervention operation presentation and a suggestion operation presentation in the third embodiment. [Figure 61] A figure showing an example of an operation acceptance start trigger and an operation acceptance end trigger in the suggested operation presentation of the third embodiment. [Figure 62] FIG. 13 is a diagram showing an example (part 7) of a game display screen according to the third embodiment. [Figure 63] FIG. 13 is a diagram showing an example (part 8) of a game display screen according to the third embodiment. [Figure 64] FIG. 10 is a diagram illustrating an example of the configuration of a sound source LSI according to a fourth embodiment. [Figure 65] FIG. 13 is a diagram illustrating an example (part 1) of a channel group according to the fourth embodiment. [Figure 66] FIG. 13 is a diagram illustrating an example (part 2) of a channel group according to the fourth embodiment. [Figure 67] FIG. 13 is a diagram illustrating an example of a volume setting unit used for adjusting the volume in the fourth embodiment. [Figure 68] FIG. 13 is a diagram showing an example (part 1) of software settings of a first volume used for adjusting the volume in the fourth embodiment. [Figure 69] FIG. 13 is a diagram showing an example (part 2) of software settings of the first volume used for adjusting the volume in the fourth embodiment. [Figure 70] FIG. 13 is a diagram showing an example (part 1) of software settings for a second volume used for adjusting the volume in the fourth embodiment. [Figure 71] FIG. 13 is a diagram showing an example (part 2) of software settings for a second volume used for adjusting the volume in the fourth embodiment. [Figure 72] FIG. 13 is a diagram showing an example (part 1) of software settings for a third volume used for adjusting the volume in the fourth embodiment. [Figure 73] FIG. 13 is a diagram showing an example (part 2) of software settings for a third volume used for adjusting the volume in the fourth embodiment. [Figure 74] FIG. 13 is a diagram showing an example of a switching state of validity / invalidity of a first operation input and a second operation input used for adjusting the volume according to the fourth embodiment. [Figure 75] FIG. 10 is an exploded perspective view showing an example of the arrangement of the game board and cover member of the fourth embodiment. [Figure 76] FIG. 10 is a diagram showing an example of the arrangement of volume adjustment switches in the fourth embodiment. [Figure 77] A figure showing an example of a performance button and option setting section provided on the upper tray unit of the fourth embodiment. [Figure 78] FIG. 13 is a diagram showing an example of setting contents and default values of a first operation input used for volume adjustment in the fourth embodiment. [Figure 79]13A and 13B are diagrams illustrating an example and another example of the timing for setting a setting value according to the fourth embodiment. [Figure 80] FIG. 13 is a diagram showing an example (part 1) of a correspondence table between the setting values of the first operation input, the setting values of the second operation input, and the adjustment values used for volume adjustment in the fourth embodiment. [Figure 81] FIG. 13 is a diagram showing an example (part 2) of a correspondence table between the setting values of the first operation input, the setting values of the second operation input, and the adjustment values used for volume adjustment in the fourth embodiment. [Figure 82] FIG. 13 is a diagram showing an example (part 3) of a correspondence table between the setting values of the first operation input, the setting values of the second operation input, and the adjustment values used for volume adjustment in the fourth embodiment. [Figure 83] FIG. 20 is a diagram showing an example (part 4) of a correspondence table between the setting values of the first operation input, the setting values of the second operation input, and the adjustment values used for volume adjustment in the fourth embodiment. [Figure 84] FIG. 13 is a diagram showing an example of sound effects and sound output during an error game (first operation input is the default setting) in the fourth embodiment. [Figure 85] FIG. 13 is a diagram showing an example of a sound effect and a sound output during a strong error (first operation input is the default setting) in the fourth embodiment. [Figure 86] FIG. 13 is a diagram showing an example of a sound effect and a sound output during a weak error (first operation input is the default setting) in the fourth embodiment. [Figure 87] FIG. 13 is a diagram showing an example of sound effects and sound output during an error game (the first operation input is set as the upper limit) in the fourth embodiment. [Figure 88] FIG. 13 is a diagram illustrating an example of a volume setting unit used for adjusting the amount of light in the fourth embodiment. [Figure 89] FIG. 13 is a diagram illustrating an example of software settings of a first volume used for adjusting the amount of light according to the fourth embodiment. [Figure 90] FIG. 13 is a diagram illustrating an example of software settings of a second volume used for adjusting the amount of light according to the fourth embodiment. [Figure 91] FIG. 13 is a diagram illustrating an example of software setting of a third volume used for adjusting the amount of light according to the fourth embodiment. [Figure 92]FIG. 13 is a diagram showing an example (part 1) of a correspondence table between setting values and adjustment values of a second operation input used for adjusting the amount of light according to the fourth embodiment. [Figure 93] FIG. 13 is a diagram showing an example (part 2) of a correspondence table between setting values and adjustment values of a second operation input used for adjusting the amount of light according to the fourth embodiment. [Figure 94] FIG. 13 is a diagram showing an example of volume change during variable display in the fourth embodiment (volume change example A). [Figure 95] FIG. 13 is a diagram showing an example of volume change during variable display in the fourth embodiment (volume change example B). [Figure 96] FIG. 13 is a diagram showing an example of volume change during variable display in the fourth embodiment (volume change example C). [Figure 97] FIG. 13 is a diagram illustrating an example of a game display screen according to the fourth embodiment. [Figure 98] FIG. 13 is a diagram showing an example of a display screen displayed when setting the volume or the light intensity according to the fourth embodiment. [Figure 99] 13A and 13B are diagrams illustrating an example of a target operation and a display period in a guidance display according to the fourth embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0008] Hereinafter, the embodiments will be described in detail with reference to the drawings. [First embodiment] First, the first embodiment will be described with reference to the drawings. Fig. 1 is a perspective view showing an example of a gaming machine according to the first embodiment.
[0009] The gaming machine 10 of the first embodiment has a front frame 12, which is attached to an outer frame (support frame) 11 so as to be pivotable open and closed, with the left side as the mounting side and the right side as the open side when viewed from the front. A gaming board 30 (see FIG. 2) is stored in a storage section (not shown) formed on the front side of the front frame 12. A glass frame (transparent member holding frame) 15 equipped with a cover glass (transparent member) 14 that covers the front surface of the gaming board 30 is attached to the front frame (main body frame) 12.
[0010] In addition, on the left and right sides of the glass frame 15, there are provided frame decoration devices 18 that incorporate lamps and LEDs (Light Emitting Diodes) for decoration and presentation, and to alert users when an abnormality occurs (for example, if a dispensing abnormality occurs, the lamps or LEDs will light up (blink) in an abnormality alert color (e.g., red)), as well as speakers 19 (upper left speaker 19a1, upper right speaker 19a2) that emit sounds (e.g., sound effects). Furthermore, speakers 19 (lower left speaker 19b1, lower right speaker 19b2) are also provided at the bottom of the front frame 12. Furthermore, when an abnormality occurs, the speakers 19 will sound an annunciation of the abnormality. Incidentally, a lamp for alerting users to a dispensing abnormality may be provided at a predetermined location on the glass frame 15.
[0011] In addition, the lower part of the front frame 12 is provided with an upper tray (storage tray) 21 that supplies game balls to a ball launching device not shown, an upper tray ball outlet 22 through which game balls paid out from the payout unit provided on the back side of the gaming machine 10 flow out, a lower tray (receiving tray) 23 that stores game balls paid out when the upper tray 21 is full, and an operating part 24 for the ball launching device.
[0012] Furthermore, on the upper edge of the upper tray 21, there is provided a performance button 25 used for performing an intervention operation in the game performance. The effect button 25 is a effect operation button that accepts an intervention operation in the game effect. It functions as an operation receiving unit and also receives necessary actions (for example, light emission, vibration, protrusion, etc.). The upper tray 21 also functions as a performance part that can perform performances in various modes (such as game mode). An option setting section 29 is provided for setting various options. The setting unit 29 includes a cross cursor switch that can accept input operations in four directions, and a cross cursor The center of the cursor switch is equipped with a central switch that can accept decision operations, etc., and a cross cursor switch. There are two auxiliary switches on the periphery of the switch that are used for volume control, etc. Furthermore, at the lower right side of the front frame 12, there is a button for opening and locking the front frame 12 and the glass frame 15. A keyhole 26 is provided for inserting a key.
[0013] In addition, the gaming machine 10 operates (for example, presses) the effect button 25 (push button). Based on the operation of the player received from the effect button switch 25a (see FIG. 4) that detects For example, the player's operation can be used to create effects that involve the player's operation. The effect of the intervention of the variable display game on the display device (variable display device) 41 (see FIG. 2) The game machine 10 displays on the display device 41 In the game, the character to be displayed is moved, and the special decorative pattern displayed on the display device 41 is changed. In addition, such player intervention may include the , the effect button 25 as well as the switches of the option setting section 29 (cross cursor switch, One or more of the following may be used: a central switch, an accessory switch, etc. In FIG. 4, which will be described later, the switches in the option setting section 29 are collectively referred to as setting switches 29. It is represented as a.
[0014] Also, to the right of the effect button 25, when a player receives a ball from an adjacent ball lending machine, The ball loan button 27 is used to operate the ball loan machine, and the card unit is used to eject the prepaid card. a balance display unit (not shown) that displays the balance of the prepaid card; In the gaming machine 10 of the first embodiment, the player performs the above operations. By rotating the part 24, the ball launching device launches the game balls supplied from the upper tray 21. The ball is launched towards the play area 32 (see FIG. 2) in front of the skill board 30. The setting switch 29a (cross cursor switch, center switch, attachment switch) of the setting unit 29 is By operating one or more of the switches ( You can set the volume emitted from the speakers 19a and 19b, and the brightness of the game board 30. It is possible.
[0015] Next, the game board 30 will be described with reference to FIG. 2. FIG. 2 shows the game board of the first embodiment. FIG. A substantially circular playing area 32 surrounded by a guide rail 31 is formed on the surface of the playing board 30. The play area 32 is enclosed by side cases 3 made of resin, which are provided at the four corners of the play board 30. The game area 32 is surrounded by a guide rail 31 and a display A center case (game presentation structure) 40 equipped with a device (variable display device) 41 is arranged. The display device 41 is mounted in a recess provided in the center case 40. The center case 40 is attached at a position recessed from the front of the display device. 41, protrudes forward from the display surface of the display device 41, and The area 32 is formed so that it is difficult for a game ball to fly into it.
[0016] The display device 41 may be, for example, an LCD (liquid crystal display), a CRT (cathode ray tube), The display device 41 is configured with a device having a display screen such as an LED. Other display devices, such as devices with a display screen capable of displaying dot matrix images, It may be configured by a combination of two or more display devices. In the area (display area), multiple identification information (special patterns) and special pattern change display games are produced. The display device 4 displays information about the game, such as characters and background images that enhance the presentation effect. On the display screen of 1, multiple special symbols assigned as identification information are displayed in a variable manner (possibly A special display game corresponding to the special display game is played. In addition, the display screen may display images for effects based on the progress of the game (for example, a jackpot display, image, fanfare display image, ending display image, etc.) are displayed.
[0017] In addition, at the top of the center case 40, there is a board that operates to produce a game effect. The display device 44 is provided. The display device 44 is in the state shown in FIG. It can be operated towards the center of 1.
[0018] At the bottom right of the center case 40 in the game area 32, a normal game display is displayed. A normal pattern start gate (normal pattern start gate) 34 that gives the conditions is provided. The game ball that entered the gate 34 (the game ball that passes through the starting gate 34) is turned on by the gate switch. 34a (see FIG. 3).
[0019] In addition, a general winning slot 35 is arranged on the lower left side of the center case 40 in the game area 32. It is placed on the lower right side of the center case 40 and on the right side of the special variable winning device 95 described later. The general winning slots 35 are arranged in the general winning slots 35. The game balls that enter the general winning slots 35 are This is detected by the mouth switch 35a (see FIG. 3).
[0020] In addition, below the center case 40 in the game area 32, there is a first special chart variable display game. The first starting winning slot (starting winning area) that gives the starting condition of the (Special Chart 1 Variable Display Game) A starting winning hole 36 (starting hole 1) is provided. The game ball that enters the starting winning hole 36 is This is detected by the first switch 36a (see FIG. 3).
[0021] In addition, below the starting winning hole 36, there is an outlet for collecting game balls that did not enter the winning hole. A port 30a is provided. Also, at a position below the center case 40 and to the left of the normal starting gate 34, A normal variable winning device that provides the starting conditions for the second special chart variable display game (special chart 2 variable display game) 37 (second starting winning port, starting winning area) is provided. The outlet 2) has a movable member 37b at a position that becomes the inlet. The solenoid 37c (see Figure 3) slides back and forth to the inflow section. The blocking state prevents balls from flowing in, and the allowing state allows balls to flow into the inflow section by retreating backward. The movable member 37b is normally in a closed state (not shown to the player). The result of the normal game is a predetermined stop table. When the display mode is changed to the open state (a state advantageous to the player), The game ball that has entered the normal variable winning device 37 is released by the start port 2 switch 37a (see FIG. 3). In addition, it is possible to win even when the normal variable winning device 37 is closed. The normal variable winning device 37 may be configured so that it is more difficult to win in the closed state than in the open state. It is equivalent to an electric device (regular electric).
[0022] In addition, on the right side of the center case 40 in the game area 32, there is a special chart change display game (special Depending on the results of the game (Figure 1 variable display game and Special Figure 2 variable display game), the game balls may not be accepted. A special variable winning device (large winning port 1) 38 that can be converted into an easy-to-accept state is provided. The special variable winning device 38 has an opening and closing member (movable piece) 38c, and Depending on the result of the special game, the opening and closing member 38c closes the big prize opening. The opening and closing member 38c is retracted from the closed state (a closed state disadvantageous to the player) and the game area 32 flows down. The game ball is converted into an open state (a state advantageous to the player) that allows the game ball to be received. The special variable winning device 38 is driven by the large winning port 1 solenoid 38b (see FIG. 3). The large prize opening (large prize opening 1) is opened and closed by an opening and closing member 38c driven by the 1. The result of the variable display game and the special variable display game is the winning game state (special game state) ) and during the jackpot game state (special game state) resulting from winning in the specific area 96 described below. By changing the big prize opening from a closed state to an open state, the flow of game balls into the big prize opening is It makes it easy to enter the game and gives the player a predetermined gaming value (prize balls). Inside the big prize opening (winning area), there is provided a detection means for detecting a game ball that has entered the big prize opening. All the big prize opening switches (count switches) 38a (see FIG. 3) are provided.
[0023] In addition, at the lower right side of the center case 40 in the game area 32, there is a special chart variable display game ( Accepting game balls depending on the results of the Special Chart 1 Variable Display Game and the Special Chart 2 Variable Display Game A special variable prize winning device (large prize winning port 2) 95 that can be converted between an unacceptable state and an acceptable state is provided. The special variable winning device 95 has an opening and closing member (opening and closing door) 95c, and Depending on the result of the special chart change display game, the opening and closing member 95c closes the big prize opening. The opening and closing member 95c is retracted from the closed state (a closed state disadvantageous to the player) to open the game area 32. It converts the falling game ball into an open state (a state advantageous to the player) that can accept the ball. The special variable winning device 95 includes a large winning port 2 solenoid 95b (see FIG. 3) as a driving device. The large prize opening (large prize opening 2) is opened and closed by an opening and closing member 95c driven by a During the small win game state as a result of the Figure 1 variable display game and the special Figure 2 variable display game, a big win By changing the mouth from a closed state to an open state, it is possible to easily allow game balls to flow into the big prize mouth. The player is then awarded a predetermined amount of prize balls. Inside the winning area, there is a big prize detecting device as a detection means for detecting a game ball that has entered the big prize opening. A prize port switch (count switch) 38a (see FIG. 3) is provided.
[0024] In addition, the special variable winning device 95 guides the game ball that has entered the winning hole to a specific area 96. The special variable winning device 95 has a special function of detecting a gaming ball that has flowed into a specific area 96. A fixed area switch 38e (see FIG. 3) is provided. The detection of the game ball (entry into the specific area 96) is performed by the special variable prize-winning device (large prize-winning port 1) 38. One of the conditions for the occurrence of a jackpot game state (special game state) that converts the state from a closed state to an open state It is one.
[0025] Also, the center case 40 does not have a warp flow path, but is designed to have a warp flow path. For example, a warp opening (warp entrance) may be provided on the left side of the center case 40, The game balls that flow into the warp channel from the warp port are rolled on the stage inside the center case 40. In this case, the warp exit is The game ball guided to the warp exit is positioned directly above the winning opening 36, and the winning opening 3 It may also be made easier to win number 6.
[0026] In the gaming machine 10 of the first embodiment, the center of the gaming area 32 where the gaming balls flow down is The area to the left of the center case 40 is the left playing area, and the area to the right of the center case 40 is the The right-hand game area is designated as the play area. The player adjusts the launch force to launch the game ball into the left-hand game area. By firing (so-called left shot), the starting winning slot 36 and the general winning slot 35 (located in the left game area) You can aim to win by shooting the game ball into the right game area (so-called right shot). By doing so, the normal starting gate 34, the normal variable winning device 37, the special variable winning device 38, 95, It is now possible to aim for a win at General Winning Slot 35 (located in the right-hand gaming area) and other slots. There are.
[0027] In addition, outside the game area 32 (here, the lower right corner of the game board 30), a special chart change display game The first special chart change display game and the second special chart change display game and the normal chart start gate 34 A collective display device 50 that displays a general game change triggered by winning and various information. is provided.
[0028] The collective display device 50 includes a round display unit 51 made up of LEDs and the like, and a special display unit 1 reserved display unit. 52, special chart 1 pattern display section 53, special chart 2 pattern display section 54, normal chart pattern display section 55, and normal The collective display device 50 includes a picture reservation display unit 56 and a status display unit 57 (see FIG. 5). , as will be described later.
[0029] The gaming machine 10 has a right-hit guide display device on the right side near the special variable prize device (big prize opening 1) 38. The right-hand hit guide display device 91c is lit when instructing the player to hit right. In other cases, the right-hand hit guide display device 91c is turned off. can be.
[0030] The gaming machine 10 displays a special game variable display at the bottom right of the center case 40 in the gaming area 32. The status display device 98 is equipped with a special game change display status display device 98. The special game change display ... The display device is composed of two LEDs. The special game change display status display device 98 is The left LED indicates the status of the special game. Figure 2 shows the status of the game's variable display. For example, the status of the game's variable display is shown. The device 98 informs the stop state of the special pattern change display game by lighting up, and the special pattern change by flashing. The display device 98 notifies the player of the changing state of the symbols in the dynamic display game. , included in the board decoration device 46.
[0031] The gaming machine 10 has a normal map variable display device 9 on the right side of the center case 40 in the gaming area 32. 3 and a general map hold display device 94. The general map change display device 93 is composed of two LEDs The alternating flashing indicates the variable display status of the normal game, and the combination of lighting and extinguishing indicates the variable display status of the normal game. The result of the variable display of the normal game is notified. Also, the normal game reserve display device 94 has two LEDs It is composed of a number of items, from 0 to 4, and indicates the number of reserved items by combining off, on, and flashing. The map change display device 93 and the map reservation display device 94 are included in the board decoration device 46. do.
[0032] Next, the control system of the gaming machine will be described with reference to Fig. 3. Fig. 3 shows the first embodiment. 1 is a block diagram showing an example of a control system for a gaming machine. The gaming machine 10 includes a gaming control device 100, which controls the overall game. The main control device (main board) that controls the game is a gaming microcomputer (hereinafter referred to as the game microcomputer). A CPU (Central Processing Unit) 110 having a CPU 111 and an input port an input unit 120 having a port, an output unit 130 having an output port, a driver, etc., and a CPU The data bus 140 connects the unit 110, the input unit 120, and the output unit 130.
[0033] The CPU section 110 is called an amusement chip (IC (Integrated Circuit)). The game microcomputer 111 has an oscillator such as a crystal oscillator. An oscillator circuit ( The game control device 100 and the game control device 100 The electronic components such as solenoids and motors are driven by the DC (Dielectric Direct Current) It operates when a specified level of DC voltage is supplied, such as 32V, DC12V, or DC5V. It becomes possible to create
[0034] The power supply device 400 is an AC ( Alternating Current)-DC converter or DC32V to DC12V, DC5V a normal power supply unit 4 having a DC-DC converter or the like for generating a lower level DC voltage such as 10 and the RAM (Random Access Memory) inside the gaming microcomputer 111 during a power outage. a backup power supply unit 420 that supplies power to the 100 generates control signals such as a power outage monitoring signal and a reset signal that notify the occurrence and recovery of a power outage. The control signal generator 430 outputs the control signal.
[0035] In the first embodiment, the power supply device 400 is configured separately from the game control device 100. However, the backup power supply unit 420 and the control signal generating unit 430 are on separate boards or 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 changing the model, so In this way, the backup power supply unit 420 and the control unit 420 are mounted on a board separate from the power supply unit 400 or the main board. By providing the control signal generating unit 430, it is possible to eliminate the need for replacement and reduce costs. can.
[0036] 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 ( This is especially true for internal RAM, and ensures that data stored in RAM is retained even during a power outage or after a power outage. The control signal generating unit 430 is configured to receive a signal generated by the normal power supply unit 410. The 32V voltage is monitored and if it drops below 17V, a power outage is detected. The power failure monitoring signal is changed and a reset signal is output after a predetermined time. When the power is turned on or when power is restored, a reset signal is output after a predetermined time has elapsed from that point.
[0037] 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 However, the initialization switch signal is read when the power is turned on, and the power outage monitoring signal is read when the power is turned on. 11 is read repeatedly in the main loop of the main program that is executed. Reset The signal is a type of forced interrupt signal, which causes the entire control system to reset.
[0038] In addition, the game control device 100 is equipped with a setting value change switch 126 and a setting key switch 127. The set value change switch 126 is, for example, a push switch. The setting key switch 127 detects the ON / OFF state when the setting key is inserted. The game control device 100 can change settings related to game performance. The settings stored in RAM are retained even during a power outage or after a power outage. For example, the game control device 100 may be configured to control a special chart 1 variable display game and a special chart 2 variable display game. The probability of winning can be changed in six stages.
[0039] The game control device 100 is configured to operate when the setting key switch 127 is in the ON state and the RAM initialization switch When the power is turned on with 112 in the ON state, the setting of the gaming machine 10 can be changed. For example, the game control device 100 transitions the control state to the setting change mode. While the setting contents are displayed on the probability setting value display device 136, the setting value change switch 126 is pressed. By detecting the down operation, the setting can be changed cyclically from 1 to 6. Probability setting value table The display device 136 is a display device capable of displaying a set value, and is, for example, a one-digit, seven-segment LED. D and mounted on a substrate.
[0040] In addition, the game control device 100 is configured to operate when the setting key switch 127 is in the ON state and the RAM initialization stage is in the ON state. By turning on the power with the switch 112 in the OFF state, the settings of the gaming machine 10 can be checked. For example, the game control device 100 transitions the control state to a setting confirmation mode. In this mode, the setting contents are displayed on the probability setting value display device 136.
[0041] The gaming microcomputer 111 includes a CPU (Central Processing Unit: microprocessor) 111A. , a read-only ROM (Read Only Memory) 111B and a read / write RA Equipped with M111C.
[0042] ROM111B stores immutable information for game control (programs, fixed data, various random numbers, etc.) The RAM 111C stores the operation of the CPU 111A during game control. It is used as a business area or a storage area for various signals and random numbers. As AM111C, it is like an EEPROM (Electrically Erasable Programmable ROM). Alternatively, an electrically rewritable nonvolatile memory may be used.
[0043] In addition, the ROM 111B stores, for example, the execution time of the special chart variable display game, the contents of the performance, the lead A fluctuation pattern (fluctuation mode) that determines whether or not a check state occurs. The fluctuation pattern table is stored as a start memory. Fluctuation pattern random number 1, fluctuation pattern random number 2, and fluctuation pattern random number 3 are This is a table that is referred to by the user to determine the fluctuation pattern. The table shows the pattern of the miss variation that is selected when the result is a miss, and the pattern of the jackpot variation that is selected when the result is a hit. It also includes a table of jackpot fluctuation patterns that are selected when The turntable determines the second half fluctuation pattern, which is the fluctuation pattern after the reach state. Tables for determining the second half fluctuation group table and second half fluctuation pattern selection table, etc. , a table for determining the first half fluctuation pattern, which is the fluctuation pattern before the reach state (Includes first half fluctuation group table, first half fluctuation pattern selection table, etc.)
[0044] Here, the reach (reach state) refers to a state in which a display device whose display state can be changed is included, and the display device The device derives and displays a plurality of display results at different times, and the plurality of display results are determined in advance. When the special result pattern is obtained, the game state becomes advantageous to the player (special game state). In the gaming machine 10 in the skill state, some of the display results have not yet been derived and displayed. In this stage, the display result already derived and displayed satisfies the conditions for becoming a special result mode. In other words, the reach state is a state where the variable display control of the display device is progressing. Even when the display result reaches a stage before it is derived and displayed, the display condition that results in a special result mode is For example, a state in which special results are present is While maintaining the state of multiple variable display areas, the state of displaying the variable (so-called full rotation reach) ) is also included in the reach state. Also, the reach state is when the display control of the display device progresses and the display The display state at the stage before the result is derived and displayed, and the displayed result is a derived table. At least a part of the display results of the plurality of variable display areas determined before being displayed is a special result. This refers to the display state when the conditions for the effect are met.
