Game machine
Patent Information
- Application Number
- JP2022030067
- 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 adjust output settings in a manner that enhances player interest, leading to a uniform and potentially less engaging gaming experience.
A gaming machine with separate operation means for players and non-players to adjust output amounts, allowing for different adjustment values and validation or invalidation of these adjustments, thereby enhancing the gaming experience through customizable settings.
The solution improves player engagement by allowing for personalized adjustments to output settings, such as sound and light levels, thereby increasing interest in 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] There is a gaming machine that allows a player to adjust the volume of a speaker installed in the gaming machine, the brightness of a liquid crystal device, a lamp, etc. [Prior art documents] [Patent document]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2020-25769 [Summary of the invention] [Problem to be solved by the invention]
[0004] The proposed gaming machine could only be adjusted in a uniform manner, and there was a risk that the game would be less interesting. In one aspect, the present invention provides a gaming machine that can improve interest through various adjustments. [Means for solving the problem]
[0005] In order to achieve the above object, a gaming machine as shown below is provided in which the output amount of the presentation device can be adjusted. The gaming machine includes a first operation means capable of accepting an operation for adjusting the output amount including the player, a second operation means capable of accepting an operation for adjusting the output amount except for the player, the first operation means and the second operation means. 2 control means capable of adjusting the adjustment value of the output amount to different adjustment values by means of the 2 operation means, the control means being capable of validating or invalidating the adjustment operation received from the second operation means.
Effect of the invention
[0006] According to one aspect, it is possible to improve interest in a gaming machine. [Brief explanation of drawings]
[0007]
Figure 1
Figure 2
[0008] Hereinafter, embodiments will be described in detail with reference to the drawings. [First embodiment] First, the first embodiment will be described based on the drawings. FIG. 1 is a perspective view showing an example of the gaming machine of the first embodiment.
[0009] The game machine 10 of the first embodiment includes a front frame 12, and the front frame 12 can be opened and closed by rotating the outer frame (support frame) 11 so that the left side is the shaft attachment side and the right side is the open side in front view. is assembled to. The game board 30 (see FIG. 2) is housed in a housing (not shown) formed on the front side of the front frame 12. As shown in FIG. A glass frame (transparent member holding frame) 15 having a cover glass (transparent member) 14 covering the front surface of the game board 30 is attached to the front frame (body frame) 12 .
[0010] In addition, on the left and right of the glass frame 15, lamps, LEDs (Light Emitting Diodes), etc. A frame decoration device 18 that emits light for lighting (blinking) in a notification color (eg, red) and speakers 19 (upper left speaker 19a1, upper right speaker 19a2) that emit sounds (eg, sound effects) are provided. . Further, speakers 19 (lower left speaker 19b1, lower right speaker 19b2) are provided below the front frame 12 as well. In addition, when an abnormality occurs, the content of the abnormality is notified by voice from the speaker 19. FIG. In addition, a lamp for notifying an abnormal dispensing may be provided at a predetermined portion of the glass frame 15. FIG.
[0011] In addition, at the bottom of the front frame 12, an upper tray (storage tray) 21 that supplies game balls to a batted ball launching device (not shown), and game balls paid out from a payout unit provided on the back side of the gaming machine 10 are stored. An upper tray ball outlet 22 that flows out, a lower tray (receiving tray) 23 for storing the game balls paid out when the upper tray 21 is full, and an operation unit 24 of the hitting ball shooting device are provided.
[0012] Furthermore, on the upper edge of the upper plate 21, a production button 25 used for intervening operations in game production, etc. is provided. It should be noted that the effect button 25 is a effect operation that accepts an intervention operation to the game effect. In addition to functioning as a work reception unit, it can also detect the required aspects (e.g., light emission mode, vibration, projection, etc.). It also functions as a directing section that can be directed in a style, etc.). In addition, on the left edge of the upper plate 21, a player is provided with an option setting unit 29 for setting various options. option The setting unit 29 includes a cross cursor switch that can accept input operations in four directions, a cross cursor switch, and a cross cursor switch. A center switch that can accept decision operations etc. in the center of the switch and a cross cursor switch There are two attached switches on the periphery of the switch that are used for volume control, etc. difference Furthermore, the front frame 12 and the glass frame 15 can be opened or locked on the lower right side of the front frame 12. A keyhole 26 is provided for inserting a key.
[0013] Note that the gaming machine 10 is operated by the operation (for example, pressing operation) of the production button 25 (push button). Based on the player's operation received from the production button switch 25a (see FIG. 4) that detects It is possible to perform an effect in which the player's operation is intervened. For example, a player's operation intervening is a variable display game on the display device (variable display device) 41 (see FIG. 2). There is an effect in the game (decorative special figure fluctuation display game), and the gaming machine 10 displays on the display device 41 to operate the character to be displayed, and to the decorative special figure fluctuation display game displayed on the display device 41 It is possible to stop the identification information to be sent. It should be noted that such operation intervention of the player , not only the effect button 25 but also the switch of the option setting section 29 (cross cursor switch, central switch, accessory switch) may be used. stomach. In FIG. 4, which will be described later, the switches of the option setting section 29 are collectively referred to as the setting switch 29 represented as a.
[0014] Also, on the right side of the production button 25, when the player receives a ball from an adjacent ball lending machine, To eject the prepaid card from the ball lending button 27 to operate, the card unit of the ball lending machine Eject button 28 to be operated for the purpose, balance display unit (not shown) for displaying the balance of the prepaid card ), etc. are provided. In the gaming machine 10 of the first embodiment, the player performs the above operation By rotating the portion 24, the ball shooting device shoots a game ball supplied from the upper tray 21. Shoot toward the game area 32 (see FIG. 2) in front of the game board 30. Also, if the player The above-described setting switch 29a (cross cursor switch, center switch, for example, by operating any one or more of the You can set the volume emitted from the speakers 19a and 19b, or set the brightness of the game board 30. can do.
[0015] Next, the game board 30 will be explained using FIG. FIG. 2 shows the game board of the first embodiment. It is a front view which shows an example. A substantially circular game area 32 surrounded by guide rails 31 is formed on the surface of the game board 30. is The game area 32 includes the resin side cases 3 provided at the four corners of the game board 30. 3 and a guide rail 31. Displayed in the center of the game area 32 A center case (game effect structure) 40 having a device (variable display device) 41 is arranged. there is The display device 41 is mounted in a recess provided in the center case 40. It is installed in a position recessed from the front. That is, the center case 40 is a display device. 41 surrounds the display area, protrudes forward from the display surface of the display device 41, and surrounds the game area It is formed so that the game ball is difficult to jump into from the area 32.例文帳に追加
[0016] The display device 41 is, for example, an LCD (liquid crystal display), a CRT (Cathode Ray Tube: Bra It is composed of a device with a display screen such as a down tube). In addition, the display device 41 is Other display devices such as devices having a display screen capable of dot matrix display by It may be composed of a combination of two or more display devices. Display screen image can be displayed In the area (display area), multiple identification information (special symbols) and special figure fluctuation display games are produced Information related to the game such as characters and background images for enhancing effects are displayed. Display device 4 On the display screen of 1, multiple special patterns assigned as identification information are variably displayed (possible (variable display), and a decorative special variable display game corresponding to the special variable display game is performed . In addition, on the display screen, an image for production 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, on the upper part of the center case 40, a board that produces a game by moving A production device 44 is provided. This board effect device 44 changes from the state shown in FIG. It is operable toward the center of 1.
[0018] On the lower right side of the center case 40 in the game area 32, the start of the normal pattern fluctuation display game A normal pattern start gate (normal pattern start gate) 34 that gives conditions is provided. normal start game The game ball that won the gate 34 (game ball passing through the normal figure start gate 34) is the gate switch Detected by 34a (see FIG. 3).
[0019] In addition, on the lower left side of the center case 40 in the game area 32, a general winning opening 35 is arranged. 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. , a general prize-winning port 35 is arranged. Game balls that have won these general prize gates 35 will be awarded It is detected by the mouth switch 35a (see FIG. 3).
[0020] In addition, below the center case 40 in the game area 32, the first special figure fluctuation display game (Special Figure 1 Fluctuation Display Game) A dynamic winning opening 36 (starting opening 1) is provided. The game ball that has won the starting prize mouth 36 will start It is detected by the port 1 switch 36a (see FIG. 3).
[0021] In addition, below the start winning opening 36, there is an out for collecting game balls that did not win the winning opening. A mouth 30a is provided. In addition, at the lower position than the center case 40, on the left side of the normal starting gate 34, Ordinary variable winning device that gives the starting condition of the second special figure variation display game (special figure 2 variation display game) 37 (second starting winning port, starting winning area) are provided. Ordinary variable winning device 37 (start The port 2) is provided with a movable member 37b at a position serving as an inflow portion. The movable member 37b is The game ball is slid forward and backward by the solenoid 37c (see FIG. 3) to enter the inflow portion. A blocking state that blocks the inflow of the ball and an allowable state that retreats backward and allows the inflow of game balls into the inflow part It is designed to be changed between states. The movable member 37b is normally in a closed state (a unfavorable situation). Then, the result of the normal pattern fluctuation display game is displayed in a predetermined stopping table. When it becomes a display mode, it can be changed to an open state (a state advantageous to the player) It's becoming The game ball that has won the normal variable winning device 37 is the starting port 2 switch 37a (Fig. 3 reference). In addition, it is possible to win even when the normal variable winning device 37 is closed. , it may be difficult to win prizes in the closed state than in the open state. Ordinary variable winning device 37 is ordinary It corresponds to electric accessories (Public electricity).
[0022] Also, on the right side of the center case 40 in the game area 32, there is a special figure fluctuation display game (special Figure 1 Fluctuation display game, and special figure 2 Fluctuation display game) results do not accept game balls A special variable prize winning device (big prize winning opening 1) 38 that can be converted between a weak state and an easy-to-accept state is provided. is The special variable winning device 38 has an opening / closing member (movable piece) 38c, and an auxiliary game Depending on the result of the special figure fluctuation display game as The opening / closing member 38c retreats from the state (closed state disadvantageous to the player) and flows down the game area 32. It converts the game ball to an acceptable open state (a state advantageous to the player). i.e. The special variable winning device 38 is connected to the large winning opening 1 solenoid 38b (see FIG. 3) as a driving device. Equipped with a special winning opening (large winning opening 1) that is opened and closed by the opening and closing member 38c driven by The jackpot game state (special game state ), and during the jackpot game state (special game state) due to winning a specific area 96 described later , the flow of game balls into the large winning opening by converting the closed state of the large winning opening to the open state It is designed to make it easy to enter the game, and to provide the player with a predetermined game value (prize ball). In addition, A detection means for detecting a game ball that has entered the big winning hole is provided inside the big winning hole (winning area). All big winning opening switches (count switches) 38a (see FIG. 3) are provided.
[0023] Also, on the lower right side of the center case 40 in the game area 32, there is a special figure variation display game ( Game balls are accepted depending on the results of special 1 variable display game and special 2 variable display game) Equipped with a special variable winning device (large winning opening 2) 95 that can be converted between a non-existent state and an easy-to-accept state It is The special variable winning device 95 has an opening / closing member (opening / closing door) 95c, Depending on the result of the special figure fluctuation display game as a technique, the opening and closing member 95c closed the big prize opening. The opening / closing member 95c retreats from the state (closed state disadvantageous to the player) and flows through the game area 32. It converts the falling game ball into an acceptable open state (a state advantageous to the player). Suwa The special variable winning device 95 is a large winning opening 2 solenoid 95b as a driving device (see FIG. 3) Equipped with a large winning opening (large winning opening 2) that is opened and closed by an opening and closing member 95c driven by Figure 1 Variable display game and special figure 2 Variable display game result During the small hit game state, a big prize Easy flow of game balls into the big prize winning opening by changing the closed state to the open state and gives the player a predetermined game value (a prize ball). In addition, the big prize opening Inside (winning area), there is a large winning A prize mouth switch (count switch) 38a (see FIG. 3) is provided.
[0024] In addition, the special variable winning device 95 guides the game ball that has won the winning opening to the specific area 96 Equipped with a V flow path. The special variable winning device 95 is a special device that detects game balls that have flowed into a specific area 96. A constant area switch 38e (see FIG. 3) is provided. In addition, the specific area switch 38e Detection of game balls (winning in specific area 96) is carried out by special variable winning device (big winning opening 1) 38 One of the conditions for the occurrence of a jackpot gaming state (special gaming state) that converts from a closed state to an open state It is one.
[0025] Furthermore, although the center case 40 does not include a warp flow path, it is equipped with a warp flow path. may For example, a warp port is provided on the left side of the center case 40, The game balls flowing into the warp channel from the warp port are rolled on the stage inside the center case 40. A part of it may be guided to the warp exit. In that case, the warp exit is Start the game ball guided to the warp exit by positioning it directly above the winning hole 36. 6 may be made easier to win.
[0026] In the gaming machine 10 of the first embodiment, the center of the gaming area 32 where the gaming ball flows down is The area to the left of the center case 40 is the left side gaming area, and the area to the right of the center case 40 is the left side gaming area. The right side is the gaming area. Then, the player adjusts the firing force and shoots the game ball to the left side playing area. By firing (so-called left-handed hitting), the starting prize hole 36 and general prize hole 35 (placed in the left side gaming area) You can aim to win the prize by firing the game ball into the right side playing area (so-called right-handed hitting). By doing so, the normal figure starting gate 34, the ordinary variable winning device 37, the special variable winning device 38, 95, and one It is now possible to aim for winnings in the general prize opening 35 (located in the right side gaming area), etc. there is
[0027] In addition, on the outside of the game area 32 (here, the lower right of the game board 30), there is a special figure fluctuation display game. The 1st special figure variation display game, the 2nd special figure variation display game, and the regular figure starting gate 34. A bulk display device 50 that displays a general pattern fluctuation display game triggered by winning a prize and displays various information. is provided.
[0028] The batch display device 50 includes a round display section 51 composed of LEDs, etc., and a special drawing 1 reservation display section. 52, the special pattern 1 symbol display section 53, the special symbol 2 symbol display section 54, the ordinary symbol display section 55, and the ordinary symbol. It includes a figure pending display section 56 and a status display section 57 (see FIG. 5). Details of the batch display device 50 , will be described later.
[0029] The gaming machine 10 has a right-hand game guide display device on the right side near the special variable winning device (big winning hole 1) 38. Equipped with 91c. The right-handed playing guidance display device 91c lights up when guiding the player to play right-handed. , turns off in other conditions. Note that the right-hand drive guide display device 91c is included in the board decoration device 46. be
[0030] The gaming machine 10 has a special game variation display in the lower right corner of the center case 40 in the gaming area 32. A status display device 98 is provided. The special figure game variable display state display device 98 is a so-called fourth symbol. A display device consisting of two LEDs. The special figure game fluctuation display state display device 98 is , The left LED shows the special figure 1 variable display game's variable display state, and the right LED shows the special figure 1 variable display state. Figure 2 shows the variable display state of the variable display game. For example, special figure game fluctuation display status display The device 98 notifies the symbol stop state of the special symbol variation display game by lighting up, and indicates the special symbol variation by blinking. To notify the symbol fluctuation state of the dynamic display game. In addition, the special figure game fluctuation display state display device 98 is , included in the board decoration device 46.
[0031] The gaming machine 10 has a general figure fluctuation display device 9 on the right side of the center case 40 in the gaming area 32. 3 and a general drawing reservation display device 94. The general figure fluctuation display device 93 is composed of two LEDs. , Alternate flashing notifies the fluctuating display status of the Fuzu game, and depending on the combination of lights on or off. Notify the fluctuating display results of the ripuzu game. In addition, the general figure reservation display device 94 has two LEDs. It is made up of , and it notifies you of the number of pending general maps from 0 to 4 depending on the combination of turning off, lighting, and blinking. do. Note that the general pattern fluctuation display device 93 and the general pattern reservation display device 94 are included in the board decoration device 46. be.
[0032] Next, the control system of the gaming machine will be explained using FIG. 3. Figure 3 shows the first embodiment 1 is a block diagram showing an example of a control system for a gaming machine. The game machine 10 includes a game control device 100, and the game control device 100 controls games in an integrated manner. The main control device (main board) that controls the gaming microcomputer (hereinafter referred to as the gaming microcomputer) A CPU (Central Processing Unit) section 110 having a an input section 120 having ports, an output section 130 having output ports, drivers, etc., and a CPU The data bus 140 connects the section 110, the input section 120, and the output section 130, and the like.
[0033] The CPU section 110 is called an amusement chip (IC (Integrated Circuit)). The gaming microcomputer 111 is equipped with a microcomputer 111 for gaming, and an oscillator such as a crystal resonator. An oscillator circuit that generates the reference clock for the operating clock, timer interrupt, and random number generator crystal oscillator) 113, etc. The game control device 100 and the game control device 100 Electronic components such as solenoids and motors driven by DC (Di rect Current) 32V, DC12V, DC5V, etc. are supplied and operate. enabled.
[0034] The power supply device 400 is an AC ( Alternating Current)-DC converter or DC32V voltage to DC12V, DC5V A normal power supply section 4 with a DC-DC converter etc. that generates a lower level DC voltage such as 10 and the internal RAM (Random Access Memory) of the gaming microcontroller 111 during a power outage. The gaming control device has a backup power supply section 420 that supplies power voltage to the 100, generates control signals such as power outage monitoring signals and reset signals that notify the occurrence and recovery of power outages. The control signal generator 430 includes a control signal generation unit 430 that outputs a 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 section 420 and the control signal generation section 430 are installed on separate boards or It may be configured to be integrated with the control device 100, that is, to be provided on the main substrate. game board 30 And since the game control device 100 is subject to replacement at the time of model change, the first embodiment As such, the power supply 400 or the backup power supply section 420 and the control are mounted on a board separate from the main board. By providing the control signal generation unit 430, it is possible to eliminate the replacement target and reduce the cost. can.
[0036] The backup power supply section 420 consists of one large capacitor such as an electrolytic capacitor. can do. The backup power source is the gaming microcomputer 111 ( especially the internal RAM), and the data stored in the RAM is preserved even during a power failure or after the power is turned off. It is designed to be held. The control signal generation unit 430 is generated by the normal power supply unit 410, for example. It monitors the voltage of 32V applied and detects a power failure if it drops below 17V, for example. While changing the power failure monitoring signal, a reset signal is output after a predetermined time. Also, the power When the power is turned on or when the power is restored, the reset signal is output after a predetermined time has elapsed from that time.
[0037] Furthermore, the gaming control device 100 is provided with a RAM initialization switch 112. This R An initialization switch signal is generated when the AM initialization switch 112 is operated, and based on this, an initialization switch signal is generated. Stored in the RAM 111C in the game microcomputer 111 and the RAM in the payout control device 200 A process for forcibly initializing the stored information is performed. Not particularly limited However, the initialization switch signal is read when the power is turned on, and the power failure monitoring signal is the game microcomputer 1 11 is repeatedly read in the main loop of the main program executed. reset The signal is a type of forced interrupt signal and causes the entire control system to be reset.
[0038] In addition, the game control device 100 has a setting value change switch 126 and a setting key switch 127. It is provided. Set value change switch 126 is, for example, a push switch, Detect down operation. Setting key switch 127 can be switched between ON and OFF states by inserting the setting key. It is possible to switch between the two states. 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 power cut. be. For example, the game control device 100 controls the special figure 1 variable display game and the special figure 2 variable display game. The winning probability of the game can be changed according to the settings in 6 stages.
[0039] The gaming control device 100 has the setting key switch 127 in the ON state and the RAM initialization switch A setting change function that allows you to change the settings of the gaming machine 10 by turning on the power while the 112 is ON. The control state transitions to update mode. For example, the gaming control device 100 enters the setting change mode. Press the setting value change switch 126 while displaying the setting contents on the probability setting value display device 136. Settings 1 to 6 can be changed cyclically by detecting the down operation. Probability setting table The display device 136 is a display device capable of displaying setting values, for example, a 1-digit 7-segment LE D and is mounted on the board.
[0040] In addition, the gaming control device 100 is configured such that the setting key switch 127 is in the ON state and the RAM initialization stage is in the ON state. You can check the settings of the gaming machine 10 by turning on the power while the switch 112 is OFF. The control state transitions to the setting confirmation mode. For example, the gaming control device 100 has a setting confirmation In the mode, the setting contents are displayed on the probability setting value display device 136.
[0041] The gaming microcomputer 111 is a CPU (central processing unit: microprocessor) 111A. , read-only ROM (Read Only Memory) 111B and RA that can be read and written at any time Equipped with M111C.
[0042] ROM111B is immutable information for game control (program, fixed data, various random numbers RAM111C stores the judgment values, etc.) in a non-volatile manner, and the RAM111C stores the It is used as a storage area for various signals and random values. ROM111B or R As AM111C, like EEPROM (Electrically Erasable Programmable ROM) An electrically rewritable nonvolatile memory may also be used.
[0043] In addition, ROM111B also stores, for example, the execution time of the special figure fluctuation display game, the contents of the production, and the lead. A variation pattern for determining the variation pattern (variation mode) that defines the occurrence or non-occurrence of a memory table. The fluctuation pattern table is stored as a starting memory. Fluctuation pattern random number 1, fluctuation pattern random number 2, and fluctuation pattern random number 3 are sent to CPU111A. This is a table for reference to determine the fluctuation pattern. In addition, the fluctuation pattern table is a loss variation pattern table that is selected when the result is a loss, and a loss fluctuation pattern table that is selected when the result is a loss. It includes a jackpot fluctuation pattern table, etc. that is selected when the following occurs. In addition, these parameters The turntable is designed to determine the second half fluctuation pattern, which is the fluctuation pattern after reaching the reach state. Tables for determining , a table for determining the first half fluctuation pattern, which is the fluctuation pattern before reaching the reach state. (First half fluctuation group table, first half fluctuation pattern selection table, etc.) are included.
[0044] Here, reach (reach state) means having a display device whose display state can be changed, the device derives and displays a plurality of display results at different times, and the plurality of display results are determined in advance A game state in which the game state is advantageous to the player (special game Some of the plurality of display results have not yet been derived and displayed in the gaming machine 10 that is in the skill state) In the stage, the display results that have already been derived and displayed meet the conditions for special result mode Refers to the condition. In other words, the reach state means that the variable display control of the display device is progressing. Even when the display result reaches the stage before the display result is derived and displayed, the display condition that becomes the special result mode It refers to a display mode that does not deviate from the subject. And, for example, the state in which the special result modes are complete A state in which variable display is performed by multiple variable display areas while maintaining (so-called full rotation reach ) is also included in the reach state. In addition, the reach state means that the display control of the display device progresses and the display The display state at the point before the result is derived and displayed, and the display result is a derived table at least some of the display results of the plurality of previously determined variable display areas shown are special results; It refers to the display state when the conditions for the result mode are satisfied.
[0045] Therefore, for example, the decorative special figure variation displayed on the display device in response to the special figure variation display game. The display game displays a plurality of identifications for a predetermined period of time in each of the left, middle, and right variable display areas on the display device. After the information is displayed in a variable manner, the variable display is stopped in the order of left, right, and middle, and the results are displayed. In some cases, the left and right variable display areas indicate a state where the conditions for the special result mode are met (for example, , the same identification information), the state in which the variable display stops is the reach state. In addition to this, there are Once the fluctuation display in the fluctuation display area is stopped, any two of the left, middle, or right fluctuation display area will be displayed. A state in which the conditions for a special result mode are met in the dynamic display area (for example, when the same identification information (However, special result modes are excluded) is considered a reach state, and from this reach state, the remaining one The variable display area may be displayed in a variable manner.
[0046] This reach state includes multiple reach effects, and special result modes may be derived. As reach effects with different abilities (different expected values), there are normal reach (N reach) and special reach. Shall 1 reach (SP1 reach), Special 2 reach (SP2 reach), Special 3 Reach (SP3 Reach) and Premier Reach are set. Note that the expected value is None" < "Normal Reach" < "Special 1 Reach" < "Special 2 Reach" < "S Special 3 Reach"<"Premier Reach". Also, this The reach state is at least when the special result mode is derived in the special figure fluctuation display game (jackpot is included in the variable display mode in the case of That is, special figure variation table Changes in the case where it is determined that the special result mode is not derived in the indicated game (case of loss) It may be included in the dynamic display mode. Therefore, when the reach state occurs, the reach state is This is a state in which the possibility of a big hit is higher than when it does not occur.
[0047] CPU111A executes the game control program in ROM111B, payout control device A control signal (command) for the device 200 or the production control device 300 is generated, or the solenoid and a drive signal for the display device are generated and output to control the game machine 10 as a whole. Also illustrated However, the gaming microcomputer 111 does not detect a big hit for judging the hit of the special figure fluctuation display game. Jackpot pattern random numbers for determining numbers and jackpot patterns, variation patterns in special figure variation display games (including the execution time of variable display games in various reach and variable display without reach) Variation pattern random number for determining, hit random number for judging the hit of the normal figure variation display game etc., and an oscillation signal (original clock signal) from the oscillation circuit 113 Based on the timer allocation of a predetermined period (for example, 4 ms (ms)) for CPU111A A clock generator that generates the clock that gives the update timing of the input signal and the random number generation circuit. data.
