Game machine

JP2023149192A5Inactive Publication Date: 2025-07-02SOPHIA CO LTD
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Patent Information

Application Number
JP2022057631
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2022-03-30
Publication Date
2025-07-02
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

Conventional gaming machines lack the ability to enhance player interest through dynamic and engaging game displays.

Method used

The gaming machine incorporates a display means capable of displaying a predetermined location, along with a presentation control mechanism to showcase images and animations, enhancing the game experience.

Benefits of technology

This approach improves player engagement and interest by providing visually dynamic and interactive game displays.

✦ Generated by Eureka AI based on patent content.

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Abstract

To enhance interest of a game.SOLUTION: A game machine capable of executing a game on the basis of the satisfaction of a predetermined condition includes display means (display device 41) capable of displaying information and performance control means (performance control device 300) for controlling the display means. The performance control means can display an image showing a predetermined portion of the game machine on the display means.SELECTED DRAWING: Figure 1-40
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Description

Technical field

[0001] The present invention relates to a gaming machine that can execute a game based on the establishment of a predetermined condition. [Background technology]

[0002] 2. Description of the Related Art Conventional gaming machines are known that display explanations of games on a display device. [Prior art documents] [Patent document]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 2020-72849 [Summary of the invention] [Problem to be solved by the invention]

[0004] It is not possible to sufficiently improve the interest of the game. An object of the present invention is to improve the interest of gaming. [Means to solve the problem]

[0005] In order to solve the above problems, the invention as claimed in claim 1, In a gaming machine that can execute a game based on the establishment of a predetermined condition, a display means capable of displaying information; A presentation control means for controlling the display means, The performance control means is The gaming machine is characterized in that an image showing a predetermined location of the gaming machine can be displayed on the display means.

Effect of the invention

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

[0007] [Figure 1-1] 1 is a front view of a gaming machine according to an embodiment of the present invention. [Figure 1-2] 1 is a perspective view of a gaming machine according to an embodiment of the present invention viewed from the front side. [Figure 1-3] It is a front view of a game board. [Figure 1-4] It is a block diagram showing an example of the configuration of a control system of a gaming machine. [Figure 1-5] It is a block diagram showing an example of the configuration of a control system of a gaming machine. [Figure 1-6] It is a diagram showing an example of the distribution rate of the result of the special figure fluctuation display game, the distribution rate of the jackpot symbol, the regular figure probability, and the number of games reaching the ceiling. [Figure 1-7] It is a diagram for explaining the transition of gaming states. [Figure 1-8] It is a flowchart explaining main processing. [Figure 1-9] It is a flowchart explaining main processing. [Figure 1-10] 3 is a flowchart illustrating timer interrupt processing. [Figure 1-11] It is a flowchart explaining special figure game processing. [Figure 1-12] It is a flowchart explaining special figure start opening switch common processing. [Figure 1-13] It is a flow chart explaining special figure reservation information judgment processing. [Figure 1-14] It is a flowchart explaining special figure normal processing. [Figure 1-15] It is a flowchart explaining special figure 1 variation start processing and special figure 2 variation start processing. [Figure 1-16] It is a flowchart explaining the special figure 1 stop symbol setting process. [Figure 1-17] It is a flowchart explaining the special figure 2 stop symbol setting process. [Figure 1-18] It is a flowchart explaining processing during special figure fluctuation. [Figure 1-19] It is a flowchart explaining time saving end setting processing. [Figure 1-20] It is a flowchart explaining processing during special figure display. [Figure 1-21] It is a flowchart explaining processing during special figure display. [Figure 1-22] 3 is a flowchart illustrating fanfare / interval process transition setting process 1; [Figure 1-23] It is a flowchart explaining support operation setting processing. [Figure 1-24] It is a flowchart explaining jackpot end processing. [Figure 1-25] 3 is a flowchart illustrating specific area switch monitoring processing. [Figure 1-26] It is a flowchart explaining small hit remaining ball processing. [Figure 1-27] It is a flowchart explaining small hit end processing. [Figure 1-28] It is a flowchart explaining the main processing of the production control device. [Figure 1-29] 3 is a flowchart illustrating received command check processing. [Figure 1-30] 3 is a flowchart illustrating received command analysis processing. [Figure 1-31] It is a figure explaining an example of presentation. [Figure 1-32] It is a figure explaining an example of presentation. [Figure 1-33] It is a figure explaining an example of presentation. [Figure 1-34] It is a figure explaining an example of presentation. [Figure 1-35] It is a figure explaining an example of presentation. [Figure 1-36] It is a figure explaining an example of presentation. [Figure 1-37] It is a figure explaining an example of presentation. [Figure 1-38] It is a figure explaining an example of presentation. [Figure 1-39] It is a figure explaining an example of presentation. [Figure 1-40] It is a figure explaining an example of an image. [Figure 1-41] It is a figure explaining an example of selection display. [Figure 2-1] 1 is a front view of a gaming machine according to an embodiment of the present invention. [Figure 2-2] 1 is a perspective view of a gaming machine according to an embodiment of the present invention viewed from the front side. [Figure 2-3] It is a front view of a game board. [Figure 2-4] It is a block diagram showing an example of the configuration of a control system of a gaming machine. [Figure 2-5] It is a block diagram showing an example of the configuration of a control system of a gaming machine. [Figure 2-6] It is a diagram showing an example of the distribution rate of the result of the special figure fluctuation display game, the distribution rate of the jackpot symbol, the regular figure probability, and the number of games reaching the ceiling. [Figure 2-7] It is a diagram for explaining the transition of gaming states. [Figure 2-8] It is a flowchart explaining main processing. [Figure 2-9] It is a flowchart explaining main processing. [Figure 2-10] 3 is a flowchart illustrating timer interrupt processing. [Figure 2-11] It is a flowchart explaining special figure game processing. [Figure 2-12] It is a flowchart explaining special figure start opening switch common processing. [Figure 2-13] It is a flow chart explaining special figure reservation information judgment processing. [Figure 2-14] It is a flowchart explaining special figure normal processing. [Figure 2-15] It is a flowchart explaining special figure 1 variation start processing and special figure 2 variation start processing. [Figure 2-16] It is a flowchart explaining the special figure 1 stop symbol setting process. [Figure 2-17] It is a flowchart explaining the special figure 2 stop symbol setting process. [Figure 2-18] It is a flowchart explaining processing during special figure fluctuation. [Figure 2-19] It is a flowchart explaining time saving end setting processing. [Figure 2-20] It is a flowchart explaining processing during special figure display. [Figure 2-21] It is a flowchart explaining processing during special figure display. [Figure 2-22] 3 is a flowchart illustrating fanfare / interval process transition setting process 1; [Figure 2-23] It is a flowchart explaining support operation setting processing. [Figure 2-24] It is a flowchart explaining jackpot end processing. [Figure 2-25] 3 is a flowchart illustrating specific area switch monitoring processing. [Figure 2-26] It is a flowchart explaining small hit remaining ball processing. [Figure 2-27] It is a flowchart explaining small hit end processing. [Figure 2-28] It is a flowchart explaining the main processing of the production control device. [Figure 2-29] 3 is a flowchart illustrating received command check processing. [Figure 2-30]3 is a flowchart illustrating received command analysis processing. [Figure 2-31] It is a figure explaining an example of presentation. [Figure 2-32] It is a figure explaining an example of presentation. [Figure 2-33] It is a figure explaining an example of presentation. [Figure 2-34] FIG. 3 is a diagram illustrating how a game is executed in a specific gaming state and how a second special gaming state is executed. [Figure 2-35] It is a figure explaining another example of the execution mode of the game in a specific game state. [Figure 2-36] FIG. 3 is a diagram illustrating an output mode of external information. [Figure 2-37] FIG. 7 is a front view of a game board in a first modified example. [Figure 3-1] 1 is a front view of a gaming machine according to an embodiment of the present invention. [Figure 3-2] 1 is a perspective view of a gaming machine according to an embodiment of the present invention viewed from the front side. [Figure 3-3] It is a front view of a game board. [Figure 3-4] It is a block diagram showing an example of the configuration of a control system of a gaming machine. [Figure 3-5] It is a block diagram showing an example of the configuration of a control system of a gaming machine. [Figure 3-6] It is a diagram showing an example of the distribution rate of the result of the special figure fluctuation display game, the distribution rate of the jackpot symbol, the number of games reaching the ceiling, and the end condition of the specific game state. [Figure 3-7] It is a figure explaining the operation mode at the time of a small hit. [Figure 3-8] FIG. 2 is a diagram illustrating a general figure fluctuation display game. [Figure 3-9] It is a diagram for explaining the transition of gaming states. [Figure 3-10] It is a figure explaining the handling when time saving overlaps, and the display of a batch display device. [Figure 3-11] FIG. 2 is a diagram illustrating information output to the outside of the gaming machine. [Figure 3-12] FIG. 2 is a diagram illustrating information output to the outside of the gaming machine. [Figure 3-13] It is a flowchart explaining main processing. [Figure 3-14] It is a flowchart explaining main processing. [Figure 3-15] 3 is a flowchart illustrating timer interrupt processing. [Figure 3-16] It is a flowchart explaining special figure game processing. [Figure 3-17] It is a flowchart explaining special figure start opening switch common processing. [Figure 3-18] It is a flow chart explaining special figure reservation information judgment processing. [Figure 3-19] It is a flowchart explaining special figure normal processing. [Figure 3-20] It is a flowchart explaining special figure 1 variation start processing and special figure 2 variation start processing. [Figure 3-21] It is a flowchart explaining the special figure 1 stop symbol setting process. [Figure 3-22] It is a flowchart explaining the special figure 2 stop symbol setting process. [Figure 3-23] It is a flowchart explaining processing during special figure fluctuation. [Figure 3-24] It is a flowchart explaining time saving end setting processing. [Figure 3-25] It is a flowchart explaining processing during special figure display. [Figure 3-26] It is a flowchart explaining processing during special figure display. [Figure 3-27] 3 is a flowchart illustrating fanfare / interval process transition setting process 1; [Figure 3-28] It is a flowchart explaining support operation setting processing. [Figure 3-29] It is a flowchart explaining jackpot end processing. [Figure 3-30] 3 is a flowchart illustrating specific area switch monitoring processing. [Figure 3-31] It is a flowchart explaining small hit remaining ball processing. [Figure 3-32] It is a flowchart explaining small hit end processing. [Figure 3-33] It is a flowchart explaining the main processing of the production control device. [Figure 3-34] 3 is a flowchart illustrating received command check processing. [Figure 3-35] 3 is a flowchart illustrating received command analysis processing. [Figure 3-36] It is a figure explaining an example of presentation. [Figure 3-37] It is a figure explaining an example of presentation. [Figure 3-38] It is a figure explaining an example of presentation. [Figure 3-39] It is a figure explaining an example of presentation. [Figure 4-1] 1 is a front view of a gaming machine according to an embodiment of the present invention. [Figure 4-2] 1 is a perspective view of a gaming machine according to an embodiment of the present invention viewed from the front side. [Figure 4-3] It is a front view of a game board. [Figure 4-4] It is a block diagram showing an example of the configuration of a control system of a gaming machine. [Figure 4-5] It is a block diagram showing an example of the configuration of a control system of a gaming machine. [Figure 4-6] It is a diagram showing an example of the distribution rate of the result of the special figure fluctuation display game, the distribution rate of the jackpot symbol, the number of games reaching the ceiling, and the end condition of the specific game state. [Figure 4-7] It is a figure explaining the operation mode at the time of a small hit. [Figure 4-8] FIG. 2 is a diagram illustrating a general figure fluctuation display game. [Figure 4-9] It is a diagram for explaining the transition of gaming states. [Figure 4-10] It is a figure explaining the handling when time saving overlaps, and the display of a batch display device. [Figure 4-11] FIG. 2 is a diagram illustrating information output to the outside of the gaming machine. [Figure 4-12] FIG. 2 is a diagram illustrating information output to the outside of the gaming machine. [Figure 4-13] It is a flowchart explaining main processing. [Figure 4-14] It is a flowchart explaining main processing. [Figure 4-15] 3 is a flowchart illustrating timer interrupt processing. [Figure 4-16] It is a flowchart explaining special figure game processing. [Figure 4-17] It is a flowchart explaining special figure start opening switch common processing. [Figure 4-18] It is a flow chart explaining special figure reservation information judgment processing. [Figure 4-19] It is a flowchart explaining special figure normal processing. [Figure 4-20] It is a flowchart explaining special figure 1 variation start processing and special figure 2 variation start processing. [Figure 4-21] It is a flowchart explaining the special figure 1 stop symbol setting process. [Figure 4-22] It is a flowchart explaining the special figure 2 stop symbol setting process. [Figure 4-23] It is a flowchart explaining processing during special figure fluctuation. [Figure 4-24] It is a flowchart explaining time saving end setting processing. [Figure 4-25] It is a flowchart explaining processing during special figure display. [Figure 4-26] It is a flowchart explaining processing during special figure display. [Figure 4-27] 3 is a flowchart illustrating fanfare / interval process transition setting process 1; [Figure 4-28] It is a flowchart explaining support operation setting processing. [Figure 4-29] It is a flowchart explaining jackpot end processing. [Figure 4-30] 3 is a flowchart illustrating specific area switch monitoring processing. [Figure 4-31] It is a flowchart explaining small hit remaining ball processing. [Figure 4-32] It is a flowchart explaining small hit end processing. [Figure 4-33] It is a flowchart explaining the main processing of the production control device. [Figure 4-34] 3 is a flowchart illustrating received command check processing. [Figure 4-35] 3 is a flowchart illustrating received command analysis processing. [Figure 4-36] It is a figure explaining an example of presentation. [Figure 4-37] It is a time chart showing the display of a specific image and the transition timing of the presentation mode. [Figure 4-38] It is a figure explaining an example of presentation. [Figure 4-39] It is a figure explaining an example of presentation. [Figure 4-40] It is a figure explaining an example of presentation. [Figure 4-41] It is a figure explaining an example of presentation. [Figure 4-42] It is a figure explaining an example of presentation. [Figure 4-43] It is a figure explaining an example of presentation. [Figure 4-44] It is a time chart showing the display of a specific image and the transition timing of the presentation mode. [Figure 5-1] It is a perspective view of the gaming machine seen from the front side. [Figure 5-2] It is a front view of a game board. [Figure 5-3] It is a block diagram showing a configuration example of a game control system of a game machine. [Figure 5-4] It is a block diagram showing an example of the configuration of a production control system of a gaming machine. [Figure 5-5] 3 is a flowchart (part 1) showing the procedure of main processing. [Figure 5-6] 12 is a flowchart (part 2) showing the procedure of main processing. [Figure 5-7] 3 is a flowchart (part 3) showing the procedure of main processing. [Figure 5-8] It is a diagram showing the configuration of RAM of a gaming microcomputer. [Figure 5-9] It is a flowchart which shows the procedure of safety device information initialization processing. [Figure 5-10] 7 is a flowchart showing the procedure of performance display editing processing. [Figure 5-11] 7 is a flowchart showing the procedure of timer interrupt processing. [Figure 5-12] 5 is a flowchart showing the procedure of output processing. [Figure 5-13] It is a flowchart showing the procedure of winning a prize opening switch / state monitoring process. [Figure 5-14] It is a flowchart showing the procedure of fraud & winning monitoring processing. [Figure 5-15] It is a flowchart showing the procedure of winning number counter update processing. [Figure 5-16] It is a flowchart which shows the procedure of gaming machine state check processing. [Figure 5-17] 3 is a flowchart showing the procedure of probability setting change / confirmation processing. [Figure 5-18] It is a flowchart which shows the procedure of special figure game processing. [Figure 5-19] It is a flowchart which shows the procedure of a starting port switch monitoring process. [Figure 5-20] It is a flowchart which shows the procedure of special figure start opening switch common processing. [Figure 5-21] 3 is a flowchart showing the procedure of specific area switch monitoring processing. [Figure 5-22] It is a flowchart which shows the procedure of special figure usual processing. [Figure 5-23] It is a flowchart showing the procedure of special figure 1 fluctuation start processing. [Figure 5-24] It is a flowchart showing the procedure of special figure 2 fluctuation start processing. [Figure 5-25] It is a flowchart showing the procedure of jackpot flag 1 setting process. [Figure 5-26] It is a flowchart showing the procedure of jackpot flag 2 setting process. [Figure 5-27] It is a flowchart showing the procedure of jackpot determination processing. [Figure 5-28] It is a flowchart which shows the procedure of small hit determination processing. [Figure 5-29] It is a flowchart which shows the procedure of support hit determination processing. [Figure 5-30] It is a flowchart showing the procedure of special figure 1 stop symbol setting process. [Figure 5-31] It is a flowchart showing the procedure of the special figure 2 stop symbol setting process. [Figure 5-32] It is a flowchart which shows the procedure of special figure information setting processing. [Figure 5-33] 3 is a flowchart showing the procedure of a variation pattern setting process. [Figure 5-34] 3 is a flowchart showing the procedure of 2-byte distribution processing. [Figure 5-35] It is a flowchart which shows the procedure of distribution processing. [Figure 5-36] It is a flowchart which shows the procedure of a fluctuation start information setting process. [Figure 5-37] It is a flowchart which shows the procedure of special figure fluctuation processing. [Figure 5-38] It is a flowchart which shows the procedure of a time-saving end setting process. [Figure 5-39] It is a flowchart which shows the procedure of production mode information check processing. [Figure 5-40] It is a flowchart which shows the procedure of the first half part of special figure display processing. [Figure 5-41] It is a flowchart which shows the procedure of the latter part of the special figure display process. [Figure 5-42] It is a flowchart which shows the procedure of support operation setting processing. [Figure 5-43] It is a flowchart which shows the procedure of accessory game processing. [Figure 5-44] It is a flowchart which shows the procedure of accessory normal processing. [Figure 5-45] It is a flowchart showing the procedure of jackpot end processing. [Figure 5-46] It is a flowchart showing the procedure of jackpot end setting process 1. [Figure 5-47] It is a flowchart showing the procedure of jackpot end setting process 2. [Figure 5-48] It is a flowchart which shows the procedure of a common figure game process. [Figure 5-49] 3 is a flowchart showing the procedure of gate switch monitoring processing. [Figure 5-50] It is a flowchart which shows the procedure of general electricity prize switch monitoring processing. [Figure 5-51] It is a flowchart which shows the procedure of normal figure normal processing. [Figure 5-52] It is a flowchart which shows the procedure of the process transition setting process during normal figure fluctuation. [Figure 5-53] It is a flowchart which shows the procedure of processing during normal figure fluctuation. [Figure 5-54] It is a flowchart which shows the procedure of processing during normal map display. [Figure 5-55] It is a flowchart which shows the procedure of processing in a normal figure. [Figure 5-56] It is a flowchart which shows the procedure of normal power operation transition setting processing. [Figure 5-57] It is a flowchart which shows the procedure of general electric field remaining bulb processing. [Figure 5-58] It is a flowchart which shows the procedure of the end process per common figure. [Figure 5-59] 3 is a flowchart showing the procedure of the first half of external information editing processing. [Figure 5-60] 12 is a flowchart showing the procedure of the latter half of external information editing processing. [Figure 5-61] 3 is a time chart showing how external information or test signals are transmitted. [Figure 5-62] It is a flowchart which shows the procedure of safety device related processing. [Figure 5-63] It is a flowchart which shows the procedure of an extra-region integration process. [Figure 5-64] 3 is a flowchart showing the procedure of performance display device control processing. [Figure 5-65] It is a flowchart which shows the procedure of difference ball confirmation processing. [Figure 5-66] It is a flowchart which shows the procedure of a safety device operation monitoring process. [Figure 5-67] It is a flowchart showing the main processing of the production control device. [Figure 5-68] 7 is a flowchart showing received command check processing. [Figure 5-69] 3 is a flowchart showing received command analysis processing. [Figure 5-70] 3 is a flowchart showing one-shot command processing. [Figure 5-71] It is a flowchart showing prefetch symbol type command processing. [Figure 5-72] 3 is a flowchart illustrating prefetch variable command processing. [Figure 5-73] It is a flowchart showing symbol-related command processing. [Figure 5-74] 3 is a flowchart showing variable command processing. [Figure 5-75] It is a flowchart which shows a fluctuation production setting process. [Figure 5-76] It is a flowchart which shows the procedure of a hit system command process. [Figure 5-77] This is a table showing aspects of performance-related devices depending on the state of the safety device. [Figure 5-78] 1 is an example (Example 1) of a screen transition diagram showing a display screen of a display device in chronological order. [Figure 5-79] 1 is an example (Example 1) of a screen transition diagram showing a display screen of a display device in chronological order. [Figure 5-80] FIG. 12 is another example (Example 2) of a screen transition diagram showing the display screen of the display device in chronological order. FIG. [Figure 5-81] FIG. 3 is a diagram illustrating an example of an operation notice display when not waiting for a customer. [Figure 5-82] It is a diagram illustrating an operation notice display before and after the reach during a variable display other than when waiting for a customer. [Figure 5-83] FIG. 3 is a diagram illustrating an operation notice display while waiting for a customer. [Figure 5-84] A display screen of the display device in a setting confirmation state (setting confirmation mode) is illustrated. [Figure 5-85] FIG. 3 is a diagram showing an example (example 1) of a specific model display displayed in a way other than a video. [Figure 5-86] FIG. 7 is a diagram showing an example (example 2) of a specific model display displayed in a manner other than video. [Figure 5-87] FIG. 3 is a diagram illustrating an example of a menu screen and an item screen corresponding to an item selected on the menu screen. [Figure 5-88] FIG. 3 is a diagram illustrating an example of the relationship between the operation of a safety device, a menu screen, and an item screen corresponding to an item selected on the menu screen. [Figure 5-89] It is a timing chart explaining an example of the relationship between the operation of the safety device, the display, and the effect button. [Figure 5-90] It is a figure explaining an example of the relationship between operation of a safety device, a display, and a presentation button. [Figure 5-91] FIG. 3 is a diagram illustrating an example of the relationship between the operation of a safety device and a menu screen. [Figure 5-92] FIG. 3 is a diagram illustrating an example of the relationship between the operation of a safety device and an item screen corresponding to an item selected on a menu screen. [Figure 5-93] FIG. 3 is a diagram illustrating an example of the relationship between the operation of a safety device and an item screen corresponding to an item selected on a menu screen. [Figure 5-94] 12 is a timing chart illustrating an example of the relationship between the operation of a safety device and an item screen corresponding to an item selected on a menu screen. [Figure 5-95] FIG. 3 is a diagram illustrating an example of the relationship between an operation movie and a menu screen. [Figure 5-96] It is a figure explaining the modification of a menu screen. [Figure 5-97] FIG. 3 is a diagram illustrating an example of an in-operation display. [Figure 5-98] 5 is a timing chart illustrating an example of the relationship between the operation of a safety device and an external signal. [Figure 5-99] It is a flowchart explaining an example of initial operation setting processing performed by the production control device. [Figure 5-100] It is a flowchart explaining an example of power saving mode processing performed by the game control device. [Figure 5-101] It is a flowchart explaining an example of power saving function setting processing performed by the production control device. [Form for carrying out the invention]