[0045] Therefore, for example, the decorative special chart variation displayed on the display device in response to the special chart variation display game The display game is performed by displaying a plurality of identifications 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. If there is a special result, the left and right variable display areas will display the condition that the special result is met (for example, The state where the variable display stops with the same identification information) is a reach state. When the change display of all the change display areas is stopped, any two of the left, center, and right change areas can be displayed. A state in which the conditions for a special result state are met in the dynamic display area (for example, the same identification information is (except for special result states) is a reach state, and from this reach state, The variable display area may be displayed variably.
[0046] 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 "Reach None" < "Normal Reach" < "Special 1 Reach" < "Special 2 Reach" < " The order of "Special 3 Reach" < "Premium Reach" is higher. The reach state is when a special result state is derived at least in the special chart variation display game (jackpot In other words, the special chart fluctuation table When it is determined that a special result pattern is not derived in the game shown (when it is a miss), Therefore, when a reach state occurs, the reach state is This is a state in which there is a higher chance of winning the jackpot than when it does not occur.
[0047] 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 controls the solenoid The controller 11 generates and outputs drive signals for the game machines and display devices, thereby controlling the entire game machine 10. However, the gaming microcomputer 111 is a jackpot random number for determining whether or not a special chart variable display game has been won. Random numbers for determining the numbers and patterns of jackpots, variable patterns in special pattern variable display games (including the execution time of the variable display game in various reach and no reach variable display) Random numbers for determining the fluctuation pattern, random numbers for determining the winning of the normal fluctuation display game A random number generation circuit for generating the above, and an oscillation signal (original clock signal) from the oscillation circuit 113 Based on this, a timer is allocated to the CPU 111A at a predetermined period (for example, 4 ms). A clock generator generates a clock that provides update timing for the input signal and the random number generator. It is equipped with a
[0048] In addition, the CPU 111A, in the processing related to the special chart variable display game, Select one of the plurality of fluctuation pattern tables stored in the Specifically, the CPU 111A acquires the game result (win) of the special chart variable display game. (Big hit or small hit) or miss) and the current game status as a special chart change display game The probability state (normal probability state or high probability state), the normal variable winning device as the current game state A plurality of variation patterns are generated based on the operation state (time-saving operation state) of the device 37, the number of start memories, etc. The CP selects and acquires one of the fluctuation pattern tables. When executing a special chart variation display game, U111A stores a plurality of The fluctuation pattern table to obtain one of the fluctuation pattern tables This constitutes a division information acquisition means.
[0049] 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. Then, the payout motor of the payout unit provided in the gaming machine 10 is driven to pay out the prize balls. The payout control device 200 also controls the ball lending machine attached to the gaming machine 10. Drive a payout motor of the payout unit based on a ball loan request signal from the card unit; Controls the dispensing of loaned balls.
[0050] The input unit 120 of the gaming microcomputer 111 is provided with a start port 1 switch 36 in the start winning port 36. a, the start gate 2 switch 37a in the normal variable winning device 37, the gate in the normal starting gate 34 Switch 34a, winning port switch 35a, special variable winning device 38,95 large winning port switch The special variable prize winning device 95 is connected to the specific area switch 38a and the specific area switch 38e of the special variable prize winning device 95. A negative logic signal is input, with the high level supplied from the switch being 11V and the low level being 7V. and an interface chip (proximity I / F) 121 that converts the signal into a positive logic signal of 0V-5V. The proximity I / F 121 is provided with a The detection signal of the panel radio wave sensor 62 is also input. By setting the voltage to -11V, the lead wires of sensors and proximity switches may be illegally shorted out, If a sensor or switch is removed from the connector or the lead wire is cut, causing it to float, The device is configured to detect such an abnormal state and output an abnormality detection signal. There are.
[0051] Regarding the winning port switch 35a, in FIG. 3, the winning port switch 35a is 1. Although it is shown as a block, in reality, there are multiple (n) winning port switches 35a (in this embodiment In this case, three units are provided on the game board 30, and each signal is transmitted via a different signal line. In addition, in FIG. 3, the big prize entrance switch 38a is input to one block. However, in reality, there are multiple (x) big prize opening switches 38a (3 in this embodiment). ) are provided on the game board 30. And, these multiple big prize opening switches 38a, They are connected by different signal lines, or, for example, a switch and a game control device 10 0 (main board) and a relay board (not shown) that exists between them. The board radio wave sensor 62 and the magnetic sensor described later are connected to the game control device 100 in this manner. 61 may also be connected by multiple different signal lines, or similarly by a wired OR method. It may be connected to the game control device 100.
[0052] The output of the proximity I / F 121 is supplied to the second input port 123 or the third input port 124. The data is read into the gaming microcomputer 111 via the data bus 140. Of the 121 outputs, the start port 1 switch 36a, the start port 2 switch 37a, and the gate switch 34a, a prize opening switch 35a, a large prize opening switch 38a, and a specific area switch 3 The detection signal of 8e is input to the second input port 123. The output of the signals of the start port 1 switch 36a and the start port 2 switch 37a (proximity I / F 12 Although Figure 3 shows one signal line for the output from 1, there are actually two.
[0053] In addition, among the outputs of the proximity I / F 121, the detection signal of the panel radio wave sensor 62 and the sensor and switch An abnormality detection signal is output when an abnormality in the switch is detected. 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 for output, the glass frame opening provided in the glass frame 15 of the gaming machine 10, etc. The detection signal of the release detection switch 63, the main body provided on the front frame (main body frame) 12 of the gaming machine 10, etc. The detection signal of the frame open detection switch 64, the detection signal of the set value change switch 126, the setting key The detection signal of the switch 127, the touch switch signal from the dispensing control device 200 (to the operation unit 24) A signal based on the input of a touch switch provided is input.
[0054] In addition, among the outputs of the proximity I / F 121, the output to the second input port 123 is The signal is also supplied from the device 100 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 The detection signal of the switch 37a is input to the second input port 123 as well as to the gaming microcomputer 111. It is configured to do so.
[0055] 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. do.
[0056] The data held by the second input port 123 is input by the gaming microcomputer 111 to the second input port 123. By decoding the address assigned to chip 123, By asserting the enable signal CE (Chip Enable) (changing to an effective level), The same can be said for the third input port 124 and the first input port 122 described later. be.
[0057] The input unit 120 also receives a detection signal from the RAM initialization switch 112, a dispensing control device 20 The frame radio wave sensor installed in the front frame 12 detects the radio wave from the frame radio wave illegal signal from the front frame 12. A dispensing busy signal (a signal output based on the dispensing control device 200 being able to receive a command) Dispensing abnormality status signal (status signal indicating dispensing abnormality) , Shooting ball out switch signal (signal indicating a lack of game balls before payout), Overflow Switch signal (a predetermined amount of game balls is stored in the lower tray 23 (full) When an out ball is detected, the signal is output. The signal output when the game is started is taken in and supplied to the gaming microcomputer 111 via the data bus 140. A first input port 122 is provided to supply the
[0058] The out ball detection switch signal is generated when an out sensor (not shown) detects an out ball of the gaming machine 10. This is a signal output from the out sensor each time a ball is detected. For example, The output switch signal is output from an outlet (not shown) that outputs game balls (out balls) from the gaming machine 10. An outlet flow path (not shown) is provided between the outlet 30a and the ball detection switch. is the gaming performance (for example, the number of balls out) per a given operation (for example, 60,000 balls out). The calculated gaming performance is displayed on the performance display device 135. The out ball detection switch signal may be input to the performance control device 300. In this case, the out ball detection switch signal becomes a trigger to switch to the game performance or customer waiting screen display. For example, the performance display device 135 may be used to determine the operating status. A 4-digit, 7-segment LED that displays game performance in decimal or hexadecimal numbers. It is possible.
[0059] The gaming machine 10 is also provided with a vibration sensor switch for detecting vibrations. The detection signal of the switch is input to the first input port 122 or the third input port 124. It can also be set to
[0060] In addition, the game control device 100 receives a power failure 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. The power failure monitoring signal from the power supply device 400 and the initialization switch from the RAM initialization switch 112 are The switch signal is first input to the first input port 122 and then transmitted to the game machine via the data bus 140. In other words, signals equivalent to the signals from the various switches mentioned above are input to the microcomputer 111. The terminal for receiving signals from the outside provided in the gaming microcomputer 111 is treated as This is because there are limitations on the number.
[0061] 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. By outputting directly to the relay board 70 without inputting the signal to the test firing device, the relay board 70 It is configured to turn off the test firing signal held in the port (not shown). The reset signal RESET can be output to the test firing device via the relay board 70. The reset signal RESET may be input to the first to third inputs of the input section 120. It is not supplied to ports 122, 123, and 124. Just before the reset signal RESET is input The data set in each port of the output unit 130 by the gaming microcomputer 111 is It is necessary to reset the device to prevent malfunction, but the reset signal RESET is input immediately before The data read by the gaming microcomputer 111 from each port of the input unit 120 is This is because it is discarded by resetting the control 111.
[0062] The output unit 130 includes a communication path from the gaming microcomputer 111 to the performance control device 300 and A Schmidt buffer disposed on the communication path from the gaming microcomputer 111 to the payout control device 200 The game control device 100 is provided with a presentation control device 300 and a payout control device 132. Data is transmitted to the game control device 200 via serial communication. Serial communication to the output control device 300 and the payout control device 200 is performed by the performance control device 300 side. This is one-way communication that prevents signals from being input to the game control device 100.
[0063] 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 signals via the relay board 70. The 133 is a pachinko machine that is installed in amusement parlors (mass-produced products) This is a component that is not mounted on the control device (main board). The detection signal of the switch that does not require processing, such as the start switch, is output without passing through the buffer 133. It is supplied to the test firing device via a relay board 70.
[0064] On the other hand, the magnetic sensor 61 and the radio wave sensor 62 cannot be supplied to the test firing device as they are. The detection signal that cannot be detected is temporarily taken into the gaming microcomputer 111 and added to other signals or information. For example, the signal is used as an error signal indicating that the gaming machine is in a state where it cannot be controlled. The data is supplied 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 and performs test firing. The signal is transmitted by relaying the signal line of the port that supplies the device and the switch detection signal without going through the buffer. The port on the relay board 70 is provided with a connector or the like. A chip enable signal CE (not shown) output from the The signal from the port selected and controlled by the bull signal CE is supplied to the test firing device. are.
[0065] The output unit 130 is connected to a data bus 140 and is connected to a special variable prize winning device 38 (big prize winning device). Opening and closing data of the large prize opening 1 solenoid 38b that opens and closes the opening and closing member 38c of the prize opening 1, The large prize opening 2 solenoid 9 for opening and closing the opening and closing member 95c of the variable prize winning device 95 (large prize opening 2) 5b opening and closing data, the normal solenoid that opens and closes the movable member 37b of the normal variable winning device 37 a first output for outputting the opening / closing data of the 37c and the display data of the performance display device 135; A port 134a is provided.
[0066] The output unit 130 also includes a third display unit for outputting display data for the probability setting value display device 136. The output unit 130 is also provided with two output ports 134b. The segment wire to which the LED anode terminal is connected turns on / off depending on the content to be displayed. a third output port 134c for outputting data, and a cathode of an LED of the collective display device 50; The fourth output port 1 for outputting the on / off data of the digit line to which the pin is connected 34d is provided.
[0067] In addition, the output unit 130 outputs information about the gaming machine 10, such as jackpot information, to the external information terminal board 71. The external information terminal board 71 is provided with a fifth output port 134e for outputting to A photorelay is provided, and an external device (such as an information collection terminal or It can be connected to an internal management device (hall computer, etc.) and can transmit information about the gaming machine 10. It can be supplied to an external device via a photorelay. A part of the information to be supplied to the device is output from the fourth output port 134d. From port 134e, a release permission is sent to dispensing control device 200 via Schmitt buffer 132. A signal is also output.
[0068] Furthermore, the output unit 130 includes a large prize opening solenoid output from the first output port 134a. receiving opening and closing data signals from the solenoid 38b, the specific area solenoid 38d, and the normal power solenoid 37c. A first driver (drive circuit) 138a that generates and outputs a solenoid drive signal, a third output port The on / off drive of the segment line on the current supply side of the collective display device 50 output from the output 134c The second driver 138b outputs a driving signal, and the fourth output port 134d outputs a general table. A third driver outputs an on / off drive signal to the digit line on the current sink side of the display device 50. 138c, the fifth output port 134e and the fourth output port 134d are connected to an external device such as a management device. a fourth driver 138d that outputs an external information signal to the external information terminal board 71; The display data signal of the performance display device 135 output from the output port 134a is received and the performance is displayed. A fifth driver 138e is provided to generate and output a drive signal for the device 135.
[0069] The first driver 138a is configured to drive a solenoid operating at 32V. Therefore, DC 32V is supplied as a power supply voltage from the power supply device 400. A second driver 138b that drives 50 segment lines is supplied with DC 12V. The third driver 138c drives the digit lines by applying a current to the digit lines according to the display data. Since it is intended for drainage, the power supply voltage can be either 12V or 5V.
[0070] 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, causing it to light up. The 4 driver 138d is supplied with DC 12V to provide a 12V level to the external information signal. The buffer 133, the first output port 134a, the first driver 138a, etc. The output unit 130 of the game control device 100, that is, the output unit 130 is provided on the relay board 70 side, not on the main board. In addition, the performance display device 135 or the fifth driver 138e and the performance The display device 135 is not the output unit 130 of the game control device 100, i.e., the main board, but an external Alternatively, the sensor may be provided on the external circuit board (not shown).
[0071] Furthermore, the output unit 130 outputs the identification code and program of each gaming machine to an external inspection device 490. A photocoupler 139 is provided to transmit information such as the The gaming microcomputer 111 transmits and receives data to and from the inspection device 490 via serial communication. The communication is configured to enable two-way communication. Like a normal general-purpose microprocessor, the gaming microcomputer 111 has a serial communication terminal Therefore, the first to third input ports 122, 123, and 124 are used. No ports are provided.
[0072] Next, the configuration of the performance control device 300 will be described with reference to FIG. 4. FIG. 4 shows the first embodiment. FIG. 10 is a block diagram showing an example of the configuration of a performance control device of this type. The performance control device 300 is an amusement chip (IC ) and the main control microcomputer (CPU) 311, which is A graphic processor that processes images for display on the display device 41 according to the code and data. The VDP (Video Display Processor) 312 is used as a processor, and various melodies and effects are A sound source LSI 31 that controls the output of sound to reproduce sounds from speakers 19a and 19b. It has 4.
[0073] The main control microcomputer 311 contains a P PROM321, consisting of ROM (programmable read-only memory), provides working space FeRAM (which can retain its contents even when power is cut off during a power outage) Ferroelectric RAM) 323, which generates information indicating the current date and time (year, month, day, day of the week, time, etc.) An RTC (real-time clock) 338 is connected to the main control unit. The microcomputer 311 also has a RAM 311a therein that provides a working area. In addition, a WDT (watchdog timer) circuit 324 is connected to the main control microcomputer 311. The main control microcomputer 311 receives commands (performance commands) from the gaming microcomputer 111. It analyzes the video and audio commands, determines the content of the performance, and instructs the VDP312 on the content of the output video. It instructs the source LSI314 to play sounds, lights up decorative lamps, and controls the drive of motors and solenoids. It also performs processes such as managing performance time.
[0074] 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 Image ROM 325 in which video data is stored, and character data read from the image ROM 325 Ultra-fast VRAM326 used to expand and process image data such as graphics. is connected.
[0075] Although not particularly limited, the main control microcomputer 311 and the VDP 312 are connected by a power It is configured to transmit and receive data in parallel. By sending and receiving data over a 10-bit bus, commands and data can be sent in a shorter time than with serial communication. can be done.
[0076] 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. Waiting to receive input signals INT0 to INTn and commands and data from the main control microcomputer 311 A wait signal WAIT or the like is also input to notify the user that the state is as described above.
[0077] The performance control device 300 is equipped with an LVDS (Low Voltage Differential Signaling) A signal conversion circuit 313 is provided to generate a video signal to be transmitted to the display device 41 by a signal transmission method. The VDP 312 outputs video data and a horizontal sync signal HSY to the signal conversion circuit 313. NC and vertical sync signal VSYNC are input and generated by VDP312. The image is displayed on the display device 41 via the signal conversion circuit 313 .
[0078] An audio ROM 327 storing audio data is connected to the sound source LSI 314. The main control microcomputer 311 and the sound source LSI 314 are connected via an address / data bus 340. An interrupt signal INT is input from the sound source LSI 314 to the main control microcomputer 311. The performance control device 300 is provided with an amplifier circuit 337 consisting of an audio power amplifier and the like that drives the upper speakers 19a (upper left speaker 19a1, upper right speaker 19a2) provided in the glass frame 15 and the lower speakers 19b (lower left speaker 19b1, lower right speaker 19b2) provided in the front frame 12, and the audio generated by the sound source LSI 314 is output from the speakers 19 via the amplifier circuit 337.
[0079] 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.
[0080] In addition, the performance control device 300 includes a A board decoration LE that drives and controls a board decoration device 46 having LEDs (light emitting diodes) and the like. D control circuit 332, a frame having an LED (light emitting diode) provided in the glass frame 15 A frame decoration LED control circuit 333 that drives and controls a decoration device (for example, a frame decoration device 18, etc.), A board performance device 44 (for example, a display) provided on the skill board 30 (including the center case 40) A board game that controls the driving of movable props (such as props that enhance the performance effect in cooperation with the performance display in the device 41) A control circuit 334 for outputting movable bodies is provided. The control circuit 334 drives and controls lamps, motors, solenoids, etc. These control circuits 332 to 334 are connected to the main control circuit 330 via an address / data bus 340. The glass frame 15 is connected to a microcomputer 311 for displaying the image. A frame production device having a drive source such as a motor for operating the device is provided, and the frame production device is driven and controlled. It may also be equipped with a frame effect movable body control circuit that controls the frame effect movable body.
[0081] Furthermore, the performance control device 300 includes a performance button switch 25a of the performance button 25 and an option The setting switch 29a of the operation setting unit 29 and the initial position of the motor in the board performance device 44 are detected. The main control is performed by detecting the on / off state of the performance prop switch 47 (performance motor switch) The function of inputting the detection signal to the microcomputer 311 and the volume control function provided in the performance control device 300 are also included. The function of detecting the state of the node switch 335 and inputting a detection signal to the main control microcomputer 311 is In FIG. 4, the option setting unit 29 For convenience, these switches are collectively referred to as the setting switch 29a. The status of each switch (cross cursor switch, center switch, accessory switch) is The switches are connected so that they can be individually detected by the output circuit 336. The detection signals indicating the states are input to the main control microcomputer 311.
[0082] 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 a 3.3V or 1.2V When using an LSI that operates at a low voltage such as 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.
[0083] 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 and an amplifier circuit 337 (SNDRESET signal), a control circuit for driving and controlling lamps, motors, etc. The IORESET signal is supplied to the control circuits 332 to 334, which are reset. In addition, a cooling fan 45 for cooling various parts of the gaming machine 10 is connected to the performance control device 300. When the power supply of the performance control device 300 is turned on, the cooling fan 45 is driven. The circuit board that constitutes the performance control device 300 is a sub-control board (also called a sub-board). This is equivalent to
[0084] Next, the game control performed by these control circuits will be explained. In the CPU 111A of the gaming microcomputer 111 of the gaming control device 100, Based on the input of the game ball detection signal from the gate switch 34a provided in 4, A random number value for hit determination is extracted and compared with the determination value stored in ROM111B, and the normal The process of determining whether the displayed game is a win or a loss is performed. The pattern display unit 55 displays the identification pattern (identification information) for a predetermined time in a variable manner, and then displays the identification pattern in a static manner. If the result of this normal variable display game is a win, The normal symbol display unit 55 displays special results corresponding to the first to third winning symbols. The result state is displayed, and the normal power solenoid 37c is operated, and the normal variable winning device 37 The movable member 37b is opened as described above for a predetermined time (for example, 0.5 seconds or 1.7 seconds). That is, the game control device 100 controls the conversion member (movable member 37b) It is a conversion control execution means for performing conversion control. In this case, control is performed to display the result of the miss on the regular pattern display unit 55.
[0085] In addition, the game ball detection signal from the start port 1 switch 36a provided in the start winning port 36 Based on the input, the start winning (start memory) is memorized, and based on this start memory, the first special chart changes A random number value for determining a jackpot in the displayed game is extracted and compared with the determination value stored in ROM111B. In comparison, the first special chart variation display game is judged to be a hit or a miss. Based on the input of the game ball detection signal from the start port 2 switch 37a provided in the winning device 37, Based on this, the start memory is memorized, and based on this start memory, the jackpot judgment of the second special chart variable display game is made. A random number value is extracted and compared with the judgment value stored in ROM111B, and the second special chart variation display is performed. The process of determining whether the game is a win or a loss is carried out.
[0086] The CPU 111A of the game control device 100 controls the first special symbol variable display game and the second special symbol variable display game. 2. A control signal (performance control command, performance command) containing the judgment result of the special chart change display game , and output to the performance control device 300. Then, the special picture 1 pattern display unit 53 of the collective display device 50 The special pattern 2 pattern display unit 54 displays the identification pattern (identification information) variably for a predetermined time, and then displays it stationary. That is, the game control device 100 performs a process of displaying a special chart variation display game. A starting winning area for the game ball flowing down the skill area 32 (starting winning port 36, normal variable winning device 37) This constitutes a game control means for controlling the progress of the variable display game based on winnings.
[0087] In addition, the performance control device 300 controls the display based on the control signal from the game control device 100. The device 41 performs processing to display a decorative special chart variable display game corresponding to the special chart variable display game. Furthermore, the performance control device 300 performs the following based on the control signal from the game control device 100: , setting the performance state, outputting sound from speakers 19a and 19b, and controlling the illumination of various LEDs. That is, the performance control device 300 performs processing such as The device also functions as a performance control means for controlling the performance related to the game.
[0088] Then, the CPU 111A of the game control device 100 determines whether the result of the special chart variable display game is a jackpot. In the case of a small win, the special result state or small win is displayed on the special chart 1 pattern display section 53 or the special chart 2 pattern display section 54. The result state is displayed, and a process for generating a special game state or a small win game state (i.e. That is, the process of executing special games and small win games. 2. Special chart change display Processing to generate a special game state when the result of the game becomes a jackpot In this case, the CPU 111A, for example, controls the special variable entry by the big prize opening solenoid 38b. Control to open the opening / closing member 38c of the prize device 38 and allow game balls to flow into the big prize opening In this special game state, the CPU 111A places a predetermined number of balls (for example, For example, 9 balls) enter the prize, or the specified opening time has elapsed since the opening of the big prize opening. The opening of the big prize entrance until one of the above conditions is met is considered one round. The game continues (repeated) for a predetermined number of rounds (cycle play). The game with a change in the chart (the special chart 1 change in the chart) or the game with a change in the second special chart (the special chart 2 change in the chart) In the process of generating a small win game state due to the result of the dynamic display game becoming a small win In this case, the CPU 111A controls the special variable prize device by the large prize opening solenoid 38b, for example. The opening and closing member 38c of the device 38 is opened to allow the game balls to flow into the big winning opening. Do this.
[0089] In addition, the opening and closing operation pattern of the big winning port performed in these small winning game states (opening and closing operation state For example, the operation of keeping the opening and closing member open for 200 ms is repeated at 1500 ms intervals. In this way, the game control device 100 performs the stop result mode four times. A special prize opening opening / closing control means for controlling the opening and closing of the special prize opening when a special result state is achieved. In addition, if the result of the special chart variation display game is a miss, the CPU 111A The result of the miss is displayed on the special pattern 1 display unit 53 and the special pattern 2 display unit 54 of the device 50. Take control.
[0090] In addition, the game control device 100 of the first embodiment is a probability variation in a special chart variation display game. However, probability fluctuations may be performed in the image fluctuation display game. For example, the game control device 100 may determine whether or not a special game is being played based on the result of the special game. After the end of the state, a high probability state can occur as a gaming state. This high probability state is The probability of winning in the special chart variation display game is higher than the normal probability state. In addition, the first special chart change display game and the second special chart change display game Even if a high probability state is reached based on the game result state, the first special chart change display game and the second Both the special chart change display games will be in a high probability state.
[0091] In addition, the game control device 100 determines the special game state based on the result of the special game. After the end of the state, a time-saving state (specific game state, normal high probability state) can be generated as a game state. In this time-saving state, the probability of winning the normal game (normal game) probability) is set to a high probability (normal high probability state) higher than 0, which is the normal probability (normal low probability state). This makes it possible to make the normal variable winning device 37 in a normal low probability state. In addition, the opening time of the normal variable winning device 37 per unit time is controlled to be longer. Here, the normal variable winning device 37 in this embodiment is in the normal game state. In this case, the probability of opening the movable member 37b is set to "0".
