Game machine
Patent Information
- Application Number
- JP2022030068
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2022-02-28
- Publication Date
- 2025-11-11
- Estimated Expiration
- 2042-02-28
AI Technical Summary
【0006】 1態様によれば、遊技機において興趣を向上できる。
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 [Outline 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 the operation means, the control means comprising: a first output control section capable of controlling a first output of the effect device; A second output control unit capable of controlling the output, a mixed output control unit capable of controlling a mixed output that is a mixture of the first output and the second output, and a mixture of the output amount of the first output and the output amount of the second output. pre-adjustable mixing pre-conditioning 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, a first embodiment will be described based on the drawings. FIG. 1 is a perspective view showing an example of a gaming machine according to a first embodiment.
[0009] The gaming machine 10 of the first embodiment includes a front frame 12, and the front frame 12 can be rotated to open and close the outer frame (support frame) 11 with the left side being the pivoting side and the right side being the open side when viewed from the front. It is assembled into. The game board 30 (see FIG. 2) is stored in a storage section (not shown) formed on the front side of the front frame 12. Further, a glass frame (transparent member holding frame) 15 including a cover glass (transparent member) 14 that covers the front surface of the game board 30 is attached to the front frame (main body frame) 12.
[0010] In addition, lamps, LEDs (Light Emitting Diodes), etc. are built-in on the left and right sides of the glass frame 15 for decoration, presentation, and notification when an abnormality occurs (for example, when a dispensing abnormality occurs, the lamps, LEDs, etc. A frame decoration device 18 that emits light to illuminate (blink) in a notification color (for example, red) and speakers 19 (upper left speaker 19a1, upper right speaker 19a2) that emit sound (for example, sound effects) are provided. . Further, speakers 19 (lower left speaker 19b1, lower right speaker 19b2) are provided at the lower part of the front frame 12. Furthermore, when an abnormality occurs, the content of the abnormality is notified by voice from the speaker 19. Note that a lamp for reporting an abnormality in dispensing may be provided at a predetermined portion of the glass frame 15.
[0011] Further, at the lower part of the front frame 12, there is an upper tray (storage tray) 21 for supplying game balls to a batted ball firing device (not shown), and a game ball put out from a payout unit provided on the back side of the gaming machine 10. An upper tray ball outlet 22 from which the balls flow out, a lower tray (receiving tray) 23 for storing the game balls put out when the upper tray 21 is full, and an operating section 24 of the batted ball firing device are provided.
[0012] Furthermore, on the upper edge of the upper plate 21, there is a production button 25 used for intervention operations in game production, etc. is provided. In addition, the production button 25 is a production operation that accepts intervention operations for game production. In addition to functioning as an operation receiving unit, it also functions as a It also functions as a production department that can produce effects depending on the production style, etc. Also, on the left edge of the upper tray 21, there is a An option setting section 29 is provided for setting various options. option The setting section 29 includes a cross cursor switch that can accept input operations in four directions, and a cross cursor switch that can accept input operations in four directions. There is a central switch that can accept decision operations, etc., and a cross cursor switch in the center of the 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 Figure 4) that detects the It is possible to perform effects that involve the player's operations. For example, player operations The effect that intervenes is a variable display game on the display device (variable display device) 41 (see Figure 2). There is an effect in the game (decorative special figure variable display game), and the gaming machine 10 displays the display on the display device 41. You can move the character that you want to play, or you can use the decorative special figure variable display game displayed on the display device 41. It is possible to stop the identification information that is used. Please note that such player intervention requires , not only the production button 25 but also the option setting section 29 switches (cross cursor switch, A configuration in which one or more of the following (central switch, attached switch) is used may also be used. stomach. In FIG. 4, which will be described later, each switch of the option setting section 29 is collectively set as the setting switch 29. It is expressed as a.
[0014] In addition, to the right of the production button 25, there is a button that allows players to borrow balls from an adjacent ball lending machine. Ball lending button 27 to operate, to eject a prepaid card from the card unit of the ball lending machine. ejection button 28, which is operated to ) etc. are provided. In the gaming machine 10 of this first embodiment, the player can perform the above operations. By rotating the portion 24, the ball launcher fires the game balls supplied from the upper tray 21. Fire toward the game area 32 (see FIG. 2) on the front of the skill board 30. In addition, players can The setting switch 29a (cross cursor switch, center switch, For example, by operating one or more of the You can set the volume emitted from the speakers 19a and 19b, and set the brightness of the game board 30. can do.
[0015] Next, the game board 30 will be explained using FIG. 2. Figure 2 shows the game board of the first embodiment. It is a front view showing 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 resin side cases 3 provided at each of the four corners of the game board 30. 3 and a guide rail 31. In the game area 32, it is displayed almost in the center. A center case (game production structure) 40 equipped with a device (variable display device) 41 is arranged. There is. The display device 41 is placed in a recess provided in the center case 40. It is installed in a position recessed from the front. In other words, the center case 40 is a display device. It surrounds the display area of 41, protrudes forward from the display surface of display device 41, and covers the surrounding gaming area. It is formed so that it is difficult for game balls to jump into it from area 32.
[0016] The display device 41 is, for example, an LCD (liquid crystal display) or a CRT (cathode ray tube). It consists of a device with a display screen such as a windscreen. Note that the display device 41 is an LED. Other display devices, such as devices with a display screen capable of displaying a dot matrix, or It may be configured by a combination of two or more display devices. Can display the image of the display screen In the area (display area), multiple identification information (special symbols) and special symbol fluctuation display games are produced. Information regarding the game, such as characters and background images that enhance the effect, is displayed. Display device 4 On the display screen 1, multiple special symbols assigned as identification information are displayed in a variable manner (possible). (variable display), and a decorative special figure variable display game corresponding to the special figure variable display game is played. . The display screen also includes images for effects based on the progress of the game (for example, jackpot display). images, fanfare display images, ending display images, etc.) are displayed.
[0017] In addition, on the top of the center case 40, there is a board that performs the game by operating. A presentation device 44 is provided. This board presentation device 44 changes from the state shown in FIG. 2 to the display device 4. It is possible to move towards the center of 1.
[0018] On the lower right side of the center case 40 in the game area 32, there is a general figure fluctuation display game start. A normal pattern starting gate (normal pattern starting gate) 34 is provided which provides conditions. Fuzu starting game The game ball that won the gate 34 (the game ball that passes through the normal figure starting gate 34) 34a (see Figure 3).
[0019] In addition, a general winning opening 35 is arranged on the lower left side of the center case 40 in the gaming area 32. It is placed on the lower right side of the center case 40 and on the right side of the special variable prize winning device 95, which will be described later. 35 general prize openings are arranged. Game balls that enter these general winning slots 35 will be entered into prizes. It is detected by the mouth switch 35a (see FIG. 3).
[0020] In addition, below the center case 40 in the game area 32, there is a first special figure fluctuation display game. (Special Figure 1 Variable Display Game) A moving prize opening 36 (starting opening 1) is provided. The game ball that won the starting prize hole 36 will start It is detected by the mouth 1 switch 36a (see FIG. 3).
[0021] In addition, below the starting prize opening 36, there is an outlet for collecting game balls that did not win in the winning opening etc. An opening 30a is provided. In addition, at a lower position than the center case 40 and on the left side of the general starter gate 34, there is a Normal variable winning device that provides the starting conditions for the 2nd special figure variable display game (special figure 2 variable display game) 37 (second starting prize opening, starting winning area) is provided. Normal variable prize winning device 37 (starting Port 2) is provided with a movable member 37b at a position that becomes an inflow portion. The movable member 37b is The solenoid 37c (see Figure 3) slides the game ball back and forth into the inflow area. A blocking state that prevents the inflow of game balls, and a permission state that allows the game balls to flow into the inflow area by retreating to the rear. It is designed to be able to change depending on the state. The movable member 37b is normally closed (closed to the player). is in a disadvantageous condition). Then, the results of the general figure fluctuation display game are displayed in a predetermined stop table. If the game is in the open state, it can be changed to the open state (a state advantageous to the player). It has become. The winning game ball in the normal variable winning device 37 is the starting port 2 switch 37a (Figure 3 (see ). In addition, it is possible to win even if the normal variable winning device 37 is closed. , it may be difficult to win a prize in the closed state than in the open state. Normal variable winning device 37 is normal Equivalent to electric utility equipment (general electricity).
[0022] In addition, on the right side of the center case 40 in the game area 32, there is a special figure fluctuation display game (special figure fluctuation display game). Depending on the results of Figure 1 variable display game and special figure 2 variable display game), game balls may not be accepted. A special variable prize winning device (big prize opening 1) 38 that can be converted between a favorable state and an acceptable state is provided. is The special variable prize winning device 38 has an opening / closing member (movable piece) 38c, and the auxiliary game Depending on the result of the special figure fluctuation display game, the opening / closing member 38c closes the grand prize opening. 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, Inside the grand prize opening (winning area), there is a detection means for detecting the game ball that has entered the grand prize opening. A large winning opening switch (count switch) 38a (see FIG. 3) is 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. Note that the specific area switch 38e The detection of the game ball in (winning to the specific area 96) is a special variable winning device (large winning opening 1) 1 of the occurrence conditions of the jackpot game state (special game state) that converts from the closed state to the open state It is one.
[0025] Also, although the center case 40 does not have a warp channel, it is designed to have a warp channel. It's okay. For example, a warp port (warp entrance) is provided on the left side of the center case 40, A game ball that has flowed into the warp channel from the warp port rolls on the stage inside the center case 40. and part of it may be guided to the warp exit. In that case, the warp exit will start Start the game ball guided to the warp exit so that it is positioned directly above the winning opening 36 6 may be made easier to win.
[0026] In the gaming machine 10 of the first embodiment, of the gaming areas 32 where gaming balls flow down, the center The area on the left side of the center case 40 is the left side game area, and the area on the right side of the center case 40 is This is the right game area. Then, the player adjusts the shooting force and shoots the game ball to the left game area. By launching (so-called left-handed), the starting prize-winning port 36 and the general prize-winning port 35 (located in the left side game area) You can aim to win a prize to (place), and shoot a game ball to the right side game area (so-called right hit) By doing so, the normal figure start gate 34, normal variable winning device 37, special variable winning device 38, 95, one You can aim to win prizes such as general prize gate 35 (located in the right game area). There is.
[0027] Also, outside the game area 32 (here, the lower right part of the game board 30), a special figure fluctuation display game To the first special figure fluctuation display game and the second special figure fluctuation display game and the normal figure start gate 34 A batch display device 50 that displays a general-purpose variable display game triggered by winning a prize and displays various information is provided.
[0028] The collective display device 50 includes a round display unit 51 made up of LEDs and the like, and a special figure 1 pending display unit 52, special figure 1 pattern display portion 53, special figure 2 pattern display portion 54, general pattern display portion 55, general It has a diagram pending display section 56 and a state display section 57 (see FIG. 5). Details of the collective display device 50 are , 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. , off in other states. Note that the right-hand drive guide display device 91c is included in the board decoration device 46. It will be done.
[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 map holding 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. Ru.
[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. be allowed to work.
[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 unit 420 and control signal generation unit 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 section 430, it is possible to remove it from replacement and reduce costs. can.
[0036] The backup power supply section 420 consists of one large capacitor such as an electrolytic capacitor. can do. The backup power supply is provided by 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 A reset signal is output after a predetermined period of time has elapsed from the time of power on or recovery from power outage.