[0048] In addition, CPU111A, ROM111B in the processing related to the special figure fluctuation display game One of the fluctuation pattern tables stored in get the bull. Specifically, the CPU 111A controls the game result (hit (big hit or small hit) or loss) and special figure fluctuation display game as the current game state probability state (normal probability state or high probability state), normal variable winning equipment as the current game state Based on the operation state (time saving operation state) of the device 37, the number of start memories, etc., multiple fluctuation pattern tests Select and acquire any one fluctuation pattern table from the table. where CP U111A, when executing a special figure fluctuation display game, fluctuation pattern table to acquire one of the fluctuation pattern tables It constitutes a division information acquisition means.
[0049] The payout control device 200 includes a CPU, a ROM, a RAM, an input interface and an output interface. Equipped with a chase etc., according to the prize ball payout command (command and data) from the game control device 100 to drive the payout motor of the payout unit provided in the gaming machine 10 to pay out prize balls. control for In addition, the payout control device 200 is a ball lending machine attached to the gaming machine 10. driving a payout motor of the payout unit based on a ball rental request signal from the card unit; Perform control for paying out the rental balls.
[0050] The input unit 120 of the game microcomputer 111 has the starting opening 1 switch 36 in the starting winning opening 36 a, starting port 2 switch 37a in normal variable winning device 37, gate in normal starting gate 34 Switch 34a, winning mouth switch 35a, special variable winning device 38, 95 big winning mouth switch switch 38a, is connected to the specific area switch 38e of the special variable winning device 95, these switches A negative logic signal with a high level of 11V and a low level of 7V supplied from the and an interface chip (proximity I / F) 121 that converts to a positive logic signal of 0V-5V is provided. This proximity I / F 121 detects the emission of radio waves to the gaming machine 10. A detection signal from the board radio wave sensor 62 is also input. Also, the proximity I / F121 has an input range of 7V. By being -11V, lead wires of sensors and proximity switches are illegally shorted, Do not allow the sensor or switch to become floating by disconnecting it from its connector or by cutting its lead wire. and is configured to output an anomaly detection signal. there is
[0051] In addition, when explaining the winning opening switch 35a, the winning opening switch 35a is 1 in FIG. Although shown as blocks, there are actually a plurality of (n) winning opening switches 35a (this embodiment 3 in the form) are provided on the game board 30, and each signal is a different signal line. / F121 is entered. Also, in FIG. 3, the large winning opening switch 38a is one block , but in reality there are a plurality (x) of big winning opening switches 38a (three in this embodiment). ) are provided on the game board 30 . And these plurality of big winning opening switches 38a Either connected by different signal lines, or, for example, the switch and the game control device 10 0 (main board) on a relay board (not shown) called wired OR It is connected to the game control device 100 by a method. A board radio sensor 62 and a magnetic sensor to be described later 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 It is read into the gaming microcomputer 111 via the data bus 140 . In addition, the proximity I / F Of the 121 outputs, the starter 1 switch 36a, the starter 2 switch 37a, and the gate switch Chi 34a, winning slot switch 35a, big winning slot switch 38a, and specific area switch 3 The detection signal of 8e is input to the second input port 123. FIG. In addition, the starting port switch of special figure 1 Signal output (proximity I / F 12 1) is shown as one signal line in FIG. 3, but there are actually two lines.
[0053] In addition, among the outputs of the proximity I / F 121, the detection signal of the board radio wave sensor 62 and the An abnormality detection signal output when a switch abnormality is detected is input to the third input port 124. be Also, the third input port 124 is connected to the fraud detector provided on the front frame 12 of the game machine 10 or the like. The detection signal of the magnetic sensor 61 for output, the glass frame opening provided in the glass frame 15 of the game machine 10, etc. The detection signal of the release detection switch 63, the main body provided in the front frame (main body frame) 12 of the game machine 10, etc. The detection signal of the frame open detection switch 64, the detection signal of the setting value change switch 126, the setting key The detection signal of the switch 127, the touch switch signal from the payout control device 200 (the operation unit 24 A signal based on the input of the provided touch switch) is input.
[0054] Also, out of the output of the proximity I / F121, the output to the second input port 123 is the game control device It is also supplied from the device 100 to a trial firing test device (not shown) via the relay board 70. there is Furthermore, among the outputs of the proximity I / F 121, the start 1 switch 36a and the start 2 switch The detection signal of the switch 37a is input to the game microcomputer 111 in addition to the second input port 123. is configured as follows.
[0055] As described above, the proximity I / F 121 has a signal level conversion function. level like this Proximity I / F 121 has power supply 400 to normal IC operation to enable conversion function. A voltage of 12V is supplied in addition to the voltage required for operation, e.g. 5V. be.
[0056] The data held by the second input port 123 is transferred from the gaming microcomputer 111 to the second input port. chip (not shown) by decoding the address assigned to port 123 By asserting the enable signal CE (Chip Enable) (changing to a valid level) , can be read. The same applies to the third input port 124 and the first input port 122 described later. be.
[0057] In addition, the input unit 120, the detection signal of the RAM initialization switch 112, the payout control device 20 Frame radio wave illegal signal from 0 (when the frame radio wave sensor provided on the front frame 12 detects radio waves signal output based on), payout busy signal (payout control device 200 can accept commands status signal indicating whether the , Shoot ball cut switch signal (signal indicating lack of game balls before payout), overflow Switch signal (that game balls are stored in the lower tray 23 in a predetermined amount or more (that it is full) out-ball detection switch signal (when an out-ball is detected signal) is captured and supplied to the gaming microcomputer 111 via the data bus 140. A first input port 122 is provided for supplying power.
[0058] The out-ball detection switch signal is detected by an out-sensor (not shown) of the gaming machine 10. This signal is output from the out sensor each time a ball is detected. For example, out ball inspection The output switch signal is a discharge port (not shown) for discharging a game ball (out ball) from the gaming machine 10. A discharge channel (not shown) is provided between the out port 30a. Out ball detection switch signal is the gaming performance (e.g., base The calculated gaming performance is displayed on the performance display device 135. In addition, The out ball detection switch signal may be input to the production control device 300. So In this case, the out ball detection switch signal becomes the trigger for switching to game presentation or customer waiting screen display. It may also be used for determining the operating state or the like. For example, the performance display device 135 is A 4-digit 7-segment LED that displays gaming performance in decimal or hexadecimal numbers. be able to.
[0059] In addition, the gaming machine 10 is provided with a vibration sensor switch that detects vibrations. so that the switch detection signal is input to the first input port 122 or the third input port 124. can be
[0060] In addition, the gaming control device 100 also receives power failure monitoring signals, reset signals, etc. from the power supply device 400. A Schmitt buffer 125 is provided for inputting the signal to the gaming microcomputer 111, etc. The Schmitt Buffer 125 has the function of removing noise from these input signals. Ru. The power failure monitoring signal from the power supply 400 and the initialization step from the RAM initialization switch 112 The switch signal is once input to the first input port 122, and the game signal is input via the data bus 140. is taken into the microcomputer 111 for use. In other words, a signal equivalent to the signals from the various switches mentioned above. treated as A terminal provided on the gaming microcomputer 111 that receives external signals. This is because there are restrictions on the number.
[0061] On the other hand, the reset signal RESET with noise removed by the Schmidt buffer 125 is It is directly input to the reset terminal provided in the game microcomputer 111, and the output section 130 ports each. In addition, the reset signal RESET is transmitted via the output section 130. By outputting directly to the relay board 70 without using the relay board 70, the relay board 70 can be It is configured to turn off a sight test signal held in a port (not shown). Also, The reset signal RESET is configured to be able to be output to the test firing test device via the relay board 70 You may do so. Note that the reset signal RESET is applied to the first to third inputs of the input section 120. Ports 122, 123, and 124 are not supplied. Immediately before the reset signal RESET is input The data set to each port of the output unit 130 by the gaming microcomputer 111 is transmitted to the system It is necessary to reset to prevent malfunction, but just before the reset signal RESET is input. The data read by the gaming microcomputer 111 from each port of the input unit 120 is sent to the gaming microcomputer 111. This is because it is discarded by resetting the controller 111.
[0062] The output unit 130 includes a communication path from the gaming microcomputer 111 to the production control device 300 and Schmidt buffer arranged in the communication path from the gaming microcomputer 111 to the payout control device 200 132 is provided. From the game control device 100 to the production control device 300 and payout control Data is transmitted to the device 200 through serial communication. In addition, the performance from the gaming control device 100 Serial communication to the payout control device 300 and payout control device 200 is on the production control device 300 side. This is one-way communication in which signals cannot be input from the game control device 100 to the game control device 100.
[0063] Furthermore, the output unit 130 is connected to the data bus 140 and has a trial shooting test of a certification body (not shown). Data that informs the test device of the special pattern information of the variable display game and a signal that indicates the probability state of the big hit A buffer 133 that outputs the above information via the relay board 70 is configured to be mountable. this bass Puffer 133 is a pachinko game machine that is an actual machine (mass-produced product) installed in a game parlor. This is a component that is not mounted on the control device (main board). In addition, it is output from proximity I / F121. The detection signal of a switch that does not require processing, such as a starting port switch, is sent without passing through the buffer 133. It is supplied to the test firing test equipment via the relay board 70 .
[0064] On the other hand, like the magnetic sensor 61 and board radio wave sensor 62, they cannot be supplied to the test firing test equipment as they are. A detection signal that does not work is temporarily taken into the game microcomputer 111 and added to other signals or information. It is processed and is output as an error signal indicating, for example, that the game machine is in a state where game control is not possible. It is supplied from the data bus 140 through the buffer 133 and the relay board 70 to the test firing test equipment. It should be noted that the relay board 70 receives the signal output from the buffer 133 and conducts the test firing test. It is transmitted by relaying the port that supplies to the device or the signal line of the switch detection signal that does not pass through the buffer. A connector or the like is provided to reach the The port on the relay board 70 is connected to the game microcomputer 11 A chip enable signal CE (not shown) output from 1 is also supplied. The signal of the port selected and controlled by the bull signal CE is supplied to the test firing test equipment. ing.
[0065] In addition, the output unit 130 is connected to the data bus 140, and the special variable winning device 38 (large winning Opening and closing data of the big prize opening 1 solenoid 38b that opens and closes the opening and closing member 38c of the prize opening 1), special Large winning opening 2 solenoid 9 for opening and closing opening / closing member 95c of variable winning device 95 (large winning opening 2) Open / close data of 5b, general electric solenoid for opening and closing movable member 37b of normal variable winning device 37 First output for outputting open / close data of 37c and display data of performance display device 135 A port 134a is provided.
[0066] In addition, the output unit 130 is provided with a second data for outputting the display data of the probability setting value display device 136. Two output ports 134b are provided. In addition, in the output unit 130, the collective display device 50 Turn on / off the segment line to which the anode terminal of the LED is connected according to the content to be displayed Third output port 134c for outputting data, LED cathode of batch display 50 Fourth output port 1 for outputting the on / off data of the digit line to which the terminal is connected 34d is provided.
[0067] In addition, the output unit 130 receives information related to the gaming machine 10, such as jackpot information, from the external information terminal board 71. A fifth output port 134e is provided for outputting to. The external information terminal board 71 has A photorelay is provided, for example, an external device installed in an amusement store (information collection terminal, amusement center can be connected to an internal management device (hall computer, etc.), and information about the gaming machine 10 can be It can be supplied to an external device via a photorelay. In addition, the exterior A part of the information supplied to the device is output from the fourth output port 134d. Also, the 5th output port From the gate 134e, firing permission is given to the payout control device 200 via the Schmidt buffer 132. A signal is also output.
[0068] Furthermore, the output unit 130 includes a big prize opening solenoid output from the first output port 134a. 38b, specific area solenoid 38d, general electric solenoid 37c open / close data signals. The first driver (drive circuit) 138a, which generates and outputs the solenoid drive signal, and the third output port ON / OFF driving of the segment line on the current supply side of the collective display device 50 output from the gate 134c. A batch table output from the second driver 138b that outputs the dynamic signal and the fourth output port 134d. a third driver that outputs an on / off drive signal for the digit line on the current drawing side of the display device 50; 138c, external devices such as management devices from the 5th output port 134e and 4th output port 134d The fourth driver 138d outputs the external information signal supplied to the external information terminal board 71, and the first output Displays performance in response to the display data signal of the performance display device 135 output from the power port 134a. A fifth driver 138e that generates and outputs a drive signal for the device 135 is provided.
[0069] The first driver 138a is configured to be able to drive a solenoid that operates at 32V. Therefore, DC32V is supplied from the power supply device 400 as the power supply voltage. Also, bulk display device DC 12V is supplied to the second driver 138b that drives the 50 segment lines. De The third driver 138c that drives the digit line uses current to draw the digit line according to the displayed data. Since the power supply voltage is for extraction, the power supply voltage may be either 12V or 5V.
[0070] A second driver 138b that outputs 12V drives the anode of the LED through the segment line. From the cathode terminal, a third driver 138c that supplies a current to the terminal and outputs a ground potential By drawing current through the segment wires, the selected Power supply voltage flows through the LED and it lights up. A terminal that outputs an external information signal to the external information terminal board 71. 4 Driver 138d is supplied with 12V DC to give a 12V level to the external information signal. be done. Note that the buffer 133, first output port 134a, first driver 138a, etc. The output section 130 of the gaming control device 100, that is, is provided on the relay board 70 side instead of the main board. You may do so. In addition, the performance display device 135 or the fifth driver 138e and the performance The display device 135 is connected to the output section 130 of the gaming control device 100, that is, not to the main board but to the external device. It may also be provided on the component substrate (not shown) side.
[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 for transmitting information such as a program. Photocoupler 139 The game microcomputer 111 sends and receives data to and from the inspection device 490 via serial communication. The two-way communication is possible. Please note that the transmission and reception of such data is A serial communication terminal that the gaming microcontroller 111 has like a normal general-purpose microprocessor. This is done using the 1st to 3rd input ports 122, 123, 124 No port is provided.
[0072] Next, the configuration of the production control device 300 will be explained using FIG. 4. Figure 4 shows the first implementation It is a block diagram showing an example of the composition of a production control device of the form. The production control device 300, like the gaming microcomputer 111, uses an amusement chip (IC). ) and commands from the main control microcomputer (CPU) 311. Graphics that performs image processing for displaying images on the display device 41 according to codes and data VDP (Video Display Processor) 312 as a processor and various melodies and effects Sound source LSI31 that controls sound output to reproduce fruit sounds etc. from speakers 19a and 19b Equipped with 4.
[0073] The main control microcomputer 311 has a PLC that stores programs executed by the CPU and various data. PROM321 consisting of ROM (Programmable Read Only Memory) provides a work area RAM322, which can retain memory contents even if power is not supplied during a power outage, and FeRAM ( Ferroelectric RAM) 323, generates information indicating the current date and time (year, month, day, day of the week, time, etc.) An RTC (real-time clock) 338, which serves as a timekeeping means, is connected. In addition, the master system A RAM 311a that provides a work area is also provided inside the microcomputer 311 for use. Ma In addition, a WDT (watchdog timer) circuit 324 is connected to the main control microcontroller 311. It is The main control microcomputer 311 receives commands (production commands) from the gaming microcomputer 111. Analyzes the command), determines the content of the production, and instructs the VDP312 to output video content, Instructs the source LSI314 to playback sound, lights decorative lamps, controls the drive of motors and solenoids, Performs processing such as managing performance time.
[0074] VDP312 includes RAM312a, which provides a work area, and processes to enlarge and reduce images. A scaler 312b is provided for this purpose. VDP312 also has character images and Image ROM325 where video data is stored and characters read from image ROM325 Ultra-high-speed VRAM326 used to expand and process image data such as images. is connected.
[0075] Although not particularly limited, there is a connection between the main control microcomputer 311 and VDP312. The device is configured to transmit and receive data in a parallel manner. data in parallel By sending and receiving data, commands and data can be sent in a shorter time than with serial transmission. can be done.
[0076] From the VDP312 to the main control microcomputer 311, the image of the display device 41 and the glass frame 15 and Vertical synchronization signal VSYN for synchronizing the lighting of decorative lamps provided on the game board 30 C, a synchronization signal STS that provides data transmission timing is input. In addition, VDP312 to the main control microcomputer 311 to notify the processing status, such as the end of drawing to VRAM. Waiting for reception of commands and data from input signals INT0~n and main control microcomputer 311. A wait signal, WAIT, etc. to notify the user of the current state is also input.
[0077] The production control device 300 uses 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 using a signal transmission method. is From VDP312 to signal conversion circuit 313, video data, horizontal synchronization signal HSY NC and vertical synchronization signal VSYNC are input and generated by VDP312 The resulting video is displayed on the display device 41 via the signal conversion circuit 313.
[0078] Sound ROM 327 in which voice data is stored is connected to sound source LSI 314 . The main control microcomputer 311 and the tone generator LSI 314 are connected via an address / data bus 340 . An interrupt signal INT is input from the tone generator LSI 314 to the main control microcomputer 311 . The production control device 300 drives upper speakers 19a (upper left speaker 19a1, upper right speaker 19a2) provided on the glass frame 15 and lower speakers 19b (lower left speaker 19b1, lower right speaker 19b2) provided on the front frame 12. An amplifier circuit 337 consisting of an audio power amplifier or the like is provided, and the sound generated by the sound source LSI 314 is output from the speaker 19 via the amplifier circuit 337.
[0079] The production control device 300 also receives commands sent from the game control device 100. An interface chip (command I / F) 331 for communicating is provided. This command Via I / F331, the decoration feature transmitted from the game control device 100 to the production control device 300 Production control of figure hold number command, decoration special figure command, variation command, stop information command, etc. Received as a command signal (performance command). Game microcomputer 111 of game control device 100 operates at DC5V, and the main control microcomputer 311 of the production control device 300 operates at DC3.3V. For this reason, the command I / F 331 is provided with a signal level conversion function.
[0080] In addition, the effect control device 300 is provided in the game board 30 (including the center case 40) A board decoration LE that drives and controls a board decoration device 46 having an LED (light emitting diode) or the like D control circuit 332, frame with LED (light emitting diode) provided in glass frame 15 A frame decoration LED control circuit 333 for driving and controlling a decoration device (for example, the frame decoration device 18, etc.) A board production device 44 (for example, a display A board performance that drives and controls a movable accessory that enhances the performance effect in cooperation with the performance display in the device 41 An output mover control circuit 334 is provided. Driving and controlling lamps, motors, solenoids, etc. These control circuits 332 to 334 that control the main control connected to the microcomputer 311 for It should be noted that the glass frame 15 is provided with a motor (for example, equipment for presentation). A frame effect device having a drive source such as a motor for operating the frame effect device is provided, and the frame effect device is driven and controlled. A frame effect movable body control circuit may be provided.
[0081] Furthermore, the production control device 300 includes a production button switch 25a of the production button 25 and an optional The setting switch 29a of the action setting unit 29 and the initial position of the motor in the board effect device 44 are detected. Main control by detecting the on / off state of the production accessory switch 47 (production motor switch) A function of inputting a detection signal to the microcomputer 311 for use, and a volume control provided in the production control device 300 A function to detect the state of the node switch 335 and input a detection signal to the main control microcomputer 311 is provided. A switch input circuit 336 is provided that has a Note that in FIG. 4, the option setting section 29 are collectively referred to as setting switch 29a for convenience, but in detail, The state of each switch (cross cursor switch, center switch, accessory switch) is switched on. Each state of each switch is connected to be individually sensed by the output circuit 336. A detection signal indicating the state is input to the main control microcomputer 311 respectively.
[0082] The normal power supply unit 410 of the power supply device 400 is the production control device 300 having the configuration as described above. to supply the desired level of DC voltage to the electronic components controlled by it. 32 VDC for driving motors and solenoids, a display device 41 consisting of a liquid crystal panel, a motor 12 VDC for driving data and LEDs, 5 DC for command I / F331 power supply voltage In addition to V, it is designed to generate 15V DC voltage for driving motors, LEDs, and speakers. is configured to Furthermore, as the main control microcomputer 311, 3.3V or 1.2V 3.3V DC based on 5V DC when using an LSI that operates at a low voltage such as and a DC-DC converter for generating DC1.2V is provided in the production control device 300. be. Note that the DC-DC converter may be provided in the normal power supply unit 410. FIG.
[0083] The reset signal generated by the control signal generator 430 of the power supply device 400 is icon 311 to reset the device. In addition, the main control microcomputer VDP312 (VDPRESET signal), sound source LSI314 in the form output from 311 and amplifier circuit 337 (SNDRESET signal), and controllers that drive and control lamps, motors, etc. Supplied to the control circuits 332-334 (IORESET signal) to reset them. . In addition, the effect control device 300 is connected to a cooling FAN45 for cooling various parts of the gaming machine 10. , The cooling FAN 45 is driven in the state where the power of the production control device 300 is turned on. ing. In addition, the circuit board that constitutes the production control device 300 is a sub-control board (also called a sub-board). is equivalent to
[0084] Next, game control performed in these control circuits will be described. In the CPU 111A of the game microcomputer 111 of the game control device 100, the normal figure start gate 3 Based on the input of the game ball detection signal from the gate switch 34a provided in 4, the normal figure Extract the random number for hit judgment and compare it with the judgment value stored in ROM111B, A process of judging hit / loss of the displayed game is performed. Then, the general map of the collective display device 50 After the identification pattern (identification information) is variably displayed on the pattern display unit 55 for a predetermined time, the normal pattern display is stopped and displayed. A process for displaying a dynamic display game is performed. If the result of this normal figure fluctuation display game is a hit , a special result corresponding to each of the first hit stop pattern to the third hit stop pattern in the general pattern display unit 55 While displaying the result mode, the general electric solenoid 37c is operated, and the normal variable winning device 37 Movable member 37b is released for a predetermined time (for example, 0.5 seconds or 1.7 seconds) as described above. to control. That is, the game control device 100 of the conversion member (movable member 37b) It constitutes conversion control execution means for performing conversion control. In addition, the result of the normal map fluctuation display game is off. In the case of , the normal pattern display unit 55 is controlled to display the result mode of deviation.
[0085] In addition, the detection signal of the game ball from the starting opening 1 switch 36a provided in the starting winning opening 36 Based on the input, the starting prize (starting memory) is stored, and based on this starting memory, the first special figure fluctuation A random value for judging a big hit from the displayed game is extracted and compared with the judging value stored in the ROM 111B. In comparison, the process of determining the hit or miss of the first special figure fluctuation display game is performed. Also, normal variation Based on the input of the game ball detection signal from the starting port 2 switch 37a provided in the winning device 37 Stores the starting memory, and based on this starting memory, the big hit judgment of the second special figure fluctuation display game Extract the random number value and compare it with the judgment value stored in ROM111B, and display the second special figure fluctuation A process of judging whether the game is hit or lost is performed.
[0086] And, the CPU111A of the game control device 100, the above-mentioned first special figure fluctuation display game and the second 2 Control signals (production control command, production command) including the judgment result of the special figure fluctuation display game , Output to the production control device 300. And, the special figure 1 pattern display unit 53 of the collective display device 50 After displaying the identification pattern (identification information) in the special figure 2 pattern display unit 54 for a predetermined period of time, it is stopped and displayed. Perform processing to display a special figure variation display game. That is, the game control device 100, Starting winning area of game ball flowing down technique area 32 (starting winning opening 36, normal variable winning device 37) It constitutes game control means for controlling the progress of the variable display game based on the winning of the game.
[0087] In addition, in the effect control device 300, based on the control signal from the game control device 100, display The device 41 performs processing for displaying a decoration special figure variation display game corresponding to the special figure variation display game. now. Furthermore, in the effect control device 300, based on the control signal from the game control device 100 , Controls the setting of the production state, the sound output from the speakers 19a and 19b, and the light emission of various LEDs. processing, etc. That is, the effect control device 300, in the game (variation display game, etc.) It constitutes an effect control means for controlling the related effect.
[0088] Then, the CPU 111A of the game control device 100 hits the big hit as a result of the special figure variation display game. In the case of a small hit, the special result mode or small win Along with displaying the result mode, processing to generate a special game state and a small hit game state That is, a process of executing a special game or a small winning game) is performed. 1st special figure fluctuation display game and 1st 2 Processing to generate a special game state due to the result of the special figure fluctuation display game being a big hit , the CPU 111A, for example, receives a special variable input by the big winning opening solenoid 38b Control to open the opening / closing member 38c of the prize device 38 and enable the inflow of game balls into the big prize winning opening do In this special game state, the CPU 111A, for example, puts a predetermined number (or For example, 9 game balls win, or a predetermined openable time elapses after the opening of the big prize opening One round is to open the big prize mouth until one of the conditions is achieved, and this is A control (cycle game) that continues (repeats) for a predetermined number of rounds is performed. In addition, Figure variation display game (special figure 1 variation display game) or second special figure variation display game (special figure 2 variation In the process of generating a small win game state due to the result of a dynamic display game) becoming a small win In this case, the CPU 111A, for example, uses a special variable winning device by the big winning port solenoid 38b. Open the opening and closing member 38c of the device 38 and control to allow the inflow of game balls into the big winning opening. Do it.