[0092] In addition, in the time-saving state, the execution time of the normal map change display game (normal map change time) is For example, the time it takes to display the results of the game is 500ms. At this time, 600 ms has elapsed, and the normal variable display game has been won, and the normal variable winning device 37 is activated. When released, the first winning stop pattern opening time (normal power opening time) and opening number (for example, 500msec x 1 time), the opening time of the second winning stop pattern (normal power opening time) and the number of times it opens (for example, For example, 1700 ms x 2 times), the opening time of the third winning stop pattern (normal power opening time) and the number of times it opens ( For example, it can be set to 1700 ms x 3 times.
[0093] In addition, the control of the normal variable display game and the normal variable winning device 37 to the time-saving operation state is To do this, the normal map changes accordingly. Game execution time, normal map stop time, normal power release count, normal power release For example, in the time-saving state, the above-mentioned normal game variation display game can be performed. The time (normal time) is controlled to be the second time (second time) which is shorter than the first time. It is possible to control the time (for example, 10000ms to 1000ms). In this case, the normal map stop time that displays the result of the normal map change display game is shorter than the first stop time. It is possible to control the second stop time so that it is short (for example, 1604 ms is 70 4m seconds). Also, in the time-saving state, the normal variation display game becomes a winning result and the normal variation When the winning device 37 is opened, the opening time (normal power opening time) is set to the normal state (normal low probability state). It is possible to control the second opening time to be longer than the first opening time (in the first state). For example, 100msec becomes 1352msec. Also, in the time-saving state, the normal map fluctuation display game For one winning result, the number of times the normal variable winning device 37 is opened (normal power opening number) is set to the first opening. Set the second release count to a number greater than the release count (for example, 2 times) (for example, 4 times). In addition, in the time-saving state, the probability of winning the normal game is The normal probability (normal probability) in the normal operating state (normal low probability state, for example, 1 / 251) (normal high probability state, for example, 250 / 251) It is possible.
[0094] In the time-saving state, the normal map fluctuation time, normal map stop time, normal power opening count, normal power opening time, normal By changing one or more of the probabilities, the normal variable winning device 37 is set to the open state. The time it takes to transform is extended. It is also possible to set the time-saving state of the same kind. Also, when it becomes a hit, the first opening mode and the second In this case, the first opening mode and the second opening mode may be selected. The selection probability of the mode may be different. In addition, the high probability state and the time-saving state may be independently Both can occur simultaneously, or only one can occur. Also, the time-saving state is the normal power support state (normal power support or power support). It can also be called.
[0095] Next, the configuration of the collective display device will be described with reference to FIG. 5. FIG. 5 shows the configuration of the collective display device of the first embodiment. 1 is a diagram showing an example of a collective display device. The collective display device 50 includes a 7-segment LED_d1 and 7-segment LED_d2 and 16 LEs from LED_d3 to LED_d18 The collective display device 50 includes a 7-segment LED_d1 and a 7-segment LED_d 2, and LED_d3 to LED_d18, various statuses are displayed by the lighting patterns.
[0096] The collective display device 50 includes a 7-segment LED_d1 and a 7-segment LED_d2, and By allocating various status display functions to LED_d3 to LED_d18, the round display section 51, special chart 1 reserved display section 52, special chart 1 pattern display section 53, special chart 2 pattern display section 54 , a normal drawing pattern display unit 55, a normal drawing reservation display unit 56, a status display unit 57, and a special drawing 2 reservation display unit The round display unit 51 includes four LEDs, LED_d3 to LED_d6. The lighting state of the special game indicates the number of rounds in the special game. In the special game, the lighting state of the two LEDs, LED_d11 and LED_d12, The special pattern 1 display unit 53 displays the number of reserved tickets. Depending on the lighting state of the ED (7 segment LEDs and 1 dot LED), the special chart 1 game The special pattern 2 display unit 54 displays the pattern in the 8 7-segment LED_d2. The lighting pattern of the LEDs (7 segment LEDs and 1 dot LED) indicates the special 2 game. The normal pattern display unit 55 displays the pattern in the game. The lighting state of the three LEDs, LED_d1 and LED_d18, displays the symbols in the normal game. The normal map hold display unit 56 displays the lighting state of two LEDs, LED_d15 and LED_d16. The status display unit 57 displays the number of reserved balls in the normal game. The lighting state of the three LEDs, D_d9 and LED_d17, determines the special game. The special chart 2 hold display unit 58 displays the game status. The number of reserved balls in the special chart 2 game is displayed depending on the lighting state of the LED.
[0097] The control of a gaming machine that performs such a game will be explained below. The control executed by the gaming microcomputer 111 of the game machine 100 will be described. The control process by the inverter 111 mainly consists of a main process and a predetermined time cycle (for example, 4 ms). and timer interrupt processing.
[0098] [Main processing] First, the main processing of the game control device of the first embodiment will be explained with reference to FIGS. 6 to 10. FIG. 6 is a flowchart (part 1) of the main process of the first embodiment. 7 is a flowchart (part 2) of the main process according to the first embodiment. FIG. 8 is a flowchart (part 3) of the main process according to the first embodiment. FIG. 10 is a flowchart (part 4) of the main processing according to the first embodiment. FIG. 5 is a flowchart (part 5) of the main processing according to the first embodiment.
[0099] The main process is started by the control unit (gaming microcomputer 111) when the power is turned on. In this main process, first, a process of disabling interrupts (step S1) is performed. After that, it is the start address of the area where register values etc. are saved when an interrupt occurs. A stack pointer setting process (step S2) is performed to set a certain stack pointer. Next, register bank 0 is specified (step S3), and a predetermined register (for example, register D) is The upper address of the RAM start address is set in the RAM11 (step S4). The address range of 1C is 0000h to 01FFh, with 00h or 01h as the upper addresses. In step S4, 00h, which is located at the beginning of the address range of RAM 111C, is set. To do.
[0100] Next, a launch stop signal is output and the launch permission signal is set to a prohibited state (step S5). The launch permission signal is sent when at least one of the game control device 100 and the payout control device 200 stops launching. When the stop signal is output, the device is set to the prohibited state and the launch of the game balls is prohibited. It is.
[0101] Then, the state of input port 1 (first input port 122) is stored in the first register (for example, the B register). (Step S6), and then input port 3 (third input port 124) The state is read into a second register (eg, register C) (step S7).
[0102] Here, a predetermined bit in the first register is masked and the other bits are cleared (step For example, the B register corresponding to the detection signal from the RAM initialization switch 112 Only the second bit of the Then, a specific bit in the second register is masked and the other bits are cleared. For example, the C register corresponding to the detection signal from the setting key switch 127 is Only the fourth bit of the row is retained, and bits 0 to 3 and bits 5 to 7 are retained. Clear the.
[0103] The information in the first register is integrated into the second register, and the information held in the second register is stored in RAM1. The information is stored as reference information that does not rely on the B register (step S10). The logical sum of the data and the C register is stored in the C register, and the C register is used as a status reference register. Hold.
[0104] For example, the value of the status reference register (C register) is "00000000B". Bit 1, Bit 3, Bit 5 to Bit 7 are cleared to "0" The second bit is "0" corresponding to the detection signal ON from the RAM initialization switch 112. , the fourth bit is "0" corresponding to the detection signal ON from the setting key switch 127. In other words, the value of the status reference register, "00000000B", indicates the RAM initialization state. The setting change switch 112 is ON and the setting key switch 127 is ON. Indicates the change status.
[0105] In addition, the value of the status reference register, "00010000B", is the 0th bit and the 1st bit, Bits 3 and 5 through 7 are cleared to "0" and bit 2 is RA M is "0" corresponding to the detection signal ON from the initialization switch 112, and the fourth bit is set This indicates that the value is "1" which corresponds to the detection signal from the key switch 127 being OFF. The value of the status reference register is "00010000B" when the RAM initialization switch 112 is on. (ON) and the setting key switch 127 is OFF (OFF), indicating the RAM initialization state. .
[0106] In addition, the value of the status reference register, "00000100B", is the 0th bit and the 1st bit, Bits 3 and 5 through 7 are cleared to "0" and bit 2 is RA M is "1" corresponding to the detection signal from the initialization switch 112 being OFF, and the fourth bit is set This indicates that the detection signal from the key switch 127 is "0", which corresponds to ON. The value of the status reference register is "00000100B" when the RAM initialization switch 112 is off. (OFF) and the setting key switch 127 is on (ON), indicating a setting confirmation state.
[0107] In addition, the value of the status reference register, "00010100B", is the 0th bit and the 1st bit, Bits 3 and 5 through 7 are cleared to "0" and bit 2 is RA M is "1" corresponding to the detection signal from the initialization switch 112 being OFF, and the fourth bit is set This indicates that the value is "1" which corresponds to the detection signal from the key switch 127 being OFF. The value of the status reference register is "00010100B" when the RAM initialization switch 112 is off. (OFF), and setting key switch 127 is off (OFF) and power is restored (power outage recovery) Shows.
[0108] This allows the detection signal from the RAM initialization switch 112 and the setting key switch 127 to The detection signal from the RAM initialization switch 112 is stored in the C register. The storage position (second bit) of the output signal in register B and the detection from setting key switch 127 The storage position (4th bit) of the output signal in the C register is different from that in the B register. The detection signal from the RAM initialization switch 112 and the setting key switch are also calculated by the logical OR of the The detection signal from switch 127 is not lost but is stored.
[0109] Thereafter, a process for setting a power-on delay timer is carried out (step S11). In the process, a predetermined initial value is set, and the game control device 100, which is the main control means, A slave control means (for example, a dispensing control device 200) performs various controls according to the instructions from the Standby for waiting for the program of the slave control device (such as the performance control device 300) to start normally The time (for example, 3 seconds) is set. 0 starts up first and sends a command to the slave control means before the slave control means starts up. This prevents the slave control means from missing a command. When the device 100 is powered on, the start of the master control means is delayed and the slave control means is waited for to start. The waiting means sets a predetermined waiting time for the
[0110] In addition, the timing of the power-on delay timer is performed based on the validity check of the data stored in the RAM area ( Storage areas that are not subject to checksum calculation (RAM areas or read areas not subject to validity check) This is done using registers, etc., to check the checksum of the RAM area. When calculating data, there is no need to exclude some RAM areas, so This can prevent the control from becoming complicated.
[0111] The second register (C register) stores the detection signal of the RAM initialization switch 112. However, by saving it before the start of the standby time, RAM initialization The operation of the switch 112 can be saved reliably. That is, the RAM is initialized after the waiting time has elapsed. If the state of switch 112 is read, the RAM initialization will start after the waiting time has elapsed. The RAM initialization switch 112 is operated, or the RAM initialization switch 112 is operated from power-on until the waiting time has elapsed. However, you can read the status before the wait time starts. This allows you to operate the device immediately after turning it on without having to go through these troublesome operations. The initialization operation performed when the power is turned on is not accepted. This can prevent such situations.
[0112] The second register (C register) stores the detection signal of the setting key switch 127. However, by saving it before the start of the waiting time, the setting key switch That is, after the waiting time has elapsed, the operation of the setting key switch 127 can be detected reliably. If you set it to read the status of 7, it will wait for the waiting time to elapse before setting key switch 127 or the setting key switch 127 has been operated continuously from the time the power was turned on until the standby time had elapsed. However, by loading the state before the wait time begins, this hassle can be avoided. It will be detected by performing the operation immediately after powering on without any further operation. This prevents any setting changes or setting confirmation operations performed when the power is turned on. This can prevent such situations.
[0113] Next, a process for setting a power-on delay timer (for example, about 3 seconds) is performed (step S11 ) and then the process of timing the standby time and monitoring the occurrence of power outages during the standby time ( Steps S12 to S16 are performed. First, the power outage signal input from the power supply device 400 is The number of times the monitoring signal is read and checked via the port and data bus (for example, twice) ) is set (step S12), and it is determined whether the power failure monitoring signal is on or not (step Step S13).
[0114] If the power outage monitoring signal is on (step S13; Y), It is determined whether the power outage monitoring signal remains on for the number of checks (step S1 4) If the power failure monitoring signal does not remain on for the number of checks (step S14; N) is returned to the determination of whether the power outage monitoring signal is on (step S13). Also, if the power outage monitoring signal remains on for the number of checks (step S14; Y), that is, if it is determined that a power outage has occurred, the power supply to the gaming machine 10 is cut off. In this way, if the 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.
[0115] 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 this appropriately. Note that access to RAM111C is prohibited until the end of the waiting time. is not permitted, and the memory contents from the last power outage are still retained. In the event of a power outage, there is no need to perform backup processing. Even if a power outage occurs during the operation, there is no need to back up the RAM111C, and the burden of control is reduced. can be alleviated.
[0116] On the other hand, if the power outage monitoring signal is not on (step S13; N), that is, if a power outage occurs If not, the power-on delay timer is updated by "-1" (step S15). It is determined whether the value of the timer is "0" (step S16). If the standby time has not yet elapsed (step S16; N), the power failure monitoring signal The process returns to the process of setting the number of checks (step S12). " (Step S16; Y), that is, when the waiting time has ended, Access permission for RWM (Read Write Memory) such as 1C and EEPROM. (Step S17) and output OFF data to all output ports (setting to a state where there is no output). (step S18).
[0117] Next, the serial port (a port that is pre-installed in the gaming microcomputer 111, (Used for communication with the performance control device 300 and the dispensing control device 200) (Step S19 ).
[0118] In step S20, a timer interrupt in the gaming microcomputer 111 (clock generator) is generated. The CTC circuit that generates the random number update trigger signal (CTC) is started. Now.
[0119] In step S21, a RAM abnormality flag is set. The setting of the normal flag is temporary and will be executed later to check for RAM abnormalities. It can be updated in
[0120] In step S22, the value of the power outage inspection area 1 in the RWM is checked to see if it is a normal power outage inspection area check data. If the value of power failure inspection area 1 is normal, (Step S22; Y), the value of the power outage inspection area 2 in the RWM is normal power outage inspection area check It is determined whether the data is 2 (for example, A5h) (step S23), and the power failure inspection area 2 If the value is normal (step S23; Y), calculate the checksum of a predetermined area in the RWM. Then, a checksum calculation process (step S24) is performed.
[0121] In addition, in the checksum calculation process, the data in the game control work area and the status display work area are The sum of the data in the area may be calculated as a checksum, or the game control work The checksum is calculated separately for the data in the area and the data in the status display work area. Alternatively, the checksum may be calculated from only the data in the game control work area. The work area for skill control is a work area in the memory area within the RWM that is used for game control. The work area for status display is the storage area in the RWM that is used for status display. This is the business field.
[0122] Next, check whether the checksum calculated in step S24 matches the checksum at the time of power-off. If the checksums are found to match (normal), a check is made (step S25). If the error is not found (step S25; Y), the RAM abnormality flag temporarily set in step S21 is is cleared (step S26).
[0123] If the checksums are determined to be inconsistent (not normal) (step S25; N) skips step S26 and moves to step S27, and The RAM abnormality flag that was temporarily set becomes definitive. The check data in the power failure inspection area If it is determined that the data is not normal (step S22; N or step S23; N) However, by skipping step S26 and proceeding to step S27, the provisional The RAM error flag that was set automatically becomes definitive.
[0124] In step S27, the second register (C register) is referred to and the setting key switch 12 7 is ON and the detection signal of the RAM initialization switch 112 is ON. When the detection signal of the setting key switch 127 is ON and the detection signal of the RAM initialization switch 112 is ON, If the output signal is ON, the process proceeds to step S33, and the detection signal of the setting key switch 127 is If the signal is ON and the detection signal of the RAM initialization switch 112 is not ON, step S Go to 28.
[0125] The game control device 100 detects the detection signal of the setting key switch 127 and the RAM initialization switch The detection signal of the switch 112 is stored in the second register (C register). The detection signal of the switch 127 and the detection signal of the RAM initialization switch 112 are simultaneously determined. In addition, the game control device 100 detects the detection signal of the setting key switch 127 and the RAM The detection signal of the initialization switch 112 is stored in the second register (register C). Before RAM validity check is performed, the detection signal of the setting key switch 127 and RAM initialization are The detection signal of the switch 112 can be used as the object of determination.
[0126] In step S28, the control unit determines whether the RAM abnormality flag is on. , if the RAM error flag is on (i.e., the RAM error flag is set) If the RAM abnormality flag is not on (i.e., if the RAM If the abnormality flag is cleared, the process proceeds to step S29.
[0127] In step S29, the control unit determines whether the setting change mode flag is on. If the setting change mode flag is on, the control unit proceeds to step S48. If the loading flag is not on, the process proceeds to step S30.
[0128] Steps S30 to S32 are executed when a RAM error occurs or when the power is cut off during setting. This is the process that is executed when the RAM is not cleared and the system is restarted. In step 0, the control unit transmits a main abnormality error notification command to the performance control device 300. As a result, the performance control device 300 can control the performance control device 300 in response to the main abnormality error notification command. For example, the performance control device 300 receives a main abnormality error notification command. and display a message on the display device 41 informing the user of the restart with RAM clearing. , and outputs sound from the speakers 19a and 19b. Upon receiving the command for notifying the abnormal error, the frame decoration device 18, the board decoration device 46, and the board performance device A main abnormality error is reported by 44.
[0129] In step S31, the control unit outputs the 7-segment display data at the time of game stop to the performance display device 135. At this time, the control unit displays a status corresponding to the main abnormality error on the performance display device 135. The control unit can also display the 7-segment display data when the game is stopped. The probability setting value display device 136 outputs the value. It is possible to display numbers and characters that are not in the probability setting value. The 7-segment display data including the ED display data may be output to the collective display device 50. At this time, the control unit may turn off or turn on all the collective display devices 50.
[0130] In step S32, the control unit transmits the ON data of the security signal to the external information terminal board 71. At this time, the control unit controls the output of other signals from the external information terminal board 71. The control unit repeatedly executes steps S31 and S32. That is, the gaming machine 10 waits for the power to be turned off by using the external information terminal board. 71 outputs a security signal. No signals other than security signals are output from the external information terminal board 71.
[0131] The control unit repeatedly executes steps S31 and S32 until the power is turned off. In this row, RAM access is not prohibited. When a n-Maskable Interrupt occurs, the return address can be stored in RAM, preventing program execution. In this way, the control unit performs the steps S31 to S32 until the power supply is turned off. The contents stored in the RAM during the repeated execution of step S32 are protected by prohibiting RAM access. However, since clearing RAM at restart is a condition for starting game control, the contents stored in RAM In other words, the gaming machine 10 limits the risk that the contents stored in the RAM are not protected. While limiting the risks of unprotected programs, it reduces the risk of program runaway. The control unit repeats steps S31 and S32 until the power is turned off. In this row, by not prohibiting RAM access, steps S31 and S32 This allows subroutines to be called, improving program efficiency.
[0132] Steps S33 to S36 are processes related to preparation for setting changes, and step S 27, the detection signal of the setting key switch 127 is ON and the RAM initialization switch 11 This is the process that is executed when the detection signal of 2 is ON.
[0133] In step S33, the control unit determines whether the RAM abnormality flag is on. If the RAM abnormality flag is on, the process proceeds to step S34. If not, the process proceeds to step S35.
[0134] In step S34, the control unit clears the set value because the RAM abnormality flag is on. The setting value can also be cleared by setting an invalid value. Alternatively, from the viewpoint of preventing fraud, it may be possible to set the most unfavorable value for the player. .
[0135] In step S35, the control unit performs processing to set a setting change mode flag. The setting change mode flag is a flag indicating whether the gaming machine 10 is currently changing the setting. The setting change mode flag is set when the setting is being changed, and the setting change mode flag is set when the setting is not being changed. The constant change mode flag is cleared (reset).
[0136] In step S36, the control unit transmits a command for changing the setting to the performance control device 300. As a result, the performance control device 300 performs performance control corresponding to the command being changed. For example, the performance control device 300 receives a command during the setting change, A message informing the user that the device is in use is displayed on the display device 41, and a message is output through the speakers 19a, 19b, and 9b to output sound. In addition, the performance control device 300 receives a command during the setting change. The frame decoration device 18, the board decoration device 46, and the board performance device 44 notify the user that the setting is being changed. We will notify you.
[0137] Step S37 is performed after the setting change preparation (steps S33 to S36), or This process is executed after the setting confirmation preparation (steps S49 and S50). In step S37, the control unit sets the security signal control timer to 128 ms. Therefore, the gaming machine 10 continues to operate at least until the security signal control timer times out. A security signal is output during this period.
[0138] Steps S38 to S40 are for waiting for the completion of the setting change or the completion of the setting confirmation. The gaming machine 10 sets the security signal to be output in step S37. This prevents the execution of processes related to waiting for the setting change to be completed or the setting confirmation to be completed. This makes it possible to grasp the situation from the department.
[0139] After the control unit permits the interrupt (step S38), it refers to the second register (C register). It is determined whether the detection signal of the setting key switch 127 is OFF or not (step S 39) If the detection signal of the setting key switch 127 is OFF, the control unit proceeds to step S5. 5, and if the detection signal of the setting key switch 127 is not OFF, proceed to step S40. .
[0140] In step S40, the control unit determines whether a power outage has occurred. The occurrence of a power outage can be determined by detecting the power outage monitoring signal continuously for a predetermined period of time. If a power outage occurs, proceed to step S41; if a power outage does not occur, proceed to step S In other words, the control unit 100 proceeds to step S39. The system waits for the setting key to be turned off until
[0141] When the control unit determines that a power outage has occurred, it performs a process of prohibiting interrupts (step S4 1) A process of outputting OFF data to all output ports is performed (step S42). Then, the power outage inspection area check data 1 is saved in the power outage inspection area 1 (step S43 ), and save power outage inspection area check data 2 in power outage inspection area 2 (step S44). Furthermore, the checksum calculation process (step S45), and the process of saving the calculated checksum in the checksum area (step S46 ), and then a process of prohibiting access to the RAM (step S47) is performed. Then, wait for the power supply to the gaming machine to be cut off. In this way, the check data is stored in the power outage inspection area. By saving the checksum at the time of power cut, When the power is turned on again, it is determined whether the information stored in the RWM has been backed up correctly. It can be determined.
[0142] Step S48 is executed if it is determined in step S29 that the setting change mode flag is on. In step S48, the control unit refers to the second register (C register). The control unit checks whether the detection signal of the setting key switch 127 is on or not. If the detection signal of the setting key switch 127 is ON, the process proceeds to step S49. If the detection signal of the switch 127 is not on, the process proceeds to step S51.
[0143] Steps S49 and S50 are processes related to preparation for setting confirmation. In step 9, the control unit performs processing to set a setting confirmation mode flag. The in-progress flag is a flag indicating whether the gaming machine 10 is in the process of checking the settings. The setting check mode flag is set when the setting is not being checked, and the setting check mode flag is set when the setting is not being checked. In step S50, the control unit 100 This command is sent to the performance control device 300. For example, the performance control device 300 performs the performance control corresponding to the command. When the command is received, a message is displayed on the display device 41 indicating that the setting is being confirmed. The display is made on the display unit 19a and the sound is output from the speakers 19a and 19b. 00 receives a command during setting confirmation and controls the frame decoration device 18, the board decoration device 46, the board performance device The control unit 44 then notifies the user that the setting is being confirmed. After this, the control unit proceeds to step S37. nothing.
[0144] On the other hand, the control unit determines in step S48 that the detection signal of the setting key switch 127 is ON. If it is determined that there is no such a problem, step S51 is executed. 2 register (C register) to check whether the detection signal of the RAM initialization switch 112 is on. The control unit determines whether the detection signal of the RAM initialization switch 112 is ON. If the detection signal of the RAM initialization switch 112 is not ON, the process proceeds to step S52. In other words, the gaming machine 10 proceeds to step S58. When a startup involving an operation is detected, the process for RAM initialization (RAM clearing) is executed. The process for power outage recovery is performed by detecting startup without pressing the AM initialization switch 112. Proceed to execution.
[0145] Next, the RAM initialization process performed in step S52 and subsequent steps will be described. In the process of AM initialization, the control unit clears all RAM areas other than the set value to 0 (zero clear). a) (Step S52) The initial value at the time of RAM initialization is saved in the area to be initialized ( Step S53). For example, the control unit may set the RAM clear address as the start address when clearing the RAM. Set the rear start address 2 and set the memory area (access The data of the clear target area (work area for game control) among the areas that do not include the prohibited area Clear to zero.
[0146] The setting change mode flag and setting confirmation mode flag are cleared in the area Since it is included in the data, it is cleared by clearing the data in the clear target area to zero. .
[0147] In step S54, the control unit sends a command for initializing the RAM to the performance control device 300. As a result, the performance control device 300 sends the performance command corresponding to the command at the time of RAM initialization. For example, the performance control device 300 receives a command for initializing RAM. A message informing that the RAM has been initialized is displayed on the display device 41, and The performance control device 300 outputs sound from the speakers 19a and 19b. When the initialization command is received, the frame decoration device 18 and the board decoration device 4 notify the RAM that it has been initialized. 6. The board effect device 44 will notify the player.
[0148] The control unit also performs processing (steps) related to waiting for the setting change to be completed or the setting confirmation to be completed. After steps S38 to S40 are executed, the detection signal of the setting key switch 127 is turned off. If it is detected that there is an interrupt, the control unit executes step S55. After that, a command to end the notification is sent to the performance control device 300 (step S 56).