[0037] Furthermore, the gaming control device 100 is provided with a RAM initialization switch 112. This R When the AM initialization switch 112 is operated, an initialization switch signal is generated, and based on this, Memory in the RAM 111C in the gaming microcomputer 111 and the RAM in the payout control device 200 A process is performed to forcibly initialize the information that has been set. Not particularly limited However, the initialization switch signal is read when the power is turned on, and the power failure monitoring signal is read by the gaming microcontroller 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 gaming control device 100 includes a setting value change switch 126 and a setting key switch 127. is provided. The 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. Ru. 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 contains immutable information (programs, fixed data, various random numbers) for game control. 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 setting (second half variation group table, second half variation pattern selection table, etc.) , a table for determining the first half fluctuation pattern, which is the fluctuation pattern before reaching the reach state. (First half variation group table, first half variation pattern selection table, etc.) are included.
[0044] Here, reach (ready-to-reach state) refers to a display device that has a display state that can change, and that The device derives and displays multiple display results at different times, and the multiple display results are determined in advance. If the special result mode is the same as the above, the gaming state becomes advantageous for the player (special gaming state). In the gaming machine 10 that is in a state of In the step, the display result that has already been derived and displayed satisfies the conditions for the special result mode. Refers to the condition. In other words, the reach state means that the display device's variable display control is progressing. Even when the display result reaches the stage before it is derived and displayed, display conditions that become a special result mode may not be applied. 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 decoration special figure fluctuation displayed on the display device corresponding to the special figure fluctuation display game The display game displays a plurality of identifications for a predetermined period of time in each of left, middle, and right variable display areas on the display device. After the information is variably displayed, the variative display is stopped in the order of left, right, and middle, and the results are displayed. In some cases, in the left and right variable display areas, a state that satisfies the conditions for a special result mode (for example, , the same identification information) and the state in which the variable display is stopped is the reach state. In addition to this, there are At the time when the variable display of all variable display areas is temporarily stopped, any two of the left, middle, and right A state that satisfies the conditions to be a special result mode in the dynamic display area (for example, the same identification information state, except for special result modes) is the reach state, and from this reach state, the remaining one may be variably displayed.
[0046] And this reach state includes a plurality of reach effects, and a special result mode can be derived. As reach effects with different capabilities (different expected values), normal reach (N reach), special 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 A random number generation circuit for generating 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 a clock that provides update timing for input signals and random number generation circuits. data.
[0048] In addition, CPU111A performs ROM111B in processing related to the special figure fluctuation display game. Select one of the multiple fluctuation pattern tables stored in the Get Bull. Specifically, the CPU 111A executes the game results (hits and hits) of the special figure fluctuation display game. (Jackpot or small hit) or loss) and special figure fluctuation display game as the current playing state probability state (normal probability state or high probability state), normal variable winning device as the current gaming state Based on the operating state of the device 37 (time-saving operating state), the number of starting memories, etc., multiple variable pattern tests can be performed. Select and obtain one of the fluctuation pattern tables from the tables. Here, C.P. U111A uses the multiple numbers stored in ROM111B when executing the special figure fluctuation display game. Fluctuation pattern table to obtain any one of the fluctuation pattern tables. It constitutes a division information acquisition means.
[0049] The payout control device 200 has a CPU, ROM, RAM, input interface, and output interface. Ace etc., and according to the prize ball payout command (command and data) from the game control device 100. and drives the payout motor of the payout unit provided in the gaming machine 10 to pay out the prize balls. control for Further, the payout control device 200 controls a ball lending machine attached to the gaming machine 10. Drives the payout motor of the payout unit based on the ball lending request signal from the card unit, Performs control for discharging rental balls.
[0050] The input section 120 of the gaming microcomputer 111 includes the starting port 1 switch 36 in the starting winning port 36. a, Start port 2 switch 37a in the normal variable prize winning device 37, Gate in the normal figure start gate 34 Switch 34a, winning port switch 35a, special variable winning device 38,95 big winning port switch The switch 38a is connected to the specific area switch 38e of the special variable prize winning device 95, and these switches When a negative logic signal is input, such as a high level of 11V and a low level of 7V supplied from the The interface chip (proximity I / F) 121 converts it into a positive logic signal of 0V-5V. It is provided. This proximity I / F 121 detects the emission of radio waves to the gaming machine 10. A detection signal from the panel radio wave sensor 62 is also input. Also, the proximity I / F121 has an input range of 7V. -11V, the lead wires of sensors and proximity switches may be improperly shorted, If the sensor or switch is removed from the connector or the lead wire is cut and it becomes floating. It is configured to be able to detect abnormal conditions such as there is
[0051] In addition, to explain the winning opening switch 35a, in FIG. 3, the winning opening switch 35a is 1 Although shown as blocks, there are actually multiple (n) winning slot switches 35a (in this implementation (3) are provided on the game board 30, and each signal is connected to the nearby I by a different signal line. / F121 is entered. In addition, in Figure 3, the big prize opening switch 38a is one block. However, in reality, there are multiple (x) big winning opening switches 38a (in this embodiment, 3 ) are provided on the game board 30 . And, these plurality of big prize opening switches 38a, Each may be connected with a different signal line or, for example, a switch and a game controller 10 0 (main board) on the relay board (not shown), which is called wired OR. It is connected to the gaming control device 100 in a similar manner. Panel radio wave sensor 62 and magnetic sensor described later 61 may also be connected by multiple different signal lines, or similarly by wired OR method. It may be connected to the game control device 100.
[0052] Output of proximity I / F 121 is supplied to second input port 123 or third input port 124 and is read into the gaming microcomputer 111 via the data bus 140. In addition, the proximity I / F Of the 121 outputs, starting port 1 switch 36a, starting port 2 switch 37a, and gate switch Ji 34a, winning opening switch 35a, big winning opening switch 38a, and specific area switch 3 The detection signal 8e is input to the second input port 123. In addition, the starting port switch of special figure 1 Output of signals of starting port 1 switch 36a and starting port 2 switch 37a (proximity I / F 12 1) is shown as one signal line in Figure 3, but there are actually two.
[0053] In addition, among the outputs of the proximity I / F 121, the detection signal of the panel radio sensor 62 and the sensor and The abnormality detection signal output when an abnormality is detected in the switch is input to the third input port 124. It will be done. In addition, the third input port 124 is connected to a fraud detection device provided on the front frame 12 of the gaming machine 10, etc. The detection signal of the magnetic sensor 61 for exit, the glass frame opening provided on the glass frame 15 of the gaming machine 10, etc. The detection signal of the discharge detection switch 63, the main body provided on the front frame (main frame) 12 of the gaming machine 10, etc. Detection signal of frame open detection switch 64, detection signal of setting value change switch 126, setting key The detection signal of the switch 127, the touch switch signal from the dispensing control device 200 (the A signal based on the input of the provided touch switch) is input.
[0054] In addition, among the outputs of the proximity I / F 121, the output to the second input port 123 is the output to the gaming control device. It is now also supplied from the station 100 to a test firing test device (not shown) via the relay board 70. there is Furthermore, among the outputs of proximity I / F121, starting port 1 switch 36a and starting port 2 switch The detection signal of the switch 37a is input to the gaming 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. such a level To enable the conversion function, the proximity I / F 121 has normal IC operation from the power supply 400. In addition to the voltage such as 5V required for operation, a voltage of 12V is now supplied. Ru.
[0056] The data held by the second input port 123 is transferred to the gaming microcomputer 111 from the second input port. A chip (not shown) decodes the address assigned to port 123. By asserting enable signal CE (Chip Enable) (changing to 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 It captures the signal output when A first input port 122 is provided for supplying the power.
[0058] The out-ball detection switch signal is detected by an out-sensor (not shown) of the gaming machine 10. This is a signal output from the out sensor every time one ball is detected. For example, out ball inspection The output switch signal is connected to a discharge port (not shown) that discharges game balls (out balls) from the gaming machine 10. A discharge channel (not shown) is provided between the outlet port 30a and the outlet port 30a. Out ball detection switch signal is the gaming performance (e.g., base ball) per given run (e.g., 60,000 out balls). 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. You can also do this.
[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. Power failure monitoring signal from power supply 400 and initialization switch from RAM initialization switch 112 Once the switch signal is input to the first input port 122, the game signal is transmitted through the data bus 140. is taken into the microcomputer 111 for use. In other words, a signal equivalent to the signal from the various switches described above treated as The terminal for receiving signals from the outside provided in the game microcomputer 111 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. Also, the reset signal RESET is sent through the output unit 130. By outputting directly to the relay board 70 without It is configured to turn off a test-firing 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 equipment via the relay board 70. You can do it like this. Note that the reset signal RESET is applied to the first to third inputs of the input unit 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 game microcomputer 111 is must be reset to prevent malfunction, but immediately before the reset signal RESET is input The data read by the game microcomputer 111 from each port of the input unit 120 is This is because it is discarded when the controller 111 is reset.
[0062] The output unit 130 includes a communication path from the game microcomputer 111 to the effect 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 section 130 is connected to the data bus 140 and has a test firing test drive from an accredited organization (not shown). Data that informs the testing device of the special symbol information of the variable display game and signals that indicate the jackpot probability state 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 device via the relay board 70.
[0064] On the other hand, magnetic sensors 61 and panel radio sensors 62 cannot be supplied to the test firing test equipment as they are. The detection signal that cannot be detected is once taken into the gaming microcomputer 111 and added to other signals or information. For example, the device may be used as an error signal to indicate that the gaming machine is in a state where gaming cannot be controlled. The data are supplied from the data bus 140 to the test firing test equipment via the buffer 133 and the relay board 70. Note that the relay board 70 receives the signal output from the buffer 133 and performs the test firing test. Transmission is carried out by relaying the signal line of the detection signal of the switch that does not go through the port that supplies the device or the buffer. A connector etc. to reach the terminal is provided. A gaming microcomputer 11 is connected to the port on the relay board 70. 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 now supplied to the test firing test equipment. ing.
[0065] Also, the output unit 130 is connected to the data bus 140 and has a special variable prize winning device 38 (large prize winning device). Opening / closing data of the big prize opening 1 solenoid 38b that opens and closes the opening / closing member 38c of the prize opening 1), special Big winning opening 2 solenoid 9 that opens and closes the opening / closing member 95c of the variable winning device 95 (big winning opening 2) Opening / closing data of 5b, ordinary solenoid that opens and closes the movable member 37b of the ordinary variable winning device 37 1st output for outputting opening / closing data of 37c and display data of performance display device 135 A port 134a is provided.
[0066] The output unit 130 also includes a switch for outputting display data of the probability setting value display device 136. Two output ports 134b are provided. The output unit 130 also includes a batch display device 50. Turn on / off the segment line to which the anode terminal of the LED is connected depending on the content to be displayed Third output port 134c for outputting data, cathode of LED of bulk display device 50 4th output port 1 for outputting on / off data of the digit line to which the terminal is connected 34d is provided.
[0067] The output unit 130 also transmits information regarding the gaming machine 10, such as jackpot information, to the external information terminal board 71. A fifth output port 134e is provided for outputting to. The external information terminal board 71 has Equipped with a photorelay, for example, an external device installed at a game store (such as an information gathering terminal or a game center) It can be connected to an internal management device (hall computer, etc.), and can transmit information regarding the gaming machine 10. It can be supplied to external devices via a photorelay. In addition, the external A part of the information supplied to the device is output from the fourth output port 134d. Also, the fifth 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] The second driver 138b outputs 12V to the anode of the LED through the segment line. The third driver 138c injects current into the terminal and outputs the ground potential from the cathode terminal. By drawing current through the segment wires, the selected Power supply voltage flows through the LED and it lights up. The third terminal for outputting the external information signal to the external information terminal board 71 4 Driver 138d is supplied with 12V DC to provide 12V levels for external information signals. be done. Note that the buffer 133, the first output port 134a, the first driver 138a, etc. The output unit 130 of the game control device 100, that is, provided on the relay board 70 side instead of the main board You may also do so. Also, the performance indicator 135, or the fifth driver 138e and the performance The display device 135 is the output unit 130 of the game control device 100, that is, not the main board, but the external It may be provided on the side of the component substrate (not shown).