[0089] In addition, the opening and closing operation pattern (opening and closing operation state) of the big winning opening performed in these small winning game states For example, the operation to keep the opening and closing member open for 200 ms at intervals of 1500 ms Do it four times. Thus, the game control device 100, the stop result mode Large winning opening opening / closing control means for controlling opening and closing of the large winning opening when the special result mode is reached to do. Also, if the result of the special figure fluctuation display game is out, the CPU 111A will display all at once. Display the deviation result mode on the special figure 1 symbol display unit 53 and the special figure 2 symbol display unit 54 of the device 50 Take control.
[0090] In addition, the game control device 100 of the first embodiment has probability fluctuations in the special figure fluctuation display game. However, the probability variation may be performed in the figure variation display game. For example, the game control device 100 may play a special game based on the result of the special figure fluctuation display game. After the state ends, a high probability state can be generated as a game state. This high-probability state is , the probability of a winning result in the special figure fluctuation display game is higher than the normal probability state. . Also, which special figure variation display game is the 1st special figure variation display game and the 2nd special figure variation display game? Even if it becomes a high probability state based on the outcome of the game, the first special symbol fluctuation display game and the second Both special figure fluctuation display games are in a high probability state.
[0091] In addition, the game control device 100 controls the special game state based on the result pattern of the special figure fluctuation display game. After the state ends, it is possible to generate a time-saving state (specific game state, general pattern high probability state) as a game state. It has become. In this time-saving state, the probability of a winning result in the normal pattern fluctuation display game (normal pattern Probability) is a high probability (general probability high probability state) that is higher than 0, which is the normal probability (general probability low probability state). It is possible to As a result, when the normal variable winning device 37 is in the normal pattern low probability state, Also, the normal variable prize winning device 37 is controlled so that the opening time per unit time is increased. It has become. Here, the normal variable prize winning device 37 in this embodiment is in the normal gaming state. In this case, the normal figure probability is set to "0" so as not to open the movable member 37b.
[0092] In addition, in the time saving state, the execution time of the normal pattern fluctuation display game (normal pattern fluctuation time) is For example, it is 500 m seconds, and the stop time for the general pattern display game to display the result of the general pattern fluctuation display game is, for example, , 600 m seconds, the normal variable display game becomes a winning result, and the normal variable winning device 37 opens. When released, the opening time of the first winning stop symbol (normal power opening time) and the number of openings (for example, 500m seconds (for example, 1700 msec x 2 times), the opening time of the 3rd hit stop symbol (normal power opening time) and the number of openings ( For example, it can be set to 1700 msec x 3 times).
[0093] In addition, it is recommended to control the normal pattern fluctuation display game and the normal fluctuation winning device 37 to a time-saving operation state. In order to do this, the general map fluctuation display game execution time, general map stop time, the number of times the general power switch is opened, and the general power switch is released. For example, in the time saving state, the above-mentioned normal figure fluctuation display game may be set. The line time (general figure fluctuation time) is controlled so that the second fluctuation display time is shorter than the first fluctuation display time. (for example, 10000 msec is 1000 msec). In addition, the short-time state In , the general pattern stop time for displaying the results of the general pattern variable display game is shorter than the first stop time. It is possible to control the second stop time to be a long time (for example, 1604 msec is 70 msec). 4 ms). In addition, in the time saving state, the normal pattern fluctuation display game will result in a winning result and the normal fluctuation will occur. When the winning device 37 is opened, the opening time (normal power opening time) is set to the normal state (normal power low probability state). It is possible to control the second opening time so that it is longer than the first opening time of the For example, 100ms is 1352ms). In addition, in the time saving state, the normal figure fluctuation display game For one winning result, the number of openings of the normal variable prize winning device 37 (the number of openings of the normal power supply) is the first opening. Set the second release count to be greater (for example, 4 times) than the number of releases (for example, 2 times). Is possible. In addition, in the time saving state, the probability of winning the normal pattern fluctuation display game is The normal probability (normal probability) in normal operation state (normal probability low probability state, for example, 1 / 251) (general high probability state, e.g. 250 / 251) It is possible.
[0094] In the time-saving state, normal map fluctuation time, normal map stop time, normal power open times, normal power open time, normal power By changing one or more of the figure probabilities, the normal variable winning device 37 can be brought into the open state. The time it takes to change the state will be extended longer than usual. In addition, multiple types with different things to change It is also possible to set a similar time-saving state. Also, if you win, the first opening mode and the first Either of the two opening modes may be selected. In this case, the first opening mode and the second opening The selection probabilities of the aspects may be different. In addition, the high probability state and the short time state are independently Both can occur at the same time, or only one can occur. is also possible. In addition, the time saving state is the general power support state (during general power support or power support) can also be called
[0095] Next, the configuration of the batch display device will be explained using FIG. 5. Figure 5 shows the It is a figure showing an example of a batch display device. The batch display device 50 includes a 7-segment LED_d1 7 segment LED_d2 and 16 LEs from LED_d3 to LED_d18 Have D. The batch display device 50 includes 7 segment LED_d1 and 7 segment LED_d 2, and various statuses are displayed depending on the lighting mode of LED_d3 to LED_d18.
[0096] The batch display device 50 includes a 7-segment LED_d1, a 7-segment LED_d2, and Round display by distributing various status display functions from LED_d3 to LED_d18 section 51, special pattern 1 pending display section 52, special pattern 1 pattern display section 53, and special pattern 2 pattern display section 54. , a common pattern symbol display section 55, a common pattern pending display section 56, a status display section 57, and a special pattern 2 pending display section 58. The round display section 51 has four LEDs from LED_d3 to LED_d6. The number of rounds in the special figure game is displayed depending on the lighting mode. Special figure 1 pending display unit 52 , depending on the lighting mode of the two LEDs LED_d11 and LED_d12, the special figure 1 game View the number of pending calls. The special figure 1 pattern display section 53 has 8 L of 7 segment LED_d1. Depending on the lighting mode of the ED (7 segment LEDs and 1 dot LED), one special figure game Display the pattern in. The special figure 2 pattern display section 54 has eight 7-segment LED_d2 Depending on the lighting mode of the LED (7 segment LEDs and 1 dot LED), the special figure 2 game Display the symbols in the game. The general pattern display section 55 has LED_d8, LED_d10, The lighting patterns of the three LEDs LED_d18 and LED_d18 display the symbols in the Fuzu game. Ru. The general figure reservation display section 56 shows the lighting mode of two LEDs, LED_d15 and LED_d16. Displays the number of reservations in the Fuzu game. The status display section 57 is LED_d7, LE Depending on the lighting mode of the three LEDs D_d9 and LED_d17, the special figure game Display the game status. The special figure 2 hold display section 58 has two LED_d13 and LED_d14. The number of reservations in the special map 2 game is displayed depending on the lighting mode of the LED.
[0097] The control of a gaming machine that plays such a game will be explained below. First, the gaming control device The control executed by the gaming microcomputer 111 of 100 will be explained. Maiko for games The control processing by the engine 111 is mainly performed in main processing and at predetermined time intervals (for example, 4 ms). This consists of timer interrupt processing.
[0098] [Main processing] First, the main processing of the gaming control device of the first embodiment will be explained using FIGS. 6 to 10. I will clarify. FIG. 6 is a diagram (part 1) showing a flowchart of the main processing of the first embodiment. Ru. FIG. 7 is a diagram (part 2) showing a flowchart of the main processing of the first embodiment. FIG. 8 is a diagram (Part 3) showing a flowchart of the main processing of the first embodiment. Figure 9 FIG. 4 is a diagram (part 4) showing a flowchart of the main processing of the first embodiment. Figure 10 is , is a diagram (part 5) showing a flowchart of the main processing of the first embodiment.
[0099] Main processing is started by the control unit (gaming microcomputer 111) when the power is turned on. be done. In this main process, first, we recommend disabling interrupts (step S1). This is the start address of the area where register values are saved when an interrupt occurs. Perform stack pointer setting processing (step S2) to set a certain stack pointer . Next, specify register bank 0 (step S3) and select a predetermined register (for example, D register). The upper address of the RAM start address is set in the RAM start address (step S4). RAM11 The address range of 1C is 0000h~01FFh, with 00h or 01h as the upper part. Ru. In step S4, 00h at the beginning of the address range of RAM111C is set. to
[0100] Next, a firing stop signal is output and the firing permission signal is set to a prohibited state (step S5). . The firing permission signal indicates that at least one of the game control device 100 and the payout control device 200 has stopped firing. If a stop signal is being output, it will be set to a prohibited state and the firing of game balls will be prohibited. ing.
[0101] After that, the state of input port 1 (first input port 122) is set to the first register (for example, B register). register) (step S6), then input port 3 (third input port 124). The state is read into a second register (for example, C register) (step S7).
[0102] Here, mask the specified bit of the first register and clear the other bits (step S8). For example, the B register corresponding to the detection signal from RAM initialization switch 112 Keep only the 2nd bit of Rear. Then, mask the specified bit of the second register and clear the other bits. (Step S9). For example, the C register corresponding to the detection signal from setting key switch 127 Only the 4th bit of the star is retained, and the 0th to 3rd bits and the 5th to 7th bits are retained. Clear.
[0103] The information in the first register is integrated into the second register, and the information held in the second register is transferred to RAM1. It is retained as reference information that does not rely on 11C (step S10). For example, B Regis 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 "00000000B" in the status reference register (C register) is the 0th bit. bit, the 1st bit, the 3rd bit, the 5th bit to the 7th bit are cleared and are “0”. , the second bit is "0", which corresponds to the ON detection signal from the RAM initialization switch 112. , the fourth bit is "0" corresponding to the detection signal on from the setting key switch 127. indicates In other words, the value "00000000B" of the status reference register is Setting change when switch 112 is on (ON) and setting key switch 127 is on (ON) Indicates the update status.
[0105] Also, the value "00010000B" of the status reference register is the 0th bit and 1st bit, The 3rd bit, 5th bit to 7th bit are cleared and are '0', and the 2nd bit is RA It is "0" corresponding to the detection signal on from the M initialization switch 112, and the 4th bit is set. It indicates that the detection signal from the key switch 127 is "1" corresponding to OFF. That is, The value “00010000B” of the status reference register indicates that the RAM initialization switch 112 is on. (ON) and setting key switch 127 is OFF (OFF). .
[0106] In addition, the value "00000100B" of the status reference register is the 0th bit and 1st bit, The 3rd bit, 5th bit to 7th bit are cleared and are '0', and the 2nd bit is RA "1" corresponding to detection signal off from M initialization switch 112, bit 4 is set Indicates that the detection signal from the key switch 127 is "0", which corresponds to the ON state. That is, The status reference register value “00000100B” indicates that the RAM initialization switch 112 is off. (OFF) and the setting key switch 127 is ON (ON).
[0107] In addition, the value "00010100B" of the status reference register is the 0th bit and 1st bit, The 3rd bit, 5th bit to 7th bit are cleared and are '0', and the 2nd bit is RA "1" corresponding to detection signal off from M initialization switch 112, bit 4 is set It indicates that the detection signal from the key switch 127 is "1" corresponding to OFF. That is, The value of the status reference register "00010100B" means that the RAM initialization switch 112 is off. (OFF) and the setting key switch 127 is off (OFF) (recovery from power failure) state indicates
[0108] As a result, the detection signal from the RAM initialization switch 112 and the setting key switch 127 These detection signals are held in the C register. Note that the detection from the RAM initialization switch 112 The storage position (second bit) in the B register of the output signal and the detection from the setting key switch 127 Since the storage position (4th bit) in the C register of the output signal is different, the B register and C register The detection signal from the RAM initialization switch 112 and the setting key switch are also determined by the OR of the registers. The detection signal from chi 127 is not lost and preserved.
[0109] Thereafter, a process of setting a power-on delay timer is performed (step S11). this In the process, by setting a predetermined initial value, from the game control device 100 forming the main control means Slave control means (for example, payout control device 200 and Standby for waiting for the program of the slave control device such as the production control device 300 to start normally A time (for example, 3 seconds) is set. As a result, when the power is turned on, the game control device 10 0 starts up first and sends a command to the slave control means before the slave control means starts up. , it is possible to prevent the slave control means from failing to receive commands. In other words, the gaming control device When the power is turned on, the device 100 delays the activation of the main control means and waits for the activation of the slave control means. A standby means is configured to set a predetermined standby time.
[0110] In addition, the power-on delay timer is used to determine the validity of data held in the RAM area ( Storage areas that are not subject to checksum calculation (RAM areas or records that are not subject to validity judgment) register, etc.). This allows you to check the checksum etc. of the RAM area. When calculating data, it is not necessary to exclude some RAM areas, so when the power is turned on control can be prevented from becoming complicated.
[0111] Note that the detection signal of the RAM initialization switch 112 is stored in the second register (C register). However, by being saved before the start of the wait time, RAM initialization The operation of the switch 112 can be reliably saved. In other words, RAM initialization after the waiting time has elapsed. If you read the status of switch 112, it will wait for the wait time to elapse before loading the RAM initialization. RAM initialization switch 112 or RAM initialization switch from power on to elapse of standby time. It is necessary to continue operating 112. However, reading the state before the wait time starts This allows you to perform operations immediately after turning on the power without having to perform such troublesome operations. , and the initialization operation performed when the power is turned on will not be accepted. situation can be prevented.
[0112] In addition, the detection signal of the setting key switch 127 is stored in the second register (C register). However, the setting key switch is saved before the start of the waiting time. 127 operations can be reliably detected. That is, after the waiting time has elapsed, the setting key switch 12 If you load the state of 7, wait for the waiting time to elapse and then press the setting key switch 127. or continued to operate the setting key switch 127 from the time the power was turned on until the standby time elapsed. need to However, reading the state before the start of the wait time avoids this annoyance. Even if you do not perform a new operation, it will be detected if you perform an operation immediately after turning on the power. settings change operation or setting confirmation operation performed when the power is turned on will not be accepted. situation can be prevented.
[0113] Next, processing for setting a power-on delay timer (for example, approximately 3 seconds) (step S11) ), the process of measuring the standby time and monitoring the occurrence of a power outage during the standby time ( Steps S12 to S16) are performed. First, the power outage that is input from the power supply 400 The number of times the supervisory signal is read and checked via the port and data bus (e.g. twice) ) (step S12), and determines whether the power outage monitoring signal is on (step S12). Step S13).
[0114] If the power outage monitoring signal is on (step S13; Y), the Determine whether the power outage monitoring signal continues to be on for the number of checks (step S1 Four). If the power failure monitoring signal does not remain on for the number of checks (step S14;N) is returned to the determination whether the power outage monitoring signal is on (step S13) . In addition, if the power outage monitoring signal continues to be on for the number of checks (step S14; Y), that is, if it is determined that a power outage has occurred, the power to the gaming machine 10 is cut off. wait for. In this way, a power outage occurs if the power outage monitoring signal continues to be received for a predetermined period of time. By determining that the be able to appropriately deal with problems that occur.
[0115] That is, the game control device 100, power failure to monitor the occurrence of power failure in a predetermined standby time form a means of monitoring. As a result, the activation of the game control device 100, which constitutes the main control means, is delayed. It is possible to respond to power outages that occur during the can be dealt with appropriately. In addition, access to RAM111C will not be possible until the end of the standby time. is not allowed, and the memory contents from the previous power-off are retained. When a power outage occurs here, there is no need to perform backup processing or the like. Therefore, when waiting Even if a power outage occurs in between, there is no need to back up the RAM111C, reducing the burden on control. can be mitigated.
[0116] On the other hand, if the power outage monitoring signal is not on (step S13; N), that is, a power outage occurs. If not, update the power-on delay timer by "-1" (step S15), and It is determined whether the current value is "0" (step S16). If the timer value is not 0, (Step S16; N), that is, if the standby time has not ended, the power outage monitoring signal is The process returns to the process of setting the number of times of checking (step S12). Also, the timer value is "0". ” (step S16; Y), that is, when the waiting time has ended, RAM11 Access permission for RWM (Read Write Memory) that can read and write such as 1C and EEPROM. Enable (step S17) and output off data to all output ports (set to no output state) (Step S18).
[0117] Next, the serial port (a port pre-installed on the gaming microcontroller 111), (Used for communication with the production control device 300 and payout control device 200) (Step S19 ).
[0118] In step S20, a timer interrupt in the gaming microcomputer 111 (clock generator) The process starts the CTC circuit that generates the random number update trigger signal (CTC) and the random number update trigger signal (CTC). Now.
[0119] In step S21, processing is performed to set a RAM abnormality flag. Please note that RAM The normal flag setting is temporary and will be performed later to check for RAM abnormalities. can be updated in
[0120] In step S22, the value of power failure test area 1 in RWM is determined as a normal power failure test area check data. It is determined whether the data is 1 (for example, 5Ah). If the value of power failure inspection area 1 is normal (Step S22; Y), Check the power failure test area where the value of power failure test area 2 in RWM is normal. It is determined whether the data is 2 (for example, A5h) (step S23), and the power failure inspection area 2 is determined. If the value is normal (step S23; Y), calculate the checksum of the specified area in RWM. A checksum calculation process (step S24) is performed.
[0121] In addition, in the checksum calculation process, data in the work area for game control and work for status display The sum of the data in the area may be calculated as a checksum, or the work for game control The checksum is calculated separately from the data in the area and the data in the work area for status display. Alternatively, the checksum may be calculated only from the data in the game control work area. play The work area for technique control is a work area used for game control among the storage areas in RWM. be. The work area for status display is the work area used for status display within the storage area in RWM. This is a field of business.
[0122] Next, check whether the checksum calculated in step S24 and the checksum at the time of power failure match. It is determined whether or not (step S25), and it is determined that the checksum matches (is normal) If (step S25; Y), the RAM error flag provisionally set in step S21 is cleared (step S26).
[0123] If it is determined that the checksums do not match (not normal) (step S25; N) passes step S26 and proceeds to step S27, so that in step S21 The temporarily set RAM error flag becomes deterministic. The check data in the blackout inspection area is If it is determined that the data is not normal (step S22; N or step S23; N) Also, by passing step S26 and proceeding to step S27, the temporary The RAM error flag that was set is now deterministic.
[0124] In step S27, the setting key switch 12 is set by referring to the second register (C register). 7 is on and the detection signal of RAM initialization switch 112 is on. Set. 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 advances to step S33 and the detection signal of the setting key switch 127 is turned on. If the signal is on and the detection signal of the RAM initialization switch 112 is not on, step S Proceed to 28.
[0125] Note that the gaming control device 100 uses the detection signal of the setting key switch 127 and the RAM initialization switch. Since the detection signal of switch 112 is held in the second register (C register), the setting key The detection signal of switch 127 and the detection signal of RAM initialization switch 112 can be determined simultaneously. can be In addition, the gaming control device 100 uses the detection signal of the setting key switch 127 and the RAM Since the detection signal of the initialization switch 112 is held in the second register (C register), Setting key switch 127 detection signal and RAM initialization before RAM validity determination The detection signal of the switch 112 can be used as a determination target.
[0126] In step S28, the control unit determines whether or not the RAM abnormality flag is ON. The control part is , if the RAM abnormality flag is on (i.e., the RAM abnormality flag is set If the RAM error flag is not on (in other words, if the RAM If the abnormality flag is cleared), the process advances to step S29.
[0127] In step S29, the control unit determines whether or not the setting change mode flag is on. system If the setting change mode flag is on, the control section proceeds to step S48 and enters the setting change mode. If the loading flag is not on, the process advances to step S30.
[0128] Steps S30 to S32 are performed when a RAM error occurs or when the power is cut off during settings. This process is executed when the computer is rebooted without clearing the RAM. Step S3 At 0, the control unit transmits a main abnormal error notification command to the production control device 300. As a result, the production control device 300 controls the production system corresponding to the main abnormal error notification command. I will carry out your duties. For example, the production control device 300 receives a main abnormal error notification command. and display a message on the display device 41 to guide rebooting with RAM clearing. , and output sound from the speakers 19a and 19b. In addition, the production control device 300 The frame decoration device 18, the board decoration device 46, and the board presentation device 44 notifies the main abnormal error.
[0129] In step S31, the control unit transmits the 7-segment display data when the game is stopped to the performance display device 135. Output to. At this time, the control unit displays a screen corresponding to the main abnormal error on the performance display device 135. Status can be displayed. The control unit also confirms the 7-segment display data when the game is stopped. It is output to the rate setting value display device 136. At this time, the control unit displays the probability setting value display device 136. It is possible to display numbers and characters that are not included in the probability settings. In addition, the control unit controls L when the game is stopped. 7 segment display data including ED display data may be output to the batch display device 50. . At this time, the control unit may turn off or turn on all the lights of the collective display device 50.
[0130] In step S32, the control unit transmits the on-data of the security signal to the external information terminal board 71. Output from. At this time, the control unit outputs other signals output from the external information terminal board 71. Turn off force data. The control unit repeatedly executes step S31 and step S32. and wait for the power to be turned off. In other words, the gaming machine 10 is connected to the external information terminal board until the power is turned off. Outputs a security signal from 71. In addition, while the gaming machine 10 waits for the power to be shut off, No signals other than security signals are output from the external information terminal board 71.
[0131] Note that the control unit repeatedly executes steps S31 and S32 until waiting for the power to be shut off. RAM access is not prohibited in the line. As a result, the gaming machine 10 When n-Maskable Interrupt) occurs, the return address can be stored in RAM and the program can be destroyed. Reduces the danger of running. In this way, the control unit performs step S31 until waiting for power cutoff. The contents of RAM stored during the repeated execution of step S32 are protected by prohibiting access to RAM. However, since clearing the RAM upon restart is a condition for starting game control, the memory contents of the RAM limits the risk of not being protected. In other words, the gaming machine 10 has the memory contents of the RAM Obtain the effect of reducing the risk of program runaway while limiting unprotected risks. . In addition, the control unit repeatedly executes step S31 and step S32 until the power is turned off. By not prohibiting RAM access in the row, step S31 and step S32 It is possible to improve program efficiency by making subroutines callable.
[0132] Steps S33 to S36 are processes related to setting change preparation, and step S 27, the detection signal of the setting key switch 127 is on and the RAM initialization switch 11 is on. This process is executed when the detection signal No. 2 is on.
[0133] In step S33, the control unit determines whether the RAM abnormality flag is on. The control part is , if the RAM error flag is on, the process advances to step S34, and the RAM error flag is on. If not, the process advances to step S35.
[0134] In step S34, the control unit clears the set value because the RAM error flag is on. a. Note that the setting value can also be cleared by setting an invalid value as the setting value. Alternatively, it is also possible to set the most disadvantageous value for the player from the perspective of fraud prevention. .
[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 or not the gaming machine 10 is changing settings. The settings change mode flag is set when the settings are being changed, and the settings change mode flag is set when the settings are not being changed. The constant change mode flag is cleared (reset).
[0136] In step S36, the control unit sends the command during the setting change to the production control device 300. be. As a result, the production control device 300 recommends production control corresponding to the command whose settings are being changed. Do it. For example, the production control device 300 receives a command to change the settings, and Display a message on the display device 41 to inform you that the I want to output sound from 9b. In addition, the production control device 300 receives commands during setting changes. The frame decoration device 18, board decoration device 46, and board presentation device 44 indicate that settings are being changed. Notification will be made.
[0137] Step S37 is performed after setting change preparation (step S33 to step S36) or This is a process executed after setting confirmation preparation (step S49, step S50). Step In step S37, the control unit sets the security signal control timer to 128ms. to this Therefore, the gaming machine 10 will operate at least until the security signal control timer times out. During this period, a security signal is output.
[0138] Steps S38 to S40 wait for the completion of setting changes or wait for the completion of setting confirmation. This is a process related to The gaming machine 10 outputs and sets the security signal in step S37. Execution of processing related to waiting for the completion of setting changes or waiting for the completion of setting confirmation can be excluded by This makes it possible to understand from the department.
[0139] After enabling the interrupt (step S38), the control unit refers to the second register (C register). and determines whether the detection signal of the setting key switch 127 is off (step S 39). The control unit performs step S5 when the detection signal of the setting key switch 127 is off. Proceed to step S40 if the detection signal of the setting key switch 127 is not off. .
[0140] In step S40, the control unit determines whether a power outage has occurred. In addition, the control unit is The occurrence of a power outage can be determined by continuously detecting the power outage monitoring signal for a predetermined period of time. The control part is , if a power outage has occurred, proceed to step S41; if no power outage has occurred, proceed to step S41. Proceed to 39. In other words, the control unit, with interrupts enabled in step S38, Until then, it will wait for the setting key to be turned off.