[0008] <First embodiment> FIG. 1-1 is a front view of the gaming machine 10 of this embodiment, and FIG. 1-2 is a front perspective view of the gaming machine 10 of this embodiment. As shown in FIGS. 1-1 and 1-2, the gaming machine 10 of this embodiment includes a front frame 12, and the front frame 12 is assembled to an outer frame (support frame) 11 so as to be rotatable in opening and closing. The game board 30 (see FIG. 1-3) is stored in a storage section (not shown) formed on the front side of the front frame 12. Further, a glass frame (transparent plate 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.

[0009] The glass frame 15 has a display covering the front of the game board 30 at a position behind the cover glass 14. A plate 350 is provided. The display board 350 can see through the game board 30 and It is possible to display the display. In the gaming machine of this embodiment, light is introduced from the side edge. It consists of a light guide plate on which an image appears, but it also consists of a transparent liquid crystal display device or EL display device. It's okay if it's done. When a predetermined display is not displayed on the display board 350, it is transparent and the view of the game board 30 at the rear is not visible. It is designed so that it does not interfere with recognition. Then, when a predetermined display is displayed on the display board 350, The visibility of the rear game board 30 is reduced in the predetermined display portion. in this state The game board 30 at the rear may be visible through a predetermined display, or may be visible through a predetermined display. The game board 30 at the rear may be invisible.

[0010] A model name display section 16 for displaying the model name, etc. of the gaming machine 10 is provided at the top of the glass frame 15. It is being In addition, there are built-in lamps, LEDs, etc. on the left and right sides of the glass frame 15 for decoration, direction, and other purposes. Alert when a regular occurrence occurs (for example, if a dispensing error occurs, the lamp or LED will be set to the abnormality notification color (e.g. For example, a frame decoration device 18 that emits light for lighting (flashing) in red), For example, a speaker (upper speaker) 19a that emits sound effects) is provided. In addition, the front frame 12 and the lower part of the glass frame 15 are also provided with a speaker (lower speaker) 19b. Also , When an error occurs, audio is output from speaker (upper speaker) 19a and speaker (lower speaker) 19b. The content of the abnormality will be notified. In addition, a dispensing abnormality notification is displayed at a predetermined part of the glass frame 15. A lamp for public use may be provided.

[0011] Further, at the bottom of the glass frame 15, there is an upper tray (storage tray) 21 for supplying game balls to a batted ball launcher (not shown), and a game ball paid out from a payout unit provided on the back side of the gaming machine 10. An upper plate ball outlet 22 for outflow is provided. Further, on the upper edge of the upper plate 21, there is provided a performance button 25 that includes a performance button switch 25a (see FIG. 1-5) for receiving a press operation input from a player. The production button 25 also has a built-in drive source that vibrates the production button 25. That is, the gaming machine 10 of this embodiment has a vibration function that makes a predetermined notification by vibrating the performance button 25. Note that the production button 25 can be converted from the normal state (the state shown in Figures 1-1 and 1-2) to the protruding state (the state in which the top surface (pressing surface) of the production button 25 is higher than in the normal state). It may be configured as follows.

[0012] The lower part of the front frame 12 stores game balls that are paid out when the upper tray 21 is full. A lower tray (saucer) 23, a handle 24 of the ball launcher, etc. are provided. In addition, front frame 1 Insert the key to open and lock the front frame 12 and glass frame 15 into the lower right side of 2. A keyhole 26 is provided for this purpose.

[0013] Further, on the right side of the production button 25, there is a lending button (ball lending button) 27a that is operated when the player receives a ball lending from an adjacent ball lending machine, and a lending button 27a for ejecting a prepaid card from the card unit of the ball lending machine. A return button (ejection button) 27b that is operated to operate, a balance display device (balance display section) 27c that displays the balance of the prepaid card, and an upper tray operation lever that is operated to cause the game balls in the upper tray 21 to flow down to the lower tray 23. 27d, a mobile terminal holder 28 for placing a mobile terminal such as a smartphone owned by a player is provided. Further, to the left of the production button 25, a volume adjustment button 27e, a cross key 29, etc. are provided. In the game machine 10 of the present embodiment, when the player rotates the handle 24, the ball firing device fires game balls supplied from the upper tray 21 toward the game area 32 on the front surface of the game board 30. . Furthermore, when the player operates the production button 25 or the cross key 29, the player's operation is intervened in the variable display game (decorative special figure variable display game) on the display device 41 (see Figure 1-3). You can perform performances, etc.

[0014] Next, an example of the game board 30 will be explained using FIG. 1-3. FIG. 1-3 is a front view of the game board 30 of this embodiment. As shown in FIG. 1-3, the game board 30 includes a flat game board body that serves as a mounting base for various members. The game board body is made of wood or synthetic resin, and the front side of the game board body is surrounded by resin side cases 33 and outer peripheral walls (guide rails) 31 provided at each of the four corners of the game board 30. A gaming area 32 is provided. The game machine 10 is configured to play a game by firing a game ball from a ball launcher into a game area 32 surrounded by an outer peripheral wall 31. In the game area 32, windmills, obstacle nails, and the like are arranged as members for changing the direction of the game balls flowing down, and the fired game balls flow down the game area 32 while changing the rolling direction by these members.

[0015] Approximately in the center of the game area 32 is a center that forms a window that becomes the display area for the variable display game. Case 40 is attached. Behind the window formed in the center case 40, there is a A display device 41 is arranged as a production display device (variable display device) that fluctuatesly displays number identification information. has been done.

[0016] The display device 41 (variable display device) is, for example, an LCD (liquid crystal display), a CRT (brown It consists of a device with a display screen such as a tube). Area where images can be displayed on the display screen (table) display area), it is possible to display still images and videos as performance images, and for example, multiple identification information. (Special patterns) and special pattern fluctuation display characters that produce the game and background images that enhance the production effect, etc. Information about the game is displayed. On the display screen of the display device 41, as identification information Multiple assigned special symbols are displayed in a variable manner (variable display), and the special symbols are displayed in a variable manner for the special symbol variable display game. A corresponding decorative special figure variable display game is played. In addition, the display screen includes effects based on the progress of the game. (e.g. jackpot display image, fanfare display image, ending display image) images, etc.) are displayed.

[0017] The center case 40 has a game ball flowing down the game area 32 inside the center case 40. A warp flow path forming member 614 that forms a warp flow path for guiding the A stage section 620 on which the game ball can roll is provided. Center case 40 squares Since the stage section 620 is located above the starting prize opening 36, the stage section 620 is The rolling game ball is easily entered into the starting prize opening 36. In addition, the upper and lower parts of the center case 40 are designed to perform game effects by moving. A board presentation device 44 is provided. Lower production device provided at the bottom of the center case 40 44a is a position at the bottom of the center case 40 and a position closer to the center of the display device 41 than this position. It is possible to operate between a certain position and a certain position. The upper direction device 44b provided on the upper part of the center case 40 is and a position closer to the center of the display device 41 than this position. It has become. Moreover, this presentation device 44b includes a rotating operating member 44c imitating a propeller. It is possible to perform effects also by the movement of the movement member 44c. That is, the lower presentation device 44a constitutes a first movable accessory having an operable first movable member, The upper performance device 44b forms a second movable accessory having a second movable member that can be operated.

[0018] In the gaming area 32 on the right side of the center case 40, a normal symbol starting gate (common symbol starting gate) 34 is provided. A gate switch 34a (see FIG. 1-4) for detecting a game ball that has passed through the normal pattern starting gate 34 is provided inside the normal pattern starting gate 34. When the game ball hit into the game area 32 passes through the normal pattern start gate 34, the normal pattern fluctuation display game is executed.

[0019] Three general winning holes 35 are arranged in the gaming area 32 on the lower left of the center case 40, and one general winning opening 35 is arranged in the gaming area 32 on the right side of the center case 40. The winning of game balls into these general winning holes 35 is detected by the winning hole switch 35a (see FIG. 1-4) provided in the general winning hole 35.

[0020] In the game area 32 below the center case 40, a starting prize opening 36 (first starting prize area) is provided that provides the starting conditions for the special figure 1 variable display game (first special figure variable display game). The game ball that won the starting prize opening 36 is detected by the starting opening 1 switch 36a (see FIG. 1-4).

[0021] On the right side of the center case 40, a normal variable winning device 37 (second starting winning area) is provided that provides the starting conditions for the special figure 2 variable display game (second special figure variable display game). The game ball that won the normal variable winning device 37 is detected by the starting port 2 switch 37a (see FIG. 1-4). The normal variable prize winning device 37 includes a movable member 37b, and this movable member 37b normally maintains a closed state (a disadvantageous state for the player) in which game balls cannot flow in. Then, when the result of the general figure fluctuation display game is a predetermined result, the general variable winning solenoid 37c (see Figure 1-4) as a driving device operates in an inverted "C" shape, and the ordinary variable prize winning device 37 can be changed to an open state (a state advantageous for the player) in which game balls can easily flow into the ball. In addition, the normal variable winning device 37 allows the game ball to win even when the movable member 37b is in the closed state, and may be in a state where it is more difficult to win the game ball in the closed state than in the open state.

[0022] In the lower right gaming area 32 of the center case 40, there is provided a special variable prize winning device (big prize opening) 38 that can be converted into a state where game balls are not accepted and a state where game balls are easily accepted depending on the result of the special figure variable display game. There is. The special variable prize winning device 38 has an attacker-type opening / closing door 38c that can be opened by rotating in a direction in which the upper end side falls toward the front side, and when opened, game balls can flow into the upper prize winning opening. Convert to state. The special variable winning device 38 converts the grand prize opening from a closed state to an open state depending on the result of the special figure variable display game, and facilitates the flow of game balls into the grand prize opening, thereby providing a reward to the player. A predetermined gaming value (prize ball) is given. The game ball that won the special variable winning device 38 is detected by the big winning opening switch (count switch) 38a (see FIG. 1-4).

[0023] Inside the grand prize opening (winning area), there is a specific area where game balls can flow in, and a lever solenoid 38f (Figure 1-4 A lever member is provided which is actuated by (see). A specific area switch 38d (see Figure 1-4) that can detect the inflow of game balls is provided in the specific area, and based on the detection of game balls by the specific area switch 38d, the player can receive an advantageous A state occurs (in this embodiment, a special game state occurs). The game balls that have flowed into the specific area are discharged to the outside of the special variable prize winning device 38.

[0024] Furthermore, a remaining ball discharge port switch 38e (see Fig. 1-4) is provided inside the big winning port to detect game balls that are discharged to the outside of the special variable winning device 38 without flowing into a specific area. There is. The number of game balls detected by the big winning hole switch 38a provided inside the big winning hole (the number of game balls flowing into the big winning hole) and the game detected by the specific area switch 38d and the remaining ball outlet switch 38e By matching the number of balls (the number of game balls ejected from the grand prize opening), it can be confirmed that all the game balls in the upper prize winning hole have been ejected, and basically until this confirmation is completed, new The grand prize opening will no longer be opened.

[0025] In the gaming area 32 below the starting winning slot 36, there is a slot for collecting game balls that did not win. An output port 30a is provided for opening. In addition, outside the gaming area 32, the gaming board main body 80 In the lower right corner of is the special figure variable display game (special figure 1 variable display game, special figure 2 variable display game) A collective display device 50 for executing a general figure fluctuation display game is also provided.

[0026] The batch display device 50 is a special figure 1 display device (first special figure variation display section) for the special figure 1 variation display game. 51 and special figure 2 variable display special figure 2 display device for the game (second special figure variable display section) 52, and special figure 1 Special figure 1 hold indicator 53 for starting memory number notification of variable display game and special figure 2 variable display game. It is equipped with a special figure 2 reservation display 54 for notifying the starting memory number.

[0027] The batch display device 50 also displays the number of rounds at the time of a jackpot (the number of opening and closing times of the special variable winning device 38). ) and a gaming status display unit 5 that displays the gaming status of the gaming machine 10. 6. This game status display section 56 shows whether the player is playing left-handed (normal) or right-handed. A first game state display section 56a that informs the player of a way of playing that is advantageous to the player (a way of playing that corresponds to the game state) , a second gaming state display section 56b that notifies that the time saving state is in effect (when the variable time saving function is activated). , to notify that the jackpot probability state is high probability state when the gaming machine 10 is powered on. A third game state display section 56c is provided. In addition, in the gaming machine of this embodiment, the special figure probability is always constant, so the third game state display section 56c is not used. Furthermore, the collective display device 50 includes a general pattern display device 57 for a general pattern fluctuation display game, a general pattern fluctuation display It is equipped with a general figure hold display 58 for informing the number of memory numbers for starting the game.

[0028] FIG. 1-4 is a block diagram of the control system of the pachinko gaming machine 10 of this embodiment. The game machine 10 includes a game control device 100, which is a main control device (main board) that centrally controls the game, and includes a game microcomputer (hereinafter referred to as a game microcomputer) 111. an input section 120 having an input port, an output section 130 having an output port, a driver, etc., and a data bus 140 connecting the CPU section 110, the input section 120, and the output section 130. .