[0071] Furthermore, the output unit 130 outputs the identification code and program of each game machine to the external inspection device 490. A photocoupler 139 is provided for transmitting information such as a system. Photocoupler 139 , the game microcomputer 111 transmits and receives data to and from the inspection device 490 by serial communication. Two-way communication is possible so that communication can be performed. Please note that the transmission and reception of such data is A serial communication terminal that game microcomputer 111 has like a normal general-purpose microprocessor , such as the first to third input ports 122, 123, 124 No port is provided.
[0072] Next, the configuration of the effect control device 300 will be described with reference to FIG. Figure 4 shows the first implementation It is a block diagram which shows an example of a structure of the production|presentation control apparatus of a form. The effect control device 300 is an amusement chip (IC ) and commands from the main control microcomputer 311 Graphics for performing image processing for video display on the display device 41 according to the code and data VDP (Video Display Processor) 312 as a processor and various melodies and effects A sound source LSI 31 that controls sound output to reproduce fruit sounds from the 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), providing working area RAM322, which can retain memory contents even if power is not supplied in the event of a power failure ( Ferroelectric RAM) 323, which generates information indicating the current date and time (year, month, day of the week, time, etc.) An RTC (real time clock) 338 is connected as a timekeeping means. In addition, the master system A RAM 311a that provides a working area is also provided inside the microcomputer 311 for use. Ma A WDT (watchdog timer) circuit 324 is connected to the main control microcomputer 311. It is The main control microcomputer 311 receives commands from the game microcomputer 111 (effect commands). (mand), determines the content of the production, instructs the content of the output video to the VDP312, and controls the sound Instructing the playback sound to the source LSI314, lighting the decoration lamp, controlling the drive of the motor and solenoid, It also executes processing such as performance time management.
[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 ROM 325 in which video data is stored and characters read from image ROM 325 Ultra-high-speed VRAM326 used to develop and process image data such as characters is connected.
[0075] Although not particularly limited, there is a connection between the main control microcomputer 311 and VDP312. It is configured so that data transmission / reception is performed by the parallel method. data in parallel By sending and receiving data, commands and data can be sent in a shorter time than with serial transmission. I can do it.
[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 inform the processing status such as the completion 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. It 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 sound source LSI 314 are connected via an address / data bus 340. Furthermore, an interrupt signal INT is input from the sound source 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 Decoration special sent from game control device 100 to production control device 300 via I / F331 Production control of number of drawings held, special decoration commands, fluctuation commands, stop information commands, etc. Receive as a command signal (direction command). Gaming microcomputer 111 of gaming control device 100 operates on DC5V, and the main control microcomputer 311 of the production control device 300 operates on DC3.3V. In order to achieve this, the command I / F 331 is equipped with a signal level conversion function.
[0080] In addition, the production control device 300 includes a Panel decoration LE that drives and controls the panel decoration device 46 that has LEDs (light emitting diodes) etc. D control circuit 332, frame with LED (light emitting diode) provided in glass frame 15 A frame decoration LED control circuit 333 that drives and controls a decoration device (for example, the frame decoration device 18, etc.); A board presentation device 44 (for example, a display A board that controls the drive of movable accessories (such as movable accessories that enhance the performance effect in cooperation with the performance display in the device 41) An output movable body control circuit 334 is provided. Drive control of lamps, motors, solenoids, etc. These control circuits 332 to 334 are connected to the main control circuits 332 to 334 via an address / data bus 340. Connected to microcontroller 311. Note that the glass frame 15 is equipped with a motor (for example, equipment for presentation). A frame production device equipped with a drive source such as a motor for operating the frame is provided, and this frame production device is driven by A frame rendering movable body control circuit may be provided to control the frame rendering movable body.
[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 In addition, in Figure 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. In order to supply the desired level of DC voltage to the motor and the electronic components controlled by it, DC32V for driving motors and solenoids, display device 41 consisting of a liquid crystal panel, motor DC12V to drive the controller and LED, DC5 which is the power supply voltage of command I / F331 In addition to V, it also generates DC15V voltage to drive 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. Ru. Note that the DC-DC converter may be provided in the normal power supply section 410.
[0083] The reset signal generated by the control signal generation unit 430 of the power supply device 400 is transmitted to the main control master. icon 311 to put the device in a reset state. In addition, the main control microcomputer In the form of output from 311, VDP312 (VDPRESET signal), sound source LSI314 and amplifier circuit 337 (SNDRESET signal), and controllers that drive and control lamps, motors, etc. Supplied to control circuits 332 to 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. When the production control device 300 is powered on, the cooling fan 45 is driven. ing. In addition, the circuit board that constitutes the production control device 300 is a sub-control board (also called a sub-board). ).
[0084] Next, game control performed in these control circuits will be explained. In the CPU 111A of the gaming microcomputer 111 of the gaming control device 100, the general figure starting gate 3 Based on the input of the game ball detection signal from the gate switch 34a provided in Extract the random value for hit determination and compare it with the determination value stored in ROM111B to determine the normal pattern fluctuation. Performs processing to determine the success or failure of the displayed game. And the general map of the batch display device 50 After displaying the identification pattern (identification information) in the pattern display section 55 in a fluctuating manner for a predetermined period of time, the pattern display section 55 displays the identification pattern (identification information) in a fixed manner. Performs processing to display a dynamic display game. If the result of this general figure fluctuation display game is a hit, , A special result corresponding to each of the first to third winning stop symbols is displayed in the regular pattern display section 55. In addition to displaying the fruit condition, the general electric solenoid 37c is operated, and the normal variable prize winning device 37 is activated. The movable member 37b is opened for a predetermined period of time (for example, 0.5 seconds or 1.7 seconds) as described above. control. That is, the game control device 100 converts the conversion member (movable member 37b). It serves as conversion control execution means for controlling conversion. In addition, the result of the normal map fluctuation display game is off. In the case of , control is performed to display the result pattern of the loss on the regular pattern display section 55.
[0085] In addition, the detection signal of the game ball from the starting opening 1 switch 36a provided in the starting winning opening 36 The starting prize (starting memory) is memorized based on the input, and based on this starting memory, the 1st special figure variation Extract the random value for jackpot judgment of the displayed game and compare it with the judgment value stored in ROM111B. A process is performed to determine the success or failure of the first special figure fluctuation display game. 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. The starting memory is memorized, and based on this starting memory, the jackpot judgment of the second special symbol fluctuation display game is made. Extract the random value and compare it with the judgment value stored in ROM111B, and display the second special figure fluctuation. Performs processing to determine whether the game is successful or not.
[0086] Then, the CPU 111A of the game control device 100 plays the above-mentioned first special figure fluctuation display game and the first 2 Control signals (production control commands, production commands) including the judgment results of the special figure fluctuation display game , output to the production control device 300. Then, the special figure 1 symbol display section 53 of the batch display device 50 and After displaying the identification symbol (identification information) in the special figure 2 symbol display section 54 for a predetermined period of time, the display stops. Performs processing to display the special figure variable display game. In other words, the game control device 100 Starting winning area of the game ball flowing down the technique area 32 (starting winning opening 36, normal variable winning device 37) The present invention serves as a game control means for controlling the progress of the variable display game based on winnings.
[0087] In addition, in the production control device 300, based on the control signal from the game control device 100, the display The device 41 performs processing to display a decorative special figure variable display game that corresponds to the special figure variable display game. Now. Furthermore, in the production control device 300, based on the control signal from the game control device 100, , control the production status settings, sound output from speakers 19a and 19b, and lighting of various LEDs. Perform processing, etc. In other words, the production control device 300 controls the game (variable display game, etc.) It serves as a presentation control means for controlling related presentations.
[0088] Then, the CPU 111A of the game control device 100 receives the result of the special figure fluctuation display game as a jackpot. In the case of a small win, the special result mode and small win are displayed in the special pattern 1 symbol display section 53 and the special pattern 2 symbol display section 54. 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. The first special figure variable display game and the first 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. Let's 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 form. 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, the probability fluctuation in the special figure fluctuation display game However, probability variation may be performed in the figure variation display game. For example, the game control device 100, based on the result mode of the special figure fluctuation display game, special game After the end of the state, it is possible to generate a high probability state as a game state. This high-probability state is , The probability of a hit result in the special figure fluctuation display game is higher than the normal probability state . In addition, the special figure fluctuation display of either the first special figure fluctuation display game or the second special figure fluctuation display game Even if it becomes a high probability state based on the game result mode, the first special figure fluctuation display game and the second Both of the special figure fluctuation display games are in a high probability state.
[0091] In addition, the game control device 100, based on the result mode of the special figure fluctuation display game, After the end of the state, it is possible to generate a time-saving state (specific game state, normal pattern high probability state) as a game state. It's becoming 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 (normal high probability state) higher than 0 which is normal probability (normal low probability state) It is possible to As a result, when the normal variable winning device 37 is in the normal low probability state Also, control is performed so that the opening time of the normal variable prize winning device 37 per unit time increases. It's becoming Here, the normal variable winning device 37 in the present embodiment is in the normal game state The normal pattern probability is set to "0" so as not to open the movable member 37b.
[0092] Also, in the time-saving state, the execution time of the normal pattern fluctuation display game (normal pattern fluctuation time) is For example, the normal map stop time to display the results of the normal map fluctuation display game is 500 ms. , 600 milliseconds, and the normal fluctuation display game becomes a winning result, and the normal fluctuation prize winning device 37 opens. When released, the opening time of the first stop symbol (electrical open time) and the number of open times (for example, 500 ms x 1 time), the opening time of the second stop pattern (electrical open time) and the number of open times (for example For example, 1700 ms x 2 times), the opening time of the third hit stop pattern (general electric open time) and the number of open times ( For example, it can be set to 1700 ms x 3 times).
[0093] In addition, please control the normal figure fluctuation display game and the normal fluctuation winning device 37 to the time saving operation state Execution time of normal map fluctuation display game as appropriate, normal map stop time, number of times of normal power open, normal power open The time may be set, for example, in the time saving state, the above-mentioned normal figure fluctuation display game Restrict the line time (ordinary figure fluctuation time) to be the second fluctuation display time shorter than the first fluctuation display time. (eg 10000ms is 1000ms). Also, time saving In , the normal map stop time to display the results of the normal map fluctuation display game is shorter than the first stop time It is possible to control the second stop time to be shorter (for example, 1604 ms is 70 4ms). 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 (general electric open time) is changed to the normal state (normal 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 short time state, the normal power fluctuation time, the normal power stop time, the number of times the general power is opened, the general power open time, the general 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 electricity support state (during general electricity support or during electricity support) can also be called
[0095] Next, the configuration of the collective display device will be described with reference to FIG. Figure 5 shows the It is a figure which shows an example of a batch display apparatus. The collective display device 50 includes a 7-segment LED_d1 and 7-segment LED_d2 and 16 LEs from LED_d3 to LED_d18 Equipped with D. The collective display device 50 includes a 7-segment LED_d1 and a 7-segment LED_d 2, and various status indications are performed depending on the lighting mode of LED_d3 to LED_d18.