[0149] As a result, the performance control device 300 can change the setting that was started by receiving a command during the setting change. Notification that a change is being made or a setting check initiated by receiving a setting check command The notification that the device is in use is terminated.
[0150] Next, the control unit refers to the setting change mode flag to determine whether or not the setting change mode is in progress. If the setting change mode is in progress, the control unit 100 determines whether the setting change mode is in progress (step S57). Proceed to step 2 and execute the process related to RAM initialization. Meanwhile, the control unit is in the setting change mode. If not, the process proceeds to step S58, where processing related to power recovery is executed.
[0151] In step S58, the control unit executes power failure recovery processing. Save the initial value when power is restored in the area to be used, and refer to the special chart status to ensure high probability of special chart games. If the special game is in a high probability state, the high probability notification flag is set in the high probability notification area. Process to save ON information and ON data of high probability notification LED in segment area Includes:
[0152] The areas to be initialized in the power outage recovery process are the power outage inspection area and the checksum area. , setting change mode flag, setting confirmation mode flag, and error monitoring area In the power outage recovery process, it is determined whether the dispensing control device 200 is in a state where it can receive commands. The busy signal status area that stores the status of the payout busy signal, which is a signal that indicates whether the payout is The status of the payout busy signal is set to an indefinite state, which indicates that the status of the payout busy signal has not been determined. The touch switch signal status monitoring area that stores the status of the touch switch signal is also cleared. This is an indeterminate state indicating that the state of the switch signal has not been determined.
[0153] Next, the control unit transmits the power recovery command corresponding to the special game processing number to the production control board. (performance control device 300) (step S59), and proceed to step S60. In step S59, the model specification command, the number of reserved special drawings 1 command, the number of reserved special drawings 2 command, Multiple commands such as probability information commands, probability setting value information commands, and screen specification commands In addition to these commands, some models may also send information on the number of effects and high probability times. Sends numerical information. The command to specify the screen is the special chart 1 variation display game and the special chart 2 variation The control state of the displayed game is normal processing (fluctuating, jackpot (first special game state), If it is a small hit (not one of the second special game states), the customer waiting demo This command commands the display of the screen, and in other cases commands the display of the recovery screen. This is a command.
[0154] In step S60, the control unit performs a process of starting and setting up the random number generation circuit. The value of a specified register (soft random number register 1 to n) in the random number generation circuit at power-on is extracted. The corresponding initial value random number (big win pattern initial value random number, small win pattern initial value random number, The initial value (start value) of the random number of the initial value of the winning symbol is saved in a specified area of the RWM. After the process is started (step S61), an interrupt is permitted (step S62).
[0155] Next, the control unit updates the values of various initial value random numbers to create initial value random numbers to break the regularity of the random numbers. This initial value random number update process updates each initial value random number. For example, each of these is updated (incremented) by "+1." 10 is a random number that is generated by updating the initial random number as long as time allows in the main process. This allows for increased randomness.
[0156] Here, the control unit temporarily disables interrupts (step S64) and resumes the performance display editing process. After the performance display editing process is executed (step S65), an interrupt is permitted (step S66). The performance display editing process is a process related to the calculation and display of the base. Because the processing load of the function display editing process is relatively high, interrupts are prohibited to obtain faster processing results. As a result, the gaming machine 10 updates the gaming state by timer interruption. By this time, the processing results of the performance display editing process are guaranteed to be derived.
[0157] In step S67, the control unit determines whether a power outage has occurred. The occurrence of a power outage can be determined by detecting the power outage monitoring signal continuously for a predetermined period of time. If a power outage occurs, proceed to step S41; if a power outage does not occur, proceed to step S Go to 63.
[0158] That is, the control unit continues from step S63 to step S67 unless a power outage occurs. In detail, if there is no power outage, the control unit executes the initial Repeatedly update random values, edit performance display, and check power outage monitoring signals (loop processing) Do it.
[0159] Then, before the initial value random number update process (step S63), an interrupt is permitted (step S 66), if a timer interrupt occurs during the initial value random number update process, the interrupt process takes priority. The timer interrupt is delayed by the initial value random number update process. This can avoid overloading the interrupt processing.
[0160] Similarly, before the performance display editing process (step S65), interrupts are inhibited (step S6 4) By doing so, the performance display editing process will be executed with priority over the timer interrupt. This can prevent the performance display editing process from being overwhelmed.
[0161] 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) that performs various controls in accordance with instructions from the control means In a gaming machine equipped with a performance control device 300, the main control means and setting a predetermined waiting time for delaying the activation of the master control means and waiting for the activation of the slave control means. and a standby means (game control device 100) for determining whether a power outage has occurred during the predetermined standby time. The game control device 100 is equipped with a power outage monitoring means (game control device 100) for monitoring power outages.
[0162] 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 power outage monitor signal is received continuously for a predetermined period of time. This means that the system is designed to make a judgment.
[0163] 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 for initializing the data stored in the RAM 111C based on the operation of (Game control device 100), and the operation state of the initialization operation unit is set to This means that it is set to read.
[0164] The game control device 100 performs initialization processing when data is abnormal (first initialization processing) and This function distinguishes between the initialization process (first initialization process) and the initialization process (second initialization process) when initializing the Since the first initialization means is provided, the optimal and efficient initialization process can be performed according to the situation. It can be realized.
[0165] In addition, the main control means (game control device 100) includes a RAM 111C capable of storing data, Setting operation section that can be operated from the outside (setting value change switch 126, setting key switch 12 7) and the setting values stored in RAM111C are changed based on the operation of the setting operation unit. By providing a setting change means (game control device 100) for changing the setting, it is possible to change the setting. In addition, the setting display unit (probability setting value display device 136) is provided so that the setting (setting value) can be confirmed. In addition, the main control means (game control device 100) stores the RAM This means that access to 111C is permitted.
[0166] In addition, the main control means (game control device 100) controls access to the RAM (RAM 111C). (Step S47) and waits for the execution of all processes to stop. Loop after step S47) and permit access to RAM (RAM111C) (step RAM abnormality standby process (step S17) that waits for all processes to stop executing The loop of steps S31 and S32 can be executed.
[0167] Here, we will explain the standby process when a power outage occurs and the standby process when a RAM abnormality occurs. The machine process is executed after access to the RAM is prohibited in step S47 of the main process. This is a loop process that waits for all processes to stop. Since this is executed after interrupts are prohibited in step S41 of the main process, the NMI interrupt Interrupts other than NMI (timer interrupts) are disabled. Since interrupts cannot be disabled, an NMI interrupt may occur. However, since the standby process for power outages is a process that is executed when a power outage occurs, There is little risk of an NMI interrupt occurring during execution. In addition, the standby process in the event of a power outage is This is a standby process that does not involve a power outage. In addition, the gaming machine 10 can redirect access to the RAM during standby processing in the event of a power outage. By prohibiting this process, the risk of RAM contents being altered due to unstable voltage is reduced. There are.
[0168] The RAM abnormality standby process is executed in step S17 of the main process. This is a loop process that is executed after access is granted and waits for all other processes to stop executing. In addition, the RAM abnormality standby process is executed after interrupts are prohibited in step S1 of the main process. Since the timer is executed, interrupts other than NMI interrupts (timer interrupts) are disabled. The power-on standby process cannot disable the NMI interrupt. An MI interrupt may occur. The RAM abnormality standby process is a process to wait for power cutoff. The risk of an NMI interrupt occurring during execution of this process is greater than that of standby processing at the time of power failure. However, the RAM abnormality standby process does not allow access to RAM even if an NMI interrupt occurs. Since this is enabled, the return address can be stored in RAM and an NMI interrupt occurs. In addition, the gaming machine 10 performs the program runaway in step S30. A command for notifying an abnormality in RAM is sent to the performance control device 300. During the execution of the standby process, the performance control device 300 can notify the user of an abnormality in parallel. This allows the gaming machine 10 to be expected to restart quickly.
[0169] [Timer interrupt processing] Next, the timer interrupt process of the game control device 100 will be explained with reference to FIG. 1 is a flowchart illustrating a timer interrupt process according to the first embodiment. Interrupt processing is performed from the time interrupts are permitted until they are prohibited in the main processing described above. Between steps S38 to S41 and S38 to S55 Steps S66 to S64, and Steps S66 to S41) The timer interrupt process is a process executed by the CPU 111A. .
[0170] The timer interrupt process is a periodic timer generated by the CTC circuit in the clock generator. The game is started when an interrupt signal is input to the CPU 111A. When a timer interrupt occurs, the interrupt is automatically disabled and the timer interrupt processing is The process begins.
[0171] When the timer interrupt process is started, first, register bank 1 is specified (step S7 1). By switching to register bank 1, a certain register (for example, The register save process is performed to move the values held in the RWM register (registers used) to RWM. Next, the RAM start address is written to a specific register (e.g., register D). In step S72, the upper address of the The same processing as in step S4 in the previous section is performed, but the register bank is different.
[0172] Next, inputs from various sensors and switches, and signal acquisition, that is, each input port In step S74, the control unit 100 performs an input process (step S73) to read the state of the refers to the setting change mode flag and setting confirmation mode flag, and The control unit determines whether the device is in the setting change mode or setting confirmation mode. If the confirmation mode is in progress, the process proceeds to step S75, where the setting change / confirmation process is executed, and the timer The interrupt process ends. Meanwhile, the control unit is in either the setting change mode or the setting check mode. If neither of these conditions is met, the process proceeds to step S76.
[0173] In step S76, the control unit performs the following processing based on the output data set in the various processes. Drive of actuators such as the solenoid (large prize entrance solenoid 38b, normal power solenoid 37c) Executes output processing for control, etc.
[0174] In addition, when a signal to stop firing is output in step S5 of the main processing, this output processing By this, a launch permission signal is output, and the launch permission signal can be set to the permitted state. This launch permission signal is output to the launch control device via the payout control device. At this time, no processing of the signal is performed. The launch permission signal is transmitted to the game control device 1. 00, and the first signal indicating the release permission status from the dispensing control device 200. A second signal (launch permission signal) indicating the permission state is also generated within the dispensing control device 200. The two launch permission signals are output to the launch control device. When both are permitted to be launched, the game ball is ready to be launched. are.
[0175] Next, the control unit transmits the commands set in the transmission buffer in various processes to the dispensing control device 20 0 (step S77), random number update process 1 (step S7 8), random number update process 2 (step S79) is executed. The big win pattern random number, small win pattern random number, winning random number, and winning pattern that are the subject of the value random number update process This is a process to update the initial value (start value) of the pattern random number. Also, random number update process 2 is Variation pattern randomization to determine the variation pattern in the variation display game of special chart 1 and special chart 2 This is a process to update the random number. Update process 2 may be configured to stop random number updates during setting changes or change the update cycle. stomach.
[0176] Next, the control unit 36a starts the gate 1 switch, 37a starts the gate 2 switch, and switch 34a, prize opening switch 35a, large prize opening switch 38a, specific area switch 38 It monitors whether there is a normal signal input from the e, and monitors errors (when the front frame or glass frame is open). The winning port switch / status monitoring process (step S80) is performed to check whether the winning port switch / status is being used or not. Also, the start port 1 switch 36a and the start port 2 switch 37a start to monitor the winning of the winning. The start port switch monitoring process (step S81) is performed. The first starting winning hole 36 or the second starting winning hole is a normal variable winning device. When a game ball enters place 37, various random numbers (jackpot random numbers, etc.) are extracted, and the special chart changes. A game result advance determination system for determining the game result based on the winnings before the start of the displayed game. Make a judgment.
[0177] Next, the control unit performs processing related to the special chart 1 variable display game (special chart 1 game processing ( Step S82), Special Chart 2 Game Processing (Step S82) Following the step S83, the two-game processing (step S84) is performed. Step S830) is executed, and then the process for the normal map change display game is performed. Then, the system executes a group process (step S84).
[0178] Next, the game machine 10 is provided with a display for the special chart variable display game and various information related to the game. Segment LEDs (for example, LEDs for the special pattern display unit 53 of the collective display device 50) D) to display desired content. ), and checks the detection signal from the magnetic sensor 61 to determine whether there is any abnormality. Magnet irregularity monitoring process (step S86) checks the detection signal from the panel radio wave sensor 62 The radio wave irregularity monitoring process (step S87) is performed to determine whether there is any abnormality. Then, an external information editing process sets signals to be output to various external devices in the output buffer. The timer is then set to 0 (step S88), and the performance display device control process is performed (step S89). Ends the interrupt process.
[0179] Here, in the first embodiment, the process of restoring the interrupt disabled state (i.e., the process of allowing the interrupt) (i.e., register bank 0 is reset) and register bank designation is restored (i.e., register bank 1 is reset) The specified process is automatically performed at the time of interrupt return (at the end of timer interrupt processing). Depending on the CPU used, the process to restore the interrupt disabled state and the register buffer may be There are also gaming machines that require commands to execute a process to restore the link designation.
[0180] [Main processing] Next, the main processing of the performance control device 300 will be described with reference to FIG. 12. FIG. 2 is a diagram showing a flowchart of main processing in the performance control device of the embodiment.
[0181] The main processing is performed by the control of the performance control device 300 when the power supply to the pachinko machine 1 is started. This is processing executed by the CPU 311. [Step D11] The control unit prohibits interrupts.
[0182] [Step D12] The control unit performs initial settings for the CPU 311. [Step D13] The control unit performs initial settings for the VDP 312. [Step D14] The control unit permits the interrupt.
[0183] [Step D15] The control unit allows the generation of display data. The display circuit (not shown) in the DP312 accesses the VRAM (not shown) in the VDP312. This allows the software to perform a search and generate display data.
[0184] [Step D16] The control unit sets a random number seed. This is done, for example, by using the srand function. This is a process of setting a pseudo-random number generation sequence using the srand function. A fixed value such as 0 (zero) may be used as an argument to the number, or a value that differs for each gaming machine may be used. It is also possible to use a value created based on the ID value of the CPU, etc.
[0185] [Step D17] The control unit controls the RWM (e.g., RAM 322) of the performance control device 300. The area to be initialized (for example, a flag area for performance (control of the performance control device 300) The initial values at power-on are set in the memory area used as various flags in the control process (described later). To burn.
[0186] [Step D18] The control unit clears the WDT (watchdog timer). [Step D19] The control unit executes the effect button input process. When the effect button 25 (effect button switch 25a) is operated while it is enabled, editing is performed. The effect button is not turned on or off at high speed, so the control unit The process of detecting the input of the button may be performed within the process of inputting the button. This may be done within a periodic timer interrupt.
[0187] [Step D20] The control unit executes hall / player setting mode processing. The technician setting mode process includes the setting of the changeable range of the brightness of the LED and the display device 41, the volume, etc. This is a process that accepts operations by the player such as changing the brightness of the LED and the display device 41, changing the volume, etc. .
[0188] [Step D21] The control unit executes a random number update process. The and function is used to update the pseudo-random number at least once per control cycle of the main process. The rand function generates a new number based on the specified generation sequence each time it is recalculated. Since random numbers are generated by the RAND function, the control unit can obtain random numbers by simply executing the RAND function. In addition, the main board (game control device 100) has a counter that increments by "1". The data may be used as a random number.
[0189] [Step D22] The control section executes a received command check process. The check process is a process of analyzing the command received from the game control device 100 in units of a predetermined number. be.
[0190] [Step D23] The control unit executes a performance display editing process. Various commands and their parameters to instruct the DP312 what to draw on the display device 41 For example, the control unit may set the command is set in a table format.
[0191] [Step D24] The control unit executes drawing command preparation completion setting. The preparation for the end of the setup is to prepare all commands to the VDP312 that are set in the production display editing process. This is the process of setting that the above has been completed.
[0192] [Step D25] The control unit determines whether it is frame switching timing and If it is frame switching timing, the process proceeds to step D26. If it is not frame switching timing, the process proceeds to step D27. Wait for the frame switching timing. Here, the frame switching timing is V blank interrupt ( The processing cycle (also called V-sync interrupt) is based on the cycle (for example, 1 / 60 seconds). For example, the timing is such that the arrival time is equal to a time interval equivalent to 1 / 30 seconds (approximately 33.333 ms). The V blank interrupt is a single scan of the entire screen for drawing by the VDP312. This V blank interrupt occurs every time a scan is completed. For example, 1 / 60 seconds. In this embodiment, the same drawing is repeated twice, and a V blank interrupt occurs. When this occurs twice, a frame change occurs. The frame change timing cycle is V black. The period of the link interrupt (for example, 1 / 60 seconds) is twice (for example, 1 / 30 seconds ≒ 33.33 ms). However, the present invention is not limited to this, and the frame switching timing can be changed arbitrarily. For example, frame switching (image updating) may be performed at intervals of 1 / 30 seconds or more. Alternatively, frame switching may be performed at intervals of less than 1 / 30 seconds.
[0193] The frame switching timing determination process determines the timing of the subsequent processes (steps D26 to D28). Step D30 and subsequent steps D18 to D24 are carried out to It is executed at the switching timing for each of the above processing cycles. Time management is performed in units of frames (i.e., in units of the processing cycles). If the period is 1 / 30 seconds, for example, 3 frames will be 100ms. It is similar to how the game board (game control device) manages time values in 4ms units of the timer interrupt period. do.
[0194] [Step D26] The control unit executes the VDP3 in accordance with the command set in step D23. For example, the control unit sequentially executes commands set in a table. This sends a command to the VDP312 to draw on the screen.
[0195] [Step D27] The control unit executes a sound control process. This is processing related to volume control of the sound from the speakers (upper speaker 19a, lower speaker 19b). do.
[0196] [Step D28] The control unit executes a decoration control process. This is a process for controlling various LEDs, etc., of the display 46 and the frame decoration device 18, etc. [Step D29] The control unit executes a movable body control process. Processing to control movable bodies (for example, a board performance device 44) including motors and SOLs (solenoids) is.
[0197] [Step D30] The control unit executes a firing information control process. Based on the shooting status flag, the shooting related information is set and the special chart rotation status (predetermined amount) The mode correction of the performance is performed according to the number of times the special chart changes per minute (i.e., the number of balls borrowed) This is the current process.
[0198] [Step D31] The control unit executes the information disclosure process. This is a process of disclosing performance information regarding gaming performance. After executing step D31, the control unit returns to step D18, and thereafter, The processes of steps D18 to D31 are repeatedly executed. 31 is a loop process ( This constitutes the main loop processing.
[0199] In addition, the control unit executes steps D27 to D29 in the main loop process in order to match the screen presentation. The processing of step D29 is being performed, but the signals and The process of actually outputting data (especially signals that drive and control various LEDs and motors) to the port This is done within a short-cycle timer interrupt (not shown). However, depending on the restrictions of various devices, If you are using an IC that is specialized for controlling the timer, you can simply issue a command via serial communication, etc. In some cases, the device may not output any signals.
[0200] Next, the gameplay of the gaming machine 10 will be described with reference to Figures 13 and 14. FIG. 14 is a diagram showing an example of a state transition of a game state in the first embodiment. FIG. 10 is a diagram showing an example of gaming performance of the form.
[0201] The game state of the game machine 10 is divided into a game state during the winning deriving process and a game state after each winning. The game state in the winning derivation process includes game state A, game state B, game state C, and game state Includes state D. The game state for each win includes special chart 1 win, special chart 2 win, and V win.
[0202] The gaming machine 10 has two special symbol variation display games consisting of a special symbol 1 game and a special symbol 2 game. As a result, a jackpot game state (special game state: special chart 1 hit, special chart 2 hit) can be generated. At the same time, by winning a small prize as a result of the special symbol variation display game and entering a specific area 96, In other words, the gaming machine 10 can generate a jackpot gaming state (special gaming state: V hit) in which the It falls into the category of gaming machines that have a gameplay of 1 type + 2 type.
[0203] In addition, the gaming machine 10 executes the special chart 1 game and the special chart 2 game without any probability fluctuation. The gaming machine 10 has a time-saving a (gaming state D), a time-saving b (gaming state B), and a time-saving It is possible to transition to three time-saving states: short c (game state C).
[0204] In addition, time reduction a (game state D) is a time reduction that hits the trigger, and until the end condition is met In addition, the time reduction b (game state B) is a predetermined time reduction in the low probability state. It is a time-saving game that runs a certain number of times and continues until the end condition is met. Short C (game state C) is the derivation of a predetermined result in a low probability state (derivation of a predetermined pattern) This is a time reduction that continues until the end condition is met.
[0205] Game state A is a game state without time reduction, and is generally called a normal game state. Game state A is a game state that is not advantageous (disadvantageous) for the player. In most cases, the player starts playing in game state A and ends playing in game state A. State B is a game state with b time reduction. Compared to game state A, game state B is It is a favorable game state. Game state C is a game state with c time reduction. Game state C is a game state This is a game state that is more advantageous to the player than state A. Game state D is a game state with a time reduction. The gaming state D is more advantageous to the player than the gaming state A.
[0206] In the special game, the probability of winning is 1 / 199, the probability of winning is 0, and the occurrence of a time reduction The raw probability is 0, the condition for b time reduction is that 500 games have been played since the last jackpot, and c time The probability of a short time occurring is 1 / 199. The b time reduction that occurs in one game of the special chart is 1000 games. The game continues, and the C time reduction that occurs in the first game of the special chart continues for 6 games.
[0207] In the special game, the probability of winning is 1 / 199, the probability of winning is 1 / 7, and the time reduction is The probability of occurrence is 1, and the start memory can only occur during time reduction. There is no set rule. The time-saving period A that occurs in the special game 2 will last for 100 games.
[0208] The two-type game is a combination of symbols that will result in a small win as a result of the variable display in the special chart 2 game. In order to make it possible to generate a hit (jackpot) by winning in the specific area 96 after derivation, Due to the constraint that the start memory can only occur during the short time, there are no settings for b time reduction or c time reduction. The probability of a time reduction occurring after a jackpot caused by the game is 1, and it occurs in two types of games. a The time-saving feature lasts for 16 games.
[0209] Each game state has an opportunity to transition to another game state each time a game (special game) is executed. If the predetermined transition condition is not satisfied, the gaming machine 10 remains in the gaming state. Therefore, there is no chance of winning the variable winning device 37, and the start memory of the special game 2 cannot be generated. Therefore, in the game state A without time reduction, there is an opportunity to win the starting winning slot 36, and the special figure 1 The left hand is guided to start the game. Since there is an opportunity to win the prize in the dynamic prize winning device 37, the start memory of the special figure 2 game can be generated, and time reduction In game states B, C, and D, which are accompanied by the above, right-hand hit is guided. It is a game state in which the game progresses mainly by the special chart 1 game by hitting the left side, In states B, C, and D, the game progresses mainly through the special chart 2 game by hitting the right hand side as a general rule. I'm currently playing.
[0210] In game state A, a big win can occur, but a small win cannot occur. The chance is to derive a pattern combination that will result in a special winning combination (jackpot) as a result of the variable display game. The special chart 1 hit does not generate a time reduction, so the game state after the special chart 1 hit ends is The game state A is reached by executing the variable display game 500 times, that is, by reaching the ceiling. The game state A is changed to the game state B by generating a time reduction. As a result of this, a so-called time-saving pattern is derived, resulting in time saving c and transition to game state C.
[0211] In game state B, big wins and small wins can occur, so the winning chance is a variable display game. As a result of the game, the combination of symbols that will result in a special 2 hit (jackpot) will be derived, and the results of the variable display game will be The winning combination is then drawn to a specific area 96, which is a small win. If the b time reduction ends without generating a special chart 2 hit or a V hit, the game will transition to game state A. In addition, in game state B, after the special chart 2 hit and V hit end, a time reduction occurs. This results in game state D.
[0212] In game state C, a big hit and a small hit can occur, so the winning chance is a variable display game. As a result of the game, the combination of symbols that will result in a special 2 hit (jackpot) will be derived, and the results of the variable display game will be The game state C is a win in the specific area 96 after the symbol combination that results in a small win is derived. If the c time reduction ends without generating a special chart 2 hit or V hit, the game will transition to game state A. In addition, in game state C, after the special chart 2 hit and V hit end, a time reduction occurs. This results in game state D.
[0213] In game state D, a big hit and a small hit can occur, so the winning chance is a variable display game. As a result of the game, the combination of symbols that will result in a special 2 hit (jackpot) will be derived, and the results of the variable display game will be The game state D is a win in the specific area 96 after the symbol combination that results in a small win is derived. If the time reduction ends without generating a special chart 2 hit or V hit, the game will transition to game state A. In addition, in game state D, the game state after the special chart 2 hit and V hit ends, a time reduction occurs. This causes the game to enter game state D again.
[0214] As a result, the gaming machine 10 generates a special symbol 1 win in the progress of the special symbol 1 game. The first game feature and the special chart 1 game time reduction (time reduction b, time reduction c) are generated to special chart 2 game. The game progresses to the next game, and a V hit occurs with time reduction a in the game progress of the special chart 2 game. In addition, it has a second game feature in which the game progress of the special game 2 loops. In the game progress of the special chart 2 game, the special chart 2 hit with time reduction a can also occur, The number of times the a time-saving feature continues is set to differ between a hit and a V hit to add to the excitement.
[0215] In addition, the gaming machine 10 has a start memory of "1" or more in the special chart 1 game and the special chart 2 game. In this case, the special drawing 2 game may be executed in priority to the special drawing 1 game, or the special drawing 1 If there is a starting memory of "1" or more in both the game and the special chart 2 game, is it a special chart 1 game? Regardless of whether it is a special chart 2 game, it may be executed in the order in which the start memory occurs.