[0029] The CPU section 110 is a gaming microcomputer (CP) called an amusement chip (IC). U)111 and a crystal oscillator-like oscillator, the CPU operating clock and timer interrupt , includes an oscillation circuit (crystal oscillator) 113 that generates a clock that serves as a reference for the random number generation circuit. do. The game control device 100 and the solenoids and motors driven by the game control device 100 DC32V, DC12V, DC5 generated by the power supply 400 is used for electronic components such as controllers. A DC voltage of a predetermined level such as V is supplied to enable operation.

[0030] The power supply device 400 is an AC-DC that generates a DC voltage of 32V DC from a 24V AC power supply. Converter or DC voltage from 32V DC to lower level DC power such as 12V DC, 5V DC, etc. A normal power supply section 410 including a DC-DC converter that generates voltage, and a gaming microcomputer 1 a backup power supply unit 420 that supplies power supply voltage to the internal RAM of 11 in the event of a power outage; It has a power outage monitoring circuit and sends a power outage monitoring signal to notify the gaming control device 100 of the occurrence and recovery of a power outage. It includes a control signal generation unit 430 that generates and outputs a control signal such as a reset signal.

[0031] In this embodiment, the power supply device 400 is configured separately from the gaming control device 100. , the backup power supply section 420 and the control signal generation section 430 are installed on separate boards or on the gaming system. It may be configured to be integrated with the control device 100, that is, provided on the main board. Game board 30+ Since the game control device 100 and the game control device 100 are subject to replacement when changing models, the Backup power supply unit 420 and control signal generation on the source device 400 or a board separate from the main board By providing the section 430, it is possible to remove it from replacement and reduce costs.

[0032] The backup power supply section 420 consists of one large capacitor such as an electrolytic capacitor. can do. The backup power source is the gaming microcomputer 111 ( In particular, data stored in RAM is supplied to It is meant to be retained. In other words, the game control device 100 is unable to play the game due to a power outage. Even if the power supply to the machine stops, it is possible to store and retain game information, and it is possible to recover from power outage. Later, it serves as a game information storage / holding means that allows the game to be resumed based on the stored information. The control signal generation unit 430 monitors the 32V voltage generated by the normal power supply unit 410, for example. For example, if it drops below 17V, it will detect a power outage and change the power outage monitoring signal. Then, a reset signal is output after a predetermined period of time. Also, when the power is turned on or when a power outage is restored, the A reset signal is output after a predetermined period of time has elapsed.

[0033] 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, It is stored 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 contained in the device. Although not particularly limited, initialization The switch signal is read when the power is turned on, and the power failure monitoring signal is executed by the gaming microcontroller 111. It is read repeatedly in the main loop of the main program. The reset signal is forced This is a type of interrupt signal that causes the entire control system to be reset.

[0034] 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 M (random access memory) 111C.

[0035] 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 RAM11 As 1C, electrically rewritable non-volatile memory such as EEPROM may be used. .

[0036] In addition, the ROM111B also stores, for example, the execution time of the special figure fluctuation display game, the contents of the production, the reach, etc. Fluctuation pattern for determining the fluctuation pattern (fluctuation mode) that determines whether a condition occurs or not memory table. The fluctuation pattern table is stored as a starting memory. A table for CPU111A to refer to the fluctuation pattern random numbers 1 to 3 to determine the fluctuation pattern. It is bull. In addition, in the fluctuation pattern table, the pattern selected when the result is off is shown. Difference fluctuation pattern table, jackpot fluctuation pattern table selected when the result is a jackpot This includes cables, etc. Furthermore, these pattern tables include Table for determining the second half fluctuation pattern (second half fluctuation group table) Bull, late fluctuation pattern selection table, etc.), before the fluctuation pattern before reaching the reach state. Tables for determining half-variation patterns (first-half variation group table and first-half variation pattern) (selection table, etc.).

[0037] Here, reach (ready-to-reach state) refers to a display device that has a display state that can be changed, and derives and displays multiple display results at different times, and the multiple display results have predetermined characteristics. A gaming state where the gaming state is advantageous to the player when the result is different (special gaming state) In the game machine 10, at a stage where some of the multiple display results have not yet been derived and displayed, A display state in which a display result that has already been derived and displayed satisfies the conditions for becoming a special result mode. cormorant. In other words, the reach state is when the variable display control of the display device is progressing and the display is Even when the results reach the stage before they are derived and displayed, the display conditions that result in special results Refers to a display mode that does not shift. For example, while maintaining the state in which the special result aspects are complete, A state where variable display is performed using multiple variable display areas (so-called full rotation reach) is also a reach state. include. In addition, the reach state refers to the display control of the display device progressing and display results being derived and displayed. This is the display state at the point where the display result has reached the stage before the display result is derived and displayed. A condition in which at least some of the display results of the plurality of determined variable display areas are in a special result mode. This refers to the display state when the conditions are met.

[0038] Therefore, for example, a decorative special figure variation table displayed on a display device in response to a special figure variation display game. A display game displays a plurality of identifying information for a predetermined period of time in each of the left, middle, and right variable display areas of the display device. After displaying the information in a fluctuating manner, the fluctuating display is stopped in the order of left, right, and middle, and the results are displayed. , the left and right variable display areas indicate the state where the conditions for the special result mode are met (for example, the same The state in which the variable display stops at the first identification information) is the reach state. In addition to this, all Once the fluctuation display in the fluctuation display area is stopped, any two of the left, middle, or right fluctuation display will be displayed. A state in which the conditions for a special result mode are met in the area (for example, a state in which the identification information is the same, However, special result mode is excluded) is set as a reach state, and from this reach state, the remaining one fluctuation table The display area may be displayed in a variable manner.

[0039] This reach state includes multiple reach effects, and special result modes may be derived. As reach effects with different abilities (different expected values), there are normal reach (N reach) and special reach. Shall 1 reach (SP1 reach), Special 2 reach (SP2 reach), Special 3 Reach (SP3 Reach) and Premier Reach are set. Note that the expected value is <Normal Reach <Special 1 Reach <Special 2 Reach <Special 3 Reach < The prices increase in order of premier reach. Also, this reach state is at least Variations in the case where a special result pattern is derived in a special figure variation display game (in the case of a jackpot) It is included in the display mode. In other words, the special result mode in the special figure fluctuation display game Included in the variation display mode when it is determined that it is not derived (when it is out of place) There is also. Therefore, a state in which a reach state occurs is larger than a state in which a reach state does not occur. This is a situation where there is a high possibility of winning.

[0040] CPU111A executes the game control program in ROM111B and It generates control signals (commands) for the equipment 200 and production control device 300, and The entire gaming machine 10 is controlled by generating and outputting a drive signal for the display device. Also, not shown However, the gaming microcomputer 111 generates jackpot random numbers and Special symbol random numbers to determine the jackpot symbol, fluctuation patterns in the special symbol fluctuation display game (each (including the execution time of the variable display game in the seed reach and variable display without reach) Generate fluctuating pattern random numbers to determine the winning pattern, and random winning numbers to determine the winnings of the regular pattern fluctuating display game. based on the random number generation circuit for generating A timer interrupt signal with a predetermined period (for example, 4 milliseconds) or a random number generator for the CPU111A Equipped with a clock generator that generates a clock that provides update timing for the component circuit. .

[0041] 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 the file. Specifically, the CPU 111A calculates the game results (jackpot) of the special figure fluctuation display game. , small hit or miss), and the probability state of the special figure fluctuation display game (low probability) as the current playing state. (high probability state or high probability state), number of starting memories, etc. One of the variation pattern tables is selected and acquired from among them. Here, CPU111A When running the special figure variation display game, multiple variation patterns stored in ROM111B are displayed. Acquisition of fluctuation distribution information to obtain one of the fluctuation pattern tables among the pattern tables take measures.

[0042] 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. Then, the payout motor of the payout unit is driven to perform control for paying out the prize balls. Also , the payout control device 200 controls the payout unit based on the ball lending request signal from the card unit. Control is performed to drive the payout motor and pay out rental balls.

[0043] The input section 120 of the gaming microcomputer 111 includes a panel power supply that detects the emission of radio waves to the gaming machine. Wave sensor 62, starting port 1 switch 36a in starting winning port 36, normal fluctuation winning device 37 Starting port 2 switch 37a, winning port switch 35a in general winning port 35, special variable winning device Big prize opening switch 38a in 38, gate switch 34a in general figure starting gate 34, special Specific area switch 38d and remaining ball outlet switch 38 disposed within the variable winning device 38 e. Inspect all game balls (safe balls and out balls) that have been fired into the game area 32 and finished the game. It is connected to the out ball detection switch 32a, and the high level signal supplied from these switches Negative logic signals such as a bell of 11V and a low level of 7V are input, and positive logic of 0V-5V is input. An interface chip (proximity I / F) 121 that converts the signal into a signal is provided. Proximity I / F121 has an input range of 7V-11V, which makes it possible to connect sensors and proximity switches. If the lead wires are improperly shorted, the sensor or switch is removed from the connector, or the lead wires are It is possible to detect abnormal conditions such as disconnection and floating. configured to output a signal.

[0044] The output of proximity I / F 121 is the second input port 123, third input port 124 or fourth input port. The data is supplied to the power port 126 and read into the gaming microcomputer 111 via the data bus 140. Ru. Of the outputs of proximity I / F121, starting port 1 switch 36a and starting port 2 switch Inspection of 37a, winning opening switch 35a, big winning opening switch 38a and gate switch 34a. The output signal is input to the second input port 123. Also, among the outputs of proximity I / F121, special Constant area switch 38d, remaining bulb outlet switch 38e and out bulb detection switch 32a. The detection signal is input to the fourth input port 126. Also, among the outputs of proximity I / F121, Detection signal of panel radio wave sensor 62 and abnormality output when abnormality of sensor or switch is detected The detection signal is input to the third input port 124.

[0045] 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. a detection signal of the magnetic sensor 61, a detection signal of the vibration sensor 65 that detects the vibration of the gaming machine 10, The detection signal of the glass frame open detection switch 63 provided on the glass frame 15 etc. of the gaming machine 10, Detection signal of the main body frame open detection switch 64 provided on the front frame (main body frame) 12 etc. of the technique machine 10 is also entered.

[0046] Furthermore, the third input port 124 has a setting key switch that detects the operation of the setting key operation section. A signal from chip 152 is input. The setting key operation section has a keyhole into which the setting key is inserted. The setting changes from the first position to the second position (predetermined state) only when the corresponding setting key is inserted. It is configured so that the key can be turned. Setting key switch 152 is in the second position It is a sensor that can detect when it is turned, and if it is turned to the second position. It is in the on state when it is turned to the second position, and it is in the off state when it is not turned to the second position.

[0047] The RAM initialization switch 112 and setting key operation section are used to display special results in special figure fluctuation display games. This is an operation section for selecting from multiple probability setting values ​​to which probability values ​​are assigned. By operating the operation panel, a probability value that will result in a special result in the special figure fluctuation display game will be assigned. You can select a probability setting value, and the probability value corresponding to the selected probability setting value is used in the game. It has come to be used. Here, there are six probability setting values ​​“Setting 1” to “Setting 6”. Provided.

[0048] When selecting the probability setting value, turn the setting key on the setting key operation section to the second position and press R. By turning on the power of the gaming machine while operating (pressing) the AM initialization switch 112, the probability setting is performed. The probability setting value change mode allows you to change the fixed value, and RAM is initialized during the probability setting value change mode. By operating (pressing) switch 112, it is now possible to change the probability setting value. ing. The selected probability setting value is used to display the calculated base value and role ratio. It is displayed on the performance display device 153. Specifically, the performance display device 153 displays the probability setting value. While performing related operations (while in probability setting value change mode or probability setting value confirmation mode), Information on the rate setting value will be displayed, and other than that, the calculated base value and role ratio will be displayed. The sea urchin is turning.

[0049] Also, when the setting key on the setting key operation section is turned to the second position (RAM initialization switch 11 By turning on the power of the gaming machine with 2 (do not operate), the currently selected probability setting value will be changed to The probability setting value confirmation mode is displayed on the function display device 153, but the probability setting value cannot be changed. Ru. Note that the RAM initialization switch 112 and setting key operation section are operated with the front frame 12 open. It cannot be operated without it. The performance display device 153 is a 7-segment type display, and the probability setting value is a number from 1 to 6. It is displayed in characters. Of course, the display format is not limited to this, and the probability setting value is recognized. Any display mode is acceptable. In addition, other types of display devices such as liquid crystal display devices may be used, The probability setting value may be indicated by the lighting mode or emitted color of one or more LEDs.

[0050] Also, among the outputs of the proximity I / F 121, the output to the second input port 123 and the fourth input port The output to the main board 126 (excluding the detection signal of the out bulb detection switch 32a) is from the main board 100. It is also supplied to a test firing test device (not shown) via a relay board 70. difference Furthermore, among the outputs of the proximity I / F 121, the starting port 1 switch 36a and the starting port 2 switch 37 The detection signal of a is input to the gaming microcomputer 111 in addition to the second input port 123. It is configured.

[0051] 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 supplied. .

[0052] The data held by the second input port 123 is transferred to the gaming microcomputer 111 from the second input port. enable signal CE by decoding the address assigned to port 123. It can be read by asserting 2 (changing to valid level). 3rd input port The same applies to the port 124, the fourth input port 126, and the first input port 122, which will be described later.

[0053] The input unit 120 also receives a frame radio wave fraud signal (set in the front frame 12) from the payout control device 200. A signal output based on the detected radio wave by the blocked frame radio wave sensor), payout busy signal (a signal indicating whether the dispensing control device 200 is in a state where it can accept commands), dispensing abnormality status status signal (status signal indicating a dispensing error), shot ball out switch signal (before dispensing signal indicating a shortage of game balls), overflow switch signal (when the number of game balls in the lower tray 23 exceeds a predetermined amount) (Signal output when detecting that it is full), touch Captures the switch signal (signal based on the input of the touch switch provided on the handle 24) The first input port 122 supplies data to the gaming microcomputer 111 via the data bus 140. It is provided.

[0054] The input unit 120 also receives signals such as a power failure monitoring signal and a reset signal from the power supply device 400. A Schmidt buffer 125 is provided for inputting the number to the gaming microcomputer 111, etc. Therefore, the Schmitt buffer 125 has the function of removing noise from these input signals. The power failure monitoring signal from the power supply 400 and the initialization switch from the RAM initialization switch 112 The signal is once input to the first input port 122, and then sent to the gaming computer via the data bus 140. Incorporated into Con 111. In other words, as a signal equivalent to the signals from the various switches mentioned above. be treated. The number of terminals provided on the gaming microcomputer 111 to receive signals from the outside is This is because there are restrictions.

[0055] On the other hand, the reset signal RESET whose noise has been removed by the Schmitt buffer 125 is It is directly input to the reset terminal provided on the gaming microcomputer 111, and the output section 130 ports each. In addition, the reset signal RESET does not go through the output section 130. By outputting directly to the relay board 70, the port on the relay board 70 can be output directly to the relay board 70. It is configured to turn off the sight test signal held in the host (not shown). Also, The set signal RESET can be configured to be output to the sight test equipment via the relay board 70. You may. Note that the reset signal RESET is applied to each port 122, 123, 124,126 is not supplied. The gaming microcontroller immediately before the reset signal RESET is input. The data set to each port of the output section 130 by 111 is used to prevent system malfunction. It is necessary to reset the input section 120 immediately before the reset signal RESET is input. The data read by the gaming microcomputer 111 from each port is reset by the gaming microcomputer 111. This is because it is discarded by the cut.

[0056] The output unit 130 includes a communication path from the gaming microcomputer 111 to the production control device 300 and a gaming Schmidt buffer arranged in the communication path from the technical microcomputer 111 to the payout control device 200 132 are provided. From the game control device 100 to the production control device 300 and the payout control device Data is sent to 200 via serial communication. In addition, play from the production control device 300 side. This is a one-way communication in which signals cannot be input to the technology control device 100.

[0057] 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 probability state of the jackpot. A buffer 133 that outputs the following information via the relay board 70 is configured to be mountable. this Buffer 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. Detection signals from switches that do not require processing, such as the starting port switch, do not pass through the buffer 133. It is then supplied to the test firing test equipment via the relay board 70.

[0058] On the other hand, if the magnetic sensor 61, panel radio sensor 62, and vibration sensor 65 are used as they are, Detection signals that cannot be supplied to the test equipment are once taken into the gaming microcomputer 111 and sent to other signals. Or an error that has been processed into information and indicates, for example, that the gaming machine is in a state where gaming cannot be controlled. - signal from the data bus 140 to the buffer 133 and the test firing test device via the relay board 70 supplied to Note that the relay board 70 receives the signal output from the buffer 133. Connect the port that supplies the test shot test equipment and the signal line for the switch detection signal that does not go through a buffer. Connectors and the like for relaying and transmitting information are provided. The port on the relay board 70 has a port for gaming. The chip enable signal CE output from the microcomputer 111 is also supplied, and the signal CE Signals from the selectively controlled ports are supplied to the sight test equipment.

[0059] The output section 130 is also provided with a second output port 134 connected to the data bus 140. It is being The second output port 134 is a large winning opening solenoid that opens the special variable winning device 38. Noid (big winning opening solenoid 1) 38b, operates the lever member in the special variable winning device 38. Lever solenoid 38f to open and normal electric solenoid 37 to open the normal variable winning device 37 Performance display that outputs the operation data of c and displays the currently selected probability setting value This is a port for outputting display data of the device 153. The output section 130 also includes LED anodes according to the content to be displayed on the batch display device 50. Third output port for outputting on / off data of the segment line to which the terminal is connected 135, Turn on / off the digit line to which the cathode terminal of the LED of the bulk display device 50 is connected. A fourth output port 136 is provided for outputting off data.

[0060] The output unit 130 also outputs information related to the gaming machine 10 such as jackpot information to the external information terminal board 7. A fifth output port 137 is provided for outputting to 1. The external information terminal board 71 has a flap. For example, an external device installed at a game parlor (such as an information collection terminal or inside a game parlor) is equipped with a photo relay. management device (hall computer, etc.), and can be connected to It can be supplied to other equipment. Also, from the fifth output port 137, A firing permission signal is also output to the payout control device 200 via the emission buffer 132.