[0141] When the control unit determines that a power outage has occurred, the control unit performs processing to prohibit interrupts (step S4). 1), a process of outputting OFF data to all output ports (step S42) is performed. After that, save the power failure inspection area check data 1 in the power failure inspection area 1 (step S43). ), and the power failure inspection area check data 2 is saved in the power failure inspection area 2 (step S44). Furthermore, checksum calculation processing (step S45), the process of saving the calculated checksum in the checksum area (step S46 ), and then perform processing to prohibit access to the RAM (step S47). Then, wait until the game machine is turned off. In this way, the check data is displayed in the blackout inspection area. is saved, and by calculating the checksum when the power is turned off, Whether or not the information stored in the RWM is correctly backed up is determined when the power is turned on again. can be specified.
[0142] In step S48, it is determined that the setting change mode flag is on in step S29. Executed when At step S48, the control unit refers to the second register (C register). Then, it is determined whether or not the detection signal of the setting key switch 127 is on. The control section is If the detection signal of the setting key switch 127 is ON, the process proceeds to step S49, and the setting key If the detection signal of switch 127 is not on, the process proceeds to step S51.
[0143] Steps S49 and S50 are processes related to setting confirmation preparation. Step S4 At 9, the control unit performs processing for setting a setting confirmation mode flag. Setting confirmation mode The current flag is a flag indicating whether or not the gaming machine 10 is checking the settings, and is currently checking the settings. The in-configuration confirmation mode flag is set when the setting confirmation mode is set, and the configuration confirmation mode is set when the configuration confirmation mode is not in progress. The flag is cleared (reset). In step S50, the control unit controls the frame whose settings are being checked. and sends the command to the production control device 300. As a result, the production control device 300 is checking the settings. Performs production control corresponding to commands. For example, the production control device 300 can check settings. A message is displayed on the display device 41 informing that the command is received and the settings are being confirmed. Display or output sound from speakers 19a and 19b. In addition, the production control device 3 00 receives the command that is checking the settings and starts the frame decoration device 18, board decoration device 46, and board decoration. 44 notifies that the settings are being confirmed. After this, the control section proceeds to step S37. nothing.
[0144] On the other hand, the control unit determines that the detection signal of the setting key switch 127 is on in step S48. If it is determined that there is no one, step S51 is executed. In step S51, the control section 2 register (C register) and confirm that the detection signal of RAM initialization switch 112 is on. Determine whether or not there is The control unit detects that 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. Then proceed to step S58. In other words, the gaming machine 10 operates when the RAM initialization switch 112 is pressed. Upon detection of startup with an operation, processing related to RAM initialization (RAM clear) is executed, and R Startup detection without pressing the AM initialization switch 112 enables processing related to power outage recovery. Proceed to execution.
[0145] Next, the processing related to RAM initialization performed after step S52 will be explained. R In processing related to AM initialization, the control unit clears the RAM area other than the set value to 0 (zero clear). a) (step S52), and save the initial value at the time of RAM initialization in the area to be initialized ( Step S53). For example, the control unit uses the RAM clock as the start address when clearing RAM. Set the rear start address 2 and access the RWM (for example RAM111C) storage area (access The data of the area to be cleared (work area for game control) of the area (excluding prohibited areas) Clear to zero.
[0146] Note that the setting change mode flag and setting confirmation mode flag are Since it is included in the data, it is cleared by zero clearing the data in the area to be cleared. .
[0147] In step S54, the control unit sends a command for RAM initialization to the production control device 300. believe As a result, the effect control device 300 controls the effect corresponding to the command at the time of RAM initialization. Take control. For example, the production control device 300 receives a command when initializing RAM. to display a message on the display device 41 informing that the RAM has been initialized, or to Sound may be output from the speakers 19a and 19b. In addition, the production control device 300 is RAM's first Upon receiving the initialization command, the frame decoration device 18 and board decoration device 4 confirm that the RAM has been initialized. 6. Notification is made by the board presentation device 44.
[0148] The control unit also performs processing related to waiting for the completion of setting changes or waiting for the completion of setting confirmation (step After steps S38 to S40) are executed, the detection signal of the setting key switch 127 is turned off. If something is detected, step S55 is executed. The control unit disables interrupts (steps Step S55), a command to end the notification is sent to the production control device 300 (Step S55). 56).
[0149] As a result, the production control device 300 changes the setting that was started by receiving the command during the setting change. Setting confirmation started by notification that a change is being made or by receiving a setting confirmation command. Ends the notification that it is inside.
[0150] Next, the control unit refers to the setting change mode flag to determine whether the setting change mode is in progress. is determined (step S57). When the control unit is in the setting change mode, the control unit performs step S5. Proceed to step 2 and perform processing related to RAM initialization. Meanwhile, the control unit is in setting change mode. If not, the process advances to step S58, and processing related to power outage recovery is executed.
[0151] In step S58, the control unit executes power failure recovery processing. Power outage recovery processing starts with initialization. Save the initial value at the time of power outage recovery in the desired area and refer to the special map status to make the special map game more accurate. It is determined whether the special game is in high probability or not, and if the special drawing game is in high probability, it is set in the high probability notification flag area. Processing to save on information and save on data of high probability notification LED in segment area including.
[0152] The areas to be initialized in the power outage recovery process are the power outage inspection area and checksum area. , settings change mode flag, settings confirmation mode flag, and areas related to error / unauthorized monitoring It is. In addition, in the power outage recovery process, it is determined whether the payout control device 200 is in a state where it can accept commands. Clears the busy signal status area that stores the state of the payout busy signal, which is a signal indicating whether The state of the payout busy signal is set to an undetermined state indicating that the state of the payout busy signal has not been determined. Similarly, tap The touch switch signal status monitoring area that memorizes the state of the touch switch signal is also cleared and This is an undefined state indicating that the state of the switch signal has not been determined.
[0153] Next, the control unit sends a power outage recovery command corresponding to the special game processing number to the production control board. (Production control device 300) (step S59), and proceed to step S60. In addition, In step S59, the model specification command, special figure 1 reservation number command, special figure 2 reservation number command, Multiple commands such as probability information command, probability setting value information command, screen specification command, etc. Send. Depending on the model, in addition to these commands, information on the number of performances or high probability reproduction may also be sent. Send number information. In addition, the command specified on the screen is the special figure 1 variable display game and the special figure 2 variable display game. The control status of the displayed game is normal processing (fluctuating, jackpot (first special game state), If you are in a small winning state (none of the 2nd special game states), there will be a customer waiting demonstration. This is a command to display the screen, otherwise it commands the display of the recovery screen. This is a command.
[0154] In step S60, the control unit performs a process of activating and setting the random number generation circuit. after that , extracts the value of a predetermined register (soft random number registers 1 to n) in the random number generation circuit when the power is turned on. , corresponding various initial random numbers (jackpot design initial value random number, small winning design initial value random number, Initial value (initial value random number, winning pattern initial value random number) as the initial value (start value) Save to a predetermined area of RWM After interrupting (step S61), interrupts are permitted (step S62).
[0155] Subsequently, the control unit updates the values of various initial random numbers to break the regularity of the random numbers. A number update process (step S63) is performed. This initial random number update process updates each initial random number to For example, it is a process of updating (incrementing) by "+1" respectively. In this way, the gaming machine 10, by continuing to update the initial random number as long as time permits in the main process Randomness can be enhanced.
[0156] Here, the control unit once prohibits interrupts (step S64), and starts the performance display editing process. Execute (step S65), and allow interrupts (step S65) after executing the performance display editing process S66). Performance display editing processing is processing related to base calculation and display. The control unit is Since the processing load of function display editing processing is relatively high, interrupts are prohibited to lead to faster processing results. We are trying to get out. As a result, the game state of the gaming machine 10 is updated by the timer interrupt. Until then, the processing results of the performance display editing process can be derived.
[0157] In step S67, the control unit determines whether or not a power failure has occurred. In addition, the control unit Occurrence of a power failure can be determined by continuously detecting the power failure monitoring signal for a predetermined period of time. the control unit , if a power failure occurs, proceed to step S41; if no power failure has occurred, proceed to step S Proceed to 63.
[0158] In other words, the control unit performs steps from step S63 to step S67 unless a power outage occurs. Repeat the process. In detail, the control unit will perform the initial Repeats value random number update processing, performance display editing processing, and power outage monitoring signal check (loop processing) Let's do it.
[0159] Then, before the initial value random number update process (step S63), interrupts are enabled (step S63). 66) If a timer interrupt occurs during initial value random number update processing, interrupt processing will be prioritized. The timer interrupt is now executed first, and the timer interrupt is no longer forced to wait for the initial value random number update process. It is possible to avoid stress on interrupt processing due to this.
[0160] Similarly, interrupts are prohibited (step S6) before performance display editing processing (step S65). 4) As a result, performance display editing processing is executed with priority over timer interrupts. It is possible to avoid stressing the performance display editing process.
[0161] From the above, it is clear that the main control means (game control device 100) that centrally controls the games and the main control means (game control device 100) A slave control means (dispensing control device 200, In a gaming machine equipped with a production control device 300, etc., the main control means is and sets a predetermined waiting time for delaying the activation of the main control means and waiting for the activation of the slave control means. a standby means (gaming control device 100) to monitor the occurrence of a power outage during the predetermined standby time. This includes a power outage monitoring means (gaming control device 100) to monitor the game.
[0162] The power supply device 400 is also equipped with a power supply device 400 that supplies power to various devices. It is configured to output a power outage monitoring signal when the occurrence of a power outage monitoring means (game control The device 100) determines that a power outage has occurred if it continues to receive power outage monitoring signals for a predetermined period of time. This means that we are trying to make a judgment.
[0163] In addition, the main control means (gaming control device 100) has a RAM 111C that can store data, Initialization operation section (RAM initialization switch 112) that can be operated from outside and initialization operation section Initialization means that initializes the data stored in RAM111C based on the operation of (gaming control device 100), and the operation state of the initialization operation section is adjusted before the start of the standby time. This means that it will be loaded.
[0164] Note that the gaming control device 100 performs initialization processing (first initialization processing) when data is abnormal. A function that executes the initialization process (second initialization process) separately from the initialization process (first initialization process) during the initialization operation. stage, second initialization means), optimal and efficient initialization processing can be carried out depending on the situation. can be expressed.
[0165] In addition, the main control means (gaming control device 100) has a RAM 111C that can store data, Setting operation section that can be operated externally (setting value change switch 126, setting key switch 12) 7), the setting value stored in RAM111C is changed based on the operation of the setting operation section. If it is possible to change the setting by having a setting change means (game control device 100) to change Also, the setting (setting value) can be confirmed by providing the setting display unit (probability setting value display device 136). It is made into Noh. In addition, the main control means (game control device 100), RAM after the elapse of the standby time It means that access to 111C is permitted.
[0166] In addition, the main control means (game control device 100) access to the RAM (RAM111C) (step S47) and waits for the execution of all processes to stop. loop after step S47) and access to RAM (RAM111C) is permitted (step S47). RAM error standby processing (step S17) that waits for the execution of all processing to stop (step S17) (step S31, loop of step S32) and are made executable.
[0167] Here, the standby process when a power outage occurs and the standby process when a RAM abnormality occurs will be explained. Waiting for power outage Machine processing is executed after access to RAM is prohibited in step S47 of the main processing. It is a loop process that waits for the execution of all processes to stop. Also, the standby process at the time of power failure is , is executed after interrupts are disabled in step S41 of the main processing. Non-intrusive interrupts (timer interrupts) are disabled. In addition, the standby processing at the time of power failure is NMI NMI interrupts can occur because interrupts cannot be disabled for interrupts. Ta However, since the power failure standby process is a process that is executed when a power failure occurs, The risk of an NMI interrupt occurring during execution is small. In addition, standby processing at the time of power failure It is a waiting process without As a result, the gaming machine 10 can process power failure until the power is shut off. can be directed to Note that the gaming machine 10 does not access the RAM during standby processing when a power failure occurs. By prohibiting access, it reduces the risk of RAM storage contents being changed due to unstable voltage. there is
[0168] The standby processing for RAM failure is performed by accessing the RAM (RWM) in step S17 of the main processing. This is a loop process that is executed after the access is granted and waits for all processes to stop executing. In addition, the RAM error standby process is executed after interrupts are disabled in step S1 of the main process. interrupts other than NMI interrupts (timer interrupts) are disabled. It should be noted that NMI interrupts cannot be disabled in standby processing when power is generated. An MI interrupt can occur. Because the RAM error standby process is a process that waits for the power to be cut off, , the risk of an NMI interrupt occurring during execution of the relevant processing is greater than in standby processing at power failure occurrence. However, RAM error standby processing does not access RAM even if an NMI interrupt occurs. is enabled, the return address can be stored in RAM, and an NMI interrupt occurs The risk of program runaway due to In addition, the gaming machine 10, in step S30, Since the command of in abnormal error notification is sent to the production control device 300, when the RAM is abnormal During the execution of the standby process, the abnormality notification by the effect control device 300 can be performed in parallel. be. As a result, the gaming machine 10 can be expected to restart quickly.
[0169] [Timer interrupt processing] Next, the timer interrupt processing of the game control device 100 will be explained using FIG. Figure 1 1 is a diagram showing a flowchart of timer interrupt processing according to the first embodiment; FIG. this timer Interrupt processing is performed in the main processing described above, from when interrupts are enabled to when interrupts are disabled. between (from step S38 to step S41, from step S38 to step S55) , from step S66 to step S64 and from step S66 to step S41) This is the interrupt processing that occurs in Timer interrupt processing is processing executed by CPU 111A. .
[0170] Timer interrupt processing is based on periodic timers generated by the CTC circuit in the clock generator. It is started when the main interrupt signal is input to the CPU 111A. gaming microcomputer 111 When a timer interrupt occurs, the interrupt is automatically disabled and timer interrupt processing is disabled. processing begins.
[0171] When timer interrupt processing is started, first, register bank 1 is specified (step S7 1). By switching to register bank 1, a predetermined register (for example, Register saving process to move the value held in the register used) to RWM will be equivalent to Next, write the RAM start address to a specified register (for example, D register). is set (step S72). In step S72, the main processing The same processing as in step S4 is performed, but the register bank is different.
[0172] Next, input from various sensors and switches, capture of signals, that is, each input port Input processing (step S73) for reading the state of is performed. In step S74, the control unit refers to the setting change mode flag and the setting confirmation mode flag, and or whether it is in the setting confirmation mode. The control unit is in the setting change mode or setting If it is in confirmation mode, the process advances to step S75, setting change / confirmation processing is executed, and timer End interrupt processing. On the other hand, the control unit If there is no deviation, the process proceeds to step S76.
[0173] At step S76, the control unit controls the output data set in various processes to Driving actuators such as noids (large winning opening solenoid 38b, general electric solenoid 37c) Executes output processing for control and the like.
[0174] It should be noted that when the firing stop signal is output in step S5 in the main processing, this output processing is performed, a launch permission signal is output, and the launch permission signal can be set to the permission state state. This launch permission signal is output to the launch control device via the payout control device . At that time, signal processing and the like are not performed. In addition, the launch permission signal, the game control device 1 00 is the first signal that indicates the state of permission to fire as seen from 00, and the A second signal indicating the permission status (fire permission signal) is also generated within the payout control device 200, Output to the control device. In other words, two launch clearance signals are output to the launch control device, When both are permitted to be fired, the game ball is configured to be in a state where it can be fired. ing.
[0175] Next, the control unit sends commands set in the transmission buffer in various processes to the payout control device 20. Payout command transmission processing to output to 0 (step S77), random number update processing 1 (step S7 8), Random number update process 2 (step S79) is executed. Here, the random number update process 1 is the initial Big hit pattern random numbers, small hit pattern random numbers, hit random numbers, hit figures that are subject to value random number update processing This is a process for updating the initial value (start value) of pattern random numbers. Also, random number update process 2 is Fluctuation pattern randomness for determining the fluctuation pattern in the fluctuation display game of special figure 1 and special figure 2 This is the process of updating the number. In addition to random number update processing 1 or random number update processing 1, In update process 2, you can stop updating the random numbers while changing the settings or change the update cycle. stomach.
[0176] Next, the control unit controls the starting port 1 switch 36a, the starting port 2 switch 37a, the normal gate switch switch 34a, winning slot switch 35a, big winning slot switch 38a, specific area switch 38 Monitoring of whether there is a normal signal input from e and monitoring of errors (front frame and glass frame open) etc.) to perform winning mouth switch / status monitoring processing (step S80) Now. In addition, a starter that monitors the winning of the starter 1 switch 36a and the starter 2 switch 37a A mouth switch monitoring process (step S81) is performed. In addition, in the starting port switch monitoring process , the starting winning opening 36 that forms the first starting winning opening, or the normal variable winning opening that forms the second starting winning opening When a game ball wins a prize on the table 37, various random numbers (such as a jackpot random number) are extracted and a special change is made. Preliminary game results that determine in advance the game result based on the winning at the stage before the start of the display game make a judgment.
[0177] Next, the control unit performs special figure 1 game processing (special figure 1 game processing) that performs processing related to the special figure 1 fluctuation display game. Step S82), special figure 2 game processing (step Step S83) is followed by 2-game processing (step S83) for performing processing related to so-called 2-game games. Step S830) is executed, and then the normal map game that performs processing related to the normal map fluctuation display game system processing (step S84).
[0178] Next, it is provided in the gaming machine 10 to display various information related to the display of the special figure variation display game and the game. segment LED (for example, the LE of the special figure 1 symbol display unit 53 of the batch display device 50 D) segment LED editing process (step S85) to drive to display the desired content ), the detection signal from the magnetic sensor 61 is checked to determine whether there is an abnormality. In the magnet fraud monitoring process (step S86), the detection signal from the board radio wave sensor 62 is checked. Perform board radio wave fraud monitoring processing (step S87) to determine whether there is any abnormality. . Next, an external information editing process sets the signals to be output to various external devices in the output buffer. (step S88), performance display device control processing (step S89), and timer control processing (step S88). End interrupt processing.
[0179] Here, in the first embodiment, processing for restoring the interrupt disabled state (that is, interrupts are enabled) is performed. processing to restore register bank specification (i.e., processing to restore register bank 0) and processing to restore register bank specification (i.e., Specified processing) is automatically performed upon interrupt return (at the end of timer interrupt processing). be exposed. Depending on the CPU used, processing to restore the interrupt disabled state or register buffer may be required. Some gaming machines require a command to execute processing to restore the link designation.
[0180] [Main processing] Next, the main processing of the production control device 300 will be explained using FIG. 12. Figure 12 shows the first It is a diagram showing a flowchart of main processing in the production control device of the embodiment.
[0181] The main process is to control the performance control device 300 when power supply to the pachinko machine 1 is started. This is a process executed by the CPU 311. [Step D11] The control unit prohibits interrupts.
[0182] [Step D12] The control unit initializes the CPU 311. [Step D13] The control unit initializes the VDP 312. [Step D14] The control unit allows interrupts.
[0183] [Step D15] The control unit permits generation of display data. That is, the control unit The display circuit (not shown) in the DP312 accesses the VRAM (not shown) in the VDP312. permission to run the process and generate display data.
[0184] [Step D16] The control unit sets a random number seed. This is for example the srand function This is a process of setting a pseudo-random number generation sequence using numbers. Here, the control unit uses the srand function A fixed value such as 0 (zero) may be used as an argument for the number, or it may differ for each game machine. A value created based on the ID value of the CPU, etc., may also be used.
[0185] [Step D17] control unit, the RWM of the production control device 300 (for example, RAM322) Area to be initialized in (for example, production flag area (control of the production control device 300 The initial value at power-on is set in the storage area)) used as various flags in the control processing, which will be described later. save.
[0186] [Step D18] The controller clears the WDT (watchdog timer). [Step D19] The control section executes effect button input processing. Production button input processing , Performs editing when the effect button 25 (effect button switch 25a) is operated when enabled. It is a process. In addition, since the production button does not turn on and off at high speed, the control unit The process of sensing the input of may be performed in the effect button input process, or a short It may be done within a periodic timer interrupt.
[0187] [Step D20] The control unit executes hall / player setting mode processing. hall play The technician setting mode processing includes setting the changeable range of the brightness of the LED and the display device 41, volume, etc., This is a process for accepting operations such as changing the brightness and volume of the LEDs and display device 41 by the player. .
[0188] [Step D21] The control unit executes random number update processing. The random number update process is, for example, r Update the pseudo-random numbers at least once every control cycle of the main process using the and function. It is a process. The rand function uses the specified generated sequence every time it is recalculated. The controller generates random numbers by simply executing the rand function. Ru. In addition, a counter that increments by "1" like the main board (gaming control device 100) may be used as random numbers.
[0189] [Step D22] The control unit executes received command check processing. receive command line The check process is a process that analyzes the commands received from the gaming control device 100 in units of a predetermined number. be.
[0190] [Step D23] The control unit executes effect display editing processing. The production display editing process is V Various commands and their parameters for instructing the DP312 to draw content on the display device 41 This is the processing for setting the . For example, the control unit may issue commands in production display editing processing. are set in a table.
[0191] [Step D24] The control unit executes drawing command preparation completion setting. Draw command standards The preparation termination setting prepares all commands to VDP312 that are set in the production display editing process. This is the process of setting that the process has ended.
[0192] [Step D25] The control unit determines whether or not it is frame switching timing, and If it is frame switching timing, proceed to step D26, and if it is not frame switching timing, proceed to step D26. Wait for frame switching timing. Here, the frame switching timing is determined by the V blank interrupt ( The processing cycle (also called V sink interrupt) is created based on the cycle (for example, 1 / 60 second). For example, it is the timing that arrives at the time interval equivalent to 1 / 30 second ≒ 33.333 ms). Ru. Note that the V blank interrupt is a single scan of the entire screen for drawing by the VDP312. Occurs every time a scan ends. As described above, the V blank interrupt generation cycle is For example, 1 / 60 second. In the case of this embodiment, the same drawing is repeated twice and the V blank interrupt occurs twice, the frame is switched. Twice the cycle of the link interrupt (eg 1 / 60 sec) (eg 1 / 30 sec ≒ 33.33ms) )become. However, it is not limited to this mode, and the frame switching timing can be changed arbitrarily as appropriate. Yes, for example, frame switching (image update) can be performed at intervals of 1 / 30 second or more. Alternatively, frame switching may be performed at intervals of less than 1 / 30 second.
[0193] By the determination processing of frame switching timing, subsequent processing (steps D26 to Step D30, and subsequent steps D18 through D24) It is executed for each of the above processing cycles at the switching timing. In addition, it is necessary to synchronize with the production content Time management is performed in units of frames (that is, in units of processing cycles). Processing laps above If the period is 1 / 30th of a second, for example 3 frames will be 100ms. This means that This is similar to how the board (gaming control device) manages time values in units of 4ms, which is the timer interrupt cycle. Ru.
[0194] [Step D26] The controller controls VDP3 according to the command set in step D23. Instruct 12 to draw the screen. For example, the control unit can sequentially execute commands set in a table. Send it to instruct VDP312 to draw the screen.
[0195] [Step D27] The control unit executes sound control processing. sound control processing This process is related to the volume control of the audio from the speakers (upper speaker 19a, lower speaker 19b). Ru.
[0196] [Step D28] The control unit executes decoration control processing. Decoration control processing is performed by the board decoration device 46, the frame decoration device 18, and other various LEDs. [Step D29] The control unit executes a movable body control process. Movable body control processing Processing to control movable bodies (for example, board presentation device 44) including data and SOL (solenoid) It is.
[0197] [Step D30] The control unit executes launch information control processing. Launch information control processing Based on the shooting status flag, launch related information is set, and the special figure rotation status (predetermined amount The production mode is corrected according to the number of special symbol fluctuations per game (that is, the number of predetermined number of rental balls). It is a process.
[0198] [Step D31] The control unit executes information disclosure processing. Information disclosure processing is for players. This is a process of disclosing performance information regarding gaming performance. After executing step D31, the control unit returns to step D18, and thereafter executes step D1. 8 to step D31 are repeatedly executed. That is, step D18 to step D 31 is a loop process ( (Sometimes called main loop processing).
[0199] Note that the control unit executes steps D27 to D27 within the main loop processing in order to match the screen performance. The processing in step D29 is being executed, but the signals generated or set by these control processing The process of actually outputting data (especially signals that drive and control various LEDs and motors, etc.) to the port. is performed within a short-cycle timer interrupt (not shown). However, restrictions on various devices If you are using an IC specialized for control, you can set up a timer interrupt by simply issuing an instruction via serial communication In some cases, the signal, etc. is not output by itself.
[0200] Next, the game performance of the gaming machine 10 will be explained using FIGS. 13 and 14. Figure 13 1 is a diagram showing an example of a state transition of a gaming state in the first embodiment. FIG. Figure 14 shows the first implementation It is a figure showing an example of gaming performance of the form.
[0201] The gaming state of the game of the gaming machine 10 is the gaming state of the win deriving process and the gaming state of each win. include. The game states in the winning process are game state A, game state B, game state C, and game state. Contains condition D. The gaming state for each win includes special figure 1 per, special figure 2 per, and V per.