[0216] Next, the game display screen when b time reduction occurs will be described with reference to FIGS. 15 to 19. FIG. 15 is a diagram showing an example (part 1) of the game display screen of the first embodiment. FIG. 17 is a diagram showing an example (part 2) of the game display screen of the first embodiment. FIG. 18 is a diagram showing an example (part 3) of the game display screen of the first embodiment. 19 is a diagram showing an example (part 4) of a game display screen. FIG. 10 is a diagram showing an example (part 5) of a display screen.
[0217] The display screen 500 shown in FIG. 15(1) is a display screen during the stop of the symbol, and is a special symbol 1 game ( After the variable display in the variable display game (b) the variable display game that the time-saving condition is established Before the start of the game, the symbols representing the results of the variable display game are displayed in a static manner for a predetermined period of time. The display screen 500 is an example of a display screen in gaming state A (normal gaming state). The screen 500 includes a group of large decorative symbols 501 and a group of small decorative symbols 502. And, special drawing 1 reservation number display 503, special drawing 2 reservation number display 504, reservation display 505, reservation cancellation The image display 506 is displayed.
[0218] In addition, this special figure in the special figure 1 game or the special figure 2 game is the special figure 1 of the collective display device 50 The pattern (LED lighting state) displayed on the pattern display unit 53 or the special pattern 2 pattern display unit 54. The large pattern group 501 and the small pattern group 502 are decorative patterns corresponding to the special pattern. However, the gaming machine 10 uses a variable table as a symbol in the special chart 1 game or the special chart 2 game. The variable state and the stop state can be displayed without showing the difference in the result of the game, for example, the LED It has a fourth pattern that is indicated by flashing and lighting up.
[0219] The large symbol group 501 is responsible for the game presentation for the purpose of increasing interest. 01 is displayed large in a variable display area set in the approximate center of the display device 41. 501 includes a left design, a center design, and a right design.
[0220] On the display screen 500, the left symbol indicates that the symbol has stopped at "3", and the middle symbol indicates that the symbol has stopped at "3". The right image indicates that the symbol has stopped at "5", and the left image indicates that the symbol has stopped at "7". That is, on the display screen 500, the large symbol group 501 is displayed when the special symbol variable display game is stopped. Indicates that the image is stopped.
[0221] The large symbol group 501 and the small symbol group 502 are displayed at the same timing (predetermined at the start of the fluctuation). The timing is determined based on the timing of the change or the receipt of a command to end the change. The stop sign is displayed.
[0222] The small symbol group 502 is a group of symbols that indicates the status of the variable display in order to improve the ease with which the player can grasp the game status. Therefore, the small symbol group 502 does not interfere with the display effect of the large symbol group 501. To ensure visibility, the small symbols are displayed on the periphery of the display device 41. The left symbol, the middle symbol, and the right symbol are included in the small symbol group 502. The pattern, middle pattern and right pattern all indicate that the corresponding special pattern change display game is stopped. vinegar.
[0223] In addition, the small symbol group 502 changes at a predetermined speed (constant speed) from the start of the change (constant speed change display ) and stops without stopping when the variation ends. A predetermined acceleration fluctuation period may be provided from the time the speed is displayed until the predetermined speed is reached, or may not be provided. The small symbol group 502 may be displayed in a predetermined order from the constant speed variable display to the stop display. The display may be made with or without a fixed deceleration fluctuation period.
[0224] Generally, the large symbol group 501 is displayed larger than the small symbol group 502, and the display position is automatically adjusted. On the other hand, the small symbol group 502 has a high degree of freedom and its display mode can be changed greatly. Compared to the group of patterns 501, they are displayed smaller and have less freedom in their display positions (for example, the position is fixed). ).
[0225] The special drawing 1 reserved number display 503 displays the reserved memory number of the special drawing 1 game. The special chart 1 reserved number display 503 indicates that the reserved memory number for the special chart 1 game is "0". The special 2 reserved number display 504 displays the reserved memory number of the special 2 game. The special chart 2 reserved number display 504 indicates that the reserved memory number for the special chart 2 game is "0".
[0226] The hold display (waiting hold display) 505 displays the number of reserved games for special game 1 and special game 2 according to the game status. The number of reserved games is displayed by a reserved icon 507. The display screen 500 indicates the number of reserved games in the special game by displaying a reserved icon. The display (display of pending consumption) 506 indicates that the special game is changing depending on the display of the pending consumption icon. The display screen 500 is a display screen of a game state (game state A) indicating that the game is in a reserved state. By the display 505, the reserved memory number of the special chart 1 game or the reserved memory number of the special chart 2 game is "0". In addition, the display screen 500 displays the pending transaction status by displaying the pending transaction status 506. If there is no pending consumption icon on the base, the special chart 1 game or special chart 2 game will change. Indicates that it is not inside.
[0227] The display screen 510 shown in FIG. 15(2) indicates that the b time-saving condition is met (for example, the previous big win or This is the display screen after starting the variable display game (running 500 games). 510 is a screen after the display screen 500, and shows the screen during the changing display (during the changing of three patterns). The display screen 510 is an example of a display screen in gaming state A (normal gaming state). On the display screen 510, the left, middle, and right symbols of the large symbol group 501 are changing. It indicates that the special symbol variation display game is being varied. Also, on the display screen 510, The left, middle and right patterns of group 502 are changing, and the special pattern change display game is changing. This indicates that
[0228] On the display screen 510, the special chart 1 reserved number display 503 shows that the reserved memory number of the special chart 1 game is "0". The special chart 2 reserved number display 504 indicates that the reserved memory number of the special chart 2 game is "0". The reserved display 505 indicates the number of reserved games in the special game. This indicates that the number of reserved memories for the figure change display game (special figure 1 game) is "0". On the screen 510, the pending consumption display 506 displays pending memory display during consumption, and the special chart change display Indicates that the game is displaying a change.
[0229] The display screen 500 and the display screen 510 may include a background display, character display, text display, etc. (not shown). The display elements may also include animations. It may be possible to produce a display with movement by using the above or similar means.
[0230] In addition, the reserved consumption display 506 displays the reserved consumption icon 50 corresponding to the reserved consumption of the special game. 8 is displayed. The pending completion icon 508 is, for example, spherical. The digestive icon 508 is also animated (for example, by changing shape, color, or moving up and down). It is possible to produce a display with movement.
[0231] The hold display 505 is displayed in the following manner depending on the display mode (hold memory display displayed on the hold display 505): The number of reserved memories for the special chart change display game is clearly indicated, and the game results for each reserved memory are The expected probability of winning can be notified. The number of reserved or reserved memory is the number of times that the variable display game of the special chart has not yet been played. This means the number of startup memories that are executed.
[0232] The reserved consumption display 506 indicates whether the special chart variable display game is in a variable display state, depending on the display mode. The display screen 500 can indicate whether or not the game will be played and also notify the degree of expectation for the game result. The remaining display 506 is blank (blank) in the frame, and the special chart change display game is stopped. After this, the gaming machine 10 indicates that the number of reserved memories for the special game 1 or the special game 2 is The variable display will begin when the number of pending memories reaches 1 or more.
[0233] The display screen 512 shown in FIG. 15(3) is the display screen during the symbol stop after the display screen 510. The display screen 512 is displayed after the variable display in the special game 1 has ended (the condition for time reduction is met). At the end of the variable display game, the symbols that are the result of the variable display game are displayed in a stopped state for a predetermined period of time. In addition, the display screen 512 is a display screen for both the special chart 1 game and the special chart 2 game. The number of reserved memories is set to "0". The display screen 512 is in game state A (normal game state 10 is an example of a display screen before transitioning from the game state B (time reduction) to the game state B (time reduction). , After the predetermined pattern stop time has elapsed, the game state changes from A (normal game state) to B (b time reduction) Transition to.
[0234] The display screen 512 shows that the left symbol is stopped at "2" and the middle symbol is stopped at "3". The pattern on the right indicates that the pattern has stopped at "4", and the pattern on the left indicates that the pattern has stopped at "1". That is, the display screen 512 shows the large symbol group 501 and the small symbol group 502 indicating the start of the b time reduction. It indicates that the special stop pattern combination is in a stopped state (pattern stopped). The special stop symbol combination that guides the entry is a special symbol (for example, the large symbol group 501 is all In this case, the small symbol group 502 and the large symbol group 501 may be used. It is also possible to use a special symbol in the same way as the special symbol, but a special stopping symbol set corresponding to the special symbol may be used. In this way, the gaming machine 10 can trigger the b time-saving game by using the special symbols. While allowing players to easily grasp the conditions for success, the game also features special stop symbol combinations. The player can be notified that the game has produced a predetermined result (for example, a loss).
[0235] In addition, in the gaming machine 10, the number of reserved memories in both the special chart 1 game and the special chart 2 game is " Since the value is "0", the screen is displayed for a specified time and then the customer waiting performance begins. Then, the gaming machine 10, when the reserved memory number becomes "1" or more in the special chart 2 game, Start the display of the fluctuation of 2 games, and in the special game 2, the reserved memory number is "0" and in the special game 1 When the number of reserved memories in the game reaches "1" or more, the display of changes in the special game chart 1 will begin.
[0236] The display screen 514 shown in FIG. 16(1) is a display screen during the customer waiting performance after the display screen 512. The display screen 514 displays a performance display 515, a play guide display 516, and a group of small symbols 50. The display contents include special chart 1 reservation number display 503 and special chart 2 reservation number display 504.
[0237] The effect display 515 is an effect screen that notifies the player that the machine is waiting for customers. In the waiting effect, a movie effect or the like may be repeatedly executed. The display 515 may include a notice that the time-saving feature b is in effect.
[0238] The hitting guide display 516 shows how to hit (right hitting) during b time reduction (b time reduction mode). This is a display that guides users and is displayed in the required display format with messages and pictograms. For example, the hitting guide display 516 displays the message "Hit to the right."
[0239] The display screen 518 shown in FIG. 16(2) shows that the number of reserved memories is "1" or more in the special game. After the display becomes the same, the display starts to change based on the reserved memory. The screen 518 is an example of a display screen after transitioning to the gaming state B (b time reduction). Since the reserved memory occurs in the special game 2, the gaming machine 10 It can be considered that the game is being played.
[0240] The display screen 518 is a display screen during the variable display of the special chart 2 game. The effect display 519, the playing guide display 516, the large symbol group 501a, and the small symbol group 502, The display contents include the special drawing 1 reservation number display 503 and the special drawing 2 reservation number display 504. On the screen 518, the reserved display 505 and the reserved consumption display 506 are not displayed, and the performance display 515 is displayed. The aim is to improve the performance effect by using this function, but the hold display 505 and the hold consumption display 506 are always displayed. Alternatively, either one may be displayed, or the other may be displayed when a predetermined condition is met. When a predetermined condition is met, for example, when a pre-reading notice is executed, This may be when a selection operation by the player is accepted.
[0241] The effect display 519 is an effect screen that produces, for example, the b time-saving mode, and This is a screen that shows you that you are in the b time-saving mode. It may be possible to perform an independent performance for each variable display, or a performance spanning multiple variables. It may also be a device that performs bee effects, etc.
[0242] The large symbol group 501a is a decorative symbol displayed in place of the large symbol group 501, and 515 is displayed in a smaller display area than the large pattern group 501 so as to exert a dramatic effect. The large pattern group 501 and the large pattern group 501a are both forms of decorative patterns. The large pattern group 501 may be called the large decorative pattern, and the large pattern group 501a may be called the small decorative pattern. In addition, the large symbol group 501 is a decorative symbol displayed during non-movie performance, and the large symbol group 501a is a It is sometimes used as a decorative design during a performance to distinguish it from other performances.
[0243] The display screen 512a shown in FIG. 17(1) is a display screen during the stop of the symbol after the display screen 510. The display screen 512a is another example of the special game 1 after the variable display ends (b time reduction occurs). When the condition is met, the variable display game ends. The pattern that is the result of the variable display game is displayed for a predetermined period of time. The display screen 512a displays the number of reserved memories for the special game 1 as "1 " and the reserved memory number of the special chart 2 game is set to "0". In addition, the display screen 512a is An example of the display screen before transitioning from game state A (normal game state) to game state B (b time reduction) In addition, the gaming machine 10 enters gaming state A (normal gaming state) after a predetermined symbol stop time has elapsed. The game transitions to game state B (b time reduction).
[0244] In addition, the gaming machine 10 sets the reserved memory number of the special chart 1 game to "1" or more, and Since the number of reserved memories is set to "0", the mode will be displayed after the screen is displayed for a specified time. Then, the gaming machine 10 starts the transition effect of the special symbol 2 game at the end of the change of the special symbol 1 game. When the reserved memory number is "1" or more, the display of the variation of the special chart 2 game will start. The b time-saving mode effect will begin.
[0245] The reserved display 505 displays a special symbol corresponding to the current game state (for example, a normal game state). The figure shows how the number of reserved icons 507 corresponding to the number of reserved games in one game are displayed. The hold icon 507 is, for example, spherical, and the hold icon 507 is also animated (e.g. For example, it is possible to create a display with movement by using deformation, color change, up and down movement, etc.
[0246] In addition, the reserved display 505 displays the reserved number of the special chart 1 game and the reserved number of the special chart 2 game according to the game status. The reserved number of either of the remaining numbers is displayed by the reserved icon 507, but The total number of reserved games and the number of reserved special 2 games is displayed by the reserved icon 507. It may also be something that
[0247] The display screen 520 shown in FIG. 17(2) is a display screen subsequent to the display screen 512a. In 2 games, the number of reserved memories is "0" and in 1 special game, the number of reserved memories is "1". After the display is completed, the display starts to change based on the reserved memory. The screen 520 is an example of a display screen after transitioning to gaming state B (b time reduction). Since the number of reserved memories is "0" in the special game 2, the player hits the right This can be considered as before playing.
[0248] The display screen 520 is a display screen during the variable display of the special game 1. The display screen 520 is The effect display 521, the play guide display 516, 522, the viewing explanation display 523, and the large pattern group 501a, small pattern group 502, special chart 1 reserved number display 503, special chart 2 reserved number display 504, The display screen 520 includes a hold display 505, a hold completion display 506, and is hidden and the effect of the performance display 521 is improved, but the hold display 505 and the hold consumption The display 506 may be always displayed, or either one may be displayed. Alternatively, it may be displayed when a predetermined condition is met. For example, this may occur when a preview performance is performed or when a selection operation by the player is accepted.
[0249] The effect display 521 is an effect screen that effects a transition to the b time-saving mode, for example, This is a screen that informs you that you are in b time-saving mode. This makes it possible to perform movie productions across multiple variations.
[0250] The large symbol group 501a is displayed in the same manner as the small symbol group 502 during the mode transition performance. That is, the large symbol group 501a fluctuates at a predetermined constant speed during the fluctuating display. As a result, the gaming machine 10 can play the game without the large symbol group 501a interfering with the effect display 521. The attention of the player can be directed to the effect display 521. In addition, the display mode of the large symbol group 501a is Since the mode transition effect is not linked to the display mode of the large symbol group 501a, the mode transition effect is Regardless, the specified performance will be carried out.
[0251] The playing method guide display 522 guides the player on how to play (right hand play) in the b time-saving mode. It is a display that is displayed in a required manner with messages and pictograms. For example, The hitting method guide display 522 displays the message "You can hit with your right hand."
[0252] The playing method guide display 516 clearly guides the player on how to play so that the player does not suffer any unexpected disadvantages. However, the hitting method guide display 522 is intended to clearly show how to hit the ball in order to improve the effect of the performance. This is a guide sign.
[0253] The hitting method guidance display 522 is a display of hitting method guidance when there is no need to immediately change the hitting method. The display is different from the display 516. If 16,522 is considered as a single stroke guide display, the stroke guide on the display screen 514 The display 516 and the guide display 516, 522 on the display screen 520 are in different display states. It can be said that it is similar.
[0254] The viewing instruction display 523 is a viewing instruction display intended to improve the effect of the performance display 521. The viewing instruction display 523 indicates the conditions for viewing all of the performance display 521 and the performance display. A notice explaining the terms and / or conditions for canceling viewing of 521 For example, when the performance display 521 is a movie performance spanning multiple variations, When the number of reserved memories in two games becomes "1" or more, the fluctuation display of the special chart 2 game begins The effect display 521 is interrupted, and the effect display 515 is executed instead of the effect display 521. In such a case, the gaming machine 10 receives a request for the effect display 521 from a player who wishes to view the effect display 521. In addition, the gaming machine 10 may deprive the player of the opportunity to view the effect display 521. This will meet the unwanted expectations of players.
[0255] In order to meet these two requirements, the viewing instruction display 523 is a To view the game, you are asked to wait for a right hit, and you are asked to view the display 521. To cancel, you are prompted to immediately hit the right button. The hearing explanation display 523 displays the message "Wait for a right hit and enjoy the special performance" as a guide to waiting for the right hit. "Let's watch the special performance!" is displayed, and the message "Right-handed special performance" is displayed as a guide to immediately hit the right. You can cancel the call!
[0256] In addition, in the gaming machine 10, when a mode transition effect is performed across two or more special games, In this case, if the number of reserved memories for the special game does not increase, the mode transition effect will end. Alternatively, a mode transition effect may be performed instead of the customer waiting effect.
[0257] The display screen 512b shown in FIG. 18(1) is the display during the symbol stop time after the display screen 512a. This is the display screen, and the number of reserved memories is "0" in the special chart 1 game and the special chart 2 game. The display screen 512b is an example of a display screen before transition to the gaming state B (b time reduction). .
[0258] When the gaming machine 10 waits for the symbol stop time to elapse and transitions to the gaming state B (b time reduction), The guide display 516 is displayed after the transition to the game state B (b time reduction). It is also possible to transition to game state B (b time reduction) without waiting for the passage of time. The direction guide display 516 may be displayed during the symbol stop time.
[0259] The display screen 520a shown in FIG. 18(2) is the display screen after transition to the game state B (b time reduction). This is an example of a display screen after the display screen 512b while waiting for customers, and the special game 1 and In the special game 2, the reserved memory number is "0". 521, the playing guide display 516, 522, the viewing instruction display 523, and the small symbol group 502. The display contents include special chart 1 reservation number display 503 and special chart 2 reservation number display 504.
[0260] The display screen 520a shows the state of waiting for customers, but after transitioning to the gaming state B (b time reduction), Instead of the effect, a mode transition effect (effect display 521) is displayed. The gaming machine 10 performs mode transition by changing the waiting time until the reserved memory number is generated in the special game. This can be effectively used as a time for presentation, and players can enjoy the game without being aware of the waiting time. Contribute to improvement.
[0261] In addition, the gaming machine 10 performs a mode transition effect (performance) after a predetermined time has elapsed since the symbols of the special game 1 have stopped. The predetermined time may be set as the symbol stop time. Even if the mode transition effect (effect display 521) is started without waiting for the pattern stop time, Okay, so that the mode transition effect (effect display 521) starts after the pattern stop time has passed. You may do so.
[0262] In addition, the gaming machine 10 may start the pattern variation of the special game 1 again. The mode transition effect (effect display 521) continues, and even if the customer is waiting again, the mode transition The transition effect (effect display 521) can be continued. However, the pattern change of the special game If the mode transition effect (effect display 521) is to be continued, the display screen By displaying the large pattern group 501a as shown in 520, the variable display of the special pattern 1 game is started. It becomes clearer that what has started
[0263] In addition, the gaming machine 10 continues to display the mode transition effect (effect display 521) while the waiting for customers continues. In this way, the gaming machine 10 may not return to the customer waiting performance. The disadvantage of players forgetting to transition to game state B (b time reduction) due to the start of the payout can be reduced. do.
[0264] The display screen 520b shown in FIG. 18(3) is a display screen after the display screen 520a while waiting for customers. In the special game 1 and the special game 2, the reserved memory number is "0". The display screen 520b includes a performance display 521, a play guide display 516, a small symbol group 502, and a special The display contents include the FIG. 1 reserved number display 503 and the special FIG. 2 reserved number display 504. Display screen 520 b is a display screen after the effect display 521 is performed for a predetermined period, and the playing method guide display 52 2 and viewing instruction display 523 are hidden to simplify the display screen.
[0265] The predetermined period is, for example, a period during which a series of mode transition effects (effect display 521) can be viewed. This is the period until the second mode transition effect (effect display 521) becomes viewable. On the other hand, the gaming machine 10 displays the display screen 520b for a predetermined period of time, and after the predetermined period has elapsed, The display screen 520a may be displayed. The player can view the mode transition effect (effect display 521) in a convenient manner.
[0266] The display screen 512c shown in FIG. 19(1) is a display screen during the stop of the symbol after the display screen 510. The display screen 512c is another example of the display screen after the variable display in the special game 1 (b time reduction occurs) When the condition is met, the variable display game ends. The pattern that is the result of the variable display game is displayed for a predetermined period of time. The display screen 512c displays the number of reserved memories for the special game 1 as "2 " and the reserved memory number of the special game 2 is set to "0". For example, the reserved memory number of the special game 1 is set to "0". The number of memories "2" is when the mode transition effect is performed across two or more special games. This is an example of a sufficient number of reserved memories, but the mode transition effect occurs across two or more special charts in one game. The number of reserved memories that is sufficient for the case may be "3" or "4". 12c is a display image before transitioning from game state A (normal game state) to game state B (b time reduction) The gaming machine 10 enters gaming state A (normal) after a predetermined symbol stop time has elapsed. The game state transitions from (b) to (b) game state B (b time reduction).
[0267] In addition, the gaming machine 10 sets the reserved memory number of the special chart 1 game to "1" or more, and Since the number of reserved memories is set to "0", the mode will be displayed after the screen is displayed for a specified time. Then, the gaming machine 10 starts the transition effect of the special symbol 2 game at the end of the change of the special symbol 1 game. When the reserved memory number is "1" or more, the display of the variation of the special chart 2 game will start. The b time-saving mode effect will begin.
[0268] The display screen 524 shown in FIG. 19(2) is a display screen subsequent to the display screen 512c. In 2 games, the number of reserved memories is "0" and in 1 special game, the number of reserved memories is "2". After the display is completed, the display starts to change based on the reserved memory. The screen 520 is an example of a display screen after transitioning to gaming state B (b time reduction). Since the number of reserved memories is "0" in the special game 2, the player hits the right This can be considered as before playing.
[0269] The display screen 524 is a display screen during the variable display of the special game 1. The display screen 524 is The effect display 521, the play guide display 516, 522, the viewing explanation display 523, and the large pattern group 501a, small pattern group 502, special chart 1 reserved number display 503, special chart 2 reserved number display 504, is included in the display content.
[0270] The large symbol group 501a on the display screen 524 is a modified example, and during the mode transition performance The display mode is different from that of the small symbol group 502. The group 501a does not perform constant speed fluctuation at a predetermined speed during the mode transition performance, and b The temporary stop display continues with a special stopping pattern combination that indicates the start of the time-saving feature.
[0271] In addition, the temporary stop display for the special stop symbol combination in the large symbol group 501a is shown in FIG. As shown in the display screen 526 of the gaming machine 1, the display continues over multiple variable displays. 0 is when a temporary stop display is performed with a special stop pattern combination in the large pattern group 501a, When the small symbol group 502 is displayed, the display may be stopped, or the temporary stop display may be continued. As a result, the gaming machine 10 displays the large symbol group 501a together with the effect display 521. The display mode of the large symbol group 501a is also changed depending on the mode transition. Since the mode transition effect is not linked to the display of the large symbol group 501a, the mode transition effect is Perform the performance.
[0272] As a result, the gaming machine 10 can select a player who wants to watch the mode transition performance and a player who wants to watch the mode transition performance. This can satisfy the expectations of both players who do not wish to watch the live broadcast and players who do not wish to watch the live broadcast. This can diversify the gameplay and increase the interest of a variety of players.
[0273] Next, the flow of the mode transition effect will be described with reference to FIGS. 20 and 21. FIG. 21 is a diagram showing an example of a rendering flow of the mode transition rendering of the first embodiment. FIG. 10 is a diagram illustrating an example of the mode transition performance time and the minimum guaranteed time according to the first embodiment.
[0274] The mode transition starts with the start of the guide, followed by a blackout and the main The sequence is as follows: mode title guide, play guide switching, play guide loop. When the playing method guidance loop presentation is reached, the presentation flow repeats the playing method guidance loop presentation.
[0275] The start of the guide to play performance is a performance that guides you on how to play, with the performance time being t1. For example, if the pattern is stopped, the display screen will show how to play. 16 is superimposed and displayed, and if it is during customer waiting performance, how to play guide display 516 is displayed on the customer waiting performance screen By this, the gaming machine 10 first prevents the player from making a mistake in the way he plays. In addition, the playing guide start effect may be deemed unnecessary by some players. In order to respond to such players, in addition to the playing guide display 516, a viewing instruction display 523 is displayed. In addition, the playing method guidance start performance is performed by the large symbol group 501a and the small symbol group 501b. 02, special drawing 1 reservation number display 503, and special drawing 2 reservation number display 504 are included in the display content. It's okay.