[0061] Furthermore, the output unit 130 includes a big winning opening solenoid output from the second output port 134. 38b, lever solenoid 38f, and power solenoid 37c. 1st driver (drive circuit) 138a that generates and outputs the noid drive signal, 3rd output port 1 On / off drive signal of the segment line on the current supply side of the collective display device 50 output from 35 The second driver 138b outputs , and the batch display device 5 outputs from the fourth output port 136. 3rd driver 138c that outputs the on / off drive signal for the digit line on the current draw side of 0 , the external information signal to be supplied from the fifth output port 137 to an external device such as a management device is connected to an external information terminal. Fourth driver 138d output to child board 71, performance table output from second output port 134 A fifth driver 138e that receives the display data signal of the display device 153, generates and outputs a drive signal. is provided. Furthermore, from the second output port 134 to the fifth driver 138e, the serial Data is sent via wireless communication.

[0062] The first driver 138a is designed to drive a solenoid that operates at 32V. , DC32V is supplied from the power supply device 400 as a power supply voltage. 5th driver 138e In order to be able to drive the performance display device 153 which operates at 5V, D is used as the power supply voltage. C5V is supplied from power supply device 400. In addition, the second driver 138b that drives the segment lines of the batch display device 50 includes a DC1 2V is supplied. The third driver 138c that drives the digit line The power supply voltage is either 12V or 5V because it is used to pull out the digit line with current. It may be.

[0063] 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 fourth driver 138d that outputs the external information signal to the external information terminal board 71 outputs the external information signal. DC12V is supplied to give a 12V level to the In addition, the buffer 133, second output port 134, first driver 138a, etc. are used for game control. The output section 130 of the device 100, that is, it should be provided on the relay board 70 side instead of the main board. You may.

[0064] Furthermore, the output unit 130 outputs the identification code and program of each gaming machine to an external inspection device 500. A photocoupler 139 is provided for transmitting information such as a program. Photocoupler 13 9, the gaming microcomputer 111 transmits data with the inspection device 500 through serial communication. It is configured to allow two-way communication so that reception can be performed. Please note that the transmission and reception of such data is The serial communication terminal of the gaming microcontroller 111 is used in the same way as a regular general-purpose microprocessor. ports such as input ports 122, 123, 124, and 126 are not configured. Not kicked.

[0065] In addition, although not particularly limited, the starting port 1 switch 36a in the starting winning port 36, The starting port 2 switch 37a, the winning port switch 35a, and the big winning port switch in the normal variable winning device 37 The switch 38a and the gate switch 34a are equipped with a coil for magnetic detection, and the coil is equipped with metal. A non-contact magnetic proximity sensor ( (hereinafter referred to as a proximity switch) is used. In addition, the glass frame 15 of the gaming machine 10, etc. The main body frame provided on the glass frame open detection switch 63 and the front frame (main body frame) 12, etc. A microswitch with mechanical contacts can be used as the open detection switch 64. Ru.

[0066] Next, the configuration of the production control device 300 will be explained using FIG. 1-5. The performance control device 300 includes a main control microcomputer (CPU) 311 made of an amusement chip (IC) like the gaming microcomputer 111, and a main control microcomputer 311 for displaying images on the display device 41 according to commands and data from the main control microcomputer 311. It is equipped with a VDP (Video Display Processor) 312 as a graphic processor that performs image processing, and a sound source LSI 314 that controls sound output to reproduce various melodies, sound effects, etc. from the speakers 19a and 19b.

[0067] The main control microcomputer 311 has a PLC that stores programs executed by the CPU and various data. Program ROM321 consisting of ROM (Programmable Read Only Memory), working area RAM322 that provides storage space, Fe that can retain memory contents even if power is not supplied during a power outage RAM323, a timekeeping means that generates information indicating the current date and time (year, month, day, day of the week, time, etc.) An RTC (real-time clock) 338 is connected. In addition, the main control microcomputer There is also RAM inside the 311 that provides a work area. In addition, the main control microcomputer A WDT (watchdog timer) circuit 324 is connected to 311. Main control main The icon 311 analyzes the commands from the gaming microcomputer 111, determines the contents of the performance, and Instructs the content of the output video to the DP312, the playback sound to the sound source LSI314, and the decorative label. It executes processes such as lighting lamps, controlling the drive of motors and solenoids, and managing performance time.

[0068] VDP312 includes RAM312a, which provides a work area, and processes to enlarge and reduce images. A scaler 312b is provided for this purpose. The VDP312 also has character images and Image ROM325 where image data is stored or characters read from image ROM325 Ultra-high-speed VRAM (Video RAM) used to develop and process image data such as RAM) 326 is connected.

[0069] Although not particularly limited, there is a connection between the main control microcomputer 311 and VDP312. The device is configured to transmit and receive data in parallel mode. Data in parallel By sending and receiving, commands and data can be sent in a shorter time than with serial transmission. Wear.

[0070] 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 input signals INT0~n and commands and data from the main control microcomputer 311. A wait signal such as WAIT is also input to notify the status.

[0071] The production control device 300 transmits to the display device 41 using the LVDS (low amplitude signal transmission) method. A signal conversion circuit 313 that generates a video signal is provided. Signal conversion times from VDP312 Video data, horizontal synchronization signal HSYNC, and vertical synchronization signal VSYNC are input to path 313. The video generated by VDP312 is passed through signal conversion circuit 313. is displayed on the display device 41.

[0072] An audio ROM 327 storing audio data is connected to the audio source LSI 314. main Control microcomputer 311 and sound source LSI 314 are connected via address / data bus 340 has been done. In addition, an interrupt signal INT is sent from the sound source LSI 314 to the main control microcomputer 311. is now entered. 300 in the production control device was installed in the glass frame 15 An audio pad that drives the upper speaker 19a and the lower speaker 19b provided on the front frame 12. An amplifier circuit 337 consisting of a power amplifier, etc. is provided, and the sound source LSI 314 generates The output audio is output from the upper speaker 19a and lower speaker 19b via the amplifier circuit 337. It will be done.

[0073] 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.

[0074] In addition, the production control device 300 includes a A panel decoration LED system that drives and controls a panel decoration device 46 that has LEDs (light emitting diodes). Control circuit 332, frame decoration with LED (light emitting diode) installed in the glass frame 15 A frame decoration LED control circuit that drives and controls the device (for example, the frame decoration device 18 including the display board 350, etc.) 333, the board presentation device 44 provided on the game board 30 (including the center case 40) For example, drive control of movable accessories (such as movable accessories that enhance the performance effect in cooperation with the performance display on the display device 41) A board performance movable body control circuit 334 is provided to control the display. lamps, motors and solenoids These control circuits 332 to 334 drive and control the and is connected to the main control microcomputer 311. Note that the glass frame 15 is equipped with a motor (for example, a A frame production device equipped with a drive source such as a motor for operating the display device is provided, and this frame production device A frame rendering movable body control circuit may be provided to drive and control the frame rendering movable body control circuit.

[0075] Furthermore, the production control device 300 has a built-in production button 25 provided on the glass frame 15. The production button switch 25a, the cross key 29 provided on the glass frame 15, the board production device A performance accessory switch 47 (performance motor switch) that detects the initial position of the motor in the motor 44 A function that detects the on / off status of and inputs a detection signal to the main control microcomputer 311, The main control microcomputer detects the state of the volume control switch 335 provided in the control device 300. A switch input circuit 336 having a function of inputting a detection signal to 311 is provided.

[0076] The normal power supply section 410 of the power supply device 400 is the production control device 300 having the above configuration. 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. It is composed of Furthermore, as the main control microcontroller 311, 3.3V or 1.2V When using an LSI that operates at low voltage such as DC3.3V based on DC5V. The production control device 300 is equipped with a DC-DC converter for generating 1.2 V and 1.2 V of DC. Ru. Note that the DC-DC converter may be provided in the normal power supply section 410.

[0077] 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 , amplifier circuit 337 that drives speakers (SNDRESET signal), lamps, motors, etc. is supplied to control circuits 332 to 334 (IORESET signal) that drive and control the Set state. In addition, the performance control device 300 includes a cooling FA that cools various parts of the gaming machine 10. When N45 is connected and the production control device 300 is powered on, the cooling FAN45 is activated. It is made to move.

[0078] In the following explanation, if the special figure 1 variable display game and the special figure 2 variable display game are not distinguished. is simply called a special figure fluctuation display game. In addition, there is also a decorative special map 1 variable display game and a decorative special map 2 variable display game. When a dynamic display game is not distinguished, it is simply referred to as a decorative special figure variable display game. Also, jackpot If you do not distinguish between (first special result) and small hit (second special result), simply hit (special result) It is called. In addition, there is a first special gaming state which is a special gaming state based on the jackpot, and a special gaming state based on the small winning. If the second special gaming state is not distinguished from the second special gaming state, it is simply called the special gaming state. do.

[0079] In addition, a jackpot is a special result (first special result) that involves the operation of a conditional device, and a small hit is a special result that involves the operation of a conditional device. This is a special result (second special result) that does not involve the operation of the subject device. The condition device is a special figure variation display This is activated when a jackpot occurs in the game (the jackpot symbol stops displaying), and the condition device is Activation means, for example, that a jackpot condition occurs and the special variable winning device 38 as a special electric accessory is activated. A specific flag is set for continuous activation (if the accessory continuous activation device is activated) means). For example, if the conditional device does not work, it may occur if you win a lottery. This means that the flags mentioned above are not set, as in the case of In addition, "condition device" is the above-mentioned It may also be a software means such as a flag that is turned on or off by software. However, it may also be a hardware means such as a switch that is turned on and off electrically. Also, A “condition device” is a device whose operation is a necessary condition for the continuous operation of electric accessories. This term is commonly used in the field of co-gaming machines, and the same term is used herein. It is used as a term with a specific meaning.

[0080] In the game machine 10 of the present embodiment, a game is played by firing a game ball (pachinko ball) toward the game area 32 from the ball launcher. The launched game ball flows down the game area 32 while changing its rolling direction by obstacle nails, windmills, and other direction changing members placed at various locations within the game area 32, and passes through the game starting gate 34 and the general prize opening 35. , the starting winning hole 36, the normal variable winning device 37 or the special variable winning device 38, or flowing into the out port 30a provided at the bottom of the gaming area 32 and being discharged from the gaming area 32. Then, when game balls win in the general winning hole 35, starting winning hole 36, normal variable winning device 37, or special variable winning device 38, the number of prize balls corresponding to the type of the winning hole that won is distributed to the payout control device 200 ( (see FIG. 1-4), the liquid is discharged onto the upper tray 21 or the lower tray 23 of the glass frame 15.

[0081] In the game machine 10 of the present embodiment, the player adjusts the firing force to send the game ball to the left side game area. By firing (so-called left-handed hit), the starting winning hole 36 or the left side of the starting winning hole 36 will be placed. You can aim to win a prize in the general prize opening 35 that has been set up, and fire the game ball into the right side game area (Iwa By hitting the right hand), you can activate the normal figure starting gate 34, the normal variable winning device 37, and the special variable winning device. 38, you can now aim to win in general prize opening 35.

[0082] Inside the normal pattern starting gate 34, there is a device for detecting the game ball that has passed through the normal pattern starting gate 34. A gate switch 34a consisting of a non-contact type switch is provided, and the gaming area 32 When the game ball hit inside passes through the normal pattern starting gate 34, the gate switch 34a is activated. more detected. The CPU 111A of the gaming microcomputer 111 of the gaming control device 100 Based on the input of the game ball detection signal from the gate switch 34a provided in the starting gate 34, If the number of starting memories for general drawings is less than the upper limit number (for example, 4), add the number of starting memories for general drawings (+1 ) and store one general figure starting memory in RAM111C. The number of memories of this Fuzu starting prize is one. It is displayed on the ordinary card holding display 58 of the bulk display device 50. In addition, the gate starting memory is The result of the normal figure fluctuation display game extracted based on the input of the game ball detection signal from the switch 34a. A random value for determining a win (random win value) for determining the result is stored.

[0083] Then, if there is a memory for starting the general pattern and it is possible to start the general pattern change display game, that is, if the general pattern change display game can be started, While the dynamic display game is not running, the normal variable winning device 37 is opened when the normal figure variable display game wins. If there is no winning state to convert to Compare the random value for judgment with the judgment value stored in ROM111B, and determine the normal figure fluctuation display game. A process is performed to determine whether the game is a hit or miss and to start a normal pattern fluctuation display game. Random value for this hit determination If it matches the judgment value, the general pattern fluctuation display game is a win and a specific result pattern (normal pattern) Figure identification result) will be derived.

[0084] In addition, the game control device 100 also uses a batch display device as a process for executing the normal pattern fluctuation display game. A plurality of predetermined lighting patterns are displayed on the general map display 57 provided at 50 over a predetermined variable time. After displaying the normal pattern fluctuation that repeatedly displays turns in a predetermined order, depending on the result A process is performed to display a general pattern fluctuation display game that stops and displays the lighting pattern (result mode). It should be noted that the ordinary figure display 57 is constituted by the display device 41, and ordinary identification information such as numbers, symbols, etc. Using a character design, etc., it is displayed in a fluctuating manner for a predetermined period of time, and then the result is displayed by stopping the display. It may be configured as shown.

[0085] If the result of the normal pattern fluctuation display game is a win, a special result mode will be displayed on the normal pattern display 57. In addition to displaying the light pattern in a stopped state, the normal power solenoid 37c is operated, and the normal variable winning device is activated. control to open the movable member at position 37 for a predetermined period of time (for example, 24ms or 1648ms) . That is, the game control device 100 performs conversion control execution that performs conversion control of the conversion member (movable member). act as a means of transportation. In addition, if the result of the general map fluctuation display game is a loss, the general map display 57 will show Control is performed to display a lighting pattern resulting from the deviation.

[0086] In addition, the winning balls to the starting winning hole 36 and the winning balls to the normal variable winning device 37 are each within the It is detected by the starting port 1 switch 36a and the starting port 2 switch 37a provided in the section. The CPU 111A of the gaming microcomputer 111 of the gaming control device 100 controls the starting prize opening 36. The first starting memory that forms the starting memory (special figure starting memory) based on winning is set to a predetermined upper limit number (for example, 4 The starting memory (special figure) is stored to the limit based on winnings to the normal variable winning device 37. A predetermined upper limit number (for example, 4) of second start-up memories forming the start-up memory are stored. starting Based on winnings in the winning slot 36 and the normal variable winning device 37, each jackpot is recorded as starting memory information. Random numbers, special symbol random numbers, and each fluctuation pattern random number are extracted. , the extracted random values ​​are stored in RAM111C as the first starting memory and second starting memory. . The memory number of this starting memory is the special figure 1 pending for notification of the number of starting winnings on the collective display device 50. In addition to being displayed on the display 53 and the special map 2 hold display 54, the display on the center case 40 It is also displayed at position 41 as a decorative special figure start memory display.

[0087] The game control device 100 displays the special figure 1 display 51 (first variable display device) based on the first starting memory. ), the special figure 1 variable display game is played, and the special figure 2 display 52 (second variable Play the special figure 2 variable display game on the display device). Then, both the first starting memory and the second starting memory If the other is memorized, the special figure 2 variable display game will be given priority over the special figure 1 variable display game. and execute it.

[0088] That is, the game control device (game control means) 100 controls the starting prize opening 36 (first starting winning area). Special figure 1 variable display game based on the first starting memory stored according to the winning of the game ball in the area) (1st special figure variable display game), as well as normal variable prize winning device 37 (2nd starting Special figure 2 fluctuation table based on the second starting memory stored according to the winning of the game ball in the moving winning area) It serves as an execution control means for controlling the execution of the display game (second special figure variation display game). And the fruit The row control means stores the first starting memory and the second starting memory in a state where the first starting memory and the second starting memory are stored. The special figure 2 variable display game based on the first starting memory is given priority over the special figure 1 variable display game based on the first starting memory. is configured to run.

[0089] On the special figure 1 display 51 and the special figure 2 display 52, after performing a variable display, a predetermined result pattern is displayed. Stop display. And, if the result of the special figure fluctuation display game is a jackpot, the special figure 1 display 51 or the display mode of the special figure 2 display 52 is the special result mode (big win) corresponding to the first special result. (result mode) and becomes a jackpot, resulting in a first special gaming state (so-called jackpot state). In addition, if the result of the special figure fluctuation display game is a small hit, the special figure 1 display 51 or the special figure The display mode of the second display 52 becomes the special result mode (small hit result mode) corresponding to the second special result. This results in a small win, resulting in a second special gaming state (so-called small win state). In other words, special map 1 The display device 51 displays the first variable display game (special figure 1 variant) based on the winning of the game ball to the starting winning hole 36. The first variable display means is capable of displaying a dynamic display game. In addition, the special figure 2 display 52 is normal A second variable display game (special figure 2 variable display game) based on winning of game balls to the variable winning device 37 ) constitutes a second variable display means capable of displaying.

[0090] In addition, the game control device (game control means) 100 is in a jackpot game state (first special game state). After the completion of the Control that generates a game state (specific game state) in which the game can be progressed with support) It is possible to do so. That is, the game control device (game control means) 100 is in a specific game state. Serves as a means of generation.

[0091] In addition, in response to the execution of the special figure 1 variable display game and the special figure 2 variable display game, the display device 41 A decorative feature that allows multiple types of decorative identification information (numbers, symbols, character designs, etc.) to be displayed in a variable manner. A figure variation display game is now being executed. Decorative special figure fluctuation display game on display device 41 The game includes a decorative special figure 1 variable display game that corresponds to the special figure 1 variable display game, and a special figure 2 variable display game. There is a decorative special map 2 variable display game that corresponds to the display game, and these are displayed in separate display areas. be done. Then, a variable display is performed in accordance with the variation of the corresponding special figure variable display game, and the corresponding With the derivation of the result pattern in the special figure fluctuation display game, a display corresponding to the result is performed.