[0202] The gaming machine 10 has two special symbol fluctuation display games consisting of the special symbol 1 game and the special symbol 2 game. As a result, a jackpot gaming state (special gaming state: special drawing 1 hit, special drawing 2 winning) can occur. In addition, small wins as a result of the special symbol fluctuation display game and winnings in specific areas 96 It is possible to generate a jackpot game state (special game state: V win). In other words, the gaming machine 10 is , It is included in the category of gaming machines with game characteristics of 1 type + 2 types.
[0203] In addition, the gaming machine 10 executes the special figure 1 game and the special figure 2 game without probability variation. Also, The gaming machine 10 has, as game states, time saving a (game state D), time saving b (game state B), and time saving. It is possible to transition to three time-saving states of short c (game state C).
[0204] In addition, time saving a (game state D) is a time saving with the occurrence opportunity as a hit, and until the end condition is satisfied It takes less time to continue. In addition, time saving b (game state B) is a predetermined It is time saving when the game is executed the number of times, and it is time saving which continues until the termination condition is satisfied. Also, time Short c (game state C), derivation of the predetermined result in the low probability state (derivation of the predetermined pattern) It is a time reduction that continues until the end condition is satisfied.
[0205] Game state A is a game state without time saving, and is generally called a normal game state. be. The game state A is a game state that is not advantageous (disadvantageous) for the player. Therefore, there are many In many cases, the player starts the game from the game state A and ends the game in the game state A. game card State B is a gaming state that saves time. Game state B is more convenient for the player than game state A. This is an advantageous gaming situation. The game state C is a c time-saving game state. 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 time-saving game state It is. The game state D is a game state that is more advantageous to the player than the game state A.
[0206] The special figure 1 game has a jackpot probability of 1 / 199, a small hit probability of 0, and a time-saving launch. The life probability is 0, the condition for shortening the time b is to play 500 games since the last jackpot, and at time c The probability of short occurrence is 1 / 199. The b time reduction that occurs in the special figure 1 game is 1000 games. The game will continue, and the c time reduction that occurs in 1 special game will continue for 6 games.
[0207] The special figure 2 game has a jackpot probability of 1 / 199, a small win probability of 1 / 7, and a time saving. Since the probability of occurrence of is 1, and the starting memory only occurs during time saving, the settings of b time saving and c time saving are Not sure. The a time saving that occurs in the special figure 2 game continues for 100 games.
[0208] The 2nd type game is a symbol combination that results in a small hit as a result of the variable display in the special figure 2 game. In order to make it possible to generate a hit (jackpot) by winning a prize in a specific area 96 after derivation, Due to the restriction that starting memory occurs only during short periods, there is no setting for B time saving and C time saving. In addition, there are two types of games. The probability of occurrence of a time reduction after a jackpot caused by the game is 1, and it occurs in the 2nd type game. A Time saving will continue for 16 games.
[0209] Each game state receives an opportunity to transition to another game state each time a game (special figure game) is executed. , if the predetermined transition condition is not satisfied, the game state remains in the corresponding gaming state. Game machines 10 are not available during reduced hours. Therefore, there is no chance of winning in the normal variable winning device 37, and the starting memory of the special drawing 2 game cannot be generated. Therefore, in the game state A that does not involve time saving, you can get a winning opportunity in the starting prize opening 36 and special drawing 1. Guide to left-handed hitting that can cause game starting memory. Game machine 10 normally changes during short hours. Since the start memory of the special figure 2 game can be generated by obtaining the opportunity to win the prize to the dynamic prize device 37, it is possible to save time In game states B, C, and D with In other words, gaming state A is, in principle, It is a gaming state in which the game progresses mainly by the special figure 1 game by hitting left, and the game In states B, C, and D, as a general rule, the game progresses mainly by special 2 games by hitting to the right. It is now a gaming state.
[0210] In game state A, a big win is possible, but a small win is not possible. The opportunity is to derive a combination of symbols that will result in a special figure (jackpot) as a result of the variable display game. Become. Since per special figure 1 does not cause a reduction in working hours, the game state after the end of per special figure is the game It becomes state A. In game state A, the variable display game is executed 500 times. RI b generates time saving and transitions to game state B. In addition, in the game state A, the variable display game is specified As a result, the so-called time saving pattern is derived to generate c time saving and transition to the game state C.
[0211] Since game state B enables the occurrence of a big win and a small win, the chance of winning is As a result of the game, derivation of the symbol combination that will be a special figure 2 hit (jackpot), and the result of the variable display game It becomes a prize to the specific area 96 through the derivation of the symbol combination that becomes a small hit. Game state B is , If b time saving ends without generating special figure 2 hit or V hit, transition to game state A Ru. In addition, in the game state B, a time saving occurs in the game state after the end of the special figure 2 and V. Therefore, the game state becomes D.
[0212] Since the game state C enables the occurrence of a big win and a small win, the chance of winning is displayed in the variable display game. As a result of the game, derivation of the symbol combination that will be a special figure 2 hit (jackpot), and the result of the variable display game It becomes a prize to the specific area 96 through the derivation of the symbol combination that becomes a small hit. Game state C is , If c time saving ends without generating a special figure 2 hit or V hit, transition to game state A Ru. In addition, in the game state C, a reduction in time occurs in the game state after the end of the special figure 2 and V. Therefore, the game state becomes D.
[0213] Since the game state D enables the occurrence of a big win and a small win, the chance of winning is displayed in the variable display game. As a result of the game, derivation of the symbol combination that will be a special figure 2 hit (jackpot), and the result of the variable display game It becomes a prize to the specific area 96 through the derivation of the symbol combination that becomes a small hit. Game state D is , If a time saving ends without generating a special figure 2 hit or V hit, it will transition to the game state A be. In addition, in the game state D, a time saving occurs in the game state after the end of the special figure 2 and V. Therefore, it becomes the game state D again.
[0214] As a result, the gaming machine 10 generates a special figure 1 per game in the progress of the special figure 1 game The first game property and the special 2 game by generating a time saving (time saving b, time saving c) in the special 1 game Move to the game progress of the game, and generate a V hit with a short time a in the game progress of the special figure 2 game. It also has a second game feature that loops the progress of the special figure 2 game. In addition, amusement machines 10 , It is possible to generate a special figure 2 with a short time a in the progress of the special figure 2 game, and a special figure 2 The interest is produced by setting a difference in the number of continuous times of shortening a time between the hit and the V hit.
[0215] In addition, the gaming machine 10 has a start memory of "1" or more for each of the special 1 game and the special 2 game. In the case of Is it a special 1 game if the starting memory is "1" or more in each game and special 2 game? Regardless of whether it is a special figure 2 game, it may be executed in the order of occurrence of the starting memory.
[0216] Next, the game display screen when b time saving occurs will be described with reference to FIGS. 15 to 19. FIG. figure 15 is a diagram showing an example (part 1) of the game display screen of the first embodiment. Figure 16 shows FIG. 10 is a diagram showing an example (part 2) of the game display screen of the first embodiment; Figure 17 shows the first real FIG. 10 is a diagram showing an example (part 3) of the game display screen of the embodiment; FIG. 18 shows the FIG. 10 is a diagram showing an example (part 4) of a game display screen; FIG. 19 is a game table of the first embodiment FIG. 10 is a diagram showing an example of a display screen (No. 5);
[0217] The display screen 500 shown in FIG. 15(1) is the display screen during the symbol stop, and the special figure 1 game ( After the end of the variable display in the variable display game) (the variable display game that satisfies b Before the start of the game, the symbol, which is the result mode of the variable display game, is stopped and displayed for a predetermined period. In addition , the display screen 500 is an example of the display screen in the game state A (normal game state). display The screen 500 includes a large pattern group 501 which is a decorative pattern and a small pattern group 502 which is also a decorative pattern. And, special figure 1 pending number display 503, special figure 2 pending number display 504, pending display 505, pending cancellation display 506.
[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 design displayed in the design display unit 53 or the special figure 2 design display unit 54 (lighting mode of the LED) The large pattern group 501 and the small pattern group 502 are decoration patterns corresponding to this special figure. Also illustrated However, the gaming machine 10 uses the variation table as symbols in the special figure 1 game or the special figure 2 game. For example, LED It has a fourth pattern indicated by blinking and lighting.
[0219] The large pattern group 501 is in charge of game production for the purpose of improving interest. Therefore, large pattern group 5 01 is displayed in a large size by setting a variable display area in the approximate center of the display device 41 . Large pattern group 501 includes a left symbol, a middle symbol and a right symbol.
[0220] In the display screen 500, the left symbol indicates that the symbol is stopped at "3", and the middle symbol indicates that The right symbol indicates that the symbol is stopped at "7". show. That is, on the display screen 500, the large symbol group 501 is in a state where the special figure variation display game is stopped. Indicates that it is (during symbol stop).
[0221] The large symbol group 501 and the small symbol group 502 are generated at the same timing (predetermined at the start of fluctuation). timing, or a timing determined based on the reception of a command instructing the end of fluctuation. ringing) to stop display.
[0222] The small pattern group 502 is a variable display state information for the purpose of improving the ease of grasping the game state of the player. responsible for knowledge. Therefore, the small pattern group 502 does not interfere with the display performance by the large pattern group 501. It is displayed small on the periphery of the display device 41 so as to ensure visibility. The small pattern group 502 is It includes a left symbol, a middle symbol and a right symbol. On the display screen 500, the left figure that constitutes the small pattern group 502 The pattern, middle pattern and right pattern all indicate that the corresponding special figure fluctuation display game is in a stopped state. vinegar.
[0223] In addition, the small pattern group 502 fluctuates at a predetermined speed (constant speed) from the start of fluctuation (constant speed fluctuation display ), and stop display without temporary stop at the end of fluctuation. In addition, the small symbol group 502 is a stop table. It may be displayed with a predetermined acceleration fluctuation period before reaching the predetermined speed after the display, or it may not be provided. may be displayed in Also, the small pattern group 502 is displayed at a place from the constant speed fluctuation display to the stop display. It may be displayed with or without a fixed deceleration fluctuation period.
[0224] In general, the large pattern group 501 is displayed larger than the small pattern group 502, and the display position is self-adjusting. The flexibility is high, and the display mode can be greatly changed. On the contrary, the small pattern group 502 includes large Compared to the pattern group 501, it is displayed smaller and has a lower degree of freedom of display position (for example, a fixed position ).
[0225] Special figure 1 reserved number display 503 displays the number of reserved memories of the special figure 1 game. on display screen 500 , The special figure 1 reserved number display 503 indicates that the number of reserved memories of the special figure 1 game is "0". Special figure 2 reservation number display 504 displays the number of reservation memories of the special figure 2 game. On display screen 500 , Toku 2 reserved number display 504 indicates that the number of reserved memories of the Toku 2 game is "0".
[0226] Pending display (standby pending display) 505, depending on the gaming state, the number of pending special figures 1 game and special figure 2 A pending icon 507 displays one of the pending numbers of games. In addition , The display screen 500 shows the pending number of the special figure 1 game by displaying the pending icon. pending cancellation In the change display (digestion pending display) 506, the special game is changing due to the display of the pending digestion icon. It is a display screen of a game state (game state A) indicating that Display screen 500 shows the pending table According to the indication 505, the number of reserved memories for the special 1 game or the number of reserved memories for the special 2 game is "0" indicates that there is Display screen 500 also includes a pending digestion display 506 to specifically indicate pending digestion. Due to the absence of the pending digestion icon on the pedestal, the special 1 game or special 2 game will change Indicates not inside.
[0227] The display screen 510 shown in FIG. 15(2) indicates that b time-saving occurrence condition is met (for example, whether the previous big hit This is the display screen after starting the variable display game (execution of 500 games). display screen 510 is a screen after the display screen 500 and shows a screen during variable display (during three-symbol variation). vinegar. The display screen 510 is an example of the display screen in the game state A (normal game state). be. On the display screen 510, the left pattern, the middle pattern and the right pattern of the large pattern group 501 are fluctuating, Indicates that the special figure fluctuation display game is in the process of fluctuation display. Also, on the display screen 510, a small pattern The left pattern, the middle pattern and the right pattern of the group 502 are fluctuating, and the special figure fluctuation display game is fluctuating display indicates that
[0228] On the display screen 510, the special figure 1 reserved number display 503 shows that the number of reserved memories of the special figure 1 game is "0" , and the special figure 2 pending number display 504 indicates that the number of pending memories of the special figure 2 game is "0". , and the pending display 505 is a gaming state that guides the pending number of the special figure 1 game. Indicates that the number of pending memories of the figure fluctuation display game (special figure 1 game) is "0". Also, display On the screen 510, the pending digestion display 506 displays the pending memory display during digestion, and the special figure fluctuation display Indicates that the game is in variable display.
[0229] It should be noted that the display screen 500 and the display screen 510 are used for background display, character display, and text display (not shown). It may include a production display element such as character display, and the production display element is also an animation. For example, it may be possible to produce a display accompanied by movement.
[0230] In addition, the pending consumption display 506 is the pending consumption icon 50 corresponding to the pending consumption of the special figure game. Shows how 8 is displayed. The pending digestion icon 508 is, for example, spherical and The digestion icon 508 can also be animated (e.g. deformed, changed color, moved up and down, etc.) It is possible to produce displays accompanied by movement.
[0231] The hold display 505 has different display formats (hold memory display displayed in the hold display 505). In addition to clearly indicating the number of reserved memories of the special figure fluctuation display game, the game results for each reserved memory are It is possible to report the degree of expectation to In addition, the number of reservations or the number of reservations stored means that the special figure variable display game has not yet been played. Means the number of starting memories that are running.
[0232] Depending on the display mode, the pending consumption display 506 indicates that the special figure fluctuation display game is in a fluctuation display state. In addition to indicating whether or not the game will be played, it is possible to notify the level of expectation regarding the game result. Display screen 500 saves The remaining display 506 is displayed when the frame is blank and the special figure fluctuation display game is stopped. indicates that there is After this, the game machine 10 will either hold the number of reserved memories for the special figure 1 game or the special figure 2 game. Fluctuation display starts when the number of pending memories becomes 1 or more.
[0233] The display screen 512 shown in FIG. 15(3) is a display screen after the display screen 510 when the symbols are stopped. be. The display screen 512 is displayed after the variable display ends in the special figure 1 game (b when the time saving generation condition is satisfied). At the end of the variable display game, the symbols that are the result of the variable display game are stopped and displayed for a predetermined period of time. It is something that In addition, the display screen 512 is displayed in both the special map 1 game and the special map 2 game. also set the number of reserved memories to "0". Note that the display screen 512 is in gaming state A (normal gaming state). ) is an example of a display screen before the transition from gaming state B (b time saving). In addition, the gaming machine 10 , After the predetermined symbol stop time has passed, the game state A (normal game state) changes to game state B (b time saving). Transition to.
[0234] The display screen 512 shows that the left pattern shows that the pattern is stopped at "2", and the middle pattern shows that the pattern is stopped at "2". The pattern on the right indicates that the pattern has stopped at "4", and the pattern on the right indicates that the pattern has stopped at "1". vinegar. That is, the display screen 512 shows that the large symbol group 501 and the small symbol group 502 are designed to save time. A special stop symbol combination within indicates a stop state (designs are stopped). In addition, b Special stop symbol combinations that guide entry are special symbols (for example, large symbol group 501 are all ``b time saving'') may also be used. At this time, the small pattern group 502 and the large pattern group 501 It may be possible to use a special symbol in the same way as the above, but a special stop symbol set corresponding to the special symbol may be used. A combination is desirable. In this way, the gaming machine 10 can save time by using the special symbols. While making it easy for players to understand whether the raw conditions are met, special pattern games can be created using special stop symbol combinations. The player can be informed that the system has derived a predetermined result (for example, a loss).
[0235] In addition, the gaming machine 10 has a hold memory number of "2" for both the special map 1 game and the special map 2 game 0'', the screen is displayed for a predetermined period of time and then the customer waiting effect is started. So Then, the gaming machine 10 plays a special figure when the number of pending memories becomes "1" or more in the special figure 2 game. Starts variable display of 2 games, and when the number of reserved memories is "0" in the special figure 2 game and the special figure 1 game. When the number of reserved memories reaches "1" or more in the game, the variable display of the special figure 1 game starts.
[0236] The display screen 514 shown in FIG. 16(1) is the display screen during the customer waiting performance after the display screen 512. It is. The display screen 514 includes a production display 515, a guidance display 516, and a small symbol group 50. 2, special drawing 1 reservation number display 503, and special drawing 2 reservation number display 504 are included in the display contents.
[0237] The performance display 515 is a performance screen that informs the player that the player is waiting for a customer. customer The waiting effect may be one in which a movie effect or the like is repeatedly executed. In addition, the performance The display 515 may include a notification that b time saving is occurring.
[0238] The playing guide display 516 shows how to play (right-handed) during b-time saving mode (b-time saving mode). This is a display that guides the user and is displayed in the required display format with messages and pictograms. . For example, the hitting guide display 516 displays the message "hitting right."
[0239] The display screen 518 shown in FIG. 16(2) indicates that the number of reserved memories is "1" or more in the special figure 2 game. This is the display screen on which variable display based on the suspended memory is started after . In addition, display Screen 518 is an example of a display screen after transitioning to gaming state B (b time saving). At this time In the game machine 10, since a hold memory has occurred in the special figure 2 game, the player cannot play right-handed. It can be considered that you are playing a game.
[0240] The display screen 518 is a display screen during variable display of the special figure 2 game. The display screen 518 is A production display 519, a hitting guide display 516, a large symbol group 501a, a small symbol group 502, Special figure 1 reservation number display 503 and special figure 2 reservation number display 504 are included in the display contents. Note that the display image The screen 518 hides the pending display 505 and pending extinguishment display 506 and changes to the production display 515. The aim is to improve the production effect by constantly displaying the pending display 505 and pending completion display 506. It is also possible to display either one or the other, or to display when a predetermined condition is met. It may be something to do. When a predetermined condition is met, for example, when executing a pre-read preview effect, There are times when a selection operation by a player is accepted.
[0241] The production display 519 is a production screen that displays, for example, b time saving mode, and provides information to the player. b This is a production screen that informs you that you are in time saving mode. b In the short time mode production, once It may be possible to perform an independent effect for each variation display, or it may be possible to perform a motion that spans multiple variations. It may also be something that executes a bee performance or the like.
[0242] The large pattern group 501a is a decorative pattern that is displayed in place of the large pattern group 501, and is a production display. 515 is displayed in a smaller display area than the large pattern group 501 so that it has a dramatic effect. It will be done. In addition, both the large pattern group 501 and the large pattern group 501a are one form of decorative patterns, The large pattern group 501 is sometimes called a large decorative pattern, and the large pattern group 501a is sometimes called a small decorative pattern. . In addition, the large pattern group 501 is a decorative pattern that is displayed during non-movie production, and the large pattern group 501a is - It is sometimes used as a decorative pattern during the performance.
[0243] The display screen 512a shown in FIG. 17(1) is the display screen when the symbol is stopped after the display screen 510. is another example. The display screen 512a is displayed after the variable display ends in the special map 1 game (b after the time reduction occurs). At the end of the variable display game where the condition is satisfied, the symbol that is the result of the variable display game is displayed for a predetermined period of time. Stop display. In addition, the display screen 512a displays the number of reserved memories for the special map 1 game as "1". '', and the number of reserved memories for the special map 2 game is set to ``0''. Note that the display screen 512a is An example of the display screen before transitioning from gaming state A (normal gaming state) to gaming state B (b time saving). be. Note that the gaming machine 10 changes to gaming state A (normal gaming state) after a predetermined symbol stop time has elapsed. Transition from to gaming state B (b time saving).
[0244] In addition, the game machine 10 sets the number of reserved memories for the special figure 1 game to "1" or more, and the number of reserved memories for the special figure 2 game. Since the number of pending memories is set to "0", the screen will be displayed for a specified period of time and then the mode will be changed. Start the transition production. Then, the game machine 10 plays the special figure 2 game at the end of the fluctuation of the special figure 1 game. When the number of reserved memories is "1" or more, the variable display of the special map 2 game will start. b Starts the short-time mode production.
[0245] It should be noted that the pending display 505 is a special figure corresponding to the current game state (for example, normal game state) A state in which a number of pending icons 507 corresponding to the number of pending games in one game is displayed is shown. hold eye The icon 507 is, for example, spherical, and the hold icon 507 is also animated (for example, For example, it is possible to produce a display accompanied by movement by deformation, color change, vertical movement, etc.).
[0246] In addition, the hold display 505 shows the number of holds for the special figure 1 game and the hold count for the special figure 2 game depending on the gaming state. The number of reservations for either one of the remaining numbers is displayed by the reservation icon 507, but special drawing 1 The total number of pending games, including the number of pending games and the number of pending numbers of special map 2 games, is displayed by the pending icon 507. It may be something that
[0247] The display screen 520 shown in FIG. 17(2) is the display screen after the display screen 512a, and is a special display screen. The number of reserved memories is "0" in 2 games and the number of reserved memories is "1" in 1 special figure game. This is the display screen where the variable display based on the pending memory has started after the change. Note that the display image Screen 520 is an example of the display screen after transitioning to gaming state B (b time saving). play at this time Since the number of pending memories in the special figure 2 game is "0", the player can hit the game machine 10 with the right hand. This can be considered as before playing the game.
[0248] The display screen 520 is a display screen during variable display of the special figure 1 game. The display screen 520 is Production display 521, how to play guide displays 516, 522, viewing explanation display 523, and large pattern group 501a, small pattern group 502, special figure 1 reserved number display 503, special figure 2 reserved number display 504. is included in the display contents. The display screen 520 includes a pending display 505 and a pending expiry display 506. We aim to improve the production effect by hiding the production display 521, but the pending display 505 and the pending display 521 Display 506 may always be displayed, or either one of them may be displayed. Alternatively, it may be displayed when a predetermined condition is satisfied. When the predetermined conditions are met, even if For example, there are times when a pre-read preview performance is executed, when a selection operation by a player is accepted, etc.
[0249] The effect display 521 is, for example, an effect screen that effects a transition to b-time saving mode, and is This is a production screen that informs you that you are in time saving mode. In mode transition production , it is possible to perform movie performances that span multiple variations.
[0250] The large pattern group 501a is displayed in the same manner as the small pattern group 502 during the mode transition performance. ing. That is, the large symbol group 501a fluctuates at a constant speed at a predetermined speed during the fluctuating display. this Therefore, the gaming machine 10 can play the game without the large symbol group 501a interfering with the performance display 521. The user's attention can be directed to the performance display 521. In addition, the display mode of the large pattern group 501a is , since it does not cooperate with the mode transition effect, the mode transition effect is the display mode of the large pattern group 501a. A predetermined performance is executed regardless of the situation.
[0251] The hitting guide display 522 guides the player on how to hit in the b-time saving mode (right-handed hitting). It is a display, and is displayed in the required display format with messages and pictograms. for example, The hitting guide display 522 displays the message "You can hit with the right."
[0252] The playing guide display 516 provides clear guidance on how to play so that the player does not suffer an unexpected disadvantage. However, the hitting guide display 522 clearly clarifies how to hit for the purpose of improving the performance effect. This is a display to guide you.
[0253] The playing method guide display 522 displays the playing method guide when it is not necessary to immediately change the playing method. It is displayed in a manner different from display 516. In addition, the typing guidance display 5 on the display screen 520 If 16,522 is considered as an integrated playing guide display, the playing guide on the display screen 514 The display 516 and the typing guidance displays 516 and 522 on the display screen 520 are in different display formats. It can be assumed that
[0254] The viewing explanation display 523 is a viewing explanation display aimed at improving the production effect of the production display 521. be. The viewing explanation display 523 shows the conditions and production display for viewing all of the production display 521. Display explaining the conditions for canceling 521 viewing, or both or one of them It is. For example, when the production display 521 is a movie production that spans multiple variations, the special When the number of reserved memories in 2 games reaches "1" or more, the special map 2 game's variable display will start The effect display 521 is interrupted, and the effect display 515 is executed in place of the effect display 521. . In such a case, the gaming machine 10 receives a presentation display from a player who wishes to view the presentation display 521. This will take away the opportunity to view 521. In addition, the gaming machine 10 may request viewing of the performance display 521. This results in meeting the expectations of undesirable players.
[0255] In order to meet these two demands, the viewing explanation display 523 has been designed to As a condition for viewing the game, the player is instructed to wait for the right-handed player to watch the performance display 521. The player is instructed to immediately hit the ball to the right as a condition for canceling. For example, The listening instruction display 523 displays the message ``Waiting for the right-handed hit, special performance'' as a guide to waiting for the right-handed hit. ``Let's watch!'' and a message ``Special performance with right-handed batting!'' will be displayed as a guide to immediately perform right-handed batting. "You can cancel the exit!" is displayed.
[0256] In addition, the game machine 10 is used when a mode transition effect is performed across two or more special figure games. In this case, if the number of reserved memories for the special figure 1 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 screen 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 map 1 game and the special map 2 game. Ru. Note that the display screen 512b is an example of a display screen before the transition to gaming state B (b time saving). .