[0276] The blackout effect has a duration of t2, and the effect is switched by the blackout display. The blackout effect is a visual effect that guides the player. The waiting screen is blacked out and a play guide display 516 is displayed. The machine 10 first prevents the player from making a mistake in the way they play. Some players may find this effect unnecessary, so in order to respond to such players, In addition to the guide display 516, a viewing instruction display 523 may be displayed. The Kuout performance includes a large pattern group 501a, a small pattern group 502, a special pattern 1 reserved number display 503, The display content may include special chart 2 reservation number display 504.
[0277] The main effect is a performance in which a movie with a performance time of t3 is played. This is a production that stimulates the player's desire to watch, and plays a predetermined movie. Alternatively, one movie selected from two or more options may be played. However, the main effect may be deemed unnecessary by the player. In order to respond to such players, in addition to the playing guide display 516, a viewing instruction display 523 is displayed. The main effect may be a large symbol group 501a, a small symbol group 502, The display content may include the special drawing 1 reservation number display 503 and the special drawing 2 reservation number display 504. The main effect can be something that strongly motivates the player to watch. Yes, there are exclusive effects that are not shared with other effects, and rare premium effects that are shared with others. It is desirable that the
[0278] The mode title guide performance is the title of the transition destination mode (for example, , b time-saving mode, more specifically "Super RUSH" etc.) The mode title guide effect may be deemed unnecessary by the player. In order to respond to the needs of players, the viewing instruction display 523 is displayed in addition to the playing guide display 516. The mode title guidance performance may be performed by combining the large symbol group 501a and the small symbol group 501b. 2, special drawing 1 reservation number display 503, and special drawing 2 reservation number display 504 are included in the display content. That's fine.
[0279] The playing method guidance switching performance is a performance that switches the playing method guidance mode with a performance time of t5. For example, the playing method guide switching effect may be displayed in addition to the playing method guide display 516, or Instead of the guidance display 516, for example, an animation of hitting a game ball into a target area may be displayed. The playing method guidance is provided by the player. In order to respond to such players, in addition to the playing method guide display 516, The explanation display 523 may be displayed. 01a, a small pattern group 502, a special drawing 1 reserved number display 503, and a special drawing 2 reserved number display 504. It may be included in the display content.
[0280] The play guidance loop effect is an effect that provides instructions on how to play, with a duration of t6. The loop performance of the guide is different from the switching performance of the guide, and the image character of the game This is a performance that shows how to play while displaying the Kuta. After the time t6 has elapsed, it is executed repeatedly and waits for the switch to the time-saving mode B effect.
[0281] In other words, the mode transition is a series of steps over the time (t1+t2+t3+t4+t5+t6). The performance becomes observable, and after (t1+t2+t3+t4+t5+t6) time has passed, it will be t6 time. The loop guide on how to play can be observed repeatedly.
[0282] When the gaming machine 10 derives a jackpot in the special chart 1 game or the special chart 2 game, When the variable display starts, the mode transition effect switches to b time-saving mode effect. b time-saving mode The performance begins with the start of the guide, then progresses to the main performance, and when it reaches the main performance, It has a performance flow that repeats the main performance. In addition, the performance of the mode transition performance The main performance and the b time-saving mode performance are different from the start performance and main performance. be.
[0283] The start of the guide for how to play in the time-saving mode is a guide for how to play in a specified time. The playing guide start effect is displayed by superimposing a playing guide display 516 on a predetermined display screen. In this way, the gaming machine 10 first prevents the player from suffering any disadvantages due to the player making a mistake in the way he plays. The direction guidance start performance is a large symbol group 501 or a large symbol group 501a, a small symbol group 502, The display content may include the special drawing 1 reservation number display 503 and the special drawing 2 reservation number display 504. Also, the start of the guide to play in the b time-saving mode is the start of the guide to play in the mode transition It may be a common effect and a common effect, or it may be non-common and have a dedicated effect for each. It is also possible.
[0284] The main effect is a movie that is played for a predetermined duration. This is a production that stimulates the viewer's desire to watch, and it plays a predetermined movie. Alternatively, one movie selected from two or more options may be played. The main performance may be interrupted by the variable display performance of the special chart 2 game. The main effect may be a combination of the large symbol group 501 or the large symbol group 501a and the small symbol group 501b. The display contents include a pattern group 502, a special drawing 1 reservation number display 503, and a special drawing 2 reservation number display 504. In addition, the main effect of the b time-saving mode effect may be the main effect of the mode transition effect. It may be a common effect and a common effect, or it may be non-common and have a dedicated effect for each. It is also possible.
[0285] In addition, the main effects of the b time-saving mode and the main effects of the mode transition are video effects. Not only that, but also decorative effects with light-emitting parts, moving effects with moving parts, and sound output including music and voice. The time-saving mode b may be a time-saving mode. Not only the main effect of the effect and the main effect of the mode transition effect, but also the b time-saving mode effect The same applies to other effects in the mode transition effects and other effects in the mode transition effects.
[0286] In addition, when the gaming machine 10 derives a jackpot in the special chart 1 game or the special chart 2 game, When the game's fluctuation display starts, the mode transition effect will be switched to the b time-saving mode effect. Alternatively, the switching may be performed with a predetermined delay time.
[0287] For example, the minimum guaranteed time shown in Figure 21(2) is the minimum value of the mode transition performance time. The minimum guaranteed time is the time required to switch from mode transition to time-saving mode. This can be achieved by a delay time that is set when the
[0288] The gaming machine 10 may have one predetermined delay time, or may have two or more options. Pattern p1 is the minimum guaranteed time t10 (=0). This corresponds to the case where no delay time is provided. = t1), and set a delay time that is long enough to execute the start of the guide to play mode transition effect. Pattern p3 corresponds to the case where the minimum guaranteed time t30 (= t1 + t2 + t3 + t4 +t5) and can execute a series of mode transition effects excluding the play guide loop effect. Pattern p4 corresponds to the case where a delay time is set. + t3 + t4 + t5 + t6), which is the delay time required to execute a series of mode transitions. This corresponds to the case where
[0289] The delay time can be set at any time, not just at the break in the mode transition flow. The gaming machine 10 may set a delay time for the player to This reduces the risk of accidentally canceling the mode transition effect. By setting the delay time, it is possible to give a minimum amount of attention to the mode transition. do.
[0290] In addition, when the gaming machine 10 recovers from a power outage that occurred during the mode transition effect, This will start the b time-saving mode without returning to the previous mode. The player can be quickly informed of the transition to game state B (time reduction b). When the gaming machine 10 recovers from a power outage and starts the b time-saving mode performance, You can start from the beginning, or skip the start of the guide and start from the main performance. You may do so.
[0291] Next, the rendering mode switching conditions will be described with reference to FIG. 22. FIG. 22 shows the first embodiment. 10 is a diagram showing an example of a condition for switching between different presentation modes. When a hit is derived, or when the variable display of the special chart 2 game starts, the mode transition effect b) It is assumed that the time-saving mode will be switched to, but as shown in Figure 22 (1), The mode transition effect may be switched to the b time-saving mode effect. The gaming machine 10 cancels the mode transition effect by operating the effect button 25 (push button). This can be detected as an operation and can switch from mode transition presentation to time-saving mode presentation. At this time, the gaming machine 10 displays the operation guide of the effect button 25 within the minimum guaranteed time of the mode transition effect. In such a gaming machine 10, if a player mistakenly selects a mode transition effect, This reduces the risk of canceling the mode transition and allows players to cancel the mode transition. It can be clarified and reflected.
[0292] In addition, as shown in FIG. 22(1), the gaming machine 10 detects the occurrence of a waiting customer and performs a mode transition. Instead of switching from the performance to the customer waiting performance, switch from the mode transition performance to the b time-saving mode performance. As shown in FIG. 22(2), the gaming machine 10 can detect when a customer is waiting. It detects and sets the customer waiting effect without switching from the mode transition effect to the customer waiting effect. It may also be the case.
[0293] Next, a modified example of switching from the mode transition effect to the customer waiting effect will be explained with reference to FIG. FIG. 23 is a diagram showing an example of switching of the effect display area in the modified example of the first embodiment. The gaming machine 10 has a sub-display 41a in addition to the display device 41, and is mounted on the gaming board 30 or the front frame 12, etc. FIG. 23(1) shows a display device 41 displaying a mode transition effect 522, and a sub The display device 41a shows the sub-effect 530. The display may be a display that assists the mode transition display 522, or may be a display that displays game history information or gameplay information. It may also be a display that provides guidance on methods, etc.
[0294] Here, the gaming machine 10 switches the presentation mode from the mode transition presentation to the time-saving mode presentation b. 23(2), the display device 41 displays the b time-saving mode effect 519. , the mode transition effect 522 is displayed on the sub display device 41a instead of the sub effect 530. As a result, the gaming machine 10 switches the presentation mode from the mode transition presentation to the b time-saving mode presentation. Even if there is a change in the display position, the mode transition effect 522 is still viewable by the player. do.
[0295] 23(3) and (4), the gaming machine 10 displays the mode on the display device 41. When the mode transition effect 522 is displayed, the mode transition effect to the b time-saving mode effect is In the case of switching the mode, even if a sub display device 41a is provided, or Even if the display device 41a is not provided, the time-saving mode effect 51 b is displayed in the main display area of the display device 41. 9, and a mode transition effect 522 is displayed in a secondary display area of the display device 41. As a result, the gaming machine 10 can change the effect mode from the mode transition effect to the time-saving mode effect b. Even if the mode is switched, the display position is changed but the mode transition effect 522 can be viewed by the player. To perform Noh.
[0296] The mode transition effect execution period will be described with reference to Figs. 24 to 27. Fig. 24 shows the first FIG. 10 is a diagram showing an example (part 1) of a timing chart of a mode transition effect execution period in the embodiment. FIG. 25 is an example of a timing chart of a mode transition effect execution period according to the first embodiment. FIG. 26 is a diagram showing (part 2) of the mode transition effect execution period of the first embodiment. FIG. 27 is a diagram showing an example (part 3) of a timing chart of the mode transition of the first embodiment. This is a diagram showing an example (part 4) of a timing chart of the transfer performance execution period.
[0297] The timing chart of the mode transition effect execution period shown in FIG. 24 is for the 500th game of the special game. When the game is executed, the so-called ceiling is reached, and b time reduction occurs, and the game state transitions from A to B. When the special diagram 1 game is executed in game state B, the mode transition effect is executed. vinegar.
[0298] For example, the gaming machine 10 may change from gaming state A to gaming state B in 500 executions of the special game. The gaming machine 10 transitions to gaming state A until the special game 1 is executed 500 times. The type of effect is normal effect. The gaming machine 10 starts the 501st execution of the special game. The mode transition is performed from the beginning, and the special chart 2 game is executed during the 501st execution of the special chart 1 game. Since the execution opportunity is not obtained, when the 502nd execution opportunity of the special chart 1 game occurs, the special chart 1 game The gaming machine 10 continues the mode even during the 502nd execution of the special game 1. The gaming machine 10 continues to execute the special transition effect during the 502nd execution of the special 1 game. When the execution trigger for the Figure 2 game is obtained, even if there is a 503rd execution trigger for the Special Figure 1 game, Without executing the 503rd Special Figure 1 game, it will be the 503rd time in total with the Special Figure 1 game. The gaming machine 10 executes the special chart 2 game. The special chart 2 game, which is the 503rd time in total including the special chart 1 game, is executed. The b time-saving mode effect is executed from the start of the game.
[0299] In addition, when the gaming machine 10 gets an opportunity to execute the special game 2 during the execution of the mode transition effect, The transition mode will be switched to the time-saving mode, but the switching conditions are as follows: For example, instead of getting a trigger to execute the Special 2 Game, When the opportunity to play the Fuzu game is reached (when the Fuzu gate is passed), the Fuzu game is played. For example, the gaming machine 10 may set the switching condition when a trigger for executing a normal game is obtained. When the player passes through the gate or when the player plays the game, The gaming machine 10 can switch to the time-saving mode b more quickly. By setting the exchange condition as the trigger for the execution of the special game 2, a predetermined delay from the execution of the regular game can be achieved. It is possible to set an extension time, and by setting the switching condition as the execution of the special game 2, it is possible to further delay Such a gaming machine 10 can contribute to the setting of various presentation effects. You can donate.
[0300] As a result, the gaming machine 10 performs the mode transition operation while there is an opportunity to execute the special game 1. In addition to securing the execution period, as a result of changing the way of playing, the execution opportunity of the special chart 2 game The mode transition effect can be canceled if the player wishes to obtain the desired effect.
[0301] The timing chart of the mode transition effect execution period shown in FIG. 25 is for the 500th game of the special game. When the game is executed, the so-called ceiling is reached, and b time reduction occurs, and the game state transitions from A to B. When this happens, a mode transition is performed when the special game 1 is executed in game state B prior to reaching the ceiling. This shows how to execute the above.
[0302] For example, the gaming machine 10 may change from gaming state A to gaming state B in 500 executions of the special game. The gaming machine 10 transitions to gaming state A until the special game 1 is executed 500 times. However, the type of performance is normal up to 499 times in one special game. The technique machine 10 executes the mode transition effect from the start of the 500th execution of the special chart 1 game, and Since there is no opportunity to execute the special figure 2 game during the 501st execution of the game, the special figure 1 game When the 502nd execution opportunity occurs, the 502nd game of the special chart 1 is executed. 0 continues to execute the mode transition effect even during the 502nd execution of the special chart 1 game. 10, if the execution opportunity of the special figure 2 game is obtained during the 502nd execution of the special figure 1 game, Even if there is an opportunity to execute the 503rd game, the 503rd game of Special Chart 1 will not be executed. Without further ado, the special chart 1 game and the special chart 2 game, which is the 503rd time in total, are executed. , Special Chart 1 game and the 503rd Special Chart 2 game will be played from the start of the game. In addition, the 500th time of the special chart 1 game is not yet in game state B, so the playing method display However, it is acceptable to display a notice that there will be a change in the method of play. stomach.
[0303] As a result, the gaming machine 10 performs the mode transition operation while there is an opportunity to execute the special game 1. As a result of changing the way of hitting, the execution period can be secured more sufficiently, and the special chart 2 game The mode transition effect can be canceled at the player's will to get an opportunity to execute the above.
[0304] The timing chart of the mode transition effect execution period shown in FIG. 26 is the 501 of the special game 1. The time for the first variable display is set to a time sufficient to execute the mode transition effect in advance, This shows how the mode transition effect is performed when the special diagram 1 game is executed in state B.
[0305] For example, the gaming machine 10 may change from gaming state A to gaming state B in 500 executions of the special game. The gaming machine 10 transitions to gaming state A until the special game 1 is executed 500 times. The type of effect is normal effect. The gaming machine 10 starts the 501st execution of the special game. The mode transition effect is executed from the beginning. At this time, the 501st variable display time of the special chart 1 game is defined in advance to be time t100 (= t1 + t2 + t3 + t4 + t5 + t6). Note that the 501st variable display time of the special chart 1 game is not limited to time t100. It may be a value.
[0306] As a result, the gaming machine 10 performs the motion display for the 501st variable display time of the special chart 1 game. This allows for a more sufficient period for the transition effect to be performed, and also provides an opportunity to execute the special game 2. In addition, the gaming machine 10 can secure a time for executing the special game 2 as a result of changing the playing method. The player's intention to get the opportunity to cancel the playing guide loop effect of the mode transition effect. Can be cell.
[0307] In addition, the pre-setting of the 501st variable display time of the special chart 1 game is Only when the number of times the Special Diagram 1 game is played can be reliably determined, For example, the gaming machine 10 may not perform the above operation if the number of times since the previous big win is small. When counting the number of times the Special Figure 1 game is played without including power interruptions, The first fluctuation display time is set in advance, and one big win is generated from the time the power is turned on. When not occurring, please set the 501st variable display time of the special chart 1 game in advance. In addition, the 501st variable display time of the special chart 1 game is set in advance. Whether or not to perform the process may be determined based on other conditions.
[0308] In addition, the gaming machine 10 is configured to provide a special mode transition effect execution period in order to ensure a sufficient period. The time for displaying the 501st variation in one game was decided in advance, but the time for displaying the 501st variation in one game was decided in advance. To expedite the digestion of dynamic memories, a shorter variable display time than usual is determined in advance. At this time, the gaming machine 10 may store the start memory of the special game 1 and the start memory of the special game 2. When all memories are gone and the stage is set to wait for customers, instead of performing the waiting-for-customers performance, Alternatively, a mode transition effect may be performed in addition to the customer waiting effect.
[0309] In addition, the gaming machine 10 determines in advance the 501st variable display time of the special chart 1 game. In addition, in preparation for the change display after the 502nd time of the special chart 1 game, The variable display time from the first display onwards may be determined in advance.
[0310] In addition, the gaming machine 10 executes the mode transition effect for the 501st variable display time of the special chart 1 game. The period will be set to a time that can be secured sufficiently, and the variable display time after the 502nd time of the special chart 1 game will be The time may be shorter than usual. Instead of or in addition to the waiting performance, a mode transition performance is performed. In this case, the 501st variable display time of the special chart 1 game will be the mode transition performance execution period. It is acceptable for the time period not to be sufficient for the purpose.
[0311] The variable display time shorter than normal is the minimum time that can be set in normal game mode. It may be the minimum time that can be set in the time-saving game state, or it may be the special game It is an arbitrary time that is set shorter than normal time in order to consume the number of start memories of the system. Good too.
[0312] The timing chart of the mode transition effect execution period shown in FIG. 27 is the 501 This shows how the mode transition effect continues to be executed even after the game has been executed and the game is waiting for customers. For example, the gaming machine 10 may change from gaming state A to gaming state B in 500 executions of the special game. The gaming machine 10 transitions to gaming state A until the special game 1 is executed 500 times. The type of effect is normal effect. The gaming machine 10 starts the 501st execution of the special game. Execute the mode transition effect from the beginning, and during the 501st execution of the special chart 1 game, special chart 1 game, special Since neither of the games shown in FIG. 2 receives an opportunity to execute, the gaming machine 10 enters a customer waiting state. The gaming machine 10 continues to execute the mode transition effect even during the waiting state. When the opportunity to execute is met, Special Chart 1 Game and Special Chart 2 Game, the 502nd in total, will be executed. The gaming machine 10 starts the execution of the special chart 1 game and the special chart 2 game, which is the 502nd game in total, at time b. Execute short mode performance.
[0313] As a result, the gaming machine 10 can execute the special game 2 even if there is no trigger to execute the special game 1. It is possible to secure a period for executing mode transition effects until the machine occurs, and As a result of changing the mode, the player will have the opportunity to play the special game 2. You can cancel the transition.
[0314] The gaming machine 10 of the first embodiment described above (including the modified examples) has the following features in one aspect. However, with the diversification of gameplay, conventional gaming machines have lacked consistency and The diversification of the game has only limited contribution to improving the game's enjoyment. 0 provides gaming machines that can increase your enjoyment with a variety of gameplay.
[0315] (1) A gaming machine (for example, the gaming machine 10) is provided with a presentation means (for example, , display device 41, speakers 19a, 19b) and mainly the first game (for example, special A predetermined condition is satisfied (for example, a first game state (for example, game state A)) that allows the game to be played. For example, b) the second game (for example, special game 2) is mainly executed due to the time-saving trigger. A control means (for example, For example, the game control device 100 and the performance control device 300 are included, and the control means is When the first game is executed without receiving an opportunity to execute the second game in the second gaming state, two or more first It is possible to execute state transition effects (for example, mode transition effects) across games as a means of effecting them. When an opportunity to execute the second game is obtained, the state transition effect being executed by the effecting means is changed to the second game state. It is possible to switch to a mode effect (for example, b time-saving mode effect) according to the state (Fig. 20, Fig. 24 (See Figure 27).
[0316] (2) The control means of (1) controls the state transition being executed by the presentation means at the start of execution of the second game. The presentation is switched to a presentation during the state corresponding to the second game state (FIGS. 24 to 27). (3) The gaming machine of (2) is provided with auxiliary performance means (for example, sub-display device 41a, display device 4 1) and the state transition presentation is continued by the auxiliary presentation means (FIG. 23).
[0317] (4) The production means of (2) includes a first display device, and the auxiliary production means is different from the first display device. The display device includes a second display device (for example, a sub-display device 41a) (FIG. 23). (5) The production means of (2) includes a first display area of the first display device, and the auxiliary production means is A second display area of the first display device (for example, a display area that is a slave of the display device 41) that is different from the first display area The area shown in Figure 23.
[0318] (6) The control means of (1) executes the state transition effect for a predetermined time, and then executes the state transition effect by the effecting means. The state transition effect is switched to a state transition effect corresponding to the second game state (FIG. 21(2)). The predetermined time in (7)(6) is the execution time of the state transition effect prepared in advance (for example, This is pattern p4) (Figure 21(2)).
[0319] (8) The predetermined time in (6) is shorter than the execution time of the state transition effect prepared in advance ( For example, patterns p1 to p3) (Figure 21(2)). (9)(6) The state transition effect is a loop effect (for example, t40) in the first time. The predetermined time is the first time (FIG. 21(2)).
[0320] (10) The state transition effect of (6) is a loop effect for the first time, and the predetermined time is the This is less than one hour (Figure 21(2)). (11)(6) is a state transition effect in which the first effect is executed at the first time (for example, t30). After the first effect is played, a second effect different from the first effect is played in a loop for a second time (for example, t6 ), and the predetermined time is the first time (FIG. 21(2)).
[0321] The predetermined time in (12)(11) is a first time (for example, t30) and a second time (for example, , t6) (for example, t40) (Figure 21(2)). (13) The predetermined time in (11) is greater than the first time and shorter than the sum of the first and second times. (Figure 21(2)).
[0322] (14) The gaming machine of (1) has a detection means (for example, a performance button) capable of detecting the operation of the player. The control means detects the operation by the detection means and performs the The state transition effect being executed by the means is switched to the state transition effect corresponding to the second game state (Figure 22). .
[0323] (15) The control means of (1) determines whether the first game has reached a predetermined result before the second game is triggered. When deriving (for example, a big win), the state transition effect being executed by the effect means is changed to the second game state. It is possible to switch to a different in-game effect depending on the state (Figure 23).
[0324] (16) The control means of (1) enables the state transition performance to be executed by the performance means before the transition ( Figure 25). (17) The control means of (1) does not get an opportunity to execute the second game in the second gaming state immediately after the transition. When the first game is played, the variable display time of the first game is set according to the first game play contract. Make the decision before the opportunity arises (Figure 26).
[0325] (18) The control means of (17) executes the state transition performance for a predetermined time, and then executes the state transition performance by the performance means. The state transition effect during the game can be switched to a state effect corresponding to the second game state, The variable display time is a predetermined time (FIG. 23).
[0326] (19) The control means of (17) controls the game until the first winning is derived after the power is turned on. The variable display time is not determined before the opportunity to play the game is obtained (Figure 23). (20)(1) The state transition effect is a guide display that guides you on how to play (for example, Displays 516, 522) (Figures 17 to 19).
[0327] The effects during the states (21) and (20) include a guide display 516 for how to play (Figure 16). The guidance display included in the state transition performance of (22)(21) is the guidance display included in the state performance. The display mode (for example, the stroke guide display 516, 522) is different from the display mode (see Fig. 17). 19).
[0328] (23) The control means of (22) executes the state transition performance for a predetermined time, and then executes the state transition performance by the performance means. The state transition effect during the game can be switched to a state transition effect corresponding to the second game state, The guidance display included in the first display mode is in the first display mode until a predetermined time has elapsed, and after the predetermined time has elapsed, it is in the first display mode. This is a second display mode that is different from the first display mode.
[0329] The control means (24)(1) prioritizes the state transition presentation over the customer waiting presentation (Figure 18). (25) The control means (1) enables the second game to be played in priority to the first game (Fig. 13).
[0330] (26) The control means of (1) executes the first game or the second game in the order in which the execution opportunity is received. Make it possible to run (Figure 13). (27) The control means of (1) controls the second game in the second game state after transition from the first game state. When the first game is executed without receiving an execution trigger, the first game is executed before receiving the execution trigger. Determine the variable display time for the first game (Figure 26).
[0331] (28) The gaming machine (for example, the gaming machine 10) has a presentation means (for example, For example, the display device 41, the speakers 19a, 19b) and the first game (for example, the special A predetermined condition is satisfied ( For example, b) the second game (for example, the special game 2) is mainly performed due to the time-saving trigger. A control means (such as For example, the game control device 100, the performance control device 300, and the control means When the first game is executed without receiving an opportunity to execute the second game in the second game state, State transition effects (for example, mode transition effects) can now be performed across a single game. If the state transition effect is being performed by the performance means and the state transition effect is changed to a customer waiting state, The state transition presentation continues (Figure 20, Figure 24 to Figure 27).
[0332] (29) A gaming machine (for example, gaming machine 10) includes a presentation means capable of executing a predetermined presentation, and a main The first game is then played from the first game state, and the second game is played when a predetermined condition is met. and a control means for controlling the game state to transition to a second game state in which the game state can be executed, When the first game is executed without receiving an opportunity to execute the second game in the second gaming state immediately after the transition, A state transition effect can be executed across two or more first games by a production means, and a second game can be executed. When the state transition effect being executed by the effect means is executed, the effect during the state corresponding to the second game state is switched to the effect during the state corresponding to the second game state. (Fig. 20, Fig. 24 to Fig. 27). In addition, the gaming machines (28) and (29) are also As with the gaming machine in 1), (2) to (27) can be applied.