[0092] That is, the display device 41 displays the first variable display game (special figure 1 variable display game) and the second variable display game. Decoration variation that displays decoration identification information in response to the dynamic display game (special figure 2 variable display game) It constitutes a decoration variation display means capable of displaying a display game (decoration special figure variation display game). In addition, decoration Assuming that separate display devices are used for the special map 1 variable display game and the decorative special map 2 variable display game. Alternatively, only one decorative special figure variable display game may be displayed. Also, gaming machine 1 0, without having the special figure 1 display 51 and the special figure 2 display 52, the special figure variation table with only the display device 41 A display game may also be executed.

[0093] FIG. 1-6 shows an example of the distribution rate in this embodiment. Figure 1-6(a) is an example of the distribution rate of the result of the special figure fluctuation display game. As shown in FIG. 1-6(a), there are four types of results of the special figure fluctuation display game: jackpot, small hit, support hit, and loss. In this embodiment, the distribution rate of the jackpot is common between the special chart 1 and the special chart 2, but it may be different between the special chart 1 and the special chart 2. In addition, in Figure 1-6(a), the distribution rate of the jackpot is the same when the probability setting value is “Setting 1”, “Setting 2”, and “Setting 3”. However, it may be different. In addition, in Figure 1-6(a), the distribution rate of the jackpot is the same when the probability setting value is “Setting 4,” “Setting 5,” and “Setting 6.” However, it may be different.

[0094] Further, in FIG. 1-6(a), the distribution rates for small hits and support hits are the same regardless of the probability setting value, but they may be different. That is, in this embodiment, only the winning probability of the jackpot is changed by changing the probability setting value, and the probability of the small winning and the support winning is not changed. Also, regarding the small winnings, special map 2 has a higher distribution rate than special map 1. As a result, there is a higher possibility of a small hit with special figure 2, and if it becomes a small hit, it will enter the first special gaming state (jackpot) due to the flow into the specific area, so special figure 2 will be more likely to result in a small hit. This is a special figure fluctuation display game that is advantageous for the player.

[0095] Figure 1-6(b) is an example of the distribution ratio of jackpot types. For a jackpot, for example, as shown in Figure 1-6(b), the 5R jackpot A symbol is stopped and displayed as the jackpot symbol (jackpot result pattern), and the 5R jackpot B symbol is stopped and displayed as the jackpot symbol (jackpot result pattern). There are four types: jackpot B, 10R jackpot A in which the 10R jackpot A symbol is stopped and displayed, and 10R jackpot B in which the 10R jackpot B symbol is stopped and displayed. In 5R jackpot A, the number of rounds in the special gaming state is 5 rounds, and after the special gaming state ends, it becomes the normal support state (specific gaming state) of support A. In 5R jackpot B, the number of rounds in the special gaming state is 5 rounds, and after the special gaming state ends, the support B enters the normal power support state. In 10R jackpot A, the number of rounds in the special gaming state is 10 rounds, and after the special gaming state ends, it becomes the normal power support state of support B. In 10R jackpot B, the number of rounds in the special gaming state is 10 rounds, and after the special gaming state ends, it becomes the normal power support state of support C. Supports A to C have different conditions for ending the general power support state, and the general power support state ends when the conditions shown in FIG. 1-6(e) are met.

[0096] In Figure 1-6(b), the distribution rate of jackpot types differs depending on the gaming state in which the special figure fluctuation display game is executed, and in the normal gaming state, 5R jackpot A and 10R jackpot A can be selected. be. In the case of a specific gaming state, 5R jackpot B, 10R jackpot A, and 10R jackpot B can be selected. In addition, regarding a jackpot that occurs due to a game ball flowing into a specific area of ​​the special variable prize winning device 38 in the second special game state based on a small hit, the game state in which the special figure variable display game that resulted in a small win was executed Based on this, the jackpot type is selected as described above. Note that the selection rates may be different between special map 1 and special map 2.

[0097] Figure 1-6(c) is an example of a general figure fluctuation display game. The winning probability and fluctuation time of the normal figure fluctuation display game are constant regardless of the game state. In addition, when the general figure fluctuation display game becomes a hit, the opening time of the ordinary variable prize winning device 37 is the opening time when general electric power is supported (1648 ms), and the opening time when general electric power is not supported (24 ms). ), making it easier to win. Furthermore, the maximum count number for general electric power is 1, and when one game ball enters the normal variable winning device 37, the normal variable winning device 37 is closed even before the opening time has elapsed. . It should be noted that it is better if it is easier to win a prize in the normal fluctuation winning device 37 in the state of general power support (second state) than in the state of non-general power support (first state), and the probability, fluctuation time, opening time Alternatively, one or more of the general electric power maximum count numbers may be changed.

[0098] Furthermore, the gaming machine of this embodiment is equipped with a so-called ceiling function as shown in FIG. 1-6(d). That is, when the number of times the game is executed reaches the ceiling number (500 in this case), the special game state is not generated and the normal power support state of support C is entered. The number of times the game is executed is always counted regardless of the presence or absence of general power support when the probability is low, and the counting is interrupted when the probability is high. In the gaming machine of this embodiment, since the special symbol probability is always constant, it is constantly counted. In addition, the number of times the game is executed is the sum of the number of times the special figure 1 variable display game is executed and the number of times the special figure 2 variable display game is executed.

[0099] The timing to clear the counting result of the number of times the game has been executed is when the general power support state is triggered by reaching the ceiling number of times, and when the condition device is activated (first special game state). The timing for clearing the count result of the number of game executions can be changed as appropriate, for example, when clearing the number of game executions is selected when operating the RAM initialization switch 112, or when clearing the power supply instead of clearing the RAM. It can also be used at the time of injection.

[0100] In addition, when clearing RAM without changing settings, the number of game executions Clear the measurement of the number of game executions when clearing RAM with setting changes. You may choose not to do so. When clearing RAM without changing settings, for example, When the power is turned on while the RAM initialization switch 112 is turned on without turning on the switch 152. What is it? In this way, when clearing RAM with setting changes, you can click the measurement of the number of game executions. By preventing the settings from being changed, it is possible to make it difficult to determine that settings have been changed. Ru.

[0101] Figure 1-6(e) shows the conditions for ending the general power support state (specific gaming state). In the general power support state of support A, the number of executions of the special figure 2 variable display game is 1, or the total number of executions of the special figure 1 variable display game and the special figure 2 variable display game is 6 times. Figure 2: The power supply support state ends when one small hit occurs in the fluctuating display game, or when one of the following conditions is met. Similarly, the general power support state of support B and support C ends by playing the number of games shown in FIG. 1-6(e).

[0102] [Game state transition diagram (game flow)] First, the transition (transition) of the game state by the game control of the game control device 100 will be explained. FIG. 1-7 is a diagram illustrating a game state transition diagram (game flow) showing the transition of the game state in this embodiment. The gaming states include normal gaming state ST1, first special gaming state ST2 based on the first special result (big hit), second special gaming state ST3 based on the second special result (small winning), specific gaming state ST4, and remaining pending. I have digestive status ST5. In each game state, there is a performance mode that is controlled by the performance control device 300 and determines the performance mode of the game, a main starting area that is the starting area that should be aimed mainly in the game state, and a type of special figure fluctuation display game that should be mainly executed. A certain main variable special figure and the firing direction of the game ball are determined.

[0103] In the gaming machine 10 of the present embodiment, it is possible to aim for a prize in the starting prize opening 36 by hitting to the left. By hitting right, you can aim to win in the normal variable winning device 37. Ru. In other words, it is possible for the player to select the target starting area according to his / her will. Also, each game In the state, either the special figure 1 variable display game or the special figure 2 variable display game is mainly used. It is designed with the assumption that players will proceed with the game according to this design. In this way, the game is played mainly with one of the special figure fluctuation display games that was determined to be the main one in the design. The system is constructed so that it is more advantageous for the player. In addition, in this specification, each game card One special figure variation display game that is determined to be the main one is called the main variation, and the other special figure variation display game is designated as the main variation display game. This game is sometimes referred to as irregular fluctuation.

[0104] Normal game state ST1 improves the opening time per unit time of the normal variable prize winning device 37. There is no general support to make it easier to win a prize, and there is no change in the special figure fluctuation display game or general figure fluctuation display game. There is no way to save time by reducing operating time. The main variable special figure is a special figure 1 variable display game, and the main The starting area is the starting winning hole 36, and the firing direction is left-handed in order to aim at this starting winning hole 36. has been done. Further, the performance mode that defines the performance mode is a normal stage.

[0105] The first special game state ST2 is a state where there is no power support and no time saving. Also, the performance The production mode that defines the performance is the jackpot mode. In this first special game state ST2, the special Since the separate variable winning device 38 is opened, the firing direction is set to be right-handed. In the second special game state ST3, the state at the time of winning the small hit is triggered for general power support and time saving. Sometimes it's there to pass it on, sometimes it's not. In addition, the production mode that defines the production mode is small hit. It is considered to be a mode. In this second special game state ST3, the special variable prize winning device 38 is opened. Therefore, the firing direction is said to be right-handed.

[0106] The specific gaming state ST4 stays for a specified number of games after the first special gaming state ST2. It is easy to win by improving the opening time per unit time of the normal variable winning device 37. There is public electricity support. If you have public power support, you can also save time by shortening the fluctuation time of the special figure fluctuation display game. . In addition, the main variable special figure is a special figure 2 variable display game, and the main starting area is the normal variable prize winning device 37 In order to aim at this normal variable winning device 37, the firing direction is set to the right. Specific play Technique state ST4 is a special figure 2 variable display game where there is public power support and small hits occur frequently. This state is more advantageous for the player than the normal gaming state ST1 because the game is mainly executed. This is an advantageous situation.

[0107] The remaining pending state ST5 is stored in the second starting memory that remains when the specific game state ST4 ends. It is in a state where it is possible to execute the special figure 2 variable display game based on this. In this remaining pending state ST5, there is no general power support, but the special figure fluctuation display game fluctuation time It is possible to save time by shortening the time. Since there is no public power support, fire aiming at starting prize hole 36 The direction is said to be left-handed, but since it is a short period following specific game state ST4, It is not necessary to give clear instructions. In addition, special symbol fluctuation display game in remaining pending consumption state ST5 The average of the fluctuation time of the special figure fluctuation display game is the average of the fluctuation time of the special figure fluctuation display game in the specific game state ST4. It is shorter than average. The remaining pending state ST5 is based on the second starting memory that mainly occurs in the specific game state ST4. Since the Zuku Tokuzu 2 variable display game is mainly executed, it is easier for the player than in the normal game state ST1. This is an advantageous situation for both parties.

[0108] The transition of the game state is the derivation of the first special result (jackpot), the derivation of the second special result (small win), the derivation of the support hit, the end of the first special game state, the end of the second special game state, and the specified game. This is done by digesting numbers and reaching the ceiling. When a jackpot occurs in the normal gaming state ST1, the game moves to the first special gaming state ST2. After the first special gaming state ST2 ends, there will be a state where there is general power support and time saving for a period until the conditions shown in FIG. 1-6(e) are satisfied, and the state will move to a specific gaming state ST4. If a jackpot is achieved in the specific gaming state ST4 or the remaining pending state ST5, the game also moves to the first special gaming state ST2, and then becomes the specific gaming state ST4. Further, if the support is hit or the ceiling is reached, the specific gaming state ST4 is entered without passing through the first specific gaming state ST2.

[0109] In the specific game state ST4, the second starting memory can be generated by making it easier for game balls to win in the normal variable winning device 37 due to the general power support, and the special figure 2 variable display game can be executed. If the conditions shown in Figure 1-6(e) are met in this specific gaming state ST4, the general power support ends, and if there is a remaining hold that is the second start memory that occurred in the specific gaming state ST4, the remaining hold is It becomes a digested state ST5, and if there is no remaining reservation, it moves to a normal gaming state ST1.

[0110] In the gaming machine of this embodiment, the second starting memory is given priority over the first starting memory, but especially when a jackpot is achieved in the normal gaming state ST1, the second starting memory remains immediately after the start of the specific gaming state ST4. There is a high possibility that the special figure 1 variable display game will be executed based on the first starting memory. This makes it possible to secure time for accumulating the second startup memory. In particular, the fluctuation time of the first special figure fluctuation display game in the specific game state ST4 is set to be a longer fluctuation time (for example, 100 s) than the second and subsequent fluctuation times, to ensure time for accumulating the second starting memory. I'm trying to do that. Also, as shown in Figure 1-6(e), when the special figure 1 variable display game is executed in the specific game state ST4, the specified time is 5 games longer than when only the special figure 2 variable display game is executed. You can stay in gaming state ST4. This number of times is greater than the upper limit of 4 for the first starting memory, and even if the special figure 1 variable display game is executed based on the first starting memory remaining at the start of the specific game state ST4, it will not be disadvantageous for the player. It won't happen.

[0111] In the remaining pending state ST5, there is a special figure 2 variable display game based on the second starting memory, which is the remaining pending state. You can stay until the event ends. In this remaining pending state ST5, the specific game state ST It is designed to perform a series of performances that are continuous with 4. After this remaining pending digestion state ST5 ends, Shift to normal gaming state ST1.

[0112] Small hit in normal gaming state ST1, specific gaming state ST4 or remaining pending state ST5 In this case, the game moves to the second special game state ST3. If a game ball flows into a specific area in the second special game state ST3 (V winning), the first Move to special gaming state ST2. In the gaming machine of this embodiment, the special variable prize winning device 38 When a ball flows in, it almost certainly flows into a specific area. Therefore, a small hit If this happens, it is almost certainly possible to move to the first special game state ST2, and you will receive a small hit. It is advantageous for players to play many special figure 2 variable display games with a high probability of occurrence. becomes. Of course, a lever member provided inside the special variable prize winning device 38 can be used to win a specific area. It is also possible to control the inflow probability.

[0113] In addition, if the game ball does not flow into the specific area in the second special gaming state ST3, the state shifts to the specific gaming state ST4, the remaining pending consumption state ST5, or the normal gaming state ST1. When a small hit occurs in the special figure 1 variable display game, if the number of games shown in FIG. 1-6(e) has not been played, the game moves to a specific game state ST4. In addition, if the number of games shown in Figure 1-6(e) has been used up, but there is a remaining hold that is the second starting memory that occurred in the specific game state ST4, the process moves to the remaining hold extinguished state ST5. . Further, if the number of games shown in FIG. 1-6(e) has been played and there are no remaining pending games, the game shifts to the normal gaming state ST1.

[0114] In the case of a small hit in the special figure 2 variable display game, if there is a remaining hold which is the second starting memory that occurred in the specific game state ST4, the process moves to the remaining hold extinguished state ST5. Since the termination condition for the general power support state includes the occurrence of a small hit in the special map 2 variable display game, if the specific game state is ST4, the number of games shown in Figure 1-6(e) is Even if it has not been used up, the general power support state ends and the state becomes ST5, where the remaining power is used up. Further, if there is no remaining reservation, the game shifts to the normal gaming state ST1.

[0115] Control of a gaming machine that plays such a game will be explained below. First, the control executed by the gaming microcomputer (gaming microcomputer) 111 of the gaming control device 100 will be explained. The control processing by the gaming microcomputer 111 mainly consists of the main processing shown in FIGS. 1-8 and 1-9, and the timer interrupt processing shown in FIG. 1-10, which is performed at a predetermined time period (for example, 4 msec).

[0116] [Main processing] First, the main processing will be explained. The main processing starts when the power is turned on. In this main processing, as shown in Figures 1-8 and 1-9, we first perform processing to disable interrupts (step Stack pointer setting processing (step X2) is performed to set a stack pointer that is the start address of . Next, register bank 0 is designated (step X3), and the upper address of the RAM start address is set in a predetermined register (eg, D register) (step X4). In the case of this embodiment, the RAM address range is 0000h to 01FFh, with 00h or 01h as the upper one, and the first 00h is set in step X4. Next, a firing stop signal is output and the firing permission signal is set to a prohibited state (step X5). The firing permission signal is set to a prohibited state when at least one of the game control device 100 and the payout control device 200 outputs a firing stop signal, and the firing of game balls is prohibited.

[0117] After that, read the status of RAM initialization switch 112 and setting key switch 152 (step Step X6) and processing for setting a power-on delay timer (Step X7) are performed. Step In the process of step X7, by setting a predetermined initial value, A slave control means that performs various controls according to instructions from 00 (for example, a payout control device 200 or a production Waiting time (for example, 3 seconds) for the program of the control device 300 to start normally is set. This allows the game control device 100 to start up first when the power is turned on. Command before the slave control device (for example, payout control device 200 or production control device 300) starts up. It is possible to avoid sending the command to the slave controller and causing the slave controller to miss the command. can. That is, when the game control device 100 is turned on, the main control means (game control The startup of the device 100) is delayed and the slave control devices (dispensing control device 200, presentation control device 300, etc.) ) is configured as a standby means for setting a predetermined standby time for waiting for activation of the device.

[0118] In addition, the power-on delay timer is used to determine the validity of the RAM (checksum calculation). This is done using a storage area that is not the target (RAM area or registers that are not subject to validity determination). It will be done. As a result, when calculating check data such as checksum of RAM area, some Since there is no need to exclude the RAM area from the calculation, control at power-on can be prevented from becoming complicated. can be stopped.

[0119] If a power outage occurs after performing the process to set the power-on delay timer (step X7), (Step X8), and if a power outage has occurred (Step X8;Y), Wait until the power to the machine is turned off. Specifically, in step X8, for example, power failure monitoring input from the power supply 400 Set the number of times (e.g. 2 times) to read and check the signal via the port and data bus Then, it is determined whether the power outage monitoring signal is on. And if the power failure monitoring signal is on determines whether the power failure monitoring signal remains on for the set number of checks. and , If the power failure monitoring signal does not remain on for the number of checks, the power failure monitoring signal will turn on. Return to the determination of whether Also, if the power outage monitoring signal remains on for the number of checks, If so, it is determined that a power outage has occurred. The same applies to steps X34 and X54 described later. It's like that. In this way, a power outage will occur if the power outage monitoring signal continues to be received for a predetermined period of time. By determining that the be able to appropriately deal with problems that occur.

[0120] 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. Note that access to RAM is not permitted until the wait time ends. The contents of the memory from the previous power-off are still retained. There is no need to perform backup processing when a power outage occurs. As a result, power outages occur during standby time. Even if an error occurs, there is no need to back up the RAM, reducing the burden on control. .