[0258] When the gaming machine 10 waits for the symbol stop time to elapse and transitions to gaming state B (b time saving), Direction guidance display 516 is performed after transition to gaming state B (b time saving). Also, the symbol stop time It may be possible to make a transition to gaming state B (b time saving) without waiting for the elapse of The direction guidance 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 transitioning to gaming state B (b time saving). This is an example, and is a display screen while waiting for a customer after the display screen 512b, and is a display screen for the special map 1 game and In the special figure 2 game, the number of reserved memories is "0". The display screen 520a is a production display 521, how to play guide display 516,522, viewing explanation display 523, and small symbol group 502. , a special figure 1 reserved number display 503 and a special figure 2 reserved number display 504 are included in the display contents.
[0260] Note that the display screen 520a shows that the player is waiting for a customer, but the display screen 520a shows that the player is waiting for a customer after transitioning to gaming state B (b time saving). Mode transition production (production display 521) is displayed instead of production. like this The gaming machine 10 mode transitions the waiting time until the number of reserved memories occurs in the special figure 2 game It can be effectively used as a production time, and it is interesting without making the player aware of the waiting time. Contribute to improvement.
[0261] In addition, the gaming machine 10 performs a mode transition effect (performance Display 521) may be started, and the predetermined time is limited to the symbol stop time. Even if you start the mode transition production (production display 521) without waiting for the pattern stop time Good, start the mode transition production (production display 521) after exceeding the pattern stop time You may
[0262] It should be noted that the game machine 10, even if the pattern variation of the special figure 1 game is started again, Continue the mode transition production (production display 521), and even if you are waiting for a customer again, the mode transition The transition effect (effect display 521) can be continued. However, the pattern change of the special figure 1 game When continuing the mode transition effect (effect display 521) in some cases, the display screen By displaying the large pattern group 501a like 520, the variable display of the special figure 1 game opens. can make it clearer what started.
[0263] In addition, the gaming machine 10 continues the mode transition effect (effect display 521) while waiting for customers continues. After that, it may be arranged not to return to the customer waiting effect. As a result, the gaming machine 10 performs the customer waiting performance. It is possible to suppress the disadvantage that the player forgets to transition to the game state B (b time saving) by starting the exit. be.
[0264] A display screen 520b shown in FIG. 18(3) is a display screen during customer waiting after the display screen 520a. , and the number of reserved memories is "0" in the special figure 1 game and the special figure 2 game. table The display screen 520b includes an effect display 521, a playing guide display 516, a small pattern group 502, and a special display. FIG. 1 reservation number display 503 and special figure 2 reservation number display 504 are included in the display contents. display screen 520 b is a display screen after performing the effect display 521 for a predetermined period, and the hitting method guidance display 52 2 and viewing explanation 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) can be viewed. na On the contrary, the gaming machine 10 displays the display screen 520b for a predetermined period of time, and after the predetermined period of time has passed, The display screen 520a may be displayed. Such a gaming machine 10 can It is possible to make the player preferably view the mode transition effect (effect display 521).
[0266] A display screen 512c shown in FIG. 19(1) is a display screen during symbol stop after the display screen 510. is another example. The display screen 512c is displayed after the end of the variable display in the special figure 1 game (b When the variable display game that satisfies the condition is completed, the pattern that is the result of the variable display game is displayed for a predetermined period of time. Stop display. In addition, the display screen 512c displays the number of reserved memories for the special figure 1 game as "2 ”, and the number of reserved memories for the special figure 2 game is set to “0”. For example, the Tokuzu 1 game reserve The number of memories "2" is when the mode transition effect is performed across 2 or more special games. This is an example of a sufficient number of retained memories, but mode transition effects occur across 2 or more special 1 games. A sufficient number of reserved stores may be "3" or "4". In addition, display screen 5 12c is the display screen before transitioning from game state A (normal game state) to game state B (b time saving) This is an example of a surface. The gaming machine 10 enters the gaming state A (normal Game state) transition to game state B (b time saving).
[0267] In addition, the gaming machine 10 sets the reserved memory number of the special figure 1 game to "1" or more, and the special figure 2 game Since the number of pending memories is set to "0", the screen will be displayed for a predetermined period of time before entering the mode. Start the transition production. Then, the gaming machine 10, at the end of the fluctuation of the special figure 1 game, the special figure 2 game When the number of pending memories is "1" or more, the variable display of the special figure 2 game will start b Starts the short-time mode production.
[0268] The display screen 524 shown in FIG. 19(2) is a display screen after the display screen 512c. The number of reserved memories is "0" in 2 games and the number of reserved memories is "2" in special 1 game After that, it is a display screen on which a variable display based on the reserved memory is started. Note that the display image The surface 520 is an example of the display screen after transitioning to the game state B (b time saving). play at this time As for the machine 10, the number of pending memories is "0" in the special figure 2 game, so the player hits right can be regarded as before playing with
[0269] The display screen 524 is a display screen during the variable display of the special figure 1 game. The display screen 524 is Effect display 521, playing guidance display 516, 522, viewing explanation display 523, large pattern group 501a, small pattern group 502, special figure 1 reserved number display 503, special figure 2 reserved number display 504 is included in the display contents.
[0270] The large symbol group 501a on the display screen 524 is a modified example, and is displayed during the mode transition effect. It has a different display mode from the small pattern group 502. In addition, the large pattern on the display screen 524 Group 501a, b Temporary stop display is continued with a special stop pattern combination that guides time saving rush.
[0271] Further, the temporary stop display in the special stop symbol combination in the large symbol group 501a is shown in FIG. 19 (3 ) continues over multiple variable displays, such as display screen 526 shown in FIG. In addition, game machine 1 0, when performing a temporary stop display with a special combination of stop symbols in the large symbol group 501a, When the small pattern group 502 is stopped and displayed, it may be stopped and displayed, or the temporary stop display may be continued. can be As a result, the gaming machine 10 displays the effect display 521 and the large symbol group 501a. It also guides b time-saving rush. Also, the display mode of the large symbol group 501a is the mode transition performance. Since it does not cooperate with the output, the mode transition effect is a predetermined regardless of the display mode of the large symbol group 501a. perform the performance.
[0272] As a result, the gaming machine 10 connects the player who wishes to view the mode transition effect and the mode transition effect. It is possible to meet the expectations of both players who do not wish to watch the game. Such a game machine 10 can improve the interests of various players while diversifying game properties.
[0273] Next, the effect flow of the mode transition effect will be described with reference to FIGS. 20 and 21. FIG. Figure 20 [Fig. 11] A diagram showing an example of the effect flow of the mode transition effect of the first embodiment. Figure 21 1 is a diagram showing an example of mode transition effect time and minimum guaranteed time of Embodiment 1. FIG.
[0274] The mode transition effect starts with the start of how to play guidance, blackout effect, main effect , mode title guidance effect, hitting method guidance switching effect, hitting method guidance loop effect in order, It has a performance flow for repeating the hitting guidance loop performance when the hitting guidance loop performance is reached.
[0275] The playing guide start effect is an effect for guiding the hitting method with the effect time set to t1. How to hit For the guidance start effect, for example, if the pattern is stopped, the hitting guidance display 5 is displayed on the display screen while the pattern is stopped. 16 is superimposed and displayed, and if the customer waiting effect is in progress, the hitting guidance display 516 is displayed on the customer waiting effect screen. It is superimposed and displayed. As a result, the gaming machine 10 first prevents the disadvantage that the player makes a mistake in hitting. do. It should be noted that the playing guide start effect may be regarded as an unnecessary effect by the player. In order to respond to the player like You may make it It should be noted that the hitting guide start production, large pattern group 501a, small pattern group 5 02, special figure 1 pending number display 503, and special figure 2 pending number display 504 are included in the display contents It can be.
[0276] For the blackout effect, the effect time is set to t2, and the effect is switched by the blackout display. This is a performance that will guide you. The blackout effect is, for example, the display screen during the stop of the pattern or the customer The waiting effect screen is blacked out, and the hitting guidance display 516 is displayed. This allows the game The machine 10 first prevents the player from being disadvantaged by making a mistake in hitting. In addition, the blackout performance is There are cases where the player sees the effect as unnecessary, and in order to respond to such a player, the hitting method In addition to the guidance display 516, the viewing explanation display 523 may be displayed. In addition, black The Kuout effect is a large pattern group 501a, a small pattern group 502, a special figure 1 pending number display 503, Special figure 2 reservation number display 504 may be included in the display content.
[0277] The main effect is a effect of reproducing a movie whose effect time is t3. The main performance is A production that stimulates the player's desire to watch, and a production that plays a predetermined movie , or with a production that plays one movie selected from two or more options There may be. In addition, the main effect may be deemed unnecessary by the player. In order to respond to the player like You may also do so. In addition, the main effect is the large pattern group 501a, the small pattern group 502, The display content may include the special figure 1 pending number display 503 and the special figure 2 pending number display 504 stomach. It should be noted that the main effect can strongly give the player a viewing motivation. For example, exclusive performances that are not shared with other performances, and premium rare performances that are shared with others It is desirable that the
[0278] The mode title guidance effect is the title of the transition destination mode with the effect time t4 (for example , b Time-saving mode, more specifically, "Super RUSH", etc.). In addition , The mode title guidance effect may be regarded as an unnecessary effect by the player, and such In order to meet the needs of such a player, a viewing explanation display 523 is displayed in addition to the playing guidance display 516. You can In addition, the mode title guidance effect is a large pattern group 501a and a small pattern group 50 2, special figure 1 pending number display 503 and special figure 2 pending number display 504 are included in the display contents You can
[0279] The hitting method guidance switching effect is an effect that switches the guidance mode of the hitting method with the effect time t5. be. For example, the playing guidance switching effect is provided in addition to the playing guidance display 516, or Instead of the guidance display 516, for example, an animation of hitting a game ball into the target area We will provide guidance on how to play. In addition, depending on the player, the playing guidance switching effect may be an unnecessary effect. In addition to the playing guidance display 516 to respond to such players, viewing An explanation display 523 may be displayed. In addition, the striking method guidance switching effect is the large pattern group 5 01a, small pattern group 502, special figure 1 pending number display 503, special figure 2 pending number display 504 It may be included in the display content.
[0280] The hitting method guidance loop effect is an effect in which the hitting method is guided with the effect time set to t6. The playing guidance loop effect is different from the playing guidance switching effect, and the image character of the game It is a production that guides how to hit while displaying Kuta. How to play guide loop production is at the time of production. When the interval t6 has elapsed, it is repeatedly executed and waits for switching to b time saving mode production.
[0281] That is, the mode transition production is (t1 + t2 + t3 + t4 + t5 + t6) a series of The production becomes observable, and after (t1 + t2 + t3 + t4 + t5 + t6) time elapses t6 hours How to hit guidance loop production can be repeatedly observed.
[0282] The gaming machine 10, when deriving a big hit in the special figure 1 game, or in the special figure 2 game By starting the variable display, switch from the mode transition effect to the b time saving mode effect. b time saving mode The production starts with the start of how to play guidance, progresses in order of the main production, and when it reaches the main production It has an effect flow that repeats the main effect. In addition, how to hit the mode transition production guidance start production And the main production and the b time saving mode production guide It is different from the start production and the main production. be.
[0283] b Time-saving mode production guide be. The playing guidance start effect is displayed by superimposing the playing guidance display 516 on a predetermined display screen. be. As a result, the gaming machine 10 first prevents the disadvantage of the player making a mistake in hitting. In addition, The direction guidance start production includes a large pattern group 501 or a large pattern group 501a, a small pattern group 502, The display content may include the special figure 1 pending number display 503 and the special figure 2 pending number display 504 stomach. In addition, the b time saving mode production guidance start production is the start of the mode transition production guidance guidance. It may be a common effect with the effect, or it may be non-common and set a dedicated effect for each. You can
[0284] The main effect is a effect of reproducing a movie for a predetermined effect time. The main performance is a game It is a production that arouses the viewer's desire to watch, and is a production that plays one predetermined movie. Alternatively, it is a production that plays one movie selected from two or more options. may In addition, the main effect is subordinated to the variable display effect of the special 2 game and is interrupted. may be In addition, the main effect is the large pattern group 501 or the large pattern group 501a, and the small The display contents include a pattern group 502, a special figure 1 reserved number display 503, and a special figure 2 reserved number display 504 It may be something that In addition, the main effect of the b time saving mode effect is the main effect of the mode transition effect. It may be a common effect with the effect, or it may be non-common and set a dedicated effect for each. You can
[0285] In addition, the main effect of the b time saving mode effect and the main effect of the mode transition effect are the video effects Not only for decoration effects by light emitting parts, movable effects by movable parts, sound output including music and voice etc. It may be a sound production or the like, or a combination thereof. In addition, b time saving mode Not only in the main production of the production and the main production of the mode transition production, but also in the b time reduction mode production The same applies to other effects in the other effects and mode transition effects.
[0286] It should be noted that the gaming machine 10, when deriving a big hit in the special figure 1 game, or the special figure 2 game Due to the start of the variable display of the system, it was supposed to switch from the mode transition effect to the b time saving mode effect. , may be switched by providing a predetermined delay time.
[0287] For example, the minimum guaranteed time shown in Fig. 21 (2) is the minimum value of the mode transition production time. This is guaranteed. The minimum guaranteed time is switched from mode transition production to b time saving mode production It can be realized by a delay time set when
[0288] The gaming machine 10 may predetermine one delay time, or select two or more options. It may be one to decide from. Pattern p1 is the minimum guaranteed time t10 (=0). This corresponds to the case where no delay time is provided. Pattern p2 has a minimum guaranteed time t20( = t1), and the delay time is set so that it is possible to execute the guidance start effect of the mode transition effect. This corresponds to the case where Pattern p3 is the minimum guaranteed time t30 (=t1+t2+t3+t4 +t5), and it is only possible to execute a series of mode transition effects excluding the hitting guide loop effect This corresponds to setting a delay time. Pattern p4 is the minimum guaranteed time t40 (=t1+t2 +t3 + t4 + t5 + t6), and the delay time is enough to execute a series of mode transition effects corresponds to the case of setting
[0289] In addition, the setting of the delay time is not limited to the break of the production flow in the mode transition production, time may be set. The gaming machine 10 allows the player to reduces the risk of accidentally canceling the mode transition effect. In addition, the gaming machine 10 By setting the delay time, it is possible to call attention to the minimum in the mode transition production. be.
[0290] In addition, when the game machine 10 recovers from a power failure that occurred during the mode transition effect, the mode transition Start the b time saving mode production without returning to the production. As a result, power outages can be interrupted during play. However, it is possible to quickly guide the player to transition to the game state B (b time saving). Also , When the game machine 10 recovers from the power failure and starts the b time saving mode production, the playing guide start performance You can execute it from the exit, or you can skip the guidance start production and execute it from the main production. You may
[0291] Next, the effect mode switching condition will be described with reference to FIG. Figure 22 shows the first embodiment It is a figure which shows an example of the production|presentation mode switching conditions of a state. The game machine 10 is large in the special figure 1 game. When deriving a hit, or by starting the variable display of the special figure 2 game, from the mode transition production b It was supposed to switch to the time saving mode production, but as shown in Fig. 22 (1), the player's operation is detected Then, it may be switched from the mode transition effect to the b time saving mode effect. for example, The game machine 10 cancels the mode transition effect by operating the effect button 25 (push button). It can be detected as an operation and switched from the mode transition effect to the b time saving mode effect. child , the gaming machine 10 provides operation guidance for the effect button 25 within the minimum guaranteed time for the mode transition effect. You can do it. In such a gaming machine 10, if a player erroneously performs a mode transition effect, The risk of canceling can be reduced, and the player's intention to cancel the mode transition effect can be reduced. Be able to articulate and reflect.
[0292] Further, as shown in FIG. 22(1), the gaming machine 10 detects the occurrence of customer waiting and changes the mode. Instead of switching from production to customer waiting production, switch from mode transition production to b time reduction mode production can be replaced. In addition, the gaming machine 10, as shown in FIG. It is also possible to set the customer waiting effect without detecting and switching from the mode transition effect to the customer waiting effect. It may be
[0293] Next, a modified example of switching from the mode transition effect to the customer waiting effect will be described with reference to FIG. be. FIG. 23 is a diagram showing an example of switching of effect display areas in a modification of the first embodiment. play In addition to the display device 41, the gaming machine 10 includes a sub-display device 41a on the game board 30, the front frame 12, or the like. set in FIG. 23(1) displays a mode transition effect 522 on the display device 41, It shows how a sub-effect 530 is displayed on the display device 41a. In addition, the sub production 530 is , it may be an effect display that assists the mode transition effect 522, or it may be a game history information or a game It may be an effect display that guides the method or the like.
[0294] Here, the game machine 10 has switching of the production mode from the mode transition production to the b time saving mode production. Then, as shown in FIG. 23(2), the display device 41 displays the b time saving mode production 519. , the mode transition effect 522 is displayed instead of the sub effect 530 on the sub display device 41a. . As a result, the game machine 10 switches the production mode from the mode transition production to the b time saving mode production. Even if there is a change, the player can view the mode transition effect 522 even though the display position is changed. be.
[0295] In addition, as shown in FIGS. 23(3) and 23(4), the game machine 10 has a mode in the display device 41. When the mode transition production 522 is displayed, the production mode from the mode transition production to the b time reduction mode production When the mode is switched, even if the sub-display device 41a is provided in FIG. Even if the display device 41a is not provided, the b time saving mode production 51 is displayed in the main display area of the display device 41 9 is displayed, and the mode transition effect 522 can be displayed in the subordinate display area of the display device 41. can. As a result, the gaming machine 10 can change the production mode from the mode transition production to the b time reduction mode production. Even if the mode is switched, the player can view the mode transition effect 522 even though the display position is changed. enable.
[0296] The mode transition effect execution period will be described with reference to FIGS. 24 to 27. FIG. Figure 24 shows the first In the figure showing an example (part 1) of the timing chart of the mode transition effect execution period of the embodiment of be. FIG. 25 is an example of a timing chart of the mode transition effect execution period of the first embodiment. FIG. 10 is a diagram showing (part 2); FIG. 26 shows the timing of the mode transition effect execution period of the first embodiment. FIG. 10 is a diagram showing an example (3) of a timing chart; FIG. 27 shows the mode transition of the first embodiment. FIG. 10 is a diagram showing an example (part 4) of a timing chart of a transition effect execution period;
[0297] The timing chart of the mode transition effect execution period shown in FIG. Execution of times, so-called reaching the ceiling, generates b time saving and transitions from game state A to game state B When, when executing the special figure 1 game in game state B, it shows how the mode transition effect is executed vinegar.
[0298] For example, the gaming machine 10 changes from gaming state A to gaming state B by executing the special figure 1 game 500 times. transition to The gaming machine 10 is in the gaming state A until the special figure 1 game is executed 500 times. , and the production type is normal production. The gaming machine 10 executes the 501st execution of the special 1 game. Execute the mode transition effect from the beginning, and execute the special 2 game during the 501st execution of the special 1 game Since there is no opportunity to go, when there is a 502nd execution opportunity for the special 1 game, the special 1 game Run the 502nd run of the program. The gaming machine 10 remains in mode even during the 502nd execution of the special 1 game. continue to perform the transition effect. During the 502nd execution of the special figure 1 game, the gaming machine 10 Figure 2 When the game execution opportunity is obtained, even if there is a 503rd execution opportunity 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 Run the special figure 2 game. The gaming machine 10 is the 503rd special figure 2 in total with the special figure 1 game Execute b time saving mode production from the start of game execution.
[0299] It should be noted that the gaming machine 10, when the opportunity to execute the special figure 2 game is obtained during the execution of the mode transition effect, the mode It was supposed to switch from mode transition production to b time saving mode production, but the switching conditions are as follows good too. For example, instead of getting an opportunity to run a special 2 game, run a special 2 game When you get a chance to run the general map game (pass through the general map gate), execute the general map game You can do it when For example, the gaming machine 10 sets the switching condition to the execution opportunity of the normal game. By doing so (passing through the general map gate) or when executing the general map game, It is possible to switch to b time saving mode production quickly. Also, the gaming machine 10 By setting the replacement condition to obtain the opportunity to execute the special figure 2 game, a predetermined delay from the execution of the general figure game It is possible to set a delay time, and by setting the switching condition to the execution of the special figure 2 game, there is a further delay. A delay time can be provided. Such a gaming machine 10 contributes to the setting of various effects. can be donated.
[0300] As a result, the gaming machine 10 continues the mode transition operation while there is an opportunity to execute the special figure 1 game. In addition to being able to secure the execution period, as a result of changing the hitting method, the opportunity to execute the special figure 2 game The mode transition effect can be canceled with the player's intention to obtain .
[0301] The timing chart of the mode transition effect execution period shown in FIG. Execution of times, so-called reaching the ceiling, generates b time saving and transitions from game state A to game state B When the special figure 1 game is executed in game state B prior to reaching the ceiling, the mode transition effect is executed.
[0302] For example, the gaming machine 10 changes from gaming state A to gaming state B by executing the special figure 1 game 500 times. transition to The gaming machine 10 is in the gaming state A until the special figure 1 game is executed 500 times. However, it is up to the execution of 499 times of the special figure 1 game to make the production type normal production. play The machine 10 executes the mode transition effect from the start of the 500th execution of the special figure 1 game, and the special figure 1 Since there is no opportunity to execute the special 2 game during the 501st execution of the game, the special 1 game Executes the 502nd special figure 1 game when there is an opportunity to execute the 502nd. game machine 1 0 continues to execute the mode transition effect even during the 502nd execution of the special figure 1 game. game machine 10, when you get the opportunity to run the special 2 game during the 502nd run of the special 1 game, special 1 Even if there is an opportunity to execute the 503rd game, it is not possible to execute the 503rd special figure 1 game. Instead, a special 2 game, which is the 503rd time in total with the 1 special game, will be executed. gaming machine 10 , From the start of execution of the special 2 game, which is the 503rd time in total with the special 1 game, b time saving mode production to run. In addition, the 500th time of the special figure 1 game is not yet in game state B, so the hitting method is displayed. Although it does not perform stomach.
[0303] As a result, the gaming machine 10 continues the mode transition operation while there is an opportunity to execute the special figure 1 game. In addition to being able to secure a more sufficient execution period, as a result of changing the hitting method, special figure 2 games The mode transition effect can be canceled with the intention of the player to obtain an opportunity to execute .
[0304] The timing chart of the mode transition effect execution period shown in FIG. As a sufficient time to execute the mode transition effect in advance, the game It shows how the mode transition effect is executed when the special figure 1 game in state B is executed.
[0305] For example, the gaming machine 10 changes from gaming state A to gaming state B by executing the special figure 1 game 500 times. transition to The gaming machine 10 is in the gaming state A until the special figure 1 game is executed 500 times. , and the production type is normal production. The gaming machine 10 executes the 501st execution of the special 1 game. Execute the mode transition effect from the beginning. At this time, the 501st variable display time of the special figure 1 game is defined in advance to be time t100 (=t1+t2+t3+t4+t5+t6) Save. In addition, the 501st variable display time of the special figure 1 game is not limited to time t100 can be a value.
[0306] As a result, the gaming machine 10 is in the mode for the 501st variable display time of the special figure 1 game. When you can secure a more sufficient transition effect execution period and get the opportunity to execute the special figure 2 game You can have time. In addition, the gaming machine 10 executes the special figure 2 game as a result of changing the playing method. With the intention of the player to get the opportunity, the guide loop effect of the mode transition effect can be canceled. You can cell.
[0307] In addition, the preset setting of the 501st variable display time of the special 1 game is Only if the number of executions of the special figure 1 game can be reliably grasped, You may choose not to do this if For example, gaming machine 10 has 5 of Toku 1 game when counting the number of Toku 1 games run without power interruption 01st fluctuation display time is set in advance, and one big hit is generated from power on. When not playing, please set the 501st variable display time of the special 1 game in advance. I don't do it. In addition, please set in advance the 501st variable display time of the special figure 1 game. Whether or not to proceed may be determined by other conditions.
[0308] In addition, the game machine 10 is designed to sufficiently secure the mode transition effect execution period. Although the 501st variable display time of one game was decided in advance, To predetermine a shorter than normal fluctuation display time for rapid digestion of dynamic memory You may At this time, the gaming machine 10 stores the starting memory of the special figure 1 game and the starting memory of the special figure 2 game. Instead of performing a customer waiting effect when all memories are gone and the customer is waiting Alternatively, a mode transition effect may be performed in addition to the customer waiting effect.
[0309] In addition, the game machine 10 is a predetermined determination of the 501st variable display time of the special figure 1 game. In addition, in preparation for the variable display after the 502nd special game, 502 special games The variable display time after the second may be determined in advance.