[0333] [Second embodiment] Next, a second embodiment will be described with reference to the drawings. The gaming machine 10 of the second embodiment includes: The manufacturer's logo is displayed during the winning and waiting times. The player who observes the manufacturer logo during the winning period may be different from the player who observes the manufacturer logo during the winning period. There is a high probability that the manufacturer's logo will be observed by players waiting for customers, and the manufacturer's logo will be displayed while the player is not playing. Therefore, the performance required while the manufacturer logo is displayed is highly likely to be observed by players. It is desirable that the payout contents be different depending on the target player, but in conventional gaming machines, It cannot be said that the government responded to such demands.
[0334] Therefore, the gaming machine 10 of the second embodiment is configured to perform a game that targets the effect content while the manufacturer logo is displayed. In order to improve the appeal of the manufacturer logo, which is different depending on the engineer, The purpose is to make the effects displayed respond to the player's requests. The gaming machine 10 of this embodiment displays the manufacturer's logo during a winning combination and a display during a waiting period. This is different from the presentation that accompanies the display of the manufacturer's logo.
[0335] First, the presentation mode of the customer waiting presentation will be explained using Figs. 28 to 30. Fig. 28 shows FIG. 10 is a diagram showing an example (part 1) of a timing chart of the performance mode of the customer waiting performance in the second embodiment. 29 is a diagram showing an example (part 1) of a customer waiting effect screen according to the second embodiment. FIG. 30 is a diagram showing an example (part 2) of the customer waiting effect screen of the second embodiment.
[0336] The gaming machine of the second embodiment is the same as the gaming machine of the first embodiment unless otherwise specified. In the description of the second embodiment, the same high-profile construction as that of the first embodiment is used. In some cases, the same reference numerals will be used and the description will be omitted.
[0337] The game state when the waiting for customers effect is performed is "Waiting for customers." The game state "Waiting for customers" is as follows: The start memory number is "0" in each of the special chart 1 game and the special chart 2 game. Gaming machine 1 0 is the specified pattern stop period and customer waiting period after the variable display of the special chart 1 game or special chart 2 game ends. After the transition period has elapsed, the starting memory number for each of the special chart 1 game and the special chart 2 game will be "0 If the game is in the "waiting for customers" state, the game will be in the "waiting for customers" state. That's fine.
[0338] The customer waiting time is divided into a movie display period, a logo display period (manufacturer logo display period), and a warning period. The waiting time includes the period when the machine name is displayed, etc. For example, the customer waiting performance may include a movie display period, a logo display period, and a warning period. The period TK including the call display period is one cycle, and is repeated until the end of the game state "Waiting for customers." The game state "Waiting for customers" is executed in either the Special Chart 1 game or the Special Chart 2 game. When the number of start memories reaches "1" in either case, the game ends, and the variable display game based on that start memory The execution state of the
[0339] The waiting-for-customer effect is a predetermined movie display screen that provides information about the game during the movie display period. is displayed on the display device 41. In addition, the customer waiting performance is performed by displaying the manufacturer's name during the logo display period. The manufacturer logo display screen to be displayed on the display device 41. It can be a still image, an animated image, or a pre-prepared movie image. In addition, the customer waiting effect may be a display that alerts the player during the alert display period. A warning display screen is displayed on the display device 41. The warning to the player is to These include excessive addiction to games, leaving children in the car, and strong stimulation from light and sound. However, the present invention is not limited to these as long as it alerts the player.
[0340] In addition, the warning display during the customer waiting performance is a logo that is designed to easily attract the player's attention. Since it is displayed immediately after the display period, it can continue to attract the player's attention and has a high level of attention. A positive effect can be expected.
[0341] In the customer waiting performance, the large symbol group 501 is not displayed on the display device 41 during the period TK, and the small symbol group 501 is not displayed. The gaming machine 10 displays the symbol group 502. The position of the small symbol group 502 can be indicated before the display game is executed. 0 indicates that the game feature of the variable display game is provided to the player at the start of the game by displaying the small symbol group 502. In addition, the gaming machine 10 can display the large symbol group 501 without displaying it. This ensures that the manufacturer's logo display has a certain level of appeal.
[0342] During this period, the customer waiting performance will be performed by displaying images such as pictograms and icons on the display device 41 of TK. Hide the image hold displayed on the page and hold the number (number hold "0") The image hold is displayed as a hold display 505 (image waiting hold) and a hold consumption display 5 06 (Image consumption hold). Number hold is Special Chart 1 hold number display 503 and Special Chart 2 hold There is a number display 504. This allows the gaming machine 10 to display a variable table to the player at the start of the game. The position of the small symbol group 502 can be announced before the game is played. For the player at the start of the game, the start memory is set for each of the special game 1 and the special game 2. The number "0", that is, the number of the game machine 1, can be displayed to confirm that the game machine 1 is not currently playing. 0 ensures a certain level of appeal for the manufacturer logo display by hiding the image reservation. The image reservation and number reservation may include the general map reservation, and the general map reservation The number of pending transactions may include a waiting period and a digestion period.
[0343] During this period, the sound output device (speakers 19a, 19b) of TK will play the "Waiting for customers" sound. In this way, the gaming machine 10 does not output any sound effects. This prevents a decrease in the interest of players who are playing other gaming machines. To prevent unnecessary power consumption caused by sound output from gaming machines that are not in use In addition, the customer waiting performance will be the effect of the manufacturer's image during the logo display period of the relevant period TK. Such a gaming machine 10 may output a sound or the like. By not outputting sound except during the logo display period, the player's attention can be directed to the logo display period. This is effective in increasing the appeal of the manufacturer's logo.
[0344] During the period, the sound output device (speakers 19a and 19b) of TK will play the winning numbers. By outputting a sound effect, the gaming machine 10 notifies the player who has started playing that the waiting for customers is over. Can be peeled.
[0345] The display screen 550 shown in FIG. 29(1) is a movie display screen during the customer waiting performance. The screen 550 includes a customer waiting movie production 551, a small pattern group 502, and a special pattern 1 reserved number display 50. The display contents include the special pattern 2 reserved number display 504. Displays the result of the dynamic display (for example, "3", "5", "7"). 503 and the special chart 2 reserved number display 504 display the start memory number "0". The display screen 550 allows the player to view the movie display screen in a convenient manner. The display screen 550 displays the small symbol group 502, and the display position of the small symbol group 502 is displayed in a customer waiting state. The display screen 550 can be easily understood by the player. FIG. 2 shows that the game has stopped. 50 is the start memory number "0" in each of the special chart 1 game and the special chart 2 game, that is, the game We can provide you with clear information that you are not inside.
[0346] The display screen 552 shown in Figure 29(2) is a logo display screen during the customer waiting performance. 552 is a customer waiting logo display effect 553, a small pattern group 502, a special chart 1 reserved number display 503, and , Special pattern 2 reserved number display 504 and the display contents. In addition, the small pattern group 502 is the previous variation table Display the result of the display (for example, "3", "5", "7"). 3 and the special chart 2 reserved number display 504 display the start memory number "0". The display screen 552 allows the player to conveniently observe the logo display screen. The screen 552 changes the display position of the small symbol group 502 from a waiting state to a play state by displaying the small symbol group 502. The display screen 552 can be easily understood by the technician. The display screen 552 can easily guide the player that the symbol has stopped. The start memory number is "0" for each of the special chart 1 game and special chart 2 game, that is, not in play. We can provide you with reliable information on this.
[0347] The display screen 554 shown in FIG. 29(3) is a warning display screen during the customer waiting performance. The screen 554 shows a customer waiting warning display 555, a small pattern group 502, and a special pattern 1 reserved number display. The display contents include 503 and special pattern 2 reserved number display 504. The result of the change display (for example, "3", "5", "7") is displayed. The display 503 and the special chart 2 reserved number display 504 each display the start memory number "0". Such a display screen 554 allows the player to conveniently observe the attention-calling display screen. In addition, the display screen 554 displays the small symbol group 502 to change the display position of the small symbol group 502. The display screen 554 can be easily understood by the player from the state. The special figure 2 game can be easily understood by the player that the pattern has stopped. The face 554 is the start memory number "0" in each of the special chart 1 game and the special chart 2 game, that is, It is possible to provide confirmation that a game is not in progress.
[0348] The movie display screen during the customer waiting performance is similar to the display screen 550a shown in FIG. 30(1). As shown in the figure, the display screen 5 may include a pattern corresponding to the large pattern group 501. 50a is a movie display screen during the customer waiting performance. -Performance 551a, small pattern group 502, special chart 1 reserved number display 503, special chart 2 reserved number display 5 04 is included in the display contents. The movie image 556 corresponding to the large image group 501 is included in the display performance content. The image 556 is a image displayed in the waiting movie that guides customers to the game. Regardless of the result of the variable display, a predetermined symbol combination (for example, "2", "4", "1" "). The display screen 550a displays the result of the previous variable display in the small symbol group 50. 2, preventing the player from misunderstanding the game status due to the movie pattern 556. .
[0349] In addition, in the customer waiting performance, the customer waiting performance is repeatedly executed with the period TK as one cycle. Before the event, a period may be set in which a pre-show movie is displayed. The display screen 550b shown is a display screen before a customer waiting movie during the customer waiting performance. 50b includes a customer waiting movie pre-performance 551b, a large symbol group 501a, a small symbol group 502, The display contents include the special chart 1 reservation number display 503 and the special chart 2 reservation number display 504. The pre-show performance 551b is a movie prepared in advance, and is a movie performance 551 The movie 551b is a movie that is displayed before the movie 551a. This effect buffers the change when switching from the display screen to the customer waiting movie effect 551. 550b is a large symbol group 501 corresponding to the large symbol group 501 displayed on the stop symbol display screen. The large symbol group 501a is displayed superimposed on the customer waiting movie pre-performance 551b. To buffer the display switching from 501 to movie pattern 556, The large symbol group 501a, together with the small symbol group 502, is displayed in the previous variable table. The result type (e.g., "3," "5," "7") is displayed.
[0350] Next, the presentation mode of the winning (first time) presentation will be explained using Figures 31 and 32. is an example of a timing chart of the performance mode of the winning (first) performance of the second embodiment (part 1) 32 is a diagram showing an example of a winning (first time) performance screen in the second embodiment. be.
[0351] The game state when the first win (first time) effect is performed is the first win (first time). "Hit (first time)" is the first hit derived as a result of the special chart 1 game or special chart 2 game. The first win is determined in game state A (normal game state). In addition, the first win is not considered a series of wins, so the game state The hit derived in a predetermined period after transition to A (for example, the start memory digestion period at the time of state transition) It may be something that excludes.
[0352] The winning (first time) performance is the round display period, the mode display period, and the logo display period (manufacturer The winning (first time) performance includes a fanfare period (not shown) and The fanfare period is a performance period that indicates the winning result. The round display period is the performance period during which the big prize opening is open, and the interval period is the period between the two rounds. This is the period when the big prize entrance is closed, sandwiched between the mode display period and the logo display period. The display period (manufacturer logo display period) is in the ending period TE which notifies the end of the winning. The logo display period (manufacturer logo display period) is set after the mode display period. The state "Hit (first time)" is when the starting memory number is "1" in either the special chart 1 game or the special chart 2 game. ", and after the ending period TE has elapsed, the program will continue based on the start memory. The game transitions to the execution state of the variable display game. Also, the game state "Hit (first time)" is the special chart 1 game. If the starting memory number of either the game or the special game is "0", the ending period TE After this time has elapsed, the game state transitions to "Waiting for Customers".
[0353] The winning (first time) performance will suggest the game state (game mode) after the win during the mode display period. For example, the gaming machine 10 may have a probability fluctuation, a normal power support, a predetermined time after winning, etc. The gaming machine 10 sets a predetermined mode name depending on whether or not the game is currently in a certain period. A mode display screen will be displayed, showing the mode name according to the game mode after the period. The display device 41 also displays the mode display period to the player in addition to the mode display screen. A caution display screen for calling attention is displayed on the display device 41. The cautions given to the players include forgetting to take the cards, becoming too absorbed in the game, and driving a car with a child. There are cases where players are left inside the game, or where strong stimuli such as light or sound are used, but these are acceptable as long as they alert the player. In addition, the gaming machine 10 may display a logo that highlights the manufacturer's name during the logo display period. The manufacturer logo display screen is displayed on the display device 41. The manufacturer logo display screen is a still image. Alternatively, an animation image or a pre-prepared movie image may be used. .
[0354] In addition, the warning display during the winning (first) performance does not have an independent warning display period. It is displayed in accordance with the mode display period, contributing to efficient game progress, This will help ensure the logo display period continues.
[0355] The winning (first time) performance is a large pattern group 501 and a large pattern group 502 on the display device 41 during the ending period TE. , small pattern group 502, image hold (hold display 505 (image waiting hold) and hold consumption Display 506 (image consumption hold)) and number hold (special chart 1 hold number display 503 and special chart 2 hold As a result, the gaming machine 10 does not display the small symbol group 5 during the game. Organize the amount of information displayed to players who know the location of 02, etc., and The display content of the interval TE is made easier to understand and more appealing. By streamlining the amount of information displayed, it is easier to understand the mode name during the mode display period, and it has a warning effect. In addition, the gaming machine 10 can improve the quality of the game by streamlining the amount of information displayed. The appeal of the logo display is guaranteed to be higher than that of the manufacturer logo display in the customer waiting performance. By organizing the amount of information displayed, the machine 10 allows the player to feel at ease by dividing the end of each winning round into a single period. The gaming machine 10 also supports the player in changing the amount of information displayed and proceeding to the next game. By sorting out the large symbol group 501a and the small symbol group 502, which are the symbol combinations that lead to the winning combination, As a result, the gaming machine 10 does not display the transition after the ending period TE has elapsed. Before the variable display game is executed, the large symbol group 501a and the small symbol group 501b are selected as the symbol combination that leads to the winning combination. This can prevent the player from being confused by the display of group 502. The stop and number reserve may include the general map reserve, and the general map reserve may include the waiting reserve. and digestion retention.
[0356] The winning (first time) performance is the sound output device (speakers 19a, 19b) during the ending period TE. In this case, the gaming machine 10 outputs a winning effect sound. In addition, the gaming machine 10 displays the logo during the ending period TE. In such a gaming machine 10, only the sound effects of the manufacturer's image may be output. This can draw the player's attention to the logo display period, and is effective in increasing the appeal of the manufacturer's logo display. It is effective.
[0357] The winning (first time) performance is the sound output device (speakers 19a, 19b) during the ending period TE. In this case, the winning effect sound is not output. This prevents the user's attention from being distracted.
[0358] The display screen 558 shown in FIG. 32(1) is a mode display screen during the winning (first time) performance. The display screen 558 displays a mode display effect 559, a winning warning display effect 560, and a playing method. The display contents include the large symbol group 501, the small symbol group 502, and the image. The reserved number and reserved number are not displayed. This makes it easier to understand the mode name, and improves the effect of calling attention. 8 displays the playing method guide display 516, which can prevent the player from making a mistake in the playing method. do.
[0359] The display screen 562 shown in FIG. 32(2) is a logo display screen during the winning (first time) performance. The display screen 562 includes a winning logo display effect 563 and a playing guide display 516. In addition, the large symbol group 501, the small symbol group 502, the image reservation, and the number reservation are displayed. Such a gaming machine 10 is effective in increasing the appeal of the manufacturer's logo display. The display screen 562 displays the playing method guide display 516, which prevents the player from making a mistake in playing. It is possible to stop it.
[0360] Next, the presentation mode of the winning (2nd or later) presentation will be explained using Figures 33 and 34. 33 is an example of a timing chart of the performance mode of the winning (2nd or later) performance of the second embodiment 34 is a diagram showing an example of a winning (second or later) effect screen in the second embodiment. is.
[0361] The game state when the winning (2nd or later) effect is performed is winning (2nd or later). The state "Hit (2nd or later)" was derived as a result of the special chart 1 game or the special chart 2 game. This is a winning state that is considered to be a winning state excluding the first time of winning. A winning state excluding the first time is a game state A ( It is a win derived outside of the normal game state. In addition, except for the first win, there is a series of wins Therefore, for a predetermined period after transition to gaming state A (for example, during the start of the state transition), It may also include hits derived during the memory digestion period.
[0362] The winning (2nd or later) effect includes a round display period and a mode display period. (From the second time onwards) The performance includes a fanfare period and interval period (not shown). The display period is in the ending period TE2 which notifies the end of the winning. ) The logo display screen during the winning (first) performance is deemed to have performed its function adequately. Therefore, the logo display period (manufacturer logo display period) is not included. Even when winning (first time), the logo display period (manufacturer logo display period) is included as well as during the winning (first time) performance. In addition, the game state "Hit (2nd or later)" is the special game or Figure 2: The game does not end even when the starting memory number becomes "1" in any of the games. After the lapse of TE2, the state transitions to the execution state of the variable display game based on the start memory. The game state "Hit (2nd or later)" starts either the special chart 1 game or the special chart 2 game. If the number of memories is "0", the game state will transition to "Waiting for customers" after the ending period TE has elapsed. do.
[0363] The winning (2nd or later) effect is the game state (game mode) after the winning during the mode display period. For example, the gaming machine 10 may provide information such as whether or not there is a probability fluctuation, whether or not there is a normal power support, and the results after winning. A predetermined mode name is set depending on whether or not it is in a predetermined period. A mode display screen that guides you to the mode name according to the game state (game mode) after the display period. The display screen is displayed on the display device 41. In addition, during the mode display period, the game screen is displayed in addition to the mode display screen. A warning display screen for calling the user's attention is displayed on the display device 41. During the mode display period The cautions that players should be aware of include forgetting to take their cards, becoming too absorbed in the game, and being afraid of children. There are cases where the player is left in the car, or there are strong stimuli such as light or sound, but if it alerts the player, In addition, during the mode display period of the winning (2nd or later) performance, The cautions given to players during the mode display period of the winning (first) performance are different from the cautions given to players during the mode display period of the winning (first) performance. It may be possible to avoid repeating the same warning content.
[0364] The winning (2nd or later) effect is the large symbol group 5 on the display device 41 in the ending period TE2. 01, small pattern group 502, image hold (hold display 505 (image standby hold) and hold Reserved consumption display 506 (image reserved)), number reserved (special chart 1 reserved number display 503 and special 2) and the reserved number display 504) are hidden. The amount of information displayed for the player who knows the information such as the position of the pattern group 502 is adjusted, and the ending The aim is to improve the ease of understanding and appeal of the display content during the game period TE2. 10 makes it easier to understand the mode name during the mode display period by organizing the amount of information displayed, and In addition, the gaming machine 10 can improve the effect of attracting the player by adjusting the amount of information displayed. The end of one winning game is a milestone, allowing players to move on to the next game with renewed enthusiasm. In addition, the gaming machine 10 adjusts the amount of information displayed to indicate a winning symbol. The large symbol group 501a and the small symbol group 502 that form the combination are not displayed. 10 is a game that is played before the variable display game that transitions after the ending period TE2 has elapsed. The large symbol group 501a and the small symbol group 502 that are the combination of symbols that have been drawn are displayed, causing confusion to the player. This can avoid the situation where the image reservation and the number reservation are included in the general map reservation. In addition, the general reservation may include a waiting reservation and a digestion reservation. stomach.
[0365] The winning (2nd or later) effect is produced by the sound output device (speaker 19a, 19b) of the ending period TE2. In 9b), a winning effect sound is output. This allows the gaming machine 10 to immerse the player in the afterglow of the winning. This aims to increase the interest of players.
[0366] The winning (2nd or later) effect is produced by the sound output device (speaker 19a, 19b) of the ending period TE2. In 9b), the winning effect sound is not output. As a result, the gaming machine 10 turns to the mode display. This prevents players from becoming distracted.
[0367] The display screen 564 shown in FIG. 34(1) is a mode display screen during a winning (2nd or later) performance. The display screen 564 displays a mode display effect 559, a winning warning display effect 560, and The display contents include a large symbol group 501, a small symbol group 502, and an indicator 516. The reserved image and reserved number are not displayed. This makes it easier to understand the mode name during use, and improves the effectiveness of alerting the user. 564 displays the playing method guide display 516, which can prevent the player from making a mistake in playing. is.
[0368] The display screen 564a shown in FIG. 34(2) shows the change of the logo display screen during the winning (2nd or later) performance. The display screen 564a is an example of a display screen 564a. 60. Such a display screen 564a is displayed to the player during the mode display period of the effect. It is possible to avoid the repetition of the warnings that call attention to the game. Instead of displaying only one of the screen 564 or the display screen 564a, for example, The display may be switched depending on the conditions. 10, instead of alternating whether or not the winning attention display effect 560 is displayed, The warnings given vary from one person to another, so that the same warnings are not repeated. That's fine.
[0369] Next, the performance mode when a start winning occurs during the customer waiting performance will be explained using FIG. 35. FIG. 35 is a timing chart of the performance mode at the time of starting winning during the customer waiting performance of the second embodiment. FIG. 1 is a diagram showing an example of a
[0370] For example, at timing t1 during the logo display period, the start of the special game 1 or the special game 2 When a winning combination occurs, the gaming machine 10 changes the number reserve displayed on the display device 41 from "0" to "1." At this time, the gaming machine 10 displays the special game 1 or the special game 2. Even if there is a winning start, the image will not be displayed because the machine is waiting for customers. The gaming machine 10 does not display an animation of the image reserve increase on the display device 41. As a result, the gaming machine 10 can maintain the visibility of the customer waiting effect in the game state "waiting for customers." Furthermore, the display of pending numbers ensures that the player is informed of the occurrence of the initial winning.
[0371] The gaming machine 10 changes from the game state "waiting for customers" at timing t2 due to the occurrence of a start winning. The game state transitions to "game execution" where the display game is executed, and the variable display performance is executed. As a result, the gaming machine 10 displays a variable display effect on the display device 41. The display contents include a large pattern group 501, a small pattern group 502, image reserve, number reserve, etc. For example, the gaming machine 10 displays variable displays such as display screens 500, 510, and 512 shown in FIG. Perform the production.
[0372] In addition, the gaming machine 10 performs the initiation from timing t2 to timing t3 upon the occurrence of the start winning. Image pending (hold display 505 (image waiting pending) and hold consumption display 506 (image disappearance) Executes a hold shift (decrease) animation on the hold. The option shifts the image of the hold icon displayed in the hold display 505 in the decreasing direction. The pending consumption icon is displayed as an image in the pending consumption display 506. The operation machine 10 displays on the display device 41 at timing t2, which is the start time of the reserved shift animation. The currently displayed number will be decremented from "1" to "0".
[0373] In this way, the gaming machine 10 transitions from the game state "waiting for customers" to the game state "playing game". When moving and performing a variable display performance, the number hold increment display is performed The hold shift animation is executed, so the game progress is easy for players to understand. Cut.
[0374] Next, the output of the winning sound during the logo display effect will be explained using Figures 36 to 38. 36 is a diagram showing an example (part 1) of the winning sound output during the logo display effect of the second embodiment. FIG. 37 is a diagram showing an example (part 2) of the winning sound output during the logo display effect of the second embodiment. FIG. 38 shows an example (part 3) of the winning sound output during the logo display effect of the second embodiment. Figure.
[0375] First, an example of the winning sound output during the logo display effect is shown in FIG. 36(1). During the logo display performance, when the start of the special game 1 occurs, a winning sound is output. The gaming machine 10 does not start the special game 2 during the winning logo display performance. When the winning logo is displayed, the game machine 10 does not output the winning sound. When the game starts and the winning occurs (passing through the normal gate), the winning sound is not output. The machine 10 enters when a start winning of the special game 1 occurs during the customer waiting logo display performance. The gaming machine 10 outputs a winning sound. When a winning combination occurs, the gaming machine 10 outputs a winning sound. In this case, when the start of the normal game is won (passing through the normal gate), a winning sound is output. No.
[0376] In this way, the gaming machine 10 does not output the winning sound during the winning logo display effect, and The winning sound is output during the "Go" display effect except for the normal game. The manufacturer logo displayed during the winning logo display has a higher appeal than the customer waiting logo display. In addition, the gaming machine 10 ensures that the manufacturer logo display during the customer waiting logo display effect has a certain level of appeal. This helps players understand the progress of the game while ensuring this.
[0377] Next, another example of the winning sound output during the logo display effect is shown in FIG. 36(2). During the logo display performance, when the start of the special game 1 occurs, a winning sound is output. The gaming machine 10 does not start the special game 2 during the winning logo display performance. When the winning logo is displayed, the gaming machine 10 outputs a winning sound. When the start of the game is won (passing through the normal gate), the winning sound is not output. 0 is the winning sound when the start winning of the special game 1 occurs during the customer waiting logo display performance. The gaming machine 10 outputs the start input of the special game 2 during the customer waiting logo display effect. When a prize is won, the winning sound is not output. In this case, when the start of the normal game is won (passing through the normal gate), a winning sound is output. No.