[0121] On the other hand, if no power outage has occurred (step X8;N), the power-on delay timer is updated by -1 (step X9), and it is determined whether the timer value is 0 (step X10). If the timer value is not 0 (step X10;N), that is, the waiting time has not ended. If not, the process returns to the process of determining whether a power outage has occurred (step X8). Also, the timer If the value of is 0 (step X10;Y), that is, if the waiting time has ended, Accessing readable and writable RWM (read / write memory) such as RAM and EEPROM Allow (step X11) and output off data to all output ports (set to no output state) ) (step X12).

[0122] Next, use the serial port (a port pre-installed on the gaming microcomputer 111) to perform this implementation. In the form, set (used for communication with the production control device 300 and payout control device 200) (step X13), timer interrupt signal and Starts the CTC (Counter / Timer Circuit) circuit that generates the random number update trigger signal (CTC) The process (step X14) is performed. Note that the CTC circuit is a clock in the gaming microcomputer 111. It is installed in the lock generator. The clock generator receives the output from the oscillation circuit 113. A frequency divider circuit that divides the oscillation signal (original clock signal) and a frequency divider circuit that divides the frequency of the oscillation signal (original clock signal) and For 11A, supply a timer interrupt signal with a predetermined period (for example, 4 milliseconds) and a random number generation circuit. and a CTC circuit that generates a signal CTC that provides a trigger for updating the random number supplied. Next, a RAM abnormality flag is set (step X15). Here, there is something wrong with the RAM. Assuming that there is an error in the RAM regardless of whether it is present or not, first set the RAM error flag. setting in the specified register.

[0123] Next, the value of power failure test area 1 in RWM is set to normal power failure test area check data 1 (for example 5Ah) (step X16), and if normal (step X16;Y), Power failure inspection area check data 2 where the value of power failure inspection area 2 in RWM is normal (for example, A5h) (Step X17). Then, if the value of power failure inspection area 2 is normal (step Step X17;Y), checksum calculation processing that calculates the checksum of a specified area in RWM. Check that the calculated checksum matches the checksum at power-off. (Step X19). If the checksums match (step X19;Y) Since there is no error in the RAM, clear the RAM error flag (step Migrate to X21.

[0124] Also, if the check data in the power outage inspection area is determined not to be normal data (step step X16;N or step X17;N), if it is determined that the checksums do not match. (step Determine whether both switch 152 and RAM initialization switch 112 are on (step X21). and at least the setting key switch 152 and the RAM initialization switch 112. If one is off (step X21;N), the RAM error flag is set. (Step X22). If the RAM error flag is set (the status Since there is an error in the RAM in the program (X22;Y), there is an error in the game control device Sends the main abnormal error notification command to the production control board (production control device 300). Believe (Step X24).

[0125] On the other hand, if the RAM error flag is not set (step X22;N), the probability It is determined whether the setting changing flag is set (step X23). And probability settings If the changing flag is set (step X23;Y), the main abnormal error A knowledge command is sent to the production control board (production control device 300) (step X24). child The probability setting flag set here is the probability setting flag that was set before the power outage occurred. It is. In other words, if the power to the gaming machine is cut off and restarted while changing the probability setting value, Since the operation of the gaming control device 100 is stopped, the process of step X24 is performed. Next, the 7 segment display data when the game is stopped is sent to the 5th driver via the 2nd output port 134. output to the server 138e (step X25). Then output the security signal on data. output the off data for signals other than the security signal (step X26). , return to step X25.

[0126] Also, both the setting key switch 152 and the RAM initialization switch 112 are in the on state. (step X21; Y), determine whether the RAM error flag is set (step tepx27). Then, if the RAM error flag is not set (step ;N), a probability setting changing flag is set (step X29). This allows the probability setting Shift to fixed value change mode. After that, the command while changing the probability setting is sent to the production control board (production control board). control device 300) (step X30), and the process moves to step X31. Production control system The device 300 changes the display on the display device 41 based on receiving the command changing the probability setting. , LED light emission of the frame decoration device 18 and board decoration device 46, operation of the board presentation device 44, speaker 1 9a and 19b output a sound to notify that the probability setting value is being changed. cormorant. On the other hand, if the RAM error flag is set (step X27;Y), the probability setting Perform processing to clear the fixed value (step X28). This allows for probability settings within RWM 0 is set in the area, and the probability setting value becomes "setting 1". Then step x29, After processing X30, proceed to step X31.

[0127] Also, at least one of the setting key switch 152 and RAM initialization switch 112 is turned off. status (step X21; N), and the RAM error flag and probability setting changing flag are set If not (step X22;N and step X23;N), read in step Determine whether the setting key switch 152 is in the on state based on the entered state (step X35). Then, if the setting key switch 152 is not in the on state (step ), the RAM initialization switch 112 is turned on based on the state read in step X6. (Step X43).

[0128] When it is determined that the RAM initialization switch 112 is not in the on state (step X43;N) , that is, both the setting key switch 152 and the RAM initialization switch 112 are in the off state. If so, the process moves to step X41 to perform processing when the power is restored normally from a power outage. On the other hand, if it is determined that the RAM initialization switch 112 is in the on state (step ;Y), the process moves to step X44 and initialization processing is performed. In other words, the RAM initialization step The switch 112 constitutes an initialization operation unit that can be operated from the outside, and the game control device 100 Initialization means that initializes data stored in RAM based on operation of the initialization operation section to do.

[0129] Also, if the setting key switch 152 is in the on state (step X35;Y), A rate setting confirmation flag is set (step X36). This allows probability setting value confirmation mode. to move to. After that, send the command while checking the probability setting to the production control board (production control device 300) (Step X37). In the production control device 300, the command for checking the probability setting is Based on the reception, the display on the display device 41, the LED on the frame decoration device 18 and the board decoration device 46 , the operation of the board presentation device 44, the output of sound from the speakers 19a and 19b, etc. Notify that the probability setting value is being confirmed.

[0130] Then, in order to guarantee the output of the security signal for 50ms or more, A value corresponding to 128 msec is saved in the signal control timer area (step X31). security The tee signal is a timer interrupt when in probability setting value change mode or probability setting value confirmation mode. Output in the process probability setting change / confirmation process (step X122), otherwise the timer It is output in the external information editing process (step X120) of the master interrupt process. Therefore, 12 If the probability setting value change mode or probability setting value confirmation mode ends in less than 8 m seconds, the timer The security signal continues due to external information editing processing (step X120) of machine interrupt processing. is output. In other words, probability setting value change mode and probability setting value confirmation in less than 128m seconds. Even if the mode ends, it will move to probability setting value change mode or probability setting value confirmation mode. A security signal will be output for 128m seconds. In addition, in step X31 The value saved in the security signal control timer area is not limited to the value corresponding to 128ms. stomach. However, after switching to probability setting value change mode or probability setting value confirmation mode, at least 5 Since it is necessary to output a security signal for 0 m seconds, set a value corresponding to 50 m seconds or more. need to be saved.

[0131] Then, the interrupt is permitted (step X32), and it is determined whether the setting key switch 152 is in the off state (step X33). In step X33, the determination is not made based on the state read in step ). If it is determined in step X33 that the setting key switch 152 is in the off state, the probability setting value is determined. If the setting key switch 152 is not in the off state (step X33;N), it is determined whether a power outage has occurred (step Returning, if a power outage has occurred (step X34; Y), the process moves to step X55. If it is determined that a power outage has occurred in step In step X23, it is determined that the probability setting changing flag is set.

[0132] On the other hand, if the setting key switch 152 is in the off state (step X33; Y), a process for prohibiting interrupts (step X38) is performed. From the time the interrupt is enabled (step X32) until the time the interrupt is disabled (steps X38, It will be done. In the timer interrupt processing, probability setting change / confirmation processing (step X122), which is processing regarding probability setting values, is performed. In other words, the main process is on standby until the change or confirmation of the probability setting value is completed (or until a power outage occurs). Next, a command to end the notification is sent to the production control board (production control device 300) (step X39). The production control device 300 ends the notification being executed (notification indicating that the probability setting value is being changed or notification that the probability setting value is being confirmed) based on receiving the notification termination command. .

[0133] Next, it is determined whether the probability setting changing flag is set (step X40), and the probability If the setting changing flag is not set (step X40;N), that is, the probability setting If the confirmation flag is set, the area to be initialized (for example, power failure inspection area, Processing that saves the initial value at the time of power outage recovery in the checksum area and area related to error / unauthorized monitoring. Power outage recovery processing (step X41) is performed. The probability setting confirmation flag is set in this step. Cleared with UP X41. After that, the command for power outage recovery corresponding to the special game processing number is sent to the performance control board (performance control board). control device 300) (step X42), and the process moves to step X47. In this embodiment In this case, in step command, special figure 2 pending number command, probability information command, number of performances information command, screen specified Send multiple commands such as a command. The commands for specifying the screen are special map 1 and special map. Regarding 2, when the normal processing is in progress as described later, that is, when the special figure fluctuation display game is being executed. If you are not in a special game state or are waiting for a customer, the command on the customer waiting demo screen Otherwise, send the recovery screen command. Also, depending on the model, this In addition to these commands, high probability frequency information commands and the like are also transmitted.

[0134] On the other hand, if the probability setting changing flag is set (step X40;Y), The RAM area other than the rate setting value is cleared to 0 (step X44). In step X44, RAM area for rate setting values ​​(work area (1-byte area for probability setting values)) and performance display (base Do not clear the RAM area (work area and stack area) for Clear the RAM area for technique control (work area and stack area) to 0. Therefore, the probability The setting changing flag is cleared in step X44. In addition, in step X44, You may or may not clear the stack area and unused area.

[0135] Then, save the initial value at RAM initialization in the area to be initialized (step X45) . The areas to be initialized here are the customer waiting demo area and the area related to the production mode settings. Ru. Then, send the command for initializing the RAM to the production control board (production control device 300). (Step X46). In this embodiment, in step X46, the model specification command, confirmation Rate setting information command, special figure 1 number of reservations command, special figure 2 number of reservations command, probability information command , performance count information command, RAM initialization command (displaying the customer waiting demo screen) command to notify RAM initialization using light and sound for a predetermined period of time (for example, 30 seconds). ) etc. to send multiple commands. Depending on the model, in addition to these commands, Information on the number of executions of the special figure fluctuation display game with the production number information command and public power support. A certain number of support information commands, etc. are also transmitted.

[0136] Next, a process of activating and setting the random number generation circuit is performed (step X47). Specifically, disorder Activate the random number generation circuit to the specified register (CTC update permission register) in the number generation circuit The CPU 111A sets the code (designated value) for this purpose. Also, random number generation Bit transposition pattern of hard random number (here jackpot random number) generated by circuit hardware settings are also made. The bit transposition pattern is the bit arrangement (upper bit) of the extracted random number. A different bit arrangement (lower bit transposition) is changed in a predetermined order. This is a pattern that determines how to replace the data when storing the data. This bit transpose parameter It is possible to break the regularity of random numbers by replacing the bits of random numbers according to turns. In addition, the confidentiality of random numbers can be improved. Note that the bit transposition pattern is a fixed single bit transposition pattern. It may be a pattern, or it may be selected from multiple patterns prepared in advance. good. Alternatively, the settings may be set arbitrarily by the user.

[0137] After that, the specified registers (soft random number registers 1~n) in the random number generation circuit when the power is turned on. The value of is extracted and the corresponding various initial value random numbers (in the case of this embodiment, the winning symbol of the special symbol As the initial value (start value) of the special pattern random number, the random number that determines the hit of the regular pattern (hit random number)) After saving to the specified area of ​​RWM (step X48), enable interrupts (step 49). In the random number generation circuit in the CPU111A used in this embodiment, every time the power is turned on, Since the initial value of the soft random number register is configured to change depending on the time, this value can be changed to various initial values. By using the initial value (start value) of random numbers, you can break the regularity of random numbers generated by software. This makes it difficult for players to obtain illegal random numbers.

[0138] Next, initial value random number update processing is performed to update the values ​​of various initial value random numbers and break the regularity of the random numbers. Perform (step X50). Note that, although not particularly limited, in this embodiment uses the random numbers generated in the random number generation circuit for the jackpot random number, special symbol random number, and hit random number. is configured to generate. However, the jackpot random number is equivalent to the CPU operating clock It is a so-called "high-speed counter" that is updated based on a clock with a speed higher than that, and the special pattern random number , the winning random number is the CTC output ( Updated based on a CTC (CTC2)) that is different from the timer interrupt processing CTC (CTC0). This is a "low speed counter". In addition, in the special pattern random number and the hit random number, the random number goes through one round. The so-called “first time” is used to change the starting value using each initial value random number (generated by software) The periodic price change method is adopted. In addition, each random number mentioned above is a counter type with +1 or -1. It can be updated, or it can be done randomly, where all values ​​within the range appear separately without duplication until the cycle goes through. It can also be an expression update. In other words, the jackpot random number is a random number that is updated only by hardware, and the special The symbol random number and the winning random number are random numbers updated by hardware and software. In addition, in this embodiment, a random number (winning pattern random number) that determines the winning pattern of the normal pattern is not provided. Therefore, there is only one type of winning symbol for the common symbol, but by setting a winning symbol random number, the winning symbol for the common symbol can be duplicated. You may choose from several types.

[0139] After the initial value random number update processing in step X50, processing to disable interrupts (step X51) and performs performance display editing processing (step X52). And processing to enable interrupts After performing (step X53), determine whether a power outage has occurred (step X54), and has not occurred (step X54; N), initial value random number update processing (step Return to 0). In other words, if there is no power outage, initial value random number update processing and performance display Editing processing and power outage monitoring are repeated. Interrupt before initial value random number update process (step X50) By allowing the timer interrupt (step X49), the timer interrupt is When an interrupt occurs, the interrupt processing will be executed with priority, and the timer interrupt will update the initial value random number. It is possible to avoid stress on interrupt processing due to waiting due to processing.

[0140] Note that the initial value random number update process at step X50 includes the timer interrupt process as well as the main process. There is also a method to perform initial value random number update processing in physics, and if such a method is adopted, In order to avoid updating the initial value random number in both, the initial value random number is updated in the main process. When performing update processing, it is necessary to disable interrupts and then update to release interrupts. Unlike this embodiment, the initial value random number update process is not performed in the timer interrupt process, but in the main process. There is no problem in canceling the interrupt before the initial value random number update process; This has the advantage of simplifying the main processing.

[0141] On the other hand, if a power outage has occurred (step X54;Y), interrupts are temporarily disabled. processing (step X55) and outputting off data to all output ports (step X56). conduct. After that, save power failure inspection area check data 1 in power failure inspection area 1 (step ), save the power failure inspection area check data 2 in the power failure inspection area 2 (step X58). Furthermore, checksum calculation processing (step X59), and after performing the process of saving the calculated checksum (step X60), RW After performing the process to prohibit access to M (step X61), the power to the gaming machine is shut off. wait for it to come. In this way, you can save the check data in the power failure inspection area and By calculating the checksum at the time of power outage, the information stored in the RWM before power down can be calculated. It is possible to determine whether or not the data has been correctly backed up when the power is turned on again.

[0142] 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) Sub-control means (dispensing control device 200, performance control) that performs various controls according to instructions from the control means device 300, etc.), the main control means is configured to control the device when the power is turned on. A wait time that sets a predetermined waiting time for delaying the activation of the main control means and waiting for the activation of the slave control device. machine means (gaming control device 100) and a power outage system that monitors the occurrence of a power outage during the predetermined standby time. It is equipped with an electric monitoring means (gaming control device 100). 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 the

[0143] 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 ( A game control device 100), which reads the operating state of the initialization means before the start of the standby time. This means that we are trying to make it more inclusive. In addition, the main control means (gaming control device 100) inputs information to the RAM 111C after the waiting time has elapsed. This means that you are allowing access.

[0144] [Timer interrupt processing] Next, timer interrupt processing will be explained. Timer interrupt processing is started when a periodic timer interrupt signal generated by the CTC circuit in the clock generator is input to the CPU 111A. That is, it is an interrupt routine that is started at predetermined intervals. When a timer interrupt occurs in the gaming microcomputer 111, the interrupt is automatically disabled and the timer interrupt process shown in FIG. 1-10 is started.

[0145] When timer interrupt processing starts, register bank 1 is specified (step X1). 01). By switching to register bank 1, certain registers (for example, used in main processing) The process of saving the registers by moving the values ​​held in the registers) to RWM. become equivalent. Next, write the upper address of the RAM start address into a predetermined register (for example, D register). Set the dress (step X102). In step X102, in the main processing The same processing as step X4 is performed, but the register bank is different. Next, various sensors and Input processing that captures input from switches and signals, that is, reads the status of each input port. (Step X103).

[0146] Next, it is determined whether the probability setting changing flag or the probability setting confirmation flag is set. (Step X104), the probability setting changing flag or probability setting confirmation flag is set. If yes (step X104; Y), probability setting change / confirmation process (step X122) and completes the timer interrupt processing. On the other hand, if both the probability setting changing flag and the probability setting confirmation flag are not set (Step X104;N) is based on the output data set in various processes. (big prize opening solenoid 38b, lever solenoid 38f, general electric solenoid 37c) etc. Output processing (step X105) is performed to perform actuator drive control and the like. In addition , when the firing stop signal is output at step X5 in the main process, this output process is performed. As a result, a launch permission signal is output, and the launch permission signal can be set to the permission state. Ru. This firing permission signal is output to the firing control device via the dispensing control device. At that time, believe No processing of the number will be done. In addition, the firing permission signal is the firing permission status seen from the game control device. This is the first signal that indicates the firing status, and the second signal that indicates the firing permission status as seen from the dispensing control device. A firing permission signal) is also generated within the payout control device and output to the firing control device. That is, two When the launch permission signal is output to the launch control device and both are in launch permission, , the game ball is configured to be in a state where it can be fired.