[0310] In addition, the game machine 10 executes the mode transition effect during the 501st fluctuation display time of the special 1 game The period is set to a time that can be secured more sufficiently, and the variable display time after the 502nd time of the special 1 game The time may be shorter than usual. In addition, when the gaming machine 10 is in the customer waiting state, Instead of performing a waiting effect, or in addition to a customer waiting effect, a mode transition effect is performed. , the 501st variable display time of the special 1 game is the mode transition effect execution period. It may be one that does not ensure sufficient time to
[0311] In addition, the variable display time shorter than usual is the minimum time that can be set in the normal game state. It may be the minimum time that can be set in the time-saving gaming state, or the special figure 1 game An arbitrary time set shorter than normal for the purpose of digesting the number of starting memories of the system good too.
[0312] The timing chart of the mode transition effect execution period shown in FIG. After the execution of the first time, it shows how the mode transition effect is continuously executed even if it is in a customer waiting state. For example, the gaming machine 10 changes from gaming state A to gaming state B by executing the special figure 1 game 500 times. transition to The gaming machine 10 is in the gaming state A until the special figure 1 game is executed 500 times. , and the production type is normal production. The gaming machine 10 executes the 501st execution of the special 1 game. Execute the mode transition effect from the beginning, and during the 501st execution of the special 1 game, special 1 game, special Figure 2 Both games are waiting for customers because they do not get an opportunity to execute. The game machine 10 The mode transition effect is continuously executed even during the state. The gaming machine 10 performs a special 2 game while waiting for customers. When you get the opportunity to run the special 1 game and the 502nd special 2 game in total. The game machine 10 is b time from the start of execution of the special figure 2 game, which is the 502nd time in total with the special figure 1 game Execute short mode production.
[0313] As a result, the gaming machine 10 can execute the special figure 2 game even if there is no special figure 1 game execution opportunity. In addition to ensuring the mode transition effect execution period until the machine occurs, As a result of changing You can cancel the transition production.
[0314] One aspect of the gaming machine 10 (including modifications) of the first embodiment described above is as follows. characteristics. In addition, conventional game machines lacked consistency due to the diversification of game elements. The contribution of the diversification of entertainment to the improvement of interest was limited. Gaming machine 1 of the first embodiment 0 provides gaming machines that can enhance interest with a variety of game features.
[0315] (1) The game machine (for example, the game machine 10) is an effect means capable of executing a predetermined effect (for example, , display device 41, speakers 19a and 19b), and mainly the first game (for example, special figure 1 A game) can be executed from the first game state (for example, game state A) to the establishment of a predetermined condition (for example, For example, the second game (for example, special 2 game) is mainly executed due to b time saving trigger) Control means (for example, For example, the control means includes a game control device 100, a performance control device 300), and the control means immediately after the transition. When executing the first game without getting an opportunity to execute the second game in the second game state, if the first game of 2 or more Make it possible to perform state transition effects (for example, mode transition effects) across games using the effect method. , when an opportunity to execute the second game is obtained, the state transition effect being executed by the effect means is changed to the second game state. It is possible to switch to a state-based presentation (for example, b time-saving mode presentation) according to the situation (Figure 20, Figure 24) from Figure 27).
[0316] (2) The control means in (1) controls the state transition being executed by the production means at the start of execution of the second game. The performance is switched to a state performance corresponding to the second game state (FIGS. 24 to 27). (3) The gaming machine of (2) has auxiliary presentation means (for example, sub display device 41a, display device 4 1), and the state transition effect is continued by the auxiliary effect means (FIG. 23).
[0317] (4) The presentation means in (2) includes a first display device, and the auxiliary presentation means is different from the first display device. (FIG. 23). (5) The presentation means in (2) includes the first display area of the first display device, and the auxiliary presentation means includes the first display area of the first display device. A second display area of the first display device that is different from the first display area (for example, a secondary display area of the display device 41) (Figure 23).
[0318] (6) The control means in (1) is executed by the presentation means after the state transition presentation is executed for a predetermined period of time. Switch the state transition performance to the state medium performance corresponding to the second game state (FIG. 21(2)). (7) The predetermined time in (6) is the execution time of the state transition effect prepared in advance (for example, 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) The state transition performance in (6) is a performance that loops at the first time (for example, t40). Therefore, the predetermined time is the first time (FIG. 21(2)).
[0320] The state transition effects (10) and (6) are effects that loop at the first time, and the predetermined time is the state transition effect that loops at the first time. The time is shorter than 1 hour (Figure 21(2)). (11) In the state transition effect of (6), the first effect is executed at the first time (for example, t30) A second rendition that is different from the first rendition loops at a second time (for example, t6 ), and the predetermined time is the first time (FIG. 21(2)).
[0321] (12) The predetermined times in (11) are the first time (for example, t30) and the second time (for example, , t6) (for example, t40) (FIG. 21(2)). (13) The predetermined time in (11) is longer than the first time and shorter than the sum of the first time and the second time. (Figure 21(2)).
[0322] (14) The game machine of (1) includes detection means (for example, production button 25 (push button)), the control means detects the operation by the detection means, Switch the state transition effect being executed by the means to the effect during the state corresponding to the second game state (Fig. 22) .
[0323] (15) The control means of (1) is configured so that the first game is not executed as a predetermined result before obtaining an opportunity to execute the second game. (For example, when deriving a big hit), the state transition effect being executed by the effect means is changed to the second game state. It is possible to switch to the production during the state according to the state (Fig. 23).
[0324] (16) The control means of (1) enables the state transition effect to be executed by the effect 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 game state immediately after the transition. when the first game is executed on the first game, the variable display time of the first game Decide before you get the chance (Figure 26).
[0325] (18) The control means of (17) executes the state transition effect using the effect means after the state transition effect has been executed for a predetermined period of time. It is possible to switch the current state transition effect to a state transition effect corresponding to the second game state, and the game The variable display time is a predetermined time (FIG. 23).
[0326] (19) The control means in (17) does not control the game until the first hit after the power is turned on. The variable display time of the game is not determined before the opportunity to execute the game is obtained (Figure 23). (20) The state transition effect in (1) is a guidance display that guides you on how to play (for example, 516,522) (Figures 17 to 19).
[0327] The in-state effects of (21) and (20) include a guidance display input guidance display 516 (FIG. 16). (22) The guidance display included in the state transition performance in (21) is the guidance display included in the state transition performance. (For example, how-to guide display 516, 522) 19).
[0328] (23) The control means in (22) executes the state transition effect using the effect means after the state transition effect has been executed for a predetermined period of time. It is possible to switch the current state transition performance to a state transition performance corresponding to the second game state, and the state transition performance The guidance display included in is in the first display mode until a predetermined time elapses, and from the elapse of a predetermined time, it changes to the first display mode. This is a second display mode different from the display mode.
[0329] (24) The control means in (1) gives priority to the state transition performance over the customer waiting performance (FIG. 18). (25) The control means in (1) enables the second game to be executed with priority over the first game (Fig. 13).
[0330] (26) The control means in (1) executes the first game or the second game in the order in which execution opportunities are obtained. (Figure 13). (27) The control means in (1) controls the second game state in the second game state after transition from the first game state. When executing the first game without obtaining an opportunity to execute the first game, the corresponding Determine the variable display time of the first game (Figure 26).
[0331] (28) A gaming machine (for example, gaming machine 10) is a production means (for example, display device 41, speakers 19a, 19b), and mainly the first game (for example, special 1 game) can be executed from the first game state (for example, game state A), a predetermined condition is satisfied ( For example, mainly play the second game (for example, special map 2 game) due to b) time saving opportunity). A control means (for example, a control means for controlling a transition to a second gaming state (for example, gaming state B) that allows the For example, the control means includes a game control device 100, a performance control device 300), and the control means immediately after the transition. When executing the first game without getting an opportunity to execute the second game in the second game state of It is now possible to perform state transition effects (for example, mode transition effects) across one game using the effect method. However, if the state transition effect is being executed by the production means and the state is waiting for a customer, the Continue the state transition performance (Figure 20, Figure 24 to Figure 27).
[0332] (29) A gaming machine (for example, gaming machine 10) has a production means capable of executing a predetermined production, and a main Mainly from the first game state in which the first game can be executed, the second game is control means for controlling the transition to a second game state in which the game is executable; , when executing the first game without getting an opportunity to execute the second game in the second game state immediately after the transition, It is possible to perform state transition production across two or more first games using production means, and to execute the second game. When the game is played, the state transition performance being executed by the performance means is switched to a state transition performance corresponding to the second game state. (Fig. 20, Fig. 24 to Fig. 27). Furthermore, the gaming machines in (28) and (29) are also ( Similar to the gaming machine in 1), (2) to (27) can be applied.
[0333] [Second embodiment] Next, a second embodiment will be described based on the drawings. The gaming machine 10 of the second embodiment is The manufacturer's logo will be displayed both when the customer is waiting for the customer and when the customer is waiting. However, it is a hit and a customer wait. The players who observe the manufacturer's logo may be different depending on the player. The manufacturer logo displayed when winning is a game There is a high probability that it will be observed by players inside the game, and the display of the manufacturer's logo while waiting for customers is likely to be seen during non-gaming. There is a high probability that the game will be observed by the following players. Therefore, the required performance while displaying the manufacturer logo is It is desirable that the content of the announcement differs depending on the target player, but cannot be said to have responded to such requests.
[0334] Therefore, the game machine 10 of the second embodiment is a game machine that targets the performance content displayed while the manufacturer logo is displayed. We aim to improve the appeal of displaying manufacturer logos as they differ depending on the technician. The purpose is to make the performance being displayed meet the requests of the players. Therefore, the second The gaming machine 10 of the embodiment has an effect accompanying the display of the manufacturer's logo during a win, and a display during waiting for a customer. This is different from the presentation that accompanies the display of the manufacturer's logo.
[0335] First, the performance mode of the customer waiting performance will be explained using FIGS. 28 to 30. Figure 28 is A diagram showing an example (part 1) of a timing chart of the performance mode of the customer waiting performance of the second embodiment It is. FIG. 29 is a diagram showing an example (part 1) of the customer waiting effect screen of the second embodiment. FIG. 30 is a diagram showing an example (part 2) of the customer waiting effect screen of the second embodiment.
[0336] Note that the gaming machine of the second embodiment is different from the gaming machine of the first embodiment unless otherwise specified. It has a similar configuration. In the description of the second embodiment, the same height as the first embodiment will be used. In some cases, the same reference numerals are given and the explanation is omitted.
[0337] The game state when performing the customer waiting effect is the customer waiting state. The game state "waiting for customers" is It is in the state of the starting memory number "0" in each of the special figure 1 game and the special figure 2 game. Game machine 1 0 is the specified pattern stop period and customer waiting period after the end of the variable display of the special map 1 game or special map 2 game. Waiting for the transition period to pass, the number of starting memories "0" in each of the special 1 game and special 2 game ”, the game state becomes “waiting for customers”. The customer waiting transition period is “0”. You can.
[0338] The customer waiting effect consists of a movie display period, a logo display period (manufacturer's logo display period), and a warning including the start-up display period. The customer waiting effect includes other periods such as the model name display period. It may be. For example, the customer waiting effect consists of a movie display period, a logo display period, and a warning display period. Repeat until the end of the game state "waiting for customers" with the period TK including the evocative display period as one cycle and is executed. In addition, the game state "waiting for customers" can be either special 1 game or special 2 game. A variable display game based on the starting memory that ends when the number of starting memories reaches "1" Transition to execution state.
[0339] The customer waiting effect is a predetermined movie display screen that guides the game during the movie display period. is displayed on the display device 41. In addition, during the logo display period, the manufacturer name is displayed for the customer waiting effect. The display device 41 displays the maker's logo display screen to be rolled. In addition, the manufacturer logo display screen is It can be a still image, an animation image, or a movie image prepared in advance. There may be. In addition, the customer waiting effect calls the player's attention during the attention calling display period. A warning display screen is displayed on the display device 41 . Players should be careful not to forget to take their cards. excessive immersion in games, leaving children in the car, strong stimulation from lights and sounds, etc. However, it is not limited to these as long as it calls attention to the players.
[0340] In addition, the warning display during the customer waiting performance is a logo designed to easily attract the attention of the players. Since it is displayed immediately after the display period, it can continue to attract the attention of players, creating a high level of alertness. A stimulating effect can be expected.
[0341] The customer waiting effect is to hide the large pattern group 501 on the display device 41 of TK during the period and display the small A symbol group 502 is displayed. As a result, the gaming machine 10 changes with respect to the player at the start of the game. The position of the small symbol group 502 can be guided before the display game is executed. Also, gaming machine 1 0 is a table of the small symbol group 502 that shows the game characteristics of a variable display game to the player at the beginning of the game. We can guide you from the instructions. In addition, the gaming machine 10 may hide the large symbol group 501. This ensures a certain level of appeal for the manufacturer's logo display.
[0342] The customer waiting effect is to display images such as pictograms and icons on the TK display device 41 during the relevant period. Hide the image hold displayed on the page and hide the number hold displayed on the page (number hold "0") Display. Image hold is shown in hold display 505 (image standby hold) and hold extinguishment display 5. There is 06 (image digestion pending). The number reservation is 503, which shows the number of special drawings 1 and special drawing 2. There is a number display 504. As a result, the gaming machine 10 provides a variable table to the player at the start of the game. The position of the small symbol group 502 can be guided before the execution of the display game. Also, gaming machines 10 is the starting memory for the special figure 1 game and the special figure 2 game for the player at the beginning of the game. It is possible to confirm that the number is "0", that is, that the game is not in progress. Also, gaming machine 1 0 guarantees a certain level of appeal of the manufacturer's logo display by hiding the image reservation. Na Oh, the image hold and number hold may include the general figure hold, and also the general figure hold. This may include a standby hold and an extinguish hold.
[0343] The customer waiting performance is performed on the TK's sound output device (speakers 19a, 19b) during the relevant period. No performance sound is output. As a result, the game machine 10 outputs sound when the game machine is not playing. This suppresses the loss of interest of players who are playing games on other gaming machines. In addition, the gaming machine 10 is Prevents gaming machines that are not playing from using more power than necessary by outputting sound . In addition, the customer waiting effect is based on the effect of the manufacturer's image during the logo display period of the TK period. Sound or the like may also be output. Such gaming machines 10 are By not outputting sound except during the logo display period, it was possible to direct the player's attention to the logo display period. This is effective in improving the appeal of the manufacturer's logo display.
[0344] The customer waiting performance will be played on TK's sound output device (speakers 19a, 19b) during the relevant period. Outputs performance sound. As a result, the gaming machine 10 notifies the player who has started playing the game to end the customer wait. Can be peeled.
[0345] The display screen 550 shown in FIG. 29(1) is a movie display screen during customer waiting performance. display The screen 550 includes a customer waiting movie production 551, a small pattern group 502, and a special figure 1 pending number display 50 3 and special figure 2 reservation number display 504 are included in the display contents. In addition, the small pattern group 502 is the same as the previous change. Display the result mode of the dynamic display (eg, "3", "5", "7"). Special figure 1 reservation number display 503 and special figure 2 pending number display 504 display the respective starting memory number "0". like this The display screen 550 allows the player to preferably observe the movie display screen. Also , the display screen 550 displays the display position of the small pattern group 502 according to the display of the small pattern group 502. A player can be easily understood from the state. In addition, the display screen 550 displays the special figure 1 game or special [Fig. 2] It is possible to guide the player to easily understand that the game is stopped. In addition, the display screen 5 50 is the starting memory number "0" in each of the special 1 game and special 2 game, that is, the game It is possible to confirm that it is not in the middle.
[0346] A display screen 552 shown in FIG. 29(2) is a logo display screen during the customer waiting effect. display screen 552 is a customer waiting logo display effect 553, a small pattern group 502, and a special figure 1 pending number display 503 , Special figure 2 reservation number display 504 is included in the display content. In addition, the small pattern group 502 is the previous fluctuation table Display the indicated result pattern (eg, '3', '5', '7'). Special figure 1 pending number display 50 3 and special figure 2 pending number display 504 display the respective starting memory number "0". A table like this The display screen 552 allows the player to preferably observe the logo display screen. Also, the display screen The surface 552 changes the display position of the small pattern group 502 from the customer waiting state by displaying the small pattern group 502. It can be easily understood by technicians. In addition, the display screen 552 is a special figure 1 game or a special figure 2 game The player can easily understand that the system is stopped. Also, the display screen 552 Starting memory number "0" in each of Toku 1 game and Toku 2 game, that is, not in play You can confirm that.
[0347] A display screen 554 shown in FIG. 29(3) is a display screen for calling attention during the customer waiting effect. display The screen 554 includes a customer waiting alert display effect 555, a small pattern group 502, and a special figure 1 pending number display. 503 and special figure 2 reservation number display 504 are included in the display contents. In addition, the small pattern group 502 is the last time display result mode (for example, "3", "5", "7"). Number of special figures 1 pending The display 503 and the special figure 2 pending number display 504 display the respective starting memory number "0". this Such a display screen 554 allows the player to preferably observe the attention-calling display screen. In addition, the display screen 554 displays the small pattern group 502 to indicate the display position of the small pattern group 502. It is possible to guide the player from the state of being in an easy-to-understand manner. In addition, the display screen 554 is a special figure 1 game or can easily guide the player to understand that the special figure 2 game is stopped. Also, the display screen Face 554 has a starting memory number of "0" in each of the special figure 1 game and the special figure 2 game, that is, It is possible to confirm that the game is not in progress.
[0348] Note that the movie display screen during the customer waiting effect is similar to the display screen 550a shown in FIG. 30(1). Similarly, the display contents may include symbols corresponding to the large symbol group 501 . Display screen 5 50a is a movie display screen during the customer waiting effect. The display screen 550a shows the customer waiting movie. -Production 551a, small pattern group 502, special figure 1 reserved number display 503, special figure 2 reserved number display 5 04 is included in the display contents. The customer waiting movie production 551a is a movie prepared in advance. And the movie pattern 556 corresponding to the large pattern group 501 is included in the display effect contents. movie The pattern 556 is a pattern displayed in the customer waiting movie effect that guides the game. A predetermined symbol combination (for example, "2", "4", "1 ) is displayed. In addition, the display screen 550a displays the results of the previous variable display in the small symbol group 50. By displaying by 2, the game pattern 556 prevents the player from making mistakes in the game state. .
[0349] In addition, in the customer waiting effect, the customer waiting effect is repeatedly executed with the period TK as one cycle. A period for displaying the effect before the customer waiting movie may be provided before the display. Figure 30(2) The display screen 550b shown is a display screen before the customer waiting movie during the customer waiting effect. Display screen 5 50b includes a customer waiting movie pre-production 551b, a large pattern group 501a, a small pattern group 502, Special figure 1 reservation number display 503 and special figure 2 reservation number display 504 are included in the display contents. Customer waiting movie - The pre-production 551b is a movie prepared in advance, and the customer waiting movie production 551 This is the movie displayed prior to a. Production 551b before the customer waiting movie is a stop pattern table This is an effect that buffers the change at the time of switching from the display screen to the customer waiting movie effect 551 . display screen 550b is a large symbol group 501 corresponding to the large symbol group 501 displayed on the stop symbol display screen. a is superimposed on the pre-customer waiting movie effect 551b and displayed. Large pattern group 501a is a large pattern group In order to buffer the display switching from 501 to the movie pattern 556, a position different from the large pattern group 501 Displayed by position and size. The large symbol group 501a, together with the small symbol group 502, Display the indicated result pattern (eg, '3', '5', '7').
[0350] Next, the effect mode of the win (first time) effect will be described with reference to FIGS. 31 and 32. FIG. Figure 31 is an example of a timing chart of the production mode of the winning (first time) production of the second embodiment (Part 1 ). FIG. 32 is a diagram showing an example of a win (first time) effect screen according to the second embodiment; be.
[0351] The game state when the win (first time) effect is performed is win (first time). game state Hit (first time)” is the first of the hits derived as a result of the special 1 game or special 2 game It is a hit state that is considered to be a hit. The first hit is derived in game state A (normal game state) It is a hit. It should be noted that, in the first hit, the game state The hit derived in a predetermined period after the transition to A (for example, the starting memory digestion period at the time of state transition) may be excluded.
[0352] The hit (first time) effect consists of the round display period, mode display period, and logo display period (manufacturer logo display period). Also, the hit (first time) production is a fanfare period (not shown) or Includes interval period. The fanfare period is a production period that guides the derivation of the hit, The round display period is the production period during the opening of the big prize mouth, and the interval period is the two rounds. This is the production period during the blockage of the big winning opening sandwiched between the round display periods. Mode display period and logo table The display period (manufacturer's logo display period) is in the ending period TE that guides the end of winning. B The GO display period (manufacturer's logo display period) is set after the mode display period. In addition, the game The state "hit (first time)" is the starting memory number "1" in either the special 1 game or the special 2 game ”, and after the ending period TE has elapsed, it will be based on the starting memory Transition to the execution state of the variable display game. In addition, the game state "hit (first time)" is a special 1 game If either the game or the special figure 2 game has the number of starting memories "0", the ending period TE After the elapse of, the game state transitions to "waiting for customers".
[0353] For the hit (first time) effect, the game state (game mode) after the hit is proposed during the mode display period. inside. For example, the gaming machine 10 can determine the presence or absence of probability fluctuations, the presence or absence of general electric support, and predetermined Predetermined mode names are set according to whether or not the period is in effect. Game machine 10, mode display A mode display screen that guides the mode name according to the game state (game mode) after hitting the period Displayed on the display device 41 . In addition, during the mode display period, in addition to the mode display screen, A warning display screen for calling attention is displayed on the display device 41 . Play during the mode display period Players should be careful not to forget to take their cards, be overly immersed in games, Leaving indoors, strong stimulation by light and sound, etc. is not limited to In addition, the game machine 10 is a manufacturer that appeals the manufacturer name during the logo display period. A black screen is displayed on the display device 41 . The manufacturer's logo display screen is a still image. It may be an animation image or a movie image prepared in advance. .
[0354] In addition, the alert display in the hit (first time) production does not have an independent alert display period. Since it is displayed in conjunction with the mode display period, it contributes to efficient game progress and the mode display period Contribute to securing the logo display period following
[0355] The hit (first time) effect is the large symbol group 501 on the display device 41 during the ending period TE. , small pattern group 502, image suspension (hold display 505 (image standby hold), hold digestion Display 506 (image digestion pending)), number pending (special figure 1 pending number display 503, special figure 2 holding Hide residue display 504). As a result, the game machine 10 can display the small symbol group 5 during the game process. Organize the amount of information displayed for players who know information such as the location of 02, and improve the ending period. The aim is to improve the ease of understanding and appeal of the displayed content of the Intermediate TE. In other words, the gaming machine 10 is By organizing the amount of information displayed, it is easier to understand the mode name during the mode display period, and the effect is to raise awareness. It is possible to improve the In addition, the gaming machine 10 can be improved by arranging the amount of information displayed. To ensure that the appeal of a logo display is higher than that of a manufacturer logo display in a customer waiting presentation. Also, games Machine 10 organizes the amount of information displayed to make it easier for players to feel comfortable by dividing the end of one win into one segment. We support you to renew your skills and move on to the next game. In addition, the gaming machine 10 has a large amount of information displayed. By organizing the large symbol group 501a and small symbol group 502, which are the symbol combinations that yield the winning result. is not displayed. As a result, the gaming machine 10 will not be able to transition after the ending period TE has elapsed. A large symbol group 501a and a small symbol that are the symbol combinations from which the winning result was derived before the execution of the variable display game. It is possible to avoid a situation where the group 502 is displayed and the player is confused. Please note that image preservation The number and number holds may include the general hold, and the general hold may also include the standby hold. and digestion retention.
[0356] The winning (first time) performance is the ending period TE sound output device (speakers 19a, 19b) , a winning performance sound is output. As a result, the game machine 10 allows you to play games that allow you to enjoy the afterglow of winning. We aim to improve the interest of people. In addition, the gaming machine 10 is displayed during the logo display period of the ending period TE. It is also possible to output only the sound effects based on the manufacturer's image. 10 gaming machines like this can draw players' attention to the logo display period, and is effective in improving the appeal of the manufacturer logo display. It is fruitful.
[0357] The winning (first time) performance is the ending period TE sound output device (speakers 19a, 19b) , the winning effect sound will not be output. As a result, the game machine 10 can play games suitable for logo display. prevent people from becoming 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 includes a mode display effect 559, a hit warning display effect 560, and a hitting method. The display contents include the inner display 516. In addition, the large pattern group 501, the small pattern group 502, and the image Diary hold and number hold are not displayed. As a result, the gaming machine 10 can It is possible to easily understand the mode name and improve the alerting effect. In addition, the display screen 55 8 displays a playing guide display 516, which can prevent the player from making a mistake in playing. be.
[0359] The display screen 562 shown in FIG. 32(2) is a logo display screen during the winning (first time) performance. table The display screen 562 includes a winning logo display effect 563 and a winning guide display 516 as display contents. . In addition, the large symbol group 501, small symbol group 502, image retention, and number retention are not displayed. do not have. Such a gaming machine 10 is effective in improving the appeal of the manufacturer's logo display. Also, the table The display screen 562 displays a playing guide display 516, which prevents the player from making a mistake in playing. Can be stopped.