[0096] The collective display device 50 includes 7-segment LED_d1 and 7-segment LED_d2, and Round display by distributing various status display functions from LED_d3 to LED_d18 Part 51, special figure 1 reserved display part 52, special figure 1 design display part 53, and special figure 2 design display part 54 , General pattern display unit 55, General pattern reservation display unit 56, State display unit 57, Special figure 2 reservation display unit Equipped with 58. The round display part 51 has four LEDs from LED_d3 to LED_d6. The number of rounds in the special game is displayed by the lighting mode of . Special figure 1 pending display unit 52 , LED_d11 and LED_d12, depending on the lighting mode of the two LEDs, in the special figure 1 game View the number of pending calls. The special figure 1 pattern display unit 53 is 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. be. 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. game machine 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. clarify. FIG. 6 is a diagram (part 1) showing a flowchart of the main processing of the first embodiment. be. 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] The main processing is started by the control unit (game microcomputer 111) when the power is turned on. be done. In this main processing, first, processing for disabling interrupts (step S1) is performed. After this, when an interrupt occurs, the first address of the area where the values of registers etc. are saved Perform stack pointer setting processing (step S2) to set a certain stack pointer . Next, register bank 0 is designated (step S3), and a predetermined register (for example, the D (step S4). RAM11 The address range of 1C is 0000h to 01FFh, with 00h or 01h as the higher order. be. In step S4, 00h at the beginning of the address range of RAM 111C is set. to
[0100] Next, a firing stop signal is output to set the firing permission signal to a prohibited state (step S5). . At least one of the game control device 100 and the payout control device 200 stops firing the firing permission signal. When the stop signal is output, it is set to the prohibited state, and the shooting of the game ball is prohibited. ing.
[0101] After that, the state of input port 1 (first input port 122) is changed to the first register (for example, B register) (step S6), and then input port 3 (third input port 124) Read the state into a second register (eg, C register) (step S7).
[0102] Now mask certain bits in the first register and clear other bits (step S8). For example, the B register corresponding to the detection signal from the RAM initialization switch 112 Keep only the 2nd bit of to 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. to 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) state.
[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. Indicates that the detection signal from the key switch 127 is "1", which corresponds to the off state. i.e. 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 It is "1" corresponding to the detection signal off from the M initialization switch 112, and the 4th bit is set. Indicates that the detection signal from the key switch 127 is "0", which corresponds to the ON state. i.e. 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 It is "1" corresponding to the detection signal off from the M initialization switch 112, and the 4th bit is set. Indicates that the detection signal from the key switch 127 is "1", which corresponds to the off state. i.e. The status reference register value “00010100B” indicates that the RAM initialization switch 112 is off. (OFF) and setting key switch 127 is OFF (OFF). indicates
[0108] This causes the detection signal from the RAM initialization switch 112 and the setting key switch 127 to These detection signals are held in the C register. Note that the detection from the RAM initialization switch 112 The storage position (second bit) of the output signal in the B register and the detection from the setting key switch 127 Since the storage location (4th bit) of the output signal in the C register is different, the B register and C register The detection signal from the RAM initialization switch 112 and the setting key switch can also be determined by the logical sum of the The detection signal from chip 127 is stored without being lost.
[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, the game control device 100, which serves as the main control means, slave control means (for example, dispensing control device 200 or 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 gaming 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. standby means for setting a predetermined standby time for
[0110] Also, the timing of the power-on delay timer is used to determine the validity of the data held in the RAM area ( storage areas not subject to checksum calculation) (RAM areas or registers not subject to validity judgment) register, etc.). This enables checks such as the checksum of the RAM area. When the power is turned on, there is no need to exclude some RAM areas when calculating data. It is possible to prevent the control 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 saving before the start of the waiting time, the RAM initialization The operation of the switch 112 can be reliably saved. i.e. RAM initialization after waiting time If the state of switch 112 is read, the RAM will be initialized after waiting for the waiting time to elapse. 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. 2 times ) is set (step S12), and it is determined whether or not the power failure monitoring signal is on (step S12). step S13).
[0114] If the power failure monitoring signal is on (step S13; Y), the It is determined whether or not the power failure monitoring signal has been kept ON for the number of checks (step S1 Four). Then, if the power failure monitoring signal has not been turned on for the number of checks (step S14; N) is returned to the determination of whether or not the power failure monitoring signal is on (step S13). . In addition, if the power failure monitoring signal continues to be on for the number of checks (step S14; Y), that is, when it is determined that a power failure has occurred, the power supply of the gaming machine 10 is cut off. wait for In this way, a power failure occurs when the power failure monitoring signal continues to be received for a predetermined period of time. erroneous detection of power failure due to noise, etc. It is possible to appropriately deal with defects in
[0115] That is, the gaming control device 100 monitors the occurrence of a power outage during a predetermined standby time. Serves as a means of monitoring. This delays the startup of the game control device 100 that serves as the main control means. This makes it possible to respond to power outages that occur during periods of can be dealt with appropriately. Access to RAM111C is not allowed until the end of the waiting time. is not permitted, and the memory contents at the time of the previous power shutdown are retained. When a power failure occurs here, there is no need to perform backup processing or the like. Therefore, when waiting There is no need to backup the RAM111C even if a power failure occurs during the can be mitigated.
[0116] On the other hand, if the power failure monitoring signal is not on (step S13; N), that is, power failure 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 non-zero (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, if 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. 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 blackout 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 are You can calculate the checksum by adding up the area data, or you can calculate the checksum by adding up the area data, or Checksums are calculated separately from the area data and the status display work area data. Alternatively, the checksum may be calculated only from the data in the game control work area. play The technique control work area is a work area used for game control out of the storage area in RWM. be. The status display work area is the storage area in RWM that is used for status display. business area.
[0122] Next, check whether the checksum calculated in step S24 and the checksum at power-off match? It is determined whether or not the checksum matches (normal) (step S25). (Step S25; Y), the RAM error flag provisionally set in Step S21 is cleared (step S26).
[0123] Note that if it is determined that the checksums do not match (not normal) (step S25; N) is passed in step S21 by passing step S26 and moving to step S27. The temporarily set RAM error flag becomes definitive. The check data of the power outage 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 the RAM abnormality flag is on. the control unit , 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 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. control. 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. Output to rate set 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 is set to 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 power 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 can detect NMI (No When n-Maskable Interrupt) occurs, the return address can be stored in RAM and the program can be destroyed. It 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 or not the RAM abnormality flag is ON. the control unit , if the RAM error flag is on, the process advances to step S34, and the RAM error flag is on. If not, proceed 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 Sound output 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. report.
[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 area 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 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), In the case of a small hit (a state that is neither of the second special game states), the customer waiting demo Command to display the screen, otherwise to display the recovery screen. This is a command.
[0154] In step S60, the control unit performs a process of starting 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, it is recommended to disable interrupts to bring processing results more quickly. We are trying to get out. As a result, the gaming 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 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 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. It is possible to change the settings by providing a setting change means (gaming control device 100) to change the settings. Also, the settings (setting values) can be checked by being equipped with a setting display section (probability setting value display device 136). It is made into Noh. In addition, the main control means (gaming control device 100) controls the RAM after the standby time has elapsed. This means that access to 111C is allowed.
[0166] In addition, the main control means (gaming control device 100) accesses the RAM (RAM111C) (step S47) and waits for all processes to stop executing. (loop after step S47) and permission to access RAM (RAM111C) (loop after step S47). RAM error standby processing (step S17) that waits for execution of all processes to stop (loop of step S31 and step S32) 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 The machine processing is executed after access to the RAM is prohibited in step S47 of the main processing. This is a loop process that waits for all processes to stop executing. 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 Regarding interrupts, NMI interrupts may occur because interrupts cannot be prohibited. Ta However, since the standby process when a power outage occurs is a process that is executed when a power outage occurs, There is little risk of NMI interrupts occurring during execution. In addition, the standby process when a power outage occurs will notify you of an abnormality. It is a waiting process without As a result, the gaming machine 10 can handle the power outage until the power is cut off. can be directed to Note that the gaming machine 10 does not access RAM during standby processing when a power outage occurs. By prohibiting access, the risk of changing RAM memory contents due to unstable voltage is reduced. There is.
[0168] RAM error standby processing is performed by accessing RAM (RWM) in step S17 of the main processing. This is a loop process that is executed after access is granted and waits for all processes to stop running. Also, RAM error standby processing is executed after interrupts are disabled in step S1 of the main processing. Therefore, interrupts other than NMI interrupts (timer interrupts) are prohibited. Please note that The standby process when power is generated is NMI interrupt because it is not possible to disable the interrupt An MI interrupt can occur. The RAM error standby process is a process that waits for the power to be shut off. , the risk of an NMI interrupt occurring during execution of the process is greater than the standby process when a power outage occurs. However, RAM error standby processing does not allow access to RAM even if an NMI interrupt occurs. is allowed, so the return address can be stored in RAM, and an NMI interrupt can occur. There is little risk of the program running out of control. Furthermore, the game machine 10 In case of RAM abnormality, it is possible to send an error notification command to the production control device 300. While the standby process is being executed, abnormality notification by the production control device 300 can be performed in parallel. Ru. As a result, the gaming machine 10 can be expected to restart quickly.
[0169] [Timer interrupt processing] Next, timer interrupt processing of the gaming control device 100 will be explained using FIG. 11. Figure 1 1 is a diagram showing a flowchart of timer interrupt processing according to the first embodiment. This timer Interrupt processing is performed in the main processing described above, from when interrupts are enabled to when interrupts are disabled. (from step S38 to step S41, from step S38 to step S55) (from step S66 to step S64, from step S66 to step S41) This is the interrupt processing that occurs in Timer interrupt processing is a process executed by CPU111A. .
[0170] Timer interrupt processing uses a periodic timer generated by the CTC circuit in the clock generator. It starts when a master interrupt signal is input to the CPU 111A. gaming microcomputer 111 When a timer interrupt occurs, interrupts are automatically disabled and timer interrupt processing is disabled. The process begins.
[0171] When timer interrupt processing starts, register bank 1 is specified (step S7). 1). By switching to register bank 1, certain registers (for example, in main processing Performs register saving processing to move the values held in the registers (used) to RWM. will be equivalent to Next, write the RAM start address into a predetermined register (for example, D register). The upper address of is set (step S72). In step S72, the main processing The same processing as step S4 is performed, but the register bank is different.
[0172] Next, inputs and signals from various sensors and switches are taken in, that is, each input port. Input processing (step S73) to read the state of is performed. In step S74, the control unit refers to the settings change mode flag and settings confirmation mode flag, and or is in setting confirmation mode. The control unit is in setting change mode or If the confirmation mode is in progress, proceed to step S75, execute the setting change / confirmation process, and set the timer. End interrupt processing. On the other hand, the control unit If there is no deviation, the process advances to step S76.
[0173] In step S76, the control unit controls the solenoid based on the output data set in various processes. Driving actuators such as noids (big prize opening solenoid 38b, general electric solenoid 37c), etc. Executes output processing for control, etc.
[0174] Note that when the firing stop signal is output in step S5 of the main process, this output process When this is done, 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 this time, no signal processing or the like is performed. In addition, the firing permission signal is transmitted to the game control device 1. This is the first signal indicating the firing permission status as seen from 00, and the firing as seen from the dispensing control device 200. A second signal (launch permission signal) indicating the permission status is also generated within the dispensing control device 200, and the firing Output to the control device. In other words, two launch permission signals are output to the launch control device, The game ball is configured to be in a state where it can be fired when both are allowed to fire. ing.