[0378] In this way, the gaming machine 10 starts during the winning logo display effect and the customer waiting logo display effect. The winning sound is output for games with a high probability of winning. The probability of a winning start occurring during both the winning logo display and the customer waiting logo display is Since the winning jackpot is high, the gaming machine 10 does not distinguish between the two and does not output a winning sound. To improve the appeal of the manufacturer's logo display during the performance and to assist players in understanding the progress of the game.
[0379] Next, another example of the winning sound output during the logo display effect is shown in FIG. 36(3). During the logo display performance, when the start of the special game 1 occurs, a winning sound is output. During the winning logo display effect, the gaming machine 10 detects that a start winning of the special game 2 has occurred. The gaming machine 10 does not output a winning sound during the winning logo display effect. When the start of the game is won (passing through the normal gate), the winning sound is not output. 0 is the winning sound when the start winning of the special game 1 occurs during the customer waiting logo display performance. The gaming machine 10 does not output the special game 2 during the customer waiting logo display effect. When a winning combination occurs, the gaming machine 10 outputs a winning sound. In this case, when the start of the normal game is won (passing through the normal gate), a winning sound is output. No.
[0380] In this way, the gaming machine 10 starts during the winning logo display effect and the customer waiting logo display effect. The winning sound is output for games with low probability of winning. The probability of a winning start occurring during both the winning logo display and the customer waiting logo display is Since the winning rate is high, no distinction is made between the two and no winning sound is output. It is desirable that the sound be distinguishable from the winning sound output for games with a high probability of winning. As a result, the gaming machine 10 can improve the appeal of the manufacturer logo display during the logo display effect and increase the appeal of the player. This is intended to assist players in understanding the progress of the game (for example, noticing errors in how they are playing).
[0381] Next, another example of the winning sound output during the logo display effect is shown in FIG. 37(1). During the logo display performance, when the start of the special game 1 occurs, a winning sound is output. The gaming machine 10 does not start the special game 2 during the winning logo display performance. When the winning logo is displayed, the game machine 10 does not output the winning sound. When a winning entry occurs (passing through the normal gate), a winning sound is output. 0 is the winning sound when the start winning of the special game 1 occurs during the customer waiting logo display performance. The gaming machine 10 outputs the start input of the special game 2 during the customer waiting logo display effect. When a prize is won, a winning sound is output. When the start of the normal game is won (passing through the normal gate), the winning sound is not output. stomach.
[0382] In this way, the gaming machine 10 plays a winning sound for the special game during the winning logo display performance. The gaming machine 10 does not output a winning sound for the regular game, but outputs a winning sound for the regular game. During the performance, the winning sound is not output for the normal game, but is output for the special game. As a result, the gaming machine 10 improves the appeal of the manufacturer logo display during the logo display effect and This aims to assist the player in understanding the progress of the game.
[0383] Next, another example of the winning sound output during the logo display effect is shown in FIG. 37(2). During the logo display performance, when the start of the special game 1 occurs, a winning sound is output. The gaming machine 10 does not start the special game 2 during the winning logo display performance. When the winning logo is displayed, the game machine 10 does not output the winning sound. When the game starts and the winning occurs (passing through the normal gate), the winning sound is not output. The machine 10 enters when a start winning of the special game 1 occurs during the customer waiting logo display performance. The gaming machine 10 outputs a winning sound. When a winning combination occurs, the gaming machine 10 outputs a winning sound. In this case, when the start of the normal game is won (passing through the normal gate), a winning sound is output. cormorant.
[0384] In this way, the gaming machine 10 outputs a winning sound for the game during the winning logo display effect. Instead, the winning sound is output for the game during the customer waiting logo display effect. The gaming machine 10 is designed to improve the appeal of the manufacturer's logo display during the logo display performance and to help the player understand the progress of the game. Provide assistance.
[0385] Next, another example of the winning sound output during the logo display effect is shown in FIG. 37(3). During the logo display performance, when the start of the special game 1 occurs, a winning sound is output. The gaming machine 10 does not start the special game 2 during the winning logo display performance. When the winning logo is displayed, the game machine 10 does not output the winning sound. When a winning entry occurs (passing through the normal gate), a winning sound is output. 0 is the winning sound when the start winning of the special game 1 occurs during the customer waiting logo display performance. The gaming machine 10 outputs the start input of the special game 2 during the customer waiting logo display effect. When a prize is won, a winning sound is output. When the start of the normal game is won (passing through the normal gate), a winning sound is output.
[0386] In this way, the gaming machine 10 plays a winning sound for the special game during the winning logo display performance. The gaming machine 10 does not output a winning sound for the regular game, but outputs a winning sound for the regular game. During the performance, a winning sound is output for the normal game and the special game. 10 is to improve the appeal of the manufacturer logo display during the logo display performance and to help players understand the progress of the game (for example, For example, assistance will be provided in helping players notice mistakes in their strokes.
[0387] Next, another example of the winning sound output during the customer waiting logo display effect is shown in FIG. 38(1). Even during the customer waiting logo display effect, the game status is A, B, C, or D (see FIG. 13). The output of the winning sound is controlled depending on the number of times the winning sound is played.
[0388] During the customer waiting (game state A) logo display effect in the game state A, the gaming machine 10 When a winning win occurs in the start of the game, a winning sound is output. Game state A) During the logo display performance, when the start of the special game 2 occurs, a winning sound During the waiting for customers (game state A) logo display effect, the gaming machine 10 does not output the normal When the start of the game is won (passing through the normal gate), the winning sound is not output. The gaming machine 10 is in a waiting state for customers in the gaming states B, C, and D (gaming states B, C, and D). When a start winning of one game occurs, the winning sound is not output. (Game status B, C, D) During the logo display performance, the start of the special game 2 occurs. The gaming machine 10 outputs a winning sound when the winning symbol is displayed. During this process, when the start of the game is won (passing through the gate), the winning sound is output. It doesn't work.
[0389] In this way, the gaming machine 10 performs the logo display effect during the waiting for customers (gaming state A) and during the waiting for customers (gaming state B). B, C, D) Winning sound for games with a high probability of winning during logo display However, for the normal game, the sound output of the special game is not interrupted. As a result, the gaming machine 10 does not output the winning sound. The aim is to improve the appeal of the information and help players understand the progress of the game.
[0390] Next, another example of the winning sound output during the customer waiting logo display effect is shown in FIG. 38(2). During the customer waiting (game state A) logo display performance in game state A, the start of the special chart 1 game When an automatic winning occurs, a winning sound is output. During the Go display performance, when the start winning of the special chart 2 game occurs, a winning sound is output. During the logo display effect in the waiting for customers (game state A), the gaming machine 10 starts the normal game. When the winning sound is output (when the player passes through the normal gate), the gaming machine 10 outputs a winning sound. In the waiting for customers in , C, D (game states B, C, D), the start winning of the special game 1 occurs. When the winning sound is generated, the gaming machine 10 outputs a winning sound. During the display performance, when the start of the special chart 2 game is won, a winning sound is output. The gaming machine 10 starts the normal game during the logo display effect of waiting for customers (game state B, C, D). When a winning entry occurs (passing through the normal gate), the winning sound is not output.
[0391] In this way, the gaming machine 10 performs the logo display effect during the waiting for customers (gaming state A) and during the waiting for customers (gaming state B). B, C, D) During the logo display performance, the winning sound is output for the special game. Regarding games, a winning sound is output when the probability of winning a regular game is low. The gaming machine 10 improves the appeal of the manufacturer logo display during the logo display effect and improves the game progress of the player. We aim to assist with solutions (for example, helping players realize errors in typing).
[0392] Next, regarding the light emission effect of the effect device performed together with the display device 41 during the logo display effect, 39 to 41, the following will be explained. First, the display device and the peripheral production device of the display device will be explained. This will be explained using Fig. 39. Fig. 39 shows the display device of the second embodiment and the effects around the display device. FIG. 1 is a diagram illustrating an example of an apparatus.
[0393] The gaming machine 10 has a board decoration device 46 on the gaming board 30, and a frame decoration device 46 on the face frame (main body frame) 12. 18. The gaming machine 10 also includes a light-guiding decorative device 41b on the front surface of the display device 41. The light guiding decorative device 41b is provided as a component of the display device 41. Alternatively, it may be provided as a component of the board decoration device 46 or the frame decoration device 18. good.
[0394] The board decoration device 46 is located near the display device 41 and produces a game effect together with the display content of the display device 41. The frame decoration device 18 is a light-emitting device that illuminates the board, and constitutes a so-called board light-emitting part. 6, and the display contents of the display device 41 are displayed on the outside of the light emitting device 41. The light guiding decorative device 41b is a light emitting part. Both are light-emitting devices that enhance the gameplay and form a so-called front light guide plate. The light guide plate includes a diffused reflection portion and a light emitting portion provided on the periphery of the light guide plate, and when the light emitting portion is turned off, When the light-emitting part is on, it becomes transparent, and when the light-emitting part is on, it emits a design corresponding to the diffused reflection part. In this way, the light guiding decorative device 41b displays the color of the light emitting part when the light emitting part is turned off. The display contents of the display device 41 are displayed transparently as they are, and when the light emitting part is lit, the display device A specified design is superimposed on the display content of 41.
[0395] Next, the light emitting modes of the board light emitting unit, the frame light emitting unit, and the front light guide plate in the winning (first time) performance will be described with reference to Fig. 40. Fig. 40 is a diagram showing an example (part 2) of a timing chart of the performance mode of the winning (first time) performance in the second embodiment.
[0396] The gaming machine 10 has an ending period TE of the winning (first) performance, which is composed of a mode display period TE1, a logo display (first half) period TE2 following the mode display period TE1, and a logo display (second half) period TE3 following the logo display (first half) period TE2.
[0397] During the logo display (first half) period TE2, a logo is displayed with an image change such as animation (for example, a logo formation display) on the display device 41. During the logo display (second half) period TE3, a logo is displayed (official manufacturer logo display) without an image change such as animation on the display device 41.
[0398] In this way, the gaming machine 10 attracts the player's attention during the logo display (first half) period TE2, and leaves an impression of the official manufacturer logo display during the logo display (second half) period TE3.
[0399] At this time, the gaming machine 10 illuminates the board light-emitting portion and the frame light-emitting portion in the base color of the manufacturer's logo display (base color illumination) from the logo display (first half) period TE2 to the logo display (second half) period TE3. For example, when the gaming machine 10 displays a red logo against a white background on the display device 41, the gaming machine 10 illuminates the frame light-emitting portion in white and the board light-emitting portion in red. Alternatively, when the gaming machine 10 displays a red logo against a white background on the display device 41, the gaming machine 10 illuminates at least one of the frame light-emitting portion and the board light-emitting portion in white except for a portion thereof, and illuminates the remaining portion in red.
[0400] Furthermore, the gaming machine 10 causes the front light guide plate to not emit light during the logo display (first half) period TE2, and causes the front light guide plate to emit light during the logo display (second half) period TE3. This prevents the front light guide plate from interfering with the interest-generating effect of an image change such as animation (for example, a logo formation display) on the display device 41 during the logo display (first half) period TE2. Furthermore, the gaming machine 10 notifies the user of the end of an image change such as animation (for example, a logo formation display) on the display device 41, and can make a strong impression of the official manufacturer logo display.
[0401] Note that the gaming machine 10 may change the display mode between the logo display (first half) period TE2 and the logo display (second half) period TE3 when emitting base color light from the logo display (first half) period TE2 to the logo display (second half) period TE3. For example, the gaming machine 10 may use a light emission mode corresponding to a display mode accompanied by an image change during the logo display (first half) period TE2, and a light emission mode corresponding to a display mode not accompanied by an image change during the logo display (second half) period TE3. The light emission mode corresponding to a display mode accompanied by an image change is more dynamic than the light emission mode corresponding to a display mode not accompanied by an image change, and may use more light emission colors.
[0402] Next, the light emitting modes of the board light emitting unit, the frame light emitting unit, and the front light guide plate in the customer waiting performance will be described with reference to Fig. 41. Fig. 41 is a diagram showing an example (part 2) of a timing chart of the performance mode of the customer waiting performance in the second embodiment.
[0403] The gaming machine 10 has a customer waiting performance period TK that is composed of a logo display (first half) period TK1, a logo display (second half) period TK2 that follows the logo display (first half) period TK1, and a warning display period TK3 that follows the logo display (second half) period TK2.
[0404] During the logo display (first half) period TK1, a logo is displayed with an image change such as animation (for example, a logo formation display) on the display device 41. During the logo display (second half) period TK2, a logo is displayed (official manufacturer logo display) without an image change such as animation on the display device 41.
[0405] In this way, the gaming machine 10 attracts the player's attention during the logo display (first half) period TK1, and leaves an impression of the official manufacturer logo display during the logo display (second half) period TK2.
[0406] At this time, the gaming machine 10 illuminates the board light-emitting portion and the frame light-emitting portion in the base color of the manufacturer's logo display (base color illumination) from the logo display (first half) period TK1 to the logo display (second half) period TK2. For example, when the gaming machine 10 displays a red logo against a white background on the display device 41, the gaming machine 10 illuminates the frame light-emitting portion in white and the board light-emitting portion in red. Alternatively, when the gaming machine 10 displays a red logo against a white background on the display device 41, the gaming machine 10 illuminates at least one of the frame light-emitting portion and the board light-emitting portion in white except for a portion thereof, and illuminates the remaining portion in red.
[0407] Furthermore, the gaming machine 10 does not emit light from the front light guide plate from the logo display (first half) period TK1 to the logo display (second half) period TK2. This allows the gaming machine 10 to create a premium feel with the official manufacturer logo display during the logo display (second half) period TE3 compared to the period from the logo display (first half) period TK1 to the logo display (second half) period TK2. Furthermore, even if the gaming machine 10 repeatedly executes the customer waiting effect with the period TK as one cycle, it is possible to prevent the emission of light from the front light guide plate from interfering with the play of other players.
[0408] Note that the gaming machine 10 may change the display mode between the logo display (first half) period TK1 and the logo display (second half) period TK2 when emitting the base color light from the logo display (first half) period TK1 to the logo display (second half) period TK2. For example, the gaming machine 10 may use a light emission mode corresponding to a display mode accompanied by an image change during the logo display (first half) period TK1, and a light emission mode corresponding to a display mode without an image change during the logo display (second half) period TK2. The light emission mode corresponding to a display mode accompanied by an image change is more dynamic than the light emission mode corresponding to a display mode without an image change, and may use more light emission colors.
[0409] In addition, the gaming machine 10 has different display elements included in the display content for the manufacturer logo display during the customer waiting performance and the manufacturer logo display during the winning (first) performance, but instead of the logo display, it may also be possible to display the model name, a warning display, or an operation guide display for setting the volume or light intensity or changing the performance mode, etc.
[0410] The movie display (for example, the waiting movie effects 551, 551a, and 551b) displayed on the display device 41 during the movie display period of the waiting-for-customer effect may use at least a part of the movie display (for example, the mode display effect 559) displayed in the winning (first win) effect or the winning (second or subsequent win) effect. This allows the gaming machine 10 to associate or evoke a game state (a winning or time-saving state) that is advantageous to the player and highly exciting, thereby stimulating the player's desire to play and improving operation.
[0411] The gaming machine 10 may display a movie on the display device 41 during the movie display period of the waiting-for-customer effect, with distinguishing information that allows the player to distinguish between the movie displayed during the winning (first) effect or the winning (second or subsequent) effect. The gaming machine 10 may attach distinguishing information to both the movie displayed during the winning (first) effect or the winning (second or subsequent) effect, or to either one of them. For example, the gaming machine 10 may attach "DEMO displaying" as distinguishing information to the movie displayed on the display device 41 during the movie display period of the waiting-for-customer effect. The gaming machine 10 may also attach "winning" as distinguishing information to the movie displayed during the winning (first) effect or the winning (second or subsequent) effect. This allows the gaming machine 10 to prevent the player from misunderstanding the game status and suffering an unexpected disadvantage.
[0412] Furthermore, the movie display (for example, the movie display 551, 551a, 551b) displayed on the display device 41 during the movie display period of the customer waiting effect may use at least a part of the movie display (for example, the reach effect, the notice effect, the suggestion effect, etc.) displayed during the variable display of the special chart 1 game or the special chart 2 game. This allows the gaming machine 10 to stimulate the player's desire to know the whole picture from the presentation of fragmentary information about the game, and stimulate their desire to play, thereby improving operation.
[0413] The gaming machine 10 may display a movie display on the display device 41 during the movie display period of the waiting-for-customer effect and a movie display during the variable display of the special game 1 or special game 2, with distinguishing information attached to them. The gaming machine 10 may attach distinguishing information to both the movie display on the display device 41 during the movie display period of the waiting-for-customer effect and the movie display during the variable display of the special game 1 or special game 2, or to either one of them. For example, the gaming machine 10 may attach "DEMO display in progress" as distinguishing information to the movie display on the display device 41 during the movie display period of the waiting-for-customer effect. The gaming machine 10 may also attach "variable display in progress" as distinguishing information to the movie display during the variable display of the special game 1 or special game 2. This allows the gaming machine 10 to prevent a player from misunderstanding the game status and suffering an unexpected disadvantage.
[0414] The gaming machine 10 may emit the base color light shown in FIG. 41 during the logo display period of the customer waiting effect shown in FIG. 28, and emit the base color light shown in FIG. 40 during the logo display period of the winning effect shown in FIG. 31. In this case, the gaming machine 10 coordinates the base color light emission of the board light-emitting unit and the frame light-emitting unit. Note that the board light-emitting unit and the frame light-emitting unit that coordinate the base color light emission may only partially, not entirely, as long as the player can perceive the coordinated base color light emission. However, the gaming machine 10 uses different types of customer waiting effect sound during the logo display period of the customer waiting effect and the winning effect sound during the logo display period of the winning effect. This allows the gaming machine 10 to improve the appeal of the manufacturer logo display during logo display periods in various game states. The gaming machine 10 also makes it easy to distinguish various game states from the sound output patterns, thereby improving the appeal of the manufacturer logo display.
[0415] Note that the gaming machine 10 may, for example, perform customer waiting effect sound during the logo display period of the customer waiting effect without a sound logo, and perform winning effect sound during the logo display period of the winning effect with a sound logo, or vice versa. Also, the gaming machine 10 may perform customer waiting effect sound during the logo display period of the customer waiting effect as sound logo A, and perform winning effect sound during the logo display period of the winning effect as sound logo B different from sound logo A. Also, the gaming machine 10 may perform customer waiting effect sound during the logo display period of the customer waiting effect with a sound logo superimposed on other effect sounds (for example, background music, a winning sound, or other sound effects), and perform winning effect sound during the logo display period of the winning effect with no superimposed on the sound logo or vice versa.
[0416] Such a gaming machine 10 outputs different sounds when the manufacturer's logo is displayed during a waiting-for-customer effect and when the manufacturer's logo is displayed during a winning effect, thereby reducing the risk of mistaking a waiting-for-customer effect for a winning effect or a winning effect for a waiting-for-customer effect. More specifically, the risk of mistaking a waiting-for-customer effect may occur when a player moves a gaming machine and plays a game, and the waiting-for-customer sound logo of the moved gaming machine is mistaken for the winning sound logo generated by the remaining reserved balls of the previous gaming machine.
[0417] The gaming machine 10 (including modified examples) of the second embodiment described above has the following characteristics in one aspect. Conventional gaming machines have room for improvement in terms of improving the visibility of the manufacturer logo display (specific display) and the decorative symbols (identification information) that notify the variable display status. The gaming machine 10 of the second embodiment provides a gaming machine that can improve the visibility of the specific display and identification information.
[0418] (1) A gaming machine (e.g., gaming machine 10) is capable of deriving a win as a result of a game (e.g., special symbol 1 game, special symbol 2 game). The gaming machine includes display control means (e.g., gaming control device 100, effect control device 300) that can display a specific display (e.g., manufacturer logo display) on a display device during a customer waiting effect and a winning effect, and can display first identification information (e.g., large symbol group 501) that produces the result deriving process and second identification information (e.g., small symbol group 502) that guides the result deriving state on a display device (e.g., display device 41). The display control means displays the second identification information while the specific display is displayed during the customer waiting effect, and hides the second identification information while the specific display is displayed during a winning effect (Figures 28, 29, 31, and 32).
[0419] (2) A gaming machine (e.g., gaming machine 10) can derive a win as a result of a game (e.g., special symbol 1 game, special symbol 2 game). The gaming machine includes first display control means (e.g., gaming control device 100, presentation control device 300) capable of displaying a specific display (e.g., manufacturer logo display) on a display device during a customer waiting presentation and a winning presentation, and second display control means (e.g., gaming control device 100, presentation control device 300) capable of displaying first identification information (e.g., large symbol group 501) that presents the result derivation process and second identification information (e.g., small symbol group 502) that indicates the result derivation state on a display device (e.g., display device 41). The second display control means displays the second identification information while the specific display is displayed during the customer waiting presentation and hides the second identification information while the specific display is displayed during the winning presentation (Figures 28, 29, 31, and 32).
[0420] The gaming machine 10 (including modified examples) of the second embodiment described above has the following feature in one aspect. In conventional gaming machines, the manufacturer's logo is displayed only during the ending period after a jackpot, and the manufacturer's logo display is not appealing enough, leaving room for improvement. The gaming machine 10 of the second embodiment provides a gaming machine that can improve the appeal of specific displays (for example, manufacturer's logo display).
[0421] (3) A gaming machine (for example, gaming machine 10) can derive a win as a result of a game (for example, special chart 1 game, special chart 2 game). The gaming machine includes a display control means (for example, gaming control device 100, performance control device 300) that can display a specific display (for example, manufacturer logo display) on a display device in a customer waiting performance and a winning performance, and a light-emitting control means (for example, gaming control device 100, performance control device 300) that causes a light-emitting device (for example, board decoration device 46 (board light-emitting portion), frame decoration device 18 (frame light-emitting portion)) to emit light in a specific light-emitting mode (for example, base color light-emitting) when the display control means displays the specific display on the display device in a customer waiting performance, and causes a light-emitting device to emit light in a specific light-emitting mode when the display control means displays the specific display on the display device in a winning performance. 00, presentation control device 300), and sound output control means (e.g., game control device 100, presentation control device 300) which, when the display control means displays a specific display on the display device in a winning presentation, sets sound output by the sound output device (e.g., speakers 19a, 19b) to a first mode (e.g., no output, sound logo A), and which, when the display control means displays a specific display on the display device in a winning presentation, sets sound output by the sound output device to a second mode different from the first mode (e.g., output, sound logo B) (Figures 28, 29, 31, 32, 40, 41).
[0422] [Third embodiment] The third embodiment will be described with reference to Figures 42 to 63. Note that configurations other than those described below may be the same as those of the first and second embodiments. In the following embodiments, the same reference numerals are used for configurations that perform the same functions as those of the first and second embodiments, and redundant descriptions will be omitted as appropriate.
[0423] The game characteristics of the gaming machine 10 will be described with reference to Fig. 13 and Fig. 42. Fig. 13 is a diagram showing an example of state transition of the game state in the third embodiment. Fig. 42 is a diagram showing an example of game performance in the third embodiment.
[0424] The game state of the game of the gaming machine 10 includes a game state during the winning derivation process and a game state for each winning. The game state during the winning derivation process includes game state A, game state B, game state C, and game state D. The game state for each winning includes special symbol 1 winning, special symbol 2 winning, and V winning.
[0425] The gaming machine 10 has two special symbol variation display games consisting of a special symbol 1 game and a special symbol 2 game. As a result, a jackpot game state (special game state: special chart 1 hit, special chart 2 hit) can be generated. At the same time, by winning a small prize as a result of the special symbol variation display game and entering a specific area 96, In other words, the gaming machine 10 can generate a jackpot gaming state (special gaming state: V hit) in which the jackpot is won. It falls into the category of gaming machines that have a gameplay of 1 type + 2 type.
[0426] In addition, the gaming machine 10 executes the special chart 1 game and the special chart 2 game without any probability fluctuation. The gaming machine 10 has a time-saving a (gaming state D), a time-saving b (gaming state B), and a time-saving It is possible to transition to three time-saving states: short c (game state C).
[0427] In addition, time reduction a (game state D) is a time reduction that hits the trigger, and until the end condition is met In addition, the time reduction b (game state B) is a predetermined time reduction in the low probabil...
Claims
[Claim 1] A gaming machine capable of variably displaying identification information, a first operation unit capable of accepting a first player operation; a second operation unit capable of accepting a second player operation; a control means for displaying on a display device a first prompting image for prompting the first player operation and a second prompting image for prompting the second player operation; the first prompting image includes a first conceptual image imitating a shape of the first operation unit and a first guidance message that prompts the user to operate the first operation unit by a guidance message; the second prompting image includes a second conceptual image imitating a shape of the second operation unit and a second guidance message that prompts the user to operate the second operation unit by a guidance message; The control means The first promotion image can be displayed during the variable display of 1, and the second promotion image can be displayed during the customer waiting performance, When the first promotion image is displayed during the first variable display, a performance can be executed in which the first image is transitioned from a first state in which the first promotion image is displayed at a first position to a second state in which the first promotion image is displayed at a second position; When the second promotion image is displayed during the customer waiting performance, the second image is displayed at a third position different from the first position and the second position; The first image is displayed on a first layer, and the second image is displayed on a second layer that is in front of the first layer. Gaming machine.