[0360] Next, the production mode of the winning (second and subsequent) production will be explained using FIGS. 33 and 34. figure 33 is an example of a timing chart of the production mode of the winning (second and subsequent) production in the second embodiment. FIG. FIG. 34 is a diagram showing an example of a winning (second and subsequent) effect screen of the second embodiment. It is.
[0361] The game state when performing a win (second time or later) performance is a win (second time or later). game The game state "hit (after 2nd time)" was derived as the result of the special map 1 game or the special map 2 game. This is a winning state where the winning is considered to be a winning excluding the first winning. Winning, excluding the first time, means playing state A( This is a win derived in a state other than the normal gaming state). In addition, except for the first time, there will be a series of wins and Since it can be regarded as It may also include the winnings derived during the memorization period).
[0362] The winning (second or later) performance includes a round display period and a mode display period. Also, hit (After the second time) The performance includes a fanfare period and an interval period (not shown). mode The display period is in the ending period TE2 that indicates the end of the winning. In addition, hit (after 2nd time) ) It is recognized that the logo display screen during the winning (first time) performance fully fulfilled its function. Therefore, the logo display period (manufacturer logo display period) is not included. In addition, if you win (after 2nd time) During the performance, the logo display period (manufacturer logo display period) is included as well as during the winning (first time) performance. can be anything. In addition, the game state "Win (after 2nd time)" is the special figure 1 game or the special Figure 2: Even when the number of starting memories reaches "1" in any of the games, it does not end, and the ending period After TE2 has elapsed, a transition is made to the execution state of the variable display game based on the starting memory. Also, In the game state "Win (2nd time or later)", either the special map 1 game or the special map 2 game starts. If the memory count is "0", the game state will transition to "waiting for customers" after the ending period TE has passed. be.
[0363] The winning (second time or later) performance is the gaming state (game mode) after the winning during the mode display period. to guide you. For example, gaming machine 10 has probability fluctuations, general electricity support, and after winning. A predetermined mode name is set depending on whether or not it is within a predetermined period. Game machine 10 mode Mode display screen that guides you to the mode name according to the gaming state (game mode) after the display period hits The screen is displayed on the display device 41. Also, during the mode display period, in addition to the mode display screen, the game An alert display screen is displayed on the display device 41 to alert the person. During the mode display period Players should be careful not to forget to take out their cards, get too absorbed in the game, and prevent children from playing. Leaving the player in the car, strong stimulation from light or sound, etc., but if it alerts the player, then this is the case. Not limited to these. In addition, during the mode display period of winning (second and subsequent) performances, players will be reminded. The warning to be given to players is different from the warning to be given to players during the mode display period of the winning (initial) performance. It may be possible to avoid repeating the same warning in terms of content.
[0364] The winning (from 2nd time) effect is the large symbol group 5 on the display device 41 of the ending period TE2. 01, small pattern group 502, image hold (hold display 505 (image standby hold), hold Distillation display 506 (Image processing pending)), number pending (Special figure 1 pending number display 503, special Figure 2 Pending number display 504) is hidden. As a result, the gaming machine 10 can play small figures during the gaming process. Organize the amount of information displayed for players who know information such as the position of pattern group 502, and The aim is to improve the ease of understanding the display contents during the TE2 period and to improve their appeal. In other words, gaming machines 10 makes it easier to understand the mode name during the mode display period by organizing the amount of information displayed, and makes it easier to understand the mode name during the mode display period. It is possible to improve the evocative effect. In addition, the gaming machine 10 can be arranged by organizing the amount of information displayed. , the player uses the end of one win as a break to refresh their mind and move on to the next game. to support. In addition, the gaming machine 10 has symbols that derive winning results by organizing the amount of information displayed. The large pattern group 501a and the small pattern group 502 that form a combination are not displayed. As a result, the gaming machine 10, the win is derived before the execution of the fluctuating display game that transitions after the ending period TE2 has passed. The player is confused because the large symbol group 501a and the small symbol group 502, which are the symbol combination that was issued, are displayed. This situation can be avoided. Image retention and number retention include normal map retention. In addition, it may be possible to include standby suspension and digestion suspension. stomach.
[0365] The hit (2nd time onwards) production is the ending period TE2 sound output device (speakers 19a, 1 In 9b), a hit effect sound is output. As a result, the gaming machine 10 is immersed in the afterglow of winning. We aim to improve the interest of players who play games.
[0366] The hit (2nd time onwards) production is the ending period TE2 sound output device (speakers 19a, 1 In 9b), the winning effect sound is not output. As a result, the gaming machine 10 is directed to the mode display. To suppress distraction of a player's attention.
[0367] A display screen 564 shown in FIG. 34(1) is a mode display screen during the winning (second or later) effect. Ru. The display screen 564 includes a mode display effect 559, a winning alert display effect 560, and a hit The display contents include a directions display 516. In addition, the large pattern group 501, the small pattern group 502, and the Image hold and number hold are not displayed. As a result, the gaming machine 10 can display the mode display period. It is possible to easily understand the mode name inside, and improve the attention-calling effect. Also, the display screen 564 displays the playing guide display 516, which can prevent players from making mistakes in the playing method. It is.
[0368] The display screen 564a shown in FIG. 34(2) shows the change of the logo display screen during the winning (second and subsequent) presentation. This is an example. The display screen 564a has a hit warning display effect 5 compared to the display screen 564. Does not include 60. Such a display screen 564a is displayed to the player during the production mode display period. It is possible to avoid repeated calls for attention. Note that the gaming machine 10 has a display screen. Rather than displaying either screen 564 or display screen 564a, for example, It may also be possible to use them differently depending on the conditions, such as displaying alternate display for each. Also, gaming machines 10, instead of alternating whether or not the winning alert display effect 560 is displayed, it alerts the player. Avoid repeating the same precautions as the warnings given vary each time. You can.
[0369] Next, using Figure 35, we will explain the presentation mode when there is a starting prize while waiting for a customer. . 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.
[0370] For example, the start of special map 1 game or special map 2 game at timing t1 during the logo display period. When there is a moving prize, the gaming machine 10 changes the number pending displayed on the display device 41 from "0" to "1". Display increments. At this time, the game machine 10 plays the special figure 1 game or the special figure 2 game. Even if there is a starting prize, the pending image will not be displayed because the player is waiting for a customer. That is, The gaming machine 10 does not perform an increasing animation of image retention on the display device 41. this As a result, the gaming machine 10 maintains the visibility of the customer waiting effect in the game state "waiting for a customer". Furthermore, by displaying numbers on hold, the player is informed of the occurrence of a starting prize.
[0371] The gaming machine 10 changes from the game state "waiting for customers" at timing t2 due to the occurrence of a winning prize. A transition is made to the game state "game execution" in which the display game is executed, and a variable display effect is executed. child As a result, the gaming machine 10 displays a variable display performance on the display device 41. Fluctuation display performance The display contents include a large symbol group 501, a small symbol group 502, image retention, number retention, etc. Ta For example, the gaming machine 10 displays variable displays such as 500, 510, 512 on the display screen shown in FIG. Perform a performance.
[0372] In addition, the gaming machine 10 operates from timing t2 to timing t3 due to the occurrence of a starting prize. Image hold (Hold display 505 (Image standby hold) and Hold extinguish display 506 (Image erased) Execute the hold shift (decrease) animation in (hold)). hold shift animation The option is to shift the standby hold icon displayed in the hold display 505 in the decreasing direction. Then, a pending consumption icon is generated and displayed as an image in the pending consumption display 506. In addition, play The technique machine 10 displays the display device 41 at timing t2, which is the start of the pending shift animation. Displays the currently displayed numeric hold by decrementing it from "1" to "0".
[0373] In this way, the gaming machine 10 transitions from the game state "waiting for customers" to the game state "game execution". When moving and performing a fluctuating display effect, after performing an increment display with numbers held Since a hold shift animation is executed, it is possible to realize game progress that is easy for players to understand. Wear.
[0374] Next, the winning sound output during logo display performance will be explained using FIGS. 36 to 38. figure 36 is a diagram showing an example (part 1) of winning sound output during logo display performance of the second embodiment. . FIG. 37 is a diagram showing an example (part 2) of the winning sound output during the logo display performance of the second embodiment. be. FIG. 38 shows an example (Part 3) of the winning sound output during the logo display performance of the second embodiment. It is a diagram.
[0375] First, an example of the winning sound output during the logo display performance is shown in FIG. 36(1). Gaming machine 10 wins During the logo display performance, the winning sound will be output when a starting winning of the special drawing 1 game occurs. no. In the game machine 10, during the winning logo display performance, the start winning of the special figure 2 game occurs. Winning sound will not be output when During the winning logo display performance, the gaming machine 10 When the game starts winning a prize (passing through the normal gate), the winning sound will not be output. game Machine 10 enters when a starting prize of the special drawing 1 game occurs during the customer waiting logo display performance. Outputs the award sound. The gaming machine 10 starts the special figure 2 game during the customer waiting logo display effect. A winning sound is output when a moving winning occurs. While the game machine 10 is displaying the customer waiting logo In this case, when the starting prize of the normal game occurs (passing the normal game gate), the winning sound is output. no.
[0376] In this way, the gaming machine 10 does not output the winning sound during the winning logo display performance, and does not output the winning sound while displaying the winning logo. The winning sound is output during the Go display performance, except for the Fuzu game. As a result, the gaming machine 10 Manufacturer's logo display during winning logo display has higher appeal than during customer waiting logo display. secure. In addition, the gaming machine 10 has a certain level of appeal when displaying the manufacturer's logo during the customer waiting logo display. It is possible to help the player understand the progress of the game while ensuring the following.
[0377] Next, another example of winning sound output during logo display performance is shown in FIG. 36(2). Gaming machine 10 wins During the logo display performance, the winning sound will be output when a starting winning of the special drawing 1 game occurs. no. In the game machine 10, during the winning logo display performance, the start winning of the special figure 2 game occurs. Outputs the winning sound when The gaming machine 10, during the winning logo display effect, Winning sound output will not be performed when the system starts winning (passing through the normal gate). Game machine 1 0 is the winning sound when a starting winning of the special drawing 1 game occurs during the customer waiting logo display performance. output. The gaming machine 10 starts the special map 2 game during the customer waiting logo display. Do not output winning sound when a prize occurs. While the game machine 10 is displaying the customer waiting logo In this case, when the starting prize of the normal game occurs (passing the normal game gate), the winning sound is output. no.
[0378] In this way, the game machine 10 starts during the winning logo display effect and the customer waiting logo display effect. To output a winning sound for a game with a high probability of winning a prize. However, regarding the Fuzu game , there is a probability that the start winning will occur both during the winning logo display and during the customer waiting logo display Since both are high, no winning sound is output without distinguishing between the two. As a result, the gaming machine 10 displays the logo. To improve the appealing power of a maker's logo display during presentation and to assist a player in understanding the progress of the game.
[0379] Next, FIG. 36(3) shows another example of winning sound output during the logo display effect. Gaming machine 10 wins During the logo display performance, the winning sound will be output when a starting winning of the special drawing 1 game occurs. cormorant. The game machine 10 determines that the start winning of the special figure 2 game has occurred during the winning logo display effect. The winning sound will not be output when the prize is won. The gaming machine 10, during the winning logo display effect, Winning sound output will not be performed when the system starts winning (passing through the normal gate). Game machine 1 0 is the winning sound when a starting winning of the special drawing 1 game occurs during the customer waiting logo display performance. No output is performed. The gaming machine 10 starts the special figure 2 game during the customer waiting logo display effect. A winning sound is output when a moving winning occurs. While the game machine 10 is displaying the customer waiting logo In this case, when the starting prize of the normal game occurs (passing the normal game gate), the winning sound is output. no.
[0380] In this way, the game machine 10 starts during the winning logo display effect and the customer waiting logo display effect. To output a prize winning sound for a game with a low probability of winning a prize. However, regarding the Fuzu game , there is a probability that the start winning will occur both during the winning logo display and during the customer waiting logo display Since both are high, no winning sound is output without distinguishing between the two. In addition, the winning sound output at this time is It is desirable to be distinguishable from winning sounds output for games with a high probability of winning. . As a result, the gaming machine 10 can improve the appeal of the manufacturer's logo display during the logo display effect, To assist in understanding the progress of the game (for example, noticing mistakes in hitting, etc.).
[0381] Next, FIG. 37(1) shows another example of winning sound output during the logo display effect. Gaming machine 10 wins During the logo display performance, the winning sound will be output when a starting winning of the special drawing 1 game occurs. no. In the game machine 10, during the winning logo display performance, the start winning of the special figure 2 game occurs. Winning sound will not be output when During the winning logo display performance, the gaming machine 10 A winning sound is output when a starting winning of the game occurs (passing through the general gate). Game machine 1 0 is the winning sound when a starting winning of the special drawing 1 game occurs during the customer waiting logo display performance. output. The gaming machine 10 starts the special map 2 game during the customer waiting logo display. A winning sound is output when a prize occurs. The gaming machine 10 displays the logo while waiting for a customer. Also, do not output the winning sound when the starting prize of the general map game occurs (passing the general map gate). stomach.
[0382] In this way, the gaming machine 10 emits the winning sound for the special figure game during the winning logo display performance. Instead of outputting, the winning sound for the Fuzu game is output. In addition, the gaming machine 10 displays the customer waiting logo. During the production, the winning sound is not output for the general game, and the winning sound is output for the special game. do. As a result, the gaming machine 10 can improve the appeal of the manufacturer's logo display during the logo display effect, To assist the player in understanding the progress of the game.
[0383] Next, FIG. 37(2) shows another example of winning sound output during the logo display effect. Gaming machine 10 wins During the logo display performance, the winning sound will be output when a starting winning of the special drawing 1 game occurs. no. In the game machine 10, during the winning logo display performance, the start winning of the special figure 2 game occurs. Winning sound will not be output when During the winning logo display performance, the gaming machine 10 When the game starts winning a prize (passing through the normal gate), the winning sound will not be output. game Machine 10 enters when a starting prize of the special drawing 1 game occurs during the customer waiting logo display performance. Outputs the award sound. The gaming machine 10 starts the special figure 2 game during the customer waiting logo display effect. A winning sound is output when a moving winning occurs. While the game machine 10 is displaying the customer waiting logo In this case, when the starting prize of the normal game occurs (passing the normal game gate), the winning sound is output. cormorant.
[0384] In this way, the gaming machine 10 outputs the winning sound for the game during the winning logo display performance. Instead, a prize-winning sound is output for the game during the presentation of the customer waiting logo display. This allows play Machine 10 improves the appeal of the manufacturer's logo display during the logo display performance and improves the player's understanding of the game progress. seek assistance.
[0385] Next, FIG. 37(3) shows another example of winning sound output during the logo display effect. Gaming machine 10 wins During the logo display performance, the winning sound will be output when a starting winning of the special drawing 1 game occurs. no. In the game machine 10, during the winning logo display performance, the start winning of the special figure 2 game occurs. Winning sound will not be output when During the winning logo display performance, the gaming machine 10 A winning sound is output when a starting winning of the game occurs (passing through the general gate). Game machine 1 0 is the winning sound when a starting winning of the special drawing 1 game occurs during the customer waiting logo display performance. output. The gaming machine 10 starts the special map 2 game during the customer waiting logo display. A winning sound is output when a prize occurs. The gaming machine 10 displays the logo while waiting for a customer. Then, when a starting prize of the Fuzu game occurs (passing the Fuzu gate), a winning sound is output.
[0386] In this way, the gaming machine 10 emits the winning sound for the special figure game during the winning logo display performance. Instead of outputting, the winning sound for the Fuzu game is output. In addition, the gaming machine 10 displays the customer waiting logo. During the production, winning sounds are output for the regular game and the special game. As a result, the gaming machine 10 improves the appeal of the manufacturer's logo display during the logo display performance and improves players' understanding of the game progress. For example, assist in noticing errors in typing.
[0387] Next, another example of the winning sound output during the customer waiting logo display performance is shown in FIG. 38(1). Game machine 10 , even during the customer waiting logo display performance, the game state is A, B, C, or D (see Figure 13). The output of the winning sound is controlled by the
[0388] The gaming machine 10 displays a special logo while waiting for a customer in gaming state A (gaming state A). Figure 1 A winning sound is output when a starting winning occurs in the game. Game machine 10 is waiting for customers ( Game status A) Winning sound when the start winning of the special figure 2 game occurs during the logo display performance No output is performed. The gaming machine 10 normally displays the logo while waiting for a customer (gaming state A). Winning sound is not output when a starting prize of the figure game occurs (passing through the regular figure gate). play The gambling machine 10 is waiting for customers in gaming states B, C, and D (gaming states B, C, and D), and 1 Winning sound is not output when a starting winning occurs in a game. Game machine 10 is waiting for customers (Game status B, C, D) When the start winning of the special figure 2 game occurs during the logo display performance. Then output the winning sound. The gaming machine 10 is waiting for customers (gaming status B, C, D) logo display performance Inside, when a starting prize of the Fuzu game occurs (passing the Fuzu gate), the winning sound is output. I can't handle it.
[0389] In this way, the gaming machine 10 can display the logo while waiting for a customer (gaming state A) and while waiting for a customer (gaming state A). B, C, D) Winning sound for games with a high probability of starting winnings during the logo display performance Output. However, for general map games, it does not interfere with the winning sound output of special map games. won't output winning sound. As a result, the gaming machine 10 displays the manufacturer's logo during logo display. The aim is to improve the appeal of the game and assist players in understanding the progress of the game.
[0390] Next, another example of the winning sound output during the customer waiting logo display performance is shown in FIG. 38(2). Game machine 10 , during the waiting for customers in gaming state A (gaming state A) logo display, the start of the special figure 1 game. A winning sound is output when a moving winning occurs. The gaming machine 10 is in the customer waiting (gaming state A) log. Outputs the winning sound when a starting winning of the special drawing 2 game occurs during the game display. . The gaming machine 10 starts and wins the Fuzu game while waiting for a customer (playing state A) while displaying the logo. The winning sound is output when the game occurs (passes through the regular gate). The gaming machine 10 is in gaming state B ,When waiting for customers in C and D (gaming states B, C, and D), the starting prize of the special drawing 1 game is issued. Outputs the winning sound when the game is played. Gaming machine 10 is waiting for customers (gaming status B, C, D) logo During the display performance, a winning sound is output when a starting winning of the special figure 2 game occurs. When the gaming machine 10 is waiting for a customer (playing states B, C, D) and is displaying the logo, Winning sound will not be output when a moving winning occurs (passing through the regular gate).
[0391] In this way, the gaming machine 10 can display the logo while waiting for a customer (gaming state A) and while waiting for a customer (gaming state A). B, C, D) Output the winning sound for the special map game during the logo display performance. Also, popular map Regarding the game, a winning sound is output when the probability of winning in the game is low. This results in , the gaming machine 10 improves the appeal of the manufacturer's logo display during the logo display performance and improves the player's game progress management. We aim to assist in solving problems (for example, noticing mistakes in typing, etc.).
[0392] Next, we will discuss the light emitting effect of the presentation device that is performed together with the display device 41 during the logo display presentation. This will be explained using FIGS. 39 to 41. First, let's talk about the display device and the production equipment surrounding the display device. This will be explained using FIG. 39. Figure 39 shows the display device and the effects around the display device in the second embodiment. It is a figure showing an example of a device.
[0393] The game machine 10 includes a board decoration device 46 on the game board 30, and a frame decoration device on the surface frame (main body frame) 12. Equipped with 18. The gaming machine 10 also includes a light guide decoration device 41b on the front surface of the display device 41. . Note that the light guide decoration 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 produces the game along with the display contents of the display device 41 in the vicinity of the display device 41. This is a light-emitting device that functions as a so-called board light-emitting section. Further, the frame decoration device 18 is connected to the board decoration device 4. It is a light emitting device that produces the game along with the display contents of the display device 41 outside of the frame 6, and is a so-called frame. Forms the light emitting part. The light guide decoration device 41b displays the display contents of the display device 41 in front of the display device 41. Both are light emitting devices that produce games, and form what is called a front light guide plate. Light guide decoration device 41b includes a light guide plate having a diffused reflection part and a light emitting part provided at the periphery of the light guide plate, and the light emitting part is turned off. When the light emitting part is on, it becomes transparent, and when the light emitting part is lit, it emits a design that corresponds to the diffused reflection part. Display in the luminescent color of the area. As a result, the light guide decoration device 41b can The display contents of the display device 41 are transparently displayed as they are, and when the light emitting part is lit, the display device 41 A predetermined design is superimposed and displayed on the display contents of 41.
[0395] Next, the light emitting mode of the board light emitting section, frame light emitting section, and front light guide plate in the winning (first time) effect will be explained using FIG. 40. FIG. 40 is a diagram showing an example (part 2) of a timing chart of the production mode of the winning (first time) production according to the second embodiment.
[0396] The gaming machine 10 has an ending period TE for the winning (first time) performance, 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 following the logo display (first half) period TE2. ) period TE3.
[0397] In the logo display (first half) period TE2, a logo is displayed on the display device 41 with image changes such as animation (for example, logo formation display). In the logo display (second half) period TE3, the display device 41 displays a logo (official manufacturer logo display) without image changes such as animation.
[0398] In this way, the gaming machine 10 attracts the player's attention during the logo display (first half) period TE2, and gives an impression of the official manufacturer's logo display during the logo display (second half) period TE3.
[0399] At this time, the gaming machine 10 causes the board light emitting section and the frame light emitting section to emit light in the base color of the manufacturer's logo display (base color light emission) 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 frame light emitting section emits white light and the board light emitting section emits red light. Alternatively, when displaying a red logo against a white background on the display device 41, the gaming machine 10 emits white light by excluding a part of at least one of the frame light-emitting section and the board light-emitting section, and the rest. The part that becomes red emits light.
[0400] Furthermore, the gaming machine 10 causes the front light guide plate to emit no 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. Thereby, the gaming machine 10 prevents the front light guide plate from interfering with the interest-inducing effect of image changes such as animation (for example, logo formation display) on the display device 41 during the logo display (first half) period TE2. Furthermore, the gaming machine 10 can guide the end of image changes such as animation (for example, logo formation display) on the display device 41, and can strongly impress the official manufacturer logo display.
[0401] Note that when the gaming machine 10 emits base color light from the logo display (first half) period TE2 to the logo display (second half) period TE3, the game machine 10 displays the logo display (first half) period TE2 and the logo display (second half) period TE3. The aspect may be changed. For example, the gaming machine 10 may use a lighting mode that corresponds to a display mode that involves an image change during the logo display (first half) period TE2, and a light emission mode that corresponds to a display mode that does not involve an image change during the logo display (second half) period TE3. good. The light emission mode according to the display mode accompanied by an image change is a more dynamic light emission mode than the light emission mode according to the display mode not accompanied by an image change, and may use more luminescent colors.
[0402] Next, the light emission mode of the board light emitting section, the frame light emitting section, and the front light guide plate in the customer waiting performance will be explained using 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 of the second embodiment.
[0403] The gaming machine 10 divides the customer waiting performance period TK into a logo display (first half) period TK1, a logo display (second half) period TK2 following the logo display (first half) period TK1, and a warning following the logo display (second half) period TK2. It is configured to include the evocation display period TK3.
[0404] During the logo display (first half) period TK1, a logo is displayed on the display device 41 with image changes such as animation (for example, logo formation display). In the logo display (second half) period TK2, the display device 41 displays a logo (official manufacturer logo display) without image changes such as animation.
[0405] In this way, the gaming machine 10 attracts the player's attention during the logo display (first half) period TK1, and gives an impression of the official manufacturer's logo display during the logo display (second half) period TK2.
[0406] At this time, the gaming machine 10 causes the board light emitting section and the frame light emitting section to emit light in the base color of the manufacturer's logo display (base color light emission) 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 frame light emitting section emits white light and the board light emitting section emits red light. Alternatively, when displaying a red logo against a white background on the display device 41, the gaming machine 10 emits white light by excluding a part of at least one of the frame light-emitting section and the board light-emitting section, and the rest. The part that becomes red emits light.
[0407] Furthermore, the gaming machine 10 causes the front light guide plate to emit no light from the logo display (first half) period TK1 to the logo display (second half) period TK2. Thereby, the gaming machine 10 can produce a premium feeling of official manufacturer logo display during the logo display (second half) period TE3 in comparison with the logo display (first half) period TK1 to the logo display (second half) period TK2. In addition, 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 light emitted from the front light guide plate from interfering with the games of other players.
[0408] Note that when the gaming machine 10 emits base color light from the logo display (first half) period TK1 to the logo display (second half) period TK2, the game machine 10 displays the logo display (first half) period TK1 and the logo display (second half) period TK2. The aspect may be changed. For example, the gaming machine 10 may use ...
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 operation unit is disposed in the gaming machine in a first size; The second operation unit is disposed on the gaming machine in a second size smaller than the first size. Gaming machine.