[0175] Next, the control unit transmits the commands set in the transmission buffer in various processes to the payout control device 20. 0 (step S77), random number update process 1 (step S7) 8), execute random number update processing 2 (step S79). Here, the random number update process 1 is the initial Jackpot pattern random number, small winning pattern random number, winning random number, and winning pattern that are subject to value random number update processing This is a process for updating the initial value (start value) of the pattern random number. Also, random number update process 2 is Variation pattern disturbance to determine the variation pattern in the variation display game of special figure 1 and special figure 2 This is the process of updating the number. Note that random number update processing 1, or random number update processing 1 in addition to random number update processing 1, Update processing 2 may be configured to stop random number updates or change the update cycle while changing settings. stomach.
[0176] Next, the control section includes the starting port 1 switch 36a, the starting port 2 switch 37a, and the normal gate switch. Switch 34a, winning opening switch 35a, big winning opening switch 38a, specific area switch 38 Monitoring whether or not there is a normal signal input from e, and error monitoring (when the front frame or glass frame is open) Perform the winning opening switch / state monitoring process (step S80) to check if the Now. In addition, the starting port monitors the winnings of the starting port 1 switch 36a and the starting port 2 switch 37a. A moving mouth switch monitoring process (step S81) is performed. In addition, in the starting port switch monitoring process is the starting winning hole 36 which is the first starting winning hole, or the normal variable winning device which is the second starting winning hole. When a game ball wins in position 37, various random numbers (jackpot random numbers, etc.) are extracted and the special figure changes. Game result advance that determines the game result based on the winnings in advance before the display game starts Make a judgment.
[0177] Next, the control unit performs a special figure 1 game process (step Step S82), special figure 2 game processing (step S82), which performs processing related to the special figure 2 variable display game. Step S83) is followed by 2-type game processing (step S83), which performs processing related to so-called 2-type games. Step S830) is executed, and then the process related to the general pattern fluctuation display game is performed. The program process (step S84) is executed.
[0178] Next, it is provided in the gaming machine 10 and displays various information regarding the display of the special figure fluctuation display game and the game. Segment LED (for example, LE of the special figure 1 symbol display section 53 of the batch display device 50) D) segment LED editing process (step S85) to drive to display the desired content ), performs processing to check the detection signal from the magnetic sensor 61 and determine whether there is any abnormality. Magnet fraud monitoring processing (step S86), checking the detection signal from the panel radio wave sensor 62. 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 effect control device 300 will be described with reference to FIG. 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 performs initial setting of the CPU 311. FIG. [Step D13] The controller 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 section controls V 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 generation sequence of pseudo-random numbers using numbers. Here, the control section You can use a fixed value such as 0 (zero) as an argument for the number, or you can use a fixed value such as 0 (zero), which varies depending on the gaming machine. You may also use a value created based on the ID value of the CPU, etc.
[0185] [Step D17] The control unit controls the RWM of the production control device 300 (for example, RAM322) The area to be initialized (for example, the production flag area (the control of the production control device 300) Set the initial value at power-on to the storage area)) used as various flags (described later) in the control process. save.
[0186] [Step D18] The control unit clears the WDT (watchdog timer). [Step D19] The control unit executes production button input processing. Production button input process , Editing is performed when the production button 25 (production button switch 25a) is operated when it is enabled. It is a process. In addition, since the production button does not turn on and off at high speed, the control section The process of sensing the input may be performed within the production button input process, or a shortcut (not shown) may be performed. It may also be performed within a periodic timer interrupt.
[0187] [Step D20] The control unit executes hole / player setting mode processing. hall play Technician setting mode processing includes setting of changeable ranges such as brightness and volume of LED and display device 41, This process accepts operations such as changing the brightness and volume of the LED and display device 41 by the player. .
[0188] [Step D21] The control unit executes random number update processing. For example, the random number update process is r The and function is used to update the pseudo-random number at least once every control cycle of the main process. It is a process. The rand function is based on the specified generated series each time it is recalculated. Since random numbers are generated by Ru. In addition, a counter that increments by "1" like the main board (game control device 100) may be used as a random number.
[0189] [Step D22] The control section executes a received command check process. receive command line The check process is a process of analyzing commands received from the game 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 Various commands and their parameters for instructing the DP312 what to draw on the display device 41 This is the process of setting. For example, the control unit uses the command Set as a table.
[0191] [Step D24] The control unit executes drawing command preparation end setting. Draw command standards The preparation end setting is the preparation of all commands to the VDP312 set in the effect display editing process. This is a process for setting that the has ended.
[0192] [Step D25] The control unit determines whether or not it is time to switch frames. If it is the frame switching timing, the process proceeds to step D26. If it is not the frame switching timing, the Wait for frame switching timing. Here, the frame switching timing is determined by the V blank interrupt ( A processing cycle (that is, a 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 is completed. As described above, the V blank interrupt generation cycle is For example, it is 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 It is the same as the board (game control device) manages the time value in units of 4ms of 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 sequentially executes commands set in a table. Send to instruct VDP312 to draw the screen.
[0195] [Step D27] The control unit executes sound control processing. Sound control processing is This is processing related to volume control of sounds from speakers (upper speaker 19a and lower speaker 19b). Ru.
[0196] [Step D28] The control section executes decoration control processing. Decoration control processing is a 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 be. 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, it becomes the game state 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 map 1 pending number display 503 indicates that the number of reserved memories for the special map 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". The hold display 505 is a game state that shows the number of holds for the special figure 1 game. Indicates that the number of pending memories for the figure fluctuation display game (special figure 1 game) is "0". Also display On the screen 510, the pending consumption display 506 displays a pending memory display that is being consumed, and a special figure fluctuation display. Indicates that the game is being displayed dynamically.
[0229] Note that the display screen 500 and the display screen 510 include a background display, character display, and text (not shown). It may include presentation display elements such as character display, and presentation display elements may also include animation. It may also 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 gaming machine 10 stores the number of reserved memories of 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 during symbol stop after the display screen 510. be. The display screen 512 is displayed after the end of the variable display in the special figure 1 game (b When the variable display game ends), the symbol, which is the result mode of the variable display game, is stopped and displayed for a predetermined period. It is something that In addition, the display screen 512 is displayed in either the special figure 1 game or the special figure 2 game. also set the number of reserved memories to "0". In addition, the display screen 512 is displayed in the game state A (normal game state ) is an example of the display screen before the transition from game state B (b time saving). In addition, the gaming machine 10 , Game state A (normal game state) to game state B (b time saving) after the predetermined symbol stop time elapses transition to
[0234] On the display screen 512, the left symbol indicates that the symbol is stopped at "2", and the middle symbol indicates that the symbol The symbol on the right indicates that the symbol is stopped at "4", and the symbol on the right indicates that the symbol is stopped at "1". vinegar. That is, on the display screen 512, the large pattern group 501 and the small pattern group 502 are proposed to enter b time saving. A special stop symbol combination inside indicates that it is in a stopped state (symbols are stopped). In addition, b A special stop symbol combination that guides a rush is a dedicated symbol (for example, all large symbol group 501 "b Time saving") may be used. At this time, the small pattern group 502 and the large pattern group 501 Although it may be one that uses a dedicated symbol in the same way as, a special stop symbol set corresponding to the dedicated symbol 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. 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. guest The waiting effect may be one in which a movie effect or the like is repeatedly executed. In addition, 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 playing guide display 516, a large symbol group 501a, a small symbol group 502, The display contents include a special figure 1 reserved number display 503 and a special figure 2 reserved number display 504. 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). A mode transition effect (effect display 521) is displayed instead of the effect. like this The gaming machine 10 adjusts the waiting time until the number of pending memories occurs in the special figure 2 game to change the mode. It can be used effectively as time for presentations, allowing players to enjoy the game without having to worry about waiting time. Contribute to improvement.
[0261] Note that the gaming machine 10 performs a mode transition performance (performance) after a predetermined period of time has elapsed from the stop of the symbols in the special figure 1 game. The display 521) may be started, but the predetermined time is limited to the symbol stop time. Even if you start the mode transition effect (effect display 521) without waiting for the symbol stop time, Good, the mode transition effect (effect display 521) should start after the symbol stop time has passed. You may.
[0262] Furthermore, even if the symbol variation of the special figure 1 game starts again, the gaming machine 10 will not change the mode. The mode transition effect (effect display 521) will continue, and the mode transition will continue even if the customer is waiting for the customer again. The transfer performance (performance display 521) can be continued. However, the symbol variation of the special map 1 game is If you want to continue the mode transition effect (effect display 521), the display screen By displaying the large symbol group 501a like 520, the variable display of the special symbol 1 game will open. can make it clearer what started.
[0263] In addition, the gaming machine 10 continues to perform the mode transition performance (performance display 521) while waiting for a customer. It is also possible to continue and not return to the customer waiting performance. As a result, the game 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. Ru.
[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. This is another example. The display screen 512c is displayed after the end of the variable display in the special figure 1 game (b 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. It is a 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 special map 1 game 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 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 time-saving 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 1 special figure game. This is the display screen where the variable display based on the pending memory has started after the change. In addition, the display screen 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.
[0269] The display screen 524 is a display screen during variable display of the special figure 1 game. The display screen 524 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 content.
[0270] The large pattern group 501a on the display screen 524 is a modified example, and is The display mode is different from that of the small pattern group 502. In addition, the large design on the display screen 524 Group 501a performs b without constant speed fluctuation at a predetermined speed during mode transition performance. The temporary stop display continues with a special stop symbol combination that guides the time-saving entry.
[0271] In addition, the temporary stop display with a special stop symbol combination in the large symbol group 501a is shown in Figure 19 (3 ) continues across multiple variable displays, such as display screen 526 shown in ). In addition, game machine 1 0 is when displaying a temporary stop with a special stop symbol combination 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. We will also guide you to shorten your time. 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. 10 gaming machines like this 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 will be superimposed and displayed, and if the customer waiting performance is in progress, a typing guidance display 516 will be displayed on the customer waiting performance screen. Display in superimposed manner. As a result, the gaming machine 10 first prevents the player from being disadvantaged by making a mistake in playing the game. do. Please note that the playing guidance start effect may be considered unnecessary by some players, so this In order to cater to players such as You may also do so. The starting guidance for hitting is for large symbol group 501a and small symbol group 5. 02, special drawing 1 reservation number display 503, and special drawing 2 reservation number display 504 are included in the display contents. It's good.
[0276] For the blackout effect, the effect time is set to t2, and the effect is switched by the blackout display. It is a performance that guides. For example, the blackout effect can be used to The waiting performance screen is blacked out and a playing guide display 516 is displayed. As a result, the game First, the machine 10 prevents the player from being disadvantaged by making a mistake in hitting the ball. In addition, the blackout production is Some players may consider this to be an unnecessary effect, and in order to cater to such players, we have changed the way of hitting. In addition to the guide display 516, a viewing explanation display 523 may be displayed. In addition, black The pullout performance includes a large symbol group 501a, a small symbol group 502, a special symbol 1 pending number display 503, The display content may include a special figure 2 reservation number display 504.
[0277] The main performance is a performance that plays a movie whose performance time is t3. The main performance is This is a performance that arouses players' desire to watch, and is a performance that plays a predetermined movie. It may also be a production that plays one movie selected from two or more options. There may be. Please note that the main performance may be considered unnecessary by the player, and this In order to cater to players such as You may also do so. The main effects are a large pattern group 501a, a small pattern group 502, The display contents must include the special drawing 1 reservation number display 503 and the special drawing 2 reservation number display 504. stomach. Note that the main performance can be one that strongly motivates players to watch the game. There are exclusive performances that are not shared with other performances, and rare performances that are premium even if shared with others. It is desirable that the
[0278] The mode title guide performance is the title of the transition destination mode whose performance time is t4 (for example, , b time-saving mode, more specifically "Super RUSH", etc.). In addition , the mode title guidance effect may be considered unnecessary by the player, and such In order to cater to the needs of players, a viewing explanation display 523 is displayed in addition to the playing guide display 516. You may do so. In addition, the mode title guidance performance is large symbol group 501a and 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. That's fine.