[0147] Next, the commands set in the transmission buffer in various processes are output to the payout control device 200. payout command sending process (step X106), random number update process 1 (step X107), Random number update processing 2 (step X108) is performed. In random number update processing 1 (step X107) , the initial value of the special symbol random number that is subject to the initial value random number update process, and the initial value of the hit random number (start value ) is updated. After that, starting port 1 switch 36a, starting port 2 switch 37a, winning port switch Monitoring whether or not there is a normal signal input from the switch 35a and the big prize opening switch 38a, and the prize Setting the ball, opening the front frame and glass frame, normal variable winning device 37, special variable winning device 38 Winning port switch / state monitoring processing to monitor errors such as unauthorized winnings (step X109) )I do.

[0148] Next, it is determined whether abnormal discharge is occurring (step X110). Abnormal emissions are special In the dynamic winning device 38, the number of game balls (specific area switch) ejected from the special variable winning device 38 The number of game balls detected by the switch 38d and the remaining ball outlet switch 38e) is the special variable prize winning device. The number of game balls flowing into the slot 38 (the number of game balls detected by the big prize opening switch 38a) That is. Note that if abnormal discharge is occurring, an abnormal discharge flag is set. So If abnormal discharge is occurring (step X110;Y), move to step X116. go In other words, the game is prevented from proceeding.

[0149] On the other hand, if abnormal discharge is not occurring (step X110;N), the special figure fluctuation display game Special figure game processing (step Perform the general figure game processing (step Segment LEDs that display variable display games and various information related to the game with the desired content Segment LED editing processing (step X115) is performed to drive the segment LED to display.

[0150] Next, a process is performed to check the detection signal from the magnetic sensor 61 and determine whether there is any abnormality. Magnet fraud monitoring process (step X116), check the detection signal from panel radio wave sensor 62 The panel radio wave tamper monitoring process (step Vibration fraud monitoring processing that checks the detection signal from sensor 65 to determine whether there is any abnormality. (Step X118), abnormal discharge monitoring that performs processing to determine whether abnormal discharge has occurred. Processing (step X119) is performed. Furthermore, an output buffer is used to output signals to various external devices. Regarding the external information editing process (step X120) and the control of the performance display device 153 Perform the performance display monitor control processing (step X121) to end the timer interrupt processing. Ru.

[0151] Here, in this embodiment, the process of restoring the interrupt disabled state (that is, the process of restoring the interrupt disabled state) processing to restore the register bank specification (i.e., specifying register bank 0). processing) is automatically performed at the time of interrupt return (at the end of timer interrupt processing). In addition Depending on the CPU used, processing to restore the interrupt disabled state and specification of the register bank may be required. Some gaming machines require a command to execute restoration processing.

[0152] [Special figure game processing] Next, we will explain the details of the special figure game processing (step X112) in the timer interrupt processing mentioned above. explain about. In the special game process, starting port 1 switch 36a and starting port 2 switch 3 Monitors the input of 7a, controls the entire processing related to the special figure fluctuation display game, and sets the special figure display. conduct.

[0153] As shown in FIG. 1-11, in the special figure game process, first, starting port switch monitoring processing (step A1) is performed to monitor winnings of the starting port 1 switch 36a and the starting port 2 switch 37a. In the starting port switch monitoring process, when a game ball is won in the normal variable winning device 37 that serves as the starting winning port 36 and the second starting winning port, various random numbers (such as jackpot random numbers) are extracted and a special prize based on the winning is extracted. A game result preliminary determination is performed to determine the game result based on winnings in advance at a stage before the start of the figure variation display game.

[0154] Next, perform the big winning opening switch monitoring process (step A2). This big winning opening switch monitor In the process, the game ball is inspected by the big winning opening switch 38a provided in the special variable winning device 38. Perform processing to monitor output. And a specific area to monitor the detection of game balls in specific area 38h. Perform switch monitoring processing (step A3).

[0155] Next, if the special figure game processing timer is not "0", it is updated by -1 (step A4). In addition , the minimum value of the special figure game processing timer is set to "0". Then, the special figure game processing tab It is determined whether the current value is "0" (step A5). The value of the special figure game processing timer is “ 0” (step A5; Y), that is, the time has expired or the time has already expired. If the special figure game processing number Set the game sequence branch table in the register (step A6) and use the table. and acquires the branch destination address of the process corresponding to the special figure game process number (step A7). Then, a subroutine call is made according to the special figure game processing number (step A8).

[0156] In step A8, if the special figure game processing number is "0", the change of the special figure change display game Monitors the start, sets the start of fluctuation of the special figure fluctuation display game, sets the effect, and processes during special figure fluctuation. Special figure normal processing (step A9) is performed to set the information necessary for the processing. In step A8, if the special figure game processing number is "1", set the stop display time of the special figure. Special figure fluctuation processing (Step A Do 10).

[0157] In step A8, if the special figure game processing number is "2", the special figure fluctuation display game game If the result is a jackpot, set the fanfare command according to the type of jackpot, or set the fanfare command for each jackpot. You can set the fanfare time according to the opening pattern of the big prize opening, and set the fanfare / in-game Special figure display processing (step A11) that sets the information necessary to perform processing during the interval )I do.

[0158] In step A8, if the special game processing number is "3", set the opening time of the grand prize opening A fan website where you can update the number of openings, set the information necessary to process the opening of the big prize opening, etc. Perform area / interval processing (step A12). In step A8, if the special game processing number is "4", the jackpot round is the final round. If it is not the last round, set the interval command, but if it is the last round, set the ending command. Processing to set the program command and information necessary to perform the process of remaining balls in the big winning hole. Perform the big prize opening process (step A13).

[0159] In step A8, if the special game processing number is "5", the jackpot round is the final round. If it is a jackpot, there is a process to set the time for the remaining balls in the jackpot to be ejected, and a jackpot. Grand prize opening remaining ball processing (step A14) that sets the information necessary to perform the termination process. I do. In step A8, if the special figure game processing number is "6", in order to perform the special figure normal process A jackpot end process (step A15) is performed to set necessary information, etc.

[0160] In step A8, if the special game processing number is "7", the large win when a small win occurs. Setting the opening time and opening pattern of the prize mouth, setting the fanfare command, and processing during small winnings. Small win fanfare mid-processing (step A16) that sets the necessary information etc. conduct. In step A8, if the special figure game processing number is "8", the ending command is set. Small hit processing (Step A 17). In step A8, if the special game processing number is "9", you will win a big prize during the small hit processing. Performs processing to set the time for the remaining balls that have won in the mouth to be ejected, and processing to end the small win. Small hit remaining ball processing (step A18) is performed to set the information necessary for this purpose. In step A8, if the special figure game processing number is "10", special figure normal processing is performed. A small winning end process (step A19) is performed to set the necessary information, etc.

[0161] After that, after preparing a table for controlling the fluctuation of the special figure 1 display 51 (step A 20), symbol fluctuation control processing (step Perform step A21). Then, prepare a table to control the fluctuation of the special figure 2 display 52. After (step A22), the symbol variation related to the control of the variation of the special symbol by the special symbol 2 display 52 Control processing (step A23) is performed. Then control the operation of lever solenoid 38f The lever solenoid control process (step A24) is performed and the special figure game process is ended. one On the other hand, if the value of the special figure game processing timer is not "0" in step A5 (step A5; N), that is, the time has not expired, move to step A20 and Perform subsequent processing.

[0162] [Special figure starting port switch common processing] Next, the special figure starting port switch common process performed in the starting port switch monitoring process described above. I will explain the details. The special starting port switch common processing is the starting port 1 switch 36a and the starting port switch 36a. When there is an input to the port 2 switch 37a, this is the process that is commonly performed for each input. be.

[0163] As shown in Figure 1-12, in the special figure starting switch common process, first, information regarding the number of winnings to the monitored starting opening switch of the starting opening 1 switch 36a and the starting opening 2 switch 37a is transmitted to the gaming machine. Load the starting port signal output count, which is the number of outputs to the external management device of 10 (step A131), update the loaded value by +1 (step A132), and determine whether the output count overflows. (Step A133). If the output count does not overflow (step A133; N), the updated value is saved in the RWM starting port signal output count area (step A134), and the process moves to step A135. On the other hand, if the number of outputs overflows (step A133; Y), the process moves to step A135. In this embodiment, values ​​from "0" to "255" can be stored in the starting port signal output frequency area. If the loaded value is "255", the updated value becomes "0" by updating by +1, and it is determined that the number of outputs has overflowed.

[0164] Next, among the starting port 1 switch 36a and the starting port 2 switch 37a, the starting port to be monitored Determine whether the number of special figures pending (starting memory) to be updated corresponding to the switch is less than the upper limit (step A135). If the number of reserved special drawings to be updated is not less than the upper limit (step A135;N ) ends the special figure starting port switch common processing.

[0165] In addition, if the number of reserved special drawings to be updated is less than the upper limit (step A135; Y), update Update the number of reserved special drawings (number of special drawings 1 or number of special drawings 2) of the new target by +1 (step A13 6), Save the target starting entrance prize flag (step A137). Next, the monitored Calculate the address of the random number storage area corresponding to the starting gate switch and the number of reserved special drawings (step A138), the RWM jackpot random number storage area prepares the jackpot random number prepared by the hard random number acquisition process. (Step A139).

[0166] Next, extract the special pattern random number of the starting port switch to be monitored and prepare it (Step A1 40), save in the special pattern random number storage area of ​​RWM (step A141). Next, set the fluctuation pattern random numbers 1 to 3 into the corresponding RWM fluctuation pattern random number storage area. (Step A145), and performs special figure pending information determination processing (Step A146). Next, a decorative special figure reservation number command corresponding to the starting gate switch to be monitored and the number of special figure reservations. Prepare (step A147), perform production command setting processing (step A148), Finish the special figure starting port switch common processing.

[0167] Here, the gaming control device 100 (RAM111C) is the starting winning hole 36 and the normal variable winning device. Based on the detection of the game ball in the starting area of ​​station 37, a predetermined random number is extracted and the variable display game is started. It constitutes a start-up storage means for storing up to a predetermined number of start-up memories serving as execution rights. Also, starting The storage means (gaming control device 100) stores the game ball entering the first starting prize opening (starting winning opening 36). Various random numbers extracted based on the award are stored as the first starting memory up to a predetermined number, and the second starting memory is stored as the first starting memory. Various random numbers extracted based on winnings of game balls to the moving prize opening (normal variable winning device 37), A predetermined number is stored as the second startup memory up to the upper limit.

[0168] [Special figure reservation information determination process] Next, the special figure reservation information determination process (step A14) in the above-mentioned starting gate switch common process 6) will be explained in detail. The special figure reservation information determination process is a special figure reservation based on the corresponding starting memory. Before the start timing of the variable display game, determine the result-related information corresponding to the starting memory. This is a prefetch process to be performed.

[0169] As shown in FIG. 1-13, first, a jackpot determination process (step A154) is performed to determine whether or not it is a jackpot based on whether or not the jackpot random number value matches the jackpot determination value. Then, if the determination result is a jackpot (step A155; Y), set a jackpot special symbol random number check table corresponding to the target starting port switch (step A156), and step The stop symbol information corresponding to the special symbol random number prepared in A140 is acquired (step A157), and the process moves to step A168.

[0170] On the other hand, if the judgment result is not a jackpot (step A155; N), the jackpot random value is A small hit judgment process (step Perform step A159). Then, if the judgment result is a small hit (step A160; Y) sets the special symbol random number check table for small hit (step A161), and Stop symbol information corresponding to the special symbol random number prepared in step A140 of switch common processing is acquired (step A162), and the process moves to step A168.

[0171] On the other hand, if the judgment result is not a small hit (step A160;N), the jackpot random value is not supported. A support hit determination process ( Perform step A163). Then, if the judgment result is not a support hit (step A164 ;N) sets the missed stop symbol information (step A167), and then steps A168. Move to processing. In addition, if the judgment result is a support hit (step A164; Y), a special symbol for support hit Set the pattern random number check table (step A165), and process the special pattern starting port switch common Obtain the stop symbol information corresponding to the special symbol random number prepared in step A140 (step step A166), and the process moves to step A168.

[0172] Then, send a pre-read stop symbol command corresponding to the target start switch and stop symbol information. Prepare (step A168), and perform production command setting processing (step A169). next , Special figure information setting process that sets special figure information that is a parameter for setting the fluctuation pattern (Step A170) and set the fluctuation pattern to set the fluctuation mode of the special figure fluctuation display game. The process is performed (step A171). After that, the first half variation number indicating the first half variation pattern in the variation mode of the special figure variation display game and prepare a look-ahead fluctuation pattern command corresponding to the second-half fluctuation number that indicates the second-half fluctuation pattern. (Step A172), performs production command setting processing (Step A173), and The station information determination process ends. In addition, the special figure information setting process in step A170, The variation pattern setting process in step A171 starts the special figure variation display game in the special figure normal process. This is similar to the process that is executed when

[0173] Through the above processing, the destination containing the result of the special figure fluctuation display game based on the starting memory of the prefetch target is Information on the reading symbol command and the fluctuation pattern in the special symbol fluctuation display game based on the starting memory A look-ahead variation pattern command including is prepared and sent to the production control device 300. this , determines the result-related information (whether it is a jackpot or not and the type of fluctuation pattern) corresponding to the starting memory. The start timing of the special figure fluctuation display game based on the result (preread result) and the corresponding starting memory The production control device 300 can be notified in advance, and in particular, the information can be displayed on the display device 41. By changing the decorative special figure start memory display, etc., you can change the start timing of the special figure fluctuation display game. It becomes possible to notify the player of result-related information before the game.

[0174] That is, the game control device 100 stores the startup memory in the startup storage means (game control device 100). The random numbers stored as (for example, determining whether or not a special result will be obtained) serves as a preliminary determination means. In addition, the memory is stored in correspondence with the starting memory. The timing to judge the random number value in advance is not only at the time of starting winning when the starting memory occurred. , any time before the variable display game based on the starting memory is played.

[0175] [Special figure normal processing] Next, details of the special figure normal process (step A9) in the above-mentioned special figure game process will be explained. As shown in FIG. 1-14, in the special figure normal process, first, it is determined whether the special figure 2 pending number (second starting memory number) is "0" (step A301). When it is determined that the special figure 2 pending number is "0" (step A301; Y), it is determined whether the special figure 1 pending number (first starting memory number) is "0" (step A305). Then, when it is determined that the number of reserved special drawings 1 is "0" (step A305; Y), it is determined whether the customer waiting demonstration has started (step A309), and if the customer waiting demonstration has not started (step A309;N) sets a customer waiting demonstration flag in the customer waiting demonstration flag area (step A310).

[0176] Next, prepare a customer waiting demo command (step A311) and perform production command setting processing. (Step A312) is performed. Next, set "0" as the processing number, which corresponds to the special figure normal processing. (step A313), and save the corresponding processing number in the special figure game processing number area (step A313). A314). Then, clear the fluctuating symbol discrimination flag area (step A315) and Save the flag during the fraud monitoring period in the winning opening fraud monitoring period flag area (step A316 ), the special figure normal processing ends. In other words, the special figure fluctuation display game can be started. If the starting conditions are not met, the control device 300 generates a customer waiting demo command that serves as waiting information. It will be sent to you. On the other hand, in step A309, if the customer waiting demonstration has already started (step A309; Y) moves to step A313 without performing steps A310 to A312. do.

[0177] Also, in step A301, if the number of reserved special drawings 2 is not "0" (step A301; N) prepares a decoration special figure reservation number command corresponding to the number of special figure 2 reservations (step A302 ). Next, the production command setting process (step A303) is performed, and the special figure 2 fluctuation start process ( Step A304) is performed to end the special figure normal processing. Also, in step A305, if the number of reserved special drawings 1 is not "0" (step A305; N) prepares a decoration special figure reservation number command corresponding to the number of special figure 1 reservations (step A306 ). Next, the production command setting process (step A307) is performed, and the special figure 1 fluctuation start process ( Step A308) is performed to end the special figure normal processing.

[0178] [Special figure 1 fluctuation start processing] Next, details of the special figure 1 variation start process (step A308) in the above-mentioned special figure normal process will be explained. The special figure 1 variation start process is a process performed at the start of the first special figure variation display game. As shown in Figure 1-15(a), first, the special figure 1 variation flag indicating the type of special figure variation display game to be executed (here, special figure 1) is saved in the variation symbol discrimination flag area (step A321). . Next, loss information and jackpot information are set in jackpot flag 1 for determining whether the first special figure fluctuation display game is a jackpot by determining the jackpot random number, and the first special figure fluctuation display game is A process of setting loss information and small hit information in the small hit flag to determine whether it is a small hit or not, and a support hit to determine whether the first special symbol fluctuation display game is a support hit or not. A jackpot flag 1 setting process (step A322) is performed in which the flag is set with loss information and support hit information.

[0179] Next, the special pattern 1 stop symbol setting process (step A 323), set the special figure information, which is a parameter for setting the fluctuation pattern. Special figure information setting processing (step A324) is performed. Parameters include game status and number of pending , the stop symbol pattern number, the remaining general power support number, etc. are used. Next, the first special Information for referring to various information regarding the setting of the fluctuation pattern of the fluctuation display game is set. Prepare a special figure 1 fluctuation pattern setting information table that is a table that has been updated (Step A325 ). After that, a change is made to set the fluctuation pattern which is the fluctuation mode in the first special figure fluctuation display game. Perform the dynamic pattern setting process (step A326) and set the fluctuation start of the first special figure fluctuation display game. Fluctuation start information setting processing (step A327) is performed to set information.

[0180] Next, set "1" for the special figure fluctuation process as the process number (step A328) , save the processing number in the special figure game processing number area (step A329). Then, the customer waiting demo flag area is cleared (step A330), and the special map 1 starts changing. Save related signals (for example, special symbol 1 fluctuating signal ON) in the test signal output data area (Step A331). After that, save the fluctuating flag in the special figure 1 fluctuation control flag area (Step A332), and set the blinking control timer (special figure 1 display 5) in the special figure 1 blinking control timer area. Set the initial value (here, 100ms) of the flashing cycle timer (step A33). 3). Next, save the initial value (here "0") in the special figure 1 variable symbol number area (step A334), the special figure 1 fluctuation start process ends.