[0279] The how-to-play guidance switching performance is a performance that switches the guidance mode for how to play with a performance time of t5. be. For example, the typing guidance switching effect may be added to the typing guidance display 516 or Instead of the guide display 516, for example, an animation of hitting a game ball into the target area. I will guide you how to beat. Note that the playing guide switching effect may be considered unnecessary by some players. In order to cater to such players, in addition to the playing guide display 516, viewing An explanation display 523 may be displayed. In addition, the hitting guide switching effect is for large symbol group 5. 01a, the small pattern group 502, the special figure 1 reserved number display 503, and the special figure 2 reserved number display 504. It may be included in the display content.
[0280] The how-to-play guidance loop performance is a performance that provides guidance on how to play with a performance time of t6. The playing guide loop effect is different from the playing guide switching effect, and is based on the image character of the game. This is a performance that provides guidance on how to play while displaying the Kuta. How to play guidance loop production is during production After the interval t6 has elapsed, the process is executed repeatedly and waits for switching to the time-saving mode performance.
[0281] In other words, the mode transition effect is a series of (t1+t2+t3+t4+t5+t6) times. The production becomes observable, and after (t1+t2+t3+t4+t5+t6) time has passed, it will be t6 hours. The how-to guide loop effect can be observed repeatedly.
[0282] The gaming machine 10 is used when deriving the jackpot in the special figure 1 game or when deriving the jackpot in the special figure 2 game. With the start of the variable display, the mode transition performance is switched to the b-time saving mode performance. b Time saving mode The production starts with the guidance start production, progresses in the order of the main production, and when the main production is reached. It has a production flow that repeats the main production. In addition, guidance on how to start the mode transition performance. The main effect is different from the start effect and main effect of how to start the b time saving mode effect. be.
[0283] b The time-saving mode performance guidance start performance is a performance that guides you on how to play within a predetermined performance time. be. The playing guide start effect is displayed by superimposing the playing guide display 516 on a predetermined display screen. be. As a result, the gaming machine 10 first prevents the player from being disadvantaged by making a wrong bet. Please note that The direction guidance start performance is a large symbol group 501 or a large symbol group 501a, a small symbol group 502, The display contents must include the special drawing 1 reservation number display 503 and the special drawing 2 reservation number display 504. stomach. In addition, the start guidance on how to play the b time saving mode performance is the start of guidance on how to play the mode transition performance. It may be a common performance with the production, or it may be a non-common production and a dedicated production is set for each. You can
[0284] The main performance is a performance that plays a movie for a predetermined performance time. The main production is a game This is a production that arouses the viewer's desire to watch the movie, and is a production that plays a predetermined movie. Or, it may be a production that plays one movie selected from two or more options. may In addition, the main performance is subordinated to the variable display performance of the special map 2 game and is interrupted. It may be. In addition, the main effect is large pattern group 501 or large pattern group 501a and small The display contents include a symbol group 502, a special figure 1 reserved number display 503, and a special figure 2 reserved number display 504. It can be anything you want. 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 performance with the production, or it may be a non-common production and a dedicated production is set for each. You can
[0285] In addition, the main effect of b time saving mode effect and the main effect of mode transition effect are video effects. Not limited to, decorative effects using light emitting parts, movable effects using movable parts, sound output including songs and voices, etc. It may be a sound production, etc., or a combination of these. Also, 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 saving mode production. The same applies to other effects in the mode transition effect and other effects in the mode transition effect.
[0286] In addition, the game machine 10 is used when deriving the jackpot in the special pattern 1 game or in the special pattern 2 game. With the start of the variable display of the mode, the mode transition effect will be switched to the b-time saving mode effect. , a predetermined delay time may be provided for switching.
[0287] For example, the minimum guaranteed time shown in Figure 21 (2) is the lowest value of the mode transition performance time. It is a guarantee. The minimum guaranteed time is switched from mode transition performance to b time saving mode performance. This can be achieved by the 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 is the 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. Equivalent to kicking. 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 long enough to execute a series of mode transition effects. This corresponds to the case where .
[0289] Note that the delay time setting is not limited to the break in the production flow in mode transition production, but can be set arbitrarily. The time may be set. The gaming machine 10 allows the player to To reduce the risk of accidentally canceling the mode transition performance. In addition, the gaming machine 10 is By setting the delay time, it is possible to draw the minimum amount of attention during mode transition effects. be.
[0290] Note that when the gaming machine 10 recovers from a power outage that occurs during mode transition performance, mode transition B Time-saving mode production is started without returning to production. This allows you to avoid power outages while playing. It is possible to promptly guide the player to transition to gaming state B (b time saving). Also , when the game machine 10 resumes from a power outage and starts the B time saving mode performance, the game machine 10 starts the playing guide start performance. You can execute it from the beginning, or you can skip the starting guidance animation and execute it from the main animation. You may.
[0291] Next, the production mode switching conditions will be explained using FIG. 22. Figure 22 shows the first embodiment It is a figure showing an example of production mode switching conditions of state. Game machine 10 is large in special figure 1 game When deriving the hit or by starting the variable display of the special figure 2 game, from the mode transition effect b. Switching to time-saving mode performance, but as shown in Figure 22 (1), player 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 game machine 10 provides operation guidance for the effect button 25 within the minimum guaranteed time for the mode transition effect. You may also do so. 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. can be clarified and reflected.
[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 changed. 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. Provided for. 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, sub-direction 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 also be a presentation display that guides the method or the like.
[0294] Here, the game machine 10 switches the performance mode from the mode transition performance to the b-time saving mode performance. Then, as shown in FIG. 23(2), the display device 41 displays the b time saving mode effect 519. , display the mode transition effect 522 instead of the sub effect 530 on the sub display device 41a . As a result, the gaming machine 10 switches the performance mode from the mode transition performance to the time-saving mode performance b. Even if there is a change, the mode transition effect 522, which changes the display position, can be viewed by the player. be.
[0295] In addition, as shown in FIGS. 23(3) and (4), the gaming machine 10 has a mode on the display device 41. When the mode transition effect 522 is displayed, the effect mode changes from the mode transition effect to the b time saving mode effect. In the case of switching of the sub-display device 41a or the sub-display as shown in Figure 23, Even if the display device 41a is not provided, the time saving mode effect 51 can be displayed in the main display area of the display device 41. 9 and display the mode transition effect 522 in the secondary display area of the display device 41. can. As a result, the gaming machine 10 changes the performance mode from the mode transition performance to the time-saving mode performance b. Even if the mode is switched, the player can still see the mode transition effect 522, although the display position changes. make it possible.
[0296] The mode transition effect execution period will be explained using FIGS. 24 to 27. Figure 24 shows the first A diagram showing an example (part 1) of a timing chart of the mode transition effect execution period of the embodiment. be. FIG. 25 is an example of a timing chart of the mode transition performance execution period of the first embodiment. (Part 2) FIG. FIG. 26 shows the timing of the mode transition effect execution period of the first embodiment. FIG. 7 is a diagram showing an example (part 3) of a timing chart. Figure 27 shows the mode transition of the first embodiment. FIG. 7 is a diagram showing an example (part 4) of a timing chart of a transfer performance execution period.
[0297] The timing chart of the mode transition performance execution period shown in Figure 24 is for the 500 When the player reaches the ceiling, time is shortened and the game state A transitions from game state B to game state B. When the special figure 1 game is executed in the 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 in 500 executions of the special figure 1 game. Transition to. The gaming machine 10 is in the gaming state A until the special figure 1 game is executed 500 times. , and the performance type is set to normal performance. Game machine 10 starts the 501st execution of the special map 1 game. The mode transition effect is executed from the beginning, and the special figure 2 game is executed during the 501st execution of the special figure 1 game. Because you do not get a chance to run, when you have the 502nd opportunity to play the special map 1 game, you can play the special map 1 game. Execute the 502nd session of the program. Game machine 10 remains in the mode even during the 502nd execution of the special map 1 game. Continuously execute the transition effect. Game machine 10 plays a special game during the 502nd execution of the special map 1 game. Figure 2 When you get the opportunity to execute the game, even if there is an opportunity to execute the special figure 1 game for the 503rd time. This is the 503rd time in total with the special map 1 game without having to run the special map 1 game 503rd time. Run the special figure 2 game. Game machine 10 is a special map 1 game and a total of 503rd special map 2 Execute the b-time saving mode effect from the start of the game.
[0299] Note that when the gaming machine 10 receives an opportunity to execute the special figure 2 game while executing the mode transition effect, the gaming machine 10 We assumed that we would switch from the mode transition effect to the time saving mode effect, but the switching conditions would be as follows: Good too. For example, instead of obtaining an opportunity to run the special map 2 game, you can execute the special map 2 game. When you get an opportunity to execute the Fuzu game (pass through the Fuzu gate), execute the Fuzu game. It's good when you do it. For example, the gaming machine 10 sets the switching condition to the timing when the game is executed. (passing the Fuzu gate) or when running the Fuzu game. You can quickly switch to B time-saving mode production. In addition, the gaming machine 10 is By setting the change condition to obtain an opportunity to execute the special map 2 game, a predetermined delay is achieved from the execution of the general map game. It is possible to set an extension time, and by setting the switching condition to the execution of the special map 2 game, the delay can be further increased. A delay time can be provided. Such a gaming machine 10 contributes to the setting of various production effects. You can donate.
[0300] As a result, the gaming machine 10 performs mode transition while there is an opportunity to execute the special figure 1 game. In addition to being able to secure the execution period, the change in the hitting method has created an opportunity for the execution of the special map 2 game. The mode transition effect can be canceled based on 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 Here is how it 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. However, it is acceptable even if there is a notice that warns of a change in the playing method. stomach.
[0303] As a result, the gaming machine 10 performs mode transition while there is an opportunity to execute the special figure 1 game. In addition to being able to secure a more sufficient period of execution, two special figures games were created as a result of changing the way of hitting. The mode transition effect can be canceled based on the player's will to obtain an opportunity to execute the mode transition effect.
[0304] The timing chart of the mode transition performance execution period shown in Figure 26 is 501 of the special figure 1 game. The game player sets the first variable display time as enough time to execute the mode transition effect in advance. This shows how the mode transition effect is executed when the special figure 1 game is executed in state B.
[0305] For example, the gaming machine 10 changes from gaming state A to gaming state B in 500 executions of the special figure 1 game. transition to The gaming machine 10 is in the gaming state A until the special figure 1 game is executed 500 times. , and the performance type is set to normal performance. The gaming machine 10 executes the 501st execution of the special 1 game. Execute mode transition effects from the beginning. At this time, the 501st variable display time of the special map 1 game is set in advance to be time t100 (=t1+t2+t3+t4+t5+t6). Save. In addition, the 501st variable display time of the special map 1 game is not limited to time t100. It may be a value.
[0306] As a result, the gaming machine 10 remains in the mode for the 501st variable display time of the special figure 1 game. It is time to secure a more sufficient period for executing the transition effect, and also to obtain an 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. Cancel the mode transition performance guidance loop performance with the player's will to seize the opportunity. 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. Game machine 10 has a waiting list for customers. 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 performance.
[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 transition effects.
[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, 19b), and mainly the first game (for example, special figure 1 From the first game state (for example, game state A) that makes it possible to execute a game), For example, mainly execute the second game (for example, special map 2 game) due to b) time saving opportunity) A control means (such as 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 running, switch the state transition effect being executed by the effect means to the effect during the state according to the second game state (Fig. 20, Fig. 24 to Fig. 27). In addition, (28) and (29) gaming machines ( (2) to (27) can be applied in the same way as the game machine of 1).
[0333] [Second embodiment] Next, a second embodiment will be described based on the drawings. The gaming machine 10 of the second embodiment is The maker's logo is displayed during winning and waiting for customers. However, The player who observes the manufacturer's logo may differ between the two. The manufacturer's logo display during the hit is a game There is a high probability that it will be observed by players inside the game, and the display of the manufacturer logo while waiting for customers is are likely to be observed by players of Therefore, the performance required while displaying the manufacturer's logo It is desirable that the contents of the game be different depending on the target player. cannot be said to have responded to such requests.
[0334] Therefore, the gaming machine 10 of the second embodiment is a game that targets the production content during the display of the manufacturer's logo. In addition to improving the appeal of the maker's logo display as something different for each technician, the maker's logo The object is to make the effect being displayed meet the request of the player. Therefore, the second The gaming machine 10 of the embodiment has an effect accompanying the display of the maker's logo performed during the win and It is different from the production that accompanies the display of the manufacturer's logo.
[0335] First, an effect mode of the customer waiting effect will be described with reference to FIGS. 28 to 30. FIG. Figure 28 shows A diagram showing an example (part 1) of the timing chart of the production mode of the customer waiting production of the second embodiment. 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] The gaming machine of the second embodiment is the same as the gaming machine of the first embodiment unless otherwise specified. It has a similar configuration. In the description of the second embodiment, the height similar to that of the first embodiment is used. In some cases, the same reference numerals are used to omit the description.
[0337] The game state when performing the customer waiting effect is customer waiting. 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 design stop period and customer waiting after the end of the special 1 game or special 2 game fluctuation display 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 "customer waiting". The customer waiting transition period is “0”. may
[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 display period. The customer waiting effect includes other periods such as the model name display period. 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 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 the running 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's 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 cars, strong stimulation by light and sound, etc. However, it is not limited to these as long as it attracts the player's attention.
[0340] In addition, the attention-calling display in the customer waiting effect is a logo that is designed to easily attract the attention of players. Since it is displayed immediately after the display period, it can continue to attract the player's attention and is highly alert. effect can be expected.
[0341] In the customer waiting effect, the large pattern group 501 is hidden on the display device 41 of TK during the period, and the small pattern group 501 is displayed. 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 execution of the display game. In addition, game machine 1 0 indicates that the display of the small symbol group 502 is a variable display game for the player at the start of the game. can be guided from the Also, the gaming machine 10 hides the large symbol group 501. guarantees a certain level of appeal for the display of the manufacturer's logo.
[0342] The customer waiting effect is an image of pictograms, icons, etc. on the display device 41 of TK during the relevant period. Hide the image displayed on the page and hold the number displayed (number hold "0") display. The image hold is a hold display 505 (image wait hold) and a hold digest display 5 There is 06 (image digestion pending). Number hold is special 1 hold number display 503 and special 2 hold There is a number display 504. As a result, the gaming machine 10 provides the player with the variation table at the start of the game. The position of the small symbol group 502 can be guided before the execution of the display game. In addition, game machines 10 is a starting memory for each of the special 1 game and special 2 game for the player at the start of the game The number "0", that is, the fact that the game is not in progress, can be guided with confirmation. In addition, game machine 1 0 secures a certain level of appeal of the manufacturer's logo display by hiding the image reservation. na Image retention and number retention may include normal map retention, and normal map retention may include waiting pending and digesting pending.
[0343] The customer waiting effect is performed on the sound output device (speakers 19a, 19b) of TK during the relevant period. Does not output sound effects. As a result, the gaming machine 10 outputs sound when the gaming machine is not in the game. By doing so, it is possible to suppress the decline in interest of a player who is playing another game machine. In addition, the gaming machine 10 Suppressing excessive power consumption by outputting sound from game machines that are not in play . In addition, the customer waiting effect is the effect of the manufacturer's image during the logo display period of the period TK. Sound or the like may be output. Such a gaming machine 10 will be displayed on the logo display during the period TK. By not outputting sound except during the logo display period, the player's attention can be directed to the logo display period. This is effective in improving the appeal of the manufacturer's logo display.
[0344] The customer waiting effect will win a prize at the TK sound output device (speakers 19a, 19b) during the period Outputs sound effects. As a result, the gaming machine 10 notifies the player who has started the game that the customer waiting has ended. Can be peeled.
[0345] A display screen 550 shown in FIG. 29(1) is a movie display screen during the customer waiting effect. 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 Display the result mode of the dynamic display (eg, "3", "5", "7"). Special figure 1 pending 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. Also 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 are included in the display contents. In addition, small symbol group 502 is the previous variation table. Displays the indicated result format (for example, "3", "5", "7"). Special figure 1 pending number display 50 3 and special map 2 pending number display 504 display the respective starting memory numbers "0". A table like this The display screen 552 allows the player to conveniently view the logo display screen. Also, the display screen The screen 552 changes the display position of the small pattern group 502 from the customer waiting state by displaying the small pattern group 502. Easy to understand and guide technicians. In addition, the display screen 552 shows the special map 1 game or the special map 2 game. To easily inform a player that the symbol of the game has stopped. In addition, the display screen 552 is The starting memory count is ``0'' in each of the special figure 1 game and the special figure 2 game, that is, the game is not in progress. It is possible to provide confirmation that this is the case.
[0347] The display screen 554 shown in FIG. 29(3) is a warning display screen during customer waiting performance. display The screen 554 displays a display effect 555 to warn customers while waiting, a group of small symbols 502, and a display of the number of reserved special symbols 1. 503 and special drawing 2 reservation number display 504 are included in the display contents. In addition, small pattern group 502 is Displays the result of the fluctuation display (for example, "3", "5", "7"). Number of special drawings 1 reserved Display 503 and special map 2 pending number display 504 each display the starting memory number "0". this Such a display screen 554 allows the player to suitably observe the attention-calling display screen. In addition, the display screen 554 can adjust the display position of the small pattern group 502 by displaying the small pattern group 502. It is possible to guide the player in an easy-to-understand manner from the start. In addition, the display screen 554 shows the special map 1 game or This allows players to easily understand that the symbols in the special figure 2 game have stopped. Also, the display screen Surface 554 is the starting memory number "0" in each of the special map 1 game and special map 2 game, that is, It is possible to confirm that the player is not playing a game.
[0348] The movie display screen during the customer waiting performance is like 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 while waiting for customers. The display screen 550a is a movie waiting for customers. - Production 551a, small pattern group 502, special figure 1 pending number display 503, special figure 2 pending number display 5 04 is included in the display content. 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 large pattern group In order to buffer the display switching from 501 to movie pattern 556, the position is different from the large pattern group 501. Displayed by location and size. The large symbol group 501a, together with the small symbol group 502, are from the previous variation table. Displays the indicated result format (for example, "3", "5", "7").
[0350] Next, the performance mode of the winning (first time) performance will be explained using FIGS. 31 and 32. Figure 31 is an example of a timing chart (part 1) of the performance mode of the winning (first time) performance of the second embodiment. ). FIG. 32 is a diagram showing an example of the winning (first time) effect screen of the second embodiment. be.
[0351] The game state when performing a win (first time) performance is a win (first time). game state "Win (first time)" is the first hit derived as a result of the special map 1 game or the special map 2 game. This is a winning state that is considered to be a winning number. The first hit is derived in gaming state A (normal gaming state) It was a hit. Please note that the first time you win, the game status is changed so that it is not considered as a series of wins. The winnings derived in a predetermined period after the transition to A (for example, the starting memory consumption period at the time of state transition) It may be excluded.
[0352] The winning (first time) performance consists of the round display period, mode display period, and logo display period (manufacturer's logo display period). In addition, the winning (first time) performance will be during the fanfare period (not shown) and Includes interval periods. The fanfare period is a performance period that guides the winning process, The round display period is the presentation period when the big prize opening is open, and the interval period is the period when two rounds are displayed. This is the performance period during which the big prize opening is closed, which is sandwiched between the sound display period. Mode display period and logo table The display period (manufacturer logo display period) is in the ending period TE that indicates the end of the winning. B The logo display period (manufacturer logo display period) is set after the mode display period. In addition, the game The state "Win (first time)" is the starting memory number "1" in either the special map 1 game or the special map 2 game. ”, it does not end even when the ending period TE has elapsed, and it is based on the starting memory. Transition to the execution state of the variable display game. In addition, the game state "Win (first time)" is the special figure 1 game. If the number of starting memories for either the game or the special map 2 game is "0", the ending period TE After , the game state transitions to "waiting for customers".
[0353] The winning (first time) performance is designed to plan the game state (game mode) after winning during the mode display period. inside. For example, the gaming machine 10 has probability fluctuations, general electricity support, and predetermined settings after winning. A predetermined mode name is set depending on whether the current period is in effect or not. Game machine 10 displays the mode A mode display screen that guides you to the mode name according to the gaming status (game mode) after the period ends. It is displayed on the display device 41. Also, during the mode display period, in addition to the mode display screen, the player A warning display screen to call attention is displayed on the display device 41. During the mode display period, Players should be careful not to forget to take out cards, get too absorbed in the game, and avoid children's cars. Leaving the game indoors, strong stimulation from light and sound, etc., but if it alerts the player, please avoid these things. Not limited to. In addition, the gaming machine 10 is a manufacturer that promotes the manufacturer's name during the logo display period. A logo display screen is displayed on the display device 41. Please note that the manufacturer logo display screen is a still image. It can also be an animated image or a movie image prepared in advance. .
[0354] Please note that the warning display in the winning (first time) performance does not have an independent warning display period. Since it is displayed in conjunction with the mode display period, it contributes to efficient game progress, and the mode display period This will contribute to securing the logo display period following.
[0355] The winning (first time) performance is the large symbol group 501 on the display device 41 of the ending period TE. , small symbol group 502, image hold (hold display 505 (image standby hold), hold extinguish Display 506 (Image digest pending)), Number pending (Special figure 1 pending number display 503, Special figure 2 pending) Hide the residue display 504). As a result, the gaming machine 10 can play the small symbol group 5 during the gaming process. Organize the amount of information displayed for the player who knows the information such as the position of 02, and the ending period We aim to improve the ease of grasping the display contents of the space TE and to improve the appeal. In other words, the gaming machine 10 is By organizing the amount of information displayed, it is easier to grasp the mode name during the mode display period, and it is effective in calling attention It is possible to improve the In addition, the game machine 10 can be manufactured by a maker by organizing the amount of information to be displayed. To secure the appealing power of a logo display to a higher degree than the display of a maker's logo for customer waiting presentation. Also, games The machine 10 organizes the amount of information displayed so that the player can feel comfortable with the end of one hit as one break. Helps you freshen up and move on to the next game. In addition, the gaming machine 10 has a large amount of information displayed. By arranging, a large pattern group 501a and a small pattern group 502 which are a combination of symbols derived from winning is not displayed. As a result, the gaming machine 10 transitions after the ending period TE has elapsed. Large symbol group 501a and small symbols which are symbol combinations derived from winning prior to execution of the variable display game It is possible to avoid the situation where the group 502 is displayed and the player is confused. Please note that image preservation Station and number hold may include normal map hold, and normal map hold includes standby hold and digestion retention.
[0356] The hit (first time) production is the ending period TE sound output device (speakers 19a, 19b) , outputs a sound effect during winning. As a result, the gaming machine 10 can play a game that is immersed in the afterglow of winning. We aim to improve the interest of people. In addition, during the logo display period of the ending period TE, the game machine 10 Alternatively, only the sound effect of the maker's image may be output. Such a game machine 10 can direct the player's attention to the logo display period, which is effective in improving the appeal of the manufacturer's logo display. It is fruitful.
[0357] The hit (first time) production is the ending period TE sound output device (speakers 19a, 19b) , the winning effect sound is not output. As a result, the game machine 10 is suitable for displaying a logo. It prevents people from being distracted.
[0358] A display screen 558 shown in FIG. 32(1) is a mode display screen during the winning (first time) effect. The display screen 558 includes a mode display effect 559, a hit alert display effect 560, and a hitting plan. The display contents include the inner display 516. The large pattern group 501, the small pattern group 502, and the image Message hold and number hold are not displayed. As a result, the gaming machine 10 can operate during the mode display period. It is possible to easily grasp the mode name and improve the effect of calling attention. In addition, the display screen 55 8 displays the hitting guide display 516, so that it is possible to prevent the player from making a mistake in hitting. Ru.
[0359] A display screen 562 shown in FIG. 32(2) is a logo display screen during the win (first time) effect. 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 the ending period TE2 that guides the end of winning. In addition, hit (after 2nd time) ) production, it is recognized that the logo display screen during the hit (first time) production has sufficiently fulfilled its function. Therefore, the logo display period (manufacturer's logo display period) is not included. In addition, if you win (after 2nd time) Even during the appearance, the logo display period (manufacturer's logo display period) is included in the same way as during the hit (first time) production. It may be something. In addition, the game state "hit (after the second time)" is a special 1 game or a special Figure 2 Ending period that does not end even when the number of starting memories becomes "1" in any of the games After TE2 has elapsed, the game transitions to the execution state of the variable display game based on the start memory. Also, Game state "Hit (after 2nd time)" starts either special 1 game or special 2 game If the number of memories is "0", the game state will transition to "waiting for customers" after the ending period TE has passed. Ru.
[0363] The hit (after the second time) effect is the game state (game mode) after the hit during the mode display period. to guide you. For example, the gaming machine 10 can detect the presence or absence of probability fluctuations, the presence or absence of general electric support, Predetermined mode names are set according to whether or not there is a predetermined period of time. Game machine 10 mode Mode display screen that guides the mode name according to the game state (game mode) after hitting the display period The screen is displayed on the display device 41. Also, during the mode display period, in addition to the mode display screen, A warning display screen is displayed on the display device 41 to call the attention of the user. 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. There is a strong stimulus such as being left in the car, light and sound, etc., but if it is something that calls the player's attention 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 (second time or later) performance 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 arousal 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 his 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 symbol group 501a and the small symbol group 502 to be combined are not displayed. As a result, the gaming machine 10 leads to a hit before execution of the variable display game that transitions after the ending period TE2 has passed. A large pattern group 501a and a small pattern group 502, which are the combination of symbols put out, are displayed and the player is confused. 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 game 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 effect, the winning sound is output when the start winning of the special 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. Winning sound output is not performed. 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 the start winning of the special 1 game occurs during the display of the customer waiting logo No output. The gaming machine 10 starts the special figure 2 game during the customer waiting logo display effect. A winning sound is output when a dynamic 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, for the Futu 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 effect, the winning sound is output when the start winning of the special 1 game occurs. no. In the gaming machine 10, the start winning of the special figure 2 game occurs during the winning logo display effect. Winning sound output is not performed when The game machine 10, during the winning logo display effect, Winning sound is output when the game starts winning (passing through the normal gate). game machine 1 0 is the winning sound when the start winning of the special 1 game occurs during the display of the customer waiting logo output. The game machine 10 starts the special figure 2 game during the customer waiting logo display effect. Winning sound output is performed when a prize is generated. The gaming machine 10 can be operated while the customer waiting logo is being displayed. 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 game during the winning logo display effect. It does not output, but outputs the winning sound for the general-purpose game. 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 players 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 effect, the winning sound is output when the start winning of the special 1 game occurs. no. In the gaming machine 10, the start winning of the special figure 2 game occurs during the winning logo display effect. Winning sound output is not performed when The game machine 10, during the winning logo display effect, When the game starts winning a prize (passing through the normal gate), the winning sound will not be output. game Machine 10 enters when the start prize of the special 1 game occurs during the display of the customer waiting logo Output 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 dynamic 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 effect. Instead, a prize-winning sound is output for the game during the presentation of the customer waiting logo display. This will The gaming machine 10 is designed to improve the appeal of the manufacturer's logo display during the logo display performance and to help the player understand the progress of the game. 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 effect, the winning sound is output when the start winning of the special 1 game occurs. no. In the gaming machine 10, the start winning of the special figure 2 game occurs during the winning logo display effect. Winning sound output is not performed when The game machine 10, during the winning logo display effect, Winning sound is output when the game starts winning (passing through the normal gate). game machine 1 0 is the winning sound when the start winning of the special 1 game occurs during the display of the customer waiting logo output. The game machine 10 starts the special figure 2 game during the customer waiting logo display effect. Winning sound output is performed when a prize is generated. The gaming machine 10 can be operated while the customer waiting logo is being displayed. Then, when the start winning of the general map game occurs (passing the general map gate), the winning sound is output.
[0386] In this way, the gaming machine 10 emits the winning sound for the special game during the winning logo display effect. It does not output, but outputs the winning sound for the general-purpose game. In addition, the gaming machine 10 displays the customer waiting logo A prize winning sound is output for a normal game and a special game during performance. As a result, amusement machines 10 is to improve the appeal of the manufacturer's logo display during the logo display performance and to improve the player's understanding of the game progress (or For example, we will try to assist in noticing mistakes in hitting.
[0387] Next, FIG. 38(1) shows another example of the winning sound output during the customer waiting logo display effect. gaming machine 10 , any of the game states A, B, C, and D (see FIG. 13) during the customer waiting logo display effect. Controls the output of the winning sound depending on
[0388] The gaming machine 10 performs a special Fig. 1 Game start When a prize is won, a prize-winning sound is output. The gaming machine 10 waits for customers ( Game state A) Winning sound when the start winning of the special 2 game occurs during the logo display effect No output. The gaming machine 10 normally operates during the customer waiting (game state A) logo display effect. When the start winning of the figure game occurs (passing through the normal figure gate), the winning sound is not output. play The gaming machine 10 waits for customers in gaming states B, C, and D (gaming states B, C, and D). 1Do not output the winning sound when the start winning of the game occurs. Gaming machine 10 waits for customers (Game state B, C, D) When the special figure 2 game start winning occurs during the logo display effect Winning sound is output. The gaming machine 10 displays a logo display effect for customer waiting (game states B, C, D). In the middle, when the starting prize of the normal game occurs (passing the normal game gate), the winning sound output will be played. I don't do it.
[0389] In this way, the gaming machine 10 can perform the customer waiting (game state A) logo display effect and the customer waiting (game state A). B, C, D) Winning sounds for games with a high probability of starting winnings while the logo is being displayed Output. However, for the general-purpose game, it does not interfere with the winning sound output of the special-purpose game. won't output winning sound. As a result, the gaming machine 10 displays the manufacturer's logo during the logo display effect. We aim to improve the appeal of the display and assist the player in understanding the progress of the game.
[0390] Next, FIG. 38(2) shows another example of the winning sound output during the customer waiting logo display effect. gaming machine 10 , During the waiting for customers in game state A (game state A) logo display effect, the start of the special figure 1 game A winning sound is output when a dynamic 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). 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 makes , 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. 39 to 41. FIG. First, let's talk about the display device and the production equipment surrounding the display device. will be described with reference to FIG. Figure 39 shows the display device and the effects around the display device in the second embodiment. 1 is a diagram showing an example of an apparatus; FIG.
[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. In addition, the frame decoration device 18 is 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 part. 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 emission modes of the board light emitting portion, the frame light emitting portion, and the front light guide plate in the hit (first time) effect will be described with reference to FIG. 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 divides the ending period TE of the winning (first time) effect into 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] During the logo display (first half) period TE2, the display device 41 performs logo display accompanied by image changes such as animation (for example, logo formation display). In the logo display (second half) period TE3, the display device 41 performs logo display (formal maker logo display) without image change 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 the impression of displaying the official maker's logo during the logo display (second half) period TE3.
[0399] At this time, the gaming machine 10 emits light from the board light-emitting portion and the frame light-emitting portion 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 displaying a logo in red against a white background on the display device 41, the gaming machine 10 makes the frame light-emitting portion white and the board light-emitting portion red. Alternatively, when the gaming machine 10 displays a red logo against a white background on the display device 41, at least one of the frame light-emitting portion and the board light-emitting portion is partially removed to emit white light. It emits light by turning the part that becomes red.
[0400] In the gaming machine 10, the front light guide plate does not emit light during the logo display (first half) period TE2, and the front light guide plate emits light during the logo display (second half) period TE3. As a result, the gaming machine 10 prevents the front light guide plate from interfering with the interest-inducing effect of the image change (for example, logo formation display) such as animation on the display device 41 during the logo display (first half) period TE2. In addition, the game machine 10 can guide the completion of image changes such as animation (for example, logo formation display) on the display device 41, and strongly impress the official maker's logo display.
[0401] Note that the game machine 10 emits the base color from the logo display (first half) period TE2 to the logo display (second half) period TE3, and displays the logo display (first half) period TE2 and the logo display (second half) period TE3. You may make it change an aspect. For example, the gaming machine 10 may adopt a light emission mode according to a display mode with an image change in the logo display (first half) period TE2, and a light emission mode according to a display mode without an image change in the logo display (second half) period TE3. good. The luminescence mode corresponding to the display mode with image change is more dynamic than the luminescence mode according to the display mode without image change, and may use more luminous colors.
[0402] Next, the lighting modes of the board light emitting portion, the frame light emitting portion, and the front light guide plate in the customer waiting effect will be described with reference to FIG. 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 sets the customer waiting effect period TK as a logo display (first half) period TK1, a logo display (second half) period TK2 following the logo display (first half) period TK1, and a attention 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, the display device 41 performs logo display accompanied by image changes such as animation (for example, logo formation display). In the logo display (second half) period TK2, the display device 41 performs logo display (formal maker logo display) without image change 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 the impression of displaying the official manufacturer's logo during the logo display (second half) period TK2.
[0406] At this time, the gaming machine 10 emits light from the board light-emitting portion and the frame light-emitting portion 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 displaying a logo in red against a white background on the display device 41, the gaming machine 10 makes the frame light-emitting portion white and the board light-emitting portion...
Claims
[Claim 1] A gaming machine capable of variably displaying identification information, a first operation unit capable of accepting a first player operation; a second operation unit capable of accepting a second player operation; a control means for displaying on a display device a first prompting image for prompting the first player operation and a second prompting image for prompting the second player operation; the first prompting image includes a first conceptual image imitating a shape of the first operation unit and a first guidance message that prompts the user to operate the first operation unit by a guidance message; the second prompting image includes a second conceptual image imitating a shape of the second operation unit and a second guidance message that prompts the user to operate the second operation unit by a guidance message; The control means The first promotion image can be displayed during the variable display of 1, and the second promotion image can be displayed during the customer waiting performance, When the first promotion image is displayed during the first variable display, a performance can be executed in which the first image is transitioned from a first state in which the first promotion image is displayed at a first position to a second state in which the first promotion image is displayed at a second position; When the second promotion image is displayed during the customer waiting performance, the second image is displayed at a third position different from the first position and the second position; The first image is displayed in a first size on a first layer, and the second image is displayed in a second size smaller than the first size on a second layer located in front of the first layer. Gaming machine.