[0181] [Special figure 2 fluctuation start processing] Next, details of the special figure 2 variation start process (step A304) in the above-mentioned special figure normal process will be explained. The special figure 2 variation start process is a process performed at the start of the second special figure variation display game, and is the same process as the special figure 1 variation start process shown in Figure 1-15(a). 2This test targets the starting memory.

[0182] As shown in Figure 1-15(b), first, the special figure 2 variation flag indicating the type of special figure variation display game to be executed (here, special figure 2) is saved in the variation symbol discrimination flag area (step A341). . Next, the loss information and jackpot information are set in the jackpot flag 2 for determining whether the second special figure fluctuation display game is a jackpot by determining the jackpot random number, and the second special figure fluctuation display game is A process of setting loss information and small hit information in the small hit flag to determine whether it is a small hit or not, and a support hit to determine whether the second special symbol fluctuation display game is a support hit or not. A jackpot flag 2 setting process (step A342) is performed in which the flag is set with loss information and support hit information.

[0183] Next, the special pattern 2 stop symbol setting process (step A 343), set the special figure information, which is a parameter for setting the fluctuation pattern. Special figure information setting processing (step A344) is performed. Parameters include game status and number of pending , the stop symbol pattern number, the remaining general power support number, etc. are used. Next, the second special Information for referring to various information regarding the setting of the fluctuation pattern of the fluctuation display game is set. Prepare the special figure 2 fluctuation pattern setting information table, which is a table that has been updated (Step A345 ). After that, a change is made to set the fluctuation pattern which is the fluctuation mode in the second special figure fluctuation display game. Perform the dynamic pattern setting process (step A346) and set the fluctuation start of the second special figure fluctuation display game. Fluctuation start information setting processing (step A347) is performed to set information.

[0184] Next, set "1" for the special figure fluctuation process as the process number (step A348) , save the processing number in the special figure game processing number area (step A349). Then, clear the customer waiting demo flag area (step A350) and start the fluctuation of special map 2. Save related signals (for example, special symbol 2 fluctuating signal ON) in the test signal output data area. (Step A351). After that, save the fluctuating flag in the special figure 2 fluctuation control flag area (Step A352), and set the blinking control timer (special figure 2 display 5) in the special figure 2 blinking control timer area. Set the initial value (here, 100ms) of the flashing cycle timer (Step A35). 3). Next, save the initial value (here "0") in the special figure 2 variable symbol number area (step A354), the special figure 2 fluctuation start process ends.

[0185] That is, the game control device 100 changes the special symbol based on the starting memory stored in the starting memory means. It constitutes special figure variable display game execution control means for executing the dynamic display game. In addition, special figure fluctuation display game The game execution control means executes a first special figure variation display as a special figure variation display game based on the first start memory. Run the game and select the second special figure variation display game as the special figure variation display game based on the second starting memory. The program will be executed.

[0186] [Special figure 1 stop pattern setting process] FIG. 1-16 shows the special figure 1 stop symbol setting process (step A323) in the special figure 1 variation start process of this embodiment. In this special pattern 1 stop pattern setting process, first, it is determined whether the jackpot flag 1 is a jackpot (step A431), and if it is a jackpot (step A431; Y), the special pattern 1 special pattern random number storage area (reserved number Load the special pattern random number from (for 1) (step A432). Next, set the special pattern 1 jackpot symbol table (step A433), obtain the stop symbol number corresponding to the loaded special symbol random number, and save it in the special symbol 1 stop symbol number area (step A434). This process selects the jackpot type.

[0187] After that, set the special figure 1 jackpot stop symbol information table (step A435), and Acquire the stop symbol pattern corresponding to the number and save it in the stop symbol pattern area (step A436). The stop symbol pattern is the stop symbol on the special symbol display (in this case, the special symbol 1 display 51). This is for setting a stop pattern or a stop pattern on the display device 41. Next, to the stop symbol number Obtain the corresponding round number upper limit information and save it in the round number upper limit information area (step A437), obtain the time reduction judgment data corresponding to the stop symbol number and use the time reduction judgment data. Save in the data area (step A438), and produce effects corresponding to the stop symbol pattern and probability state. Save the mode transition information (step A439). This information is based on the actual performance of special gaming conditions. Performance mode, performance mode after special gaming state ends, and variation selection table after special gaming state ends This is used to set a fluctuation pattern scenario, which is information regarding the migration of a group of files. stop Then, a special decoration command corresponding to the stop symbol pattern is prepared (step A455).

[0188] On the other hand, if the jackpot 1 flag is not a jackpot (step A431;N), the small hit flag 1 determines whether it is a small hit (step A440), and if it is a small hit (step A44) 0;Y) loads the special pattern random number from the special pattern 1 special pattern random number storage area (for reserved number 1) (Step A441). Next, set the special figure 1 small winning symbol table (step A442) , acquire the stop symbol number corresponding to the loaded special symbol random number and place it in the special symbol 1 stop symbol number area. Save (step A443). Through this process, the type of small win is selected. Then it stopped Get the stop symbol pattern corresponding to the stop symbol number and save it in the stop symbol pattern area (save it Step A444), save the production mode transition information corresponding to the stop symbol pattern (step step A445), prepare a decorative special command corresponding to the stop symbol pattern (step A 455).

[0189] Also, if the small hit flag 1 is not a small hit (step A440;N), the support hit flag is It is determined whether the group 1 is a support hit (step A446), and if it is a support hit (step A44). 6;Y) loads the special pattern random number from the special pattern 1 special pattern random number storage area (for reserved number 1) (Step A447). Next, set the symbol table per special figure support (step A448 ), acquire the stop pattern number corresponding to the loaded special pattern random number and special pattern 1 stop pattern number area (Step A449). This process selects the support type.

[0190] After that, obtain the stop symbol pattern corresponding to the stop symbol number and place it in the stop symbol pattern area. Save (step A450) and obtain the time reduction judgment data corresponding to the stopped symbol number. Save in the time reduction judgment data area (step A451) and correspond to the stop symbol pattern. Save the production mode transition information (step A452) and select the decoration corresponding to the stop symbol pattern. A special map command is prepared (step A455). In addition, if the support hit flag 1 is not a support hit (step A446;N), when the support hit flag 1 is missed. Save the stop symbol number in the special pattern 1 stop symbol number area (step A453) and stop Save the symbol pattern in the stop symbol pattern area (step A454), and save the symbol pattern to the stop symbol pattern area. A special decoration command corresponding to the tone is prepared (step A455). With the above processing, A stop symbol corresponding to the result of the special figure fluctuation display game is set.

[0191] After that, save the decorative special figure command in the decorative special figure command area (step A456), Performance command setting processing (step A457) is performed. This decorative special command will be produced later. It is sent to the control device 300. Then, the symbol data corresponding to the stopped symbol number is output as a test signal. Save it in the power data area (step A458), and save it in the special pattern 1 special pattern random number storage area (pending number 1) is cleared to 0 (step A459), and the special drawing 1 stop symbol setting process is completed.

[0192] [Special figure 2 stop pattern setting process] FIG. 1-17 shows the special figure 2 stop symbol setting process (step A343) in the special figure 2 fluctuation start process of this embodiment. Note that the special figure 2 stop symbol setting process is the same process as the special figure 1 stop symbol setting process, but is performed for the special figure 2. In this special pattern 2 stop pattern setting process, first, it is determined whether the jackpot flag 2 is a jackpot (step A471), and if it is a jackpot (step A471; Y), the special pattern 2 special pattern random number storage area (pending number Load the special pattern random number from (for 1) (step A472). Next, set the special pattern 2 jackpot pattern table (step A473), obtain the stop pattern number corresponding to the loaded special pattern random number, and save it in the special pattern 2 stop pattern number area (step A474). This process selects the jackpot type.

[0193] After that, set the special figure 2 jackpot stop symbol information table (step A475), and set the stop symbol Acquire the stop symbol pattern corresponding to the number and save it in the stop symbol pattern area (step A476). The stop symbol pattern is the stop symbol on the special symbol display (in this case, the special symbol 2 display 52). This is for setting a stop pattern or a stop pattern on the display device 41. Next, to the stop symbol number Obtain the corresponding round number upper limit information and save it in the round number upper limit information area (step A477), acquire the time reduction judgment data corresponding to the stop symbol number and use the time reduction judgment data. Save in the data area (step A478), and produce effects corresponding to the stop symbol pattern and probability state. Save the mode transition information (step A479). This information is based on the actual performance of special gaming conditions. Performance mode, performance mode after special gaming state ends, and variation selection table after special gaming state ends This is used to set a fluctuation pattern scenario, which is information regarding the migration of a group of files. stop Then, a special decoration command corresponding to the stop symbol pattern is prepared (step A495).

[0194] On the other hand, if the jackpot flag 2 is not a jackpot (step A471;N), the small hit flag 2 determines whether it is a small hit (step A480), and if it is a small hit (step A48) 0;Y) loads the special pattern random number from the special pattern 2 special pattern random number storage area (for reserved number 1) (Step A481). Next, set the special figure 2 small winning symbol table (step A482) , acquire the stop symbol number corresponding to the loaded special symbol random number and place it in the special symbol 2 stop symbol number area. Save (step A483). Through this process, the type of small win is selected. Then it stopped Get the stop symbol pattern corresponding to the stop symbol number and save it in the stop symbol pattern area (save it Step A484), save the production mode transition information corresponding to the stop symbol pattern (step step A485), prepare a decorative special command corresponding to the stop symbol pattern (step A 495).

[0195] Also, if the small hit flag 2 is not a small hit (step A480;N), the support hit flag It is determined whether or not G2 is a support hit (step A486), and if it is a support hit (step A48). 6;Y) loads the special pattern random number from the special pattern 2 special pattern random number storage area (for reserved number 1) (Step A487). Next, set the special pattern 2 support symbol table (step A488 ), acquire the stop pattern number corresponding to the loaded special pattern random number and special pattern 2 stop pattern number area (Step A489). This process selects the support type.

[0196] After that, obtain the stop symbol pattern corresponding to the stop symbol number and place it in the stop symbol pattern area. Save (step A490) and obtain the time reduction judgment data corresponding to the stopped symbol number. Save in the time reduction judgment data area (step A491) and correspond to the stop symbol pattern. Save the production mode transition information (step A492) and select the decoration that corresponds to the stop symbol pattern. A special map command is prepared (step A495). Also, if the support hit flag 2 is not a support hit (step A486;N), when the support hit flag 2 is off, Save the stop symbol number in the special pattern 2 stop symbol number area (step A493), and stop Save the symbol pattern in the stop symbol pattern area (step A494), and save the symbol pattern to the stop symbol pattern area. A special decoration command corresponding to the tone is prepared (step A495). With the above processing, A stop symbol corresponding to the result of the special figure fluctuation display game is set.

[0197] After that, save the decorative special figure command in the decorative special figure command area (step A496), Performance command setting processing (step A497) is performed. This decorative special command will be produced later. It is sent to the control device 300. Then, the symbol data corresponding to the stopped symbol number is output as a test signal. Save it in the force data area (step A498), and save it in the special pattern 2 special pattern random number storage area (pending number 1) is cleared to 0 (step A499), and the special pattern 2 stop symbol setting process is ended. In this way, when setting the stop symbol for each result, a common special symbol random number is used regardless of the result. By using , the types of random numbers required can be reduced, and the specifications and programs of gaming machines can be simplified. It is possible to reduce the burden of control.

[0198] [Special figure fluctuation processing] FIG. 1-18 shows the special figure fluctuation process (step A10) in the special figure game process of this embodiment. In this process during special symbol fluctuation, first, the symbol stop command corresponding to the fluctuating symbol discrimination flag is sent as standard. In preparation (step A601), the production command setting process (step A602) is performed. next , set the display time corresponding to the stop symbol pattern (step A603), and display the set table. The display time is saved in the special figure game processing timer area (step A604). In other words, gaming The control device 100 sets a stop display time for displaying the stop result mode of the variable display game. This serves as a stop display time setting means.

[0199] Next, it is determined whether general electricity support is in progress (step A605), and whether general electricity support is in progress or not is determined. In the case (step A605; N), the process moves to step A612. In addition, we are supporting public electricity If there is (Step A605; Y), it is determined whether it is a variation of special map 1 (Step A6 06). If it is a variation of special figure 1 (step A606; Y), move to step A609. In addition, if it is not the variation of special figure 1 (step A606;N), the time reduction variation number 2 area is The time reduction variation number 2 is updated by -1 (step A607), and the time reduction variation number 2 becomes 0. (Step A608).

[0200] If time reduction variation number 2 is 0 (step A608; Y), general power support is terminated. Perform the time-saving termination setting process (step A611) to proceed to step A612. . In addition, if the number of time reduction fluctuations 2 is not 0 (step A608;N), the time reduction fluctuation Update the time reduction variation number 1 of the number 1 area by -1 (step A509), and set the time reduction variation number 1 It is determined whether 1 has become 0 (step A610). If time reduction variation count 1 is 0 (step A610; Y), general electricity support is terminated. Perform the time-saving termination setting process (step A611) to proceed to step A612. . In addition, if the time reduction variation number 1 is not 0 (step A610; N), step A6 Move to 12.

[0201] In other words, in the case of a special figure 1 variable display game, only the time reduction variation number 1 is subtracted, and the special figure 2 In the case of a variable display game, both the time reduction variation number 1 and the time reduction variation number 2 are subtracted. Then, when either the time reduction variation number 1 or the time reduction variation number 2 becomes 0, the power supply Support is ending.

[0202] After performing the production mode information check process (step A612), the remaining pending state ends. It is determined whether it has been done (step A613). This means that the remaining balance has been cleared. In addition to when the termination conditions of the remaining reserve state ST5 are met, the remaining balance will be This includes cases where there is no retention. If the remaining pending consumption state has not ended (step A613; N), step A616 to move to. In addition, if the remaining pending consumption status ends (step A613; Y), the result is It is determined whether the result is off (step A614). If the result is not a failure (step A614; N), the process moves to step A616. If the result is negative (step A614; Y), a signal regarding time-saving termination (for example, Jackpot 2 signal OFF) is saved in the external information output data area (step A615), and Move to step A616.

[0203] In step A616, "2" for the process during special figure display is set as the process number (step Step A616), save the processing number in the special game processing number area (Step A61) 7). Furthermore, the signal regarding the end of the variation of special symbol 1 (for example, turn off the special symbol 1 fluctuating signal) ) in the test signal output data area (step A618), and Save the signal (for example, OFF the special symbol 2 fluctuating signal) in the test signal output data area. (Step A619), the number of executions of the special figure fluctuation display game for output is sent to the external information terminal. Save the control timer initial value (for example, 256ms) in the symbol confirmation count signal control timer area. (Step A620). After that, the control of the special figure 1 variable display game on the special figure 1 display 51 As information for your convenience, the stop flag related to the stoppage of fluctuation on the special figure 1 display 51 is displayed on the special figure 1 fluctuation control screen. Save in the lag area (step A621), and save the special figure 2 fluctuation display game on the special figure 2 display 52. As information for controlling the system, the stop flag related to the fluctuation stop on the special figure 2 display 52 is set to the special figure 2 change. It is saved in the dynamic control flag area (step A622), and the special figure fluctuation processing is ended.

[0204] [Time-saving end setting process] FIG. 1-19 shows the time saving end setting process (step A611) in the special figure fluctuation process. In this time saving end setting process, first, signals related to the end of time saving (for example, special symbol 1 variation time reduction state signal OFF, special symbol 2 variation time reduction state signal OFF, normal symbol 1 high probability state signal OFF, normal Symbol 1 fluctuation time shortening state signal OFF, normal electric accessory 1 opening extension state signal OFF) are saved in the test signal output data area (step A632).

[0205] Next, save the number without time saving in the game status display number area (step A633), and Save the normal figure low probability & no time saving flag in the figure game mode flag area (step A63 4) Save the special map low probability & no time saving flag in the special map game mode flag area (step A635). Then, clear the time reduction variation number 1 area (step A636), and clear the time reduction variation number 1 area (step A636). 2 areas are cleared (step A637). After that, the signal related to the left-handed shot instruction (for example, firing position designation signal 1 is turned OFF) is set to the test signal. Save it in the output data area (step A638), and change the display LED (for example, the first In order to turn off the gaming state display section 56a), the number in the left-handed playing state is displayed in the gaming state display number 2 area. Save the issue (step A639) and enter the normal base state information in the normal base state determination area. Save (step A640), and end the time reduction variation number update process.

[0206] [Special figure display processing] 1-20 and 1-21 show the special figure display process (step A11) in the special figure game process of this embodiment. In this special figure display process, first, the support hit flag set in the jackpot flag 1 setting process Load the support flag 1 and the support hit flag 2 set in the jackpot flag 2 setting process ( Step A701), clear the RWM support hit flag 1 area and support hit flag 2 area. (Step A702). Next, the small hit flag 1 set in the jackpot flag 1 setting process and the jackpot flag 2 setting Load the small hit flag 2 set in the regular processing (step A703), and load the RWM. The small hit flag 1 area and the small hit flag 2 area are cleared (step A704).

[0207] Next, the jackpot flag 1 set in the jackpot flag 1 setting process and the jackpot flag 2 setting Load the jackpot flag 2 set in the regular processing (step A705), and load the RWM. Clear the jackpot flag 1 area and the jackpot flag 2 area (step A706). and , determines whether the loaded jackpot flag 2 is a jackpot (step A707), and determines whether it is a jackpot. (Step A707; Y), the second special figure fluctuation display game jackpot (special figure 2 jackpot) Test signals related to the start of Turn on the signal, turn on the special symbol 2 hit signal) and save it in the test signal output data area of ​​RWM. (Step A710), and sets a round number upper limit value table (Step A711).

[0208] On the other hand, if jackpot flag 2 is not a jackpot (step A707;N), the loaded It is determined whether jackpot flag 1 is a jackpot (step A708), and if it is a jackpot (step A708;Y) is related to the start of the jackpot (special pattern 1 jackpot) of the 1st special pattern fluctuation display game. Test signals (e.g., conditional device operation signal turned ON, accessory continuous operation device operation signal turned ON, special Save the signal (ON per another symbol) in the test signal output data area of ​​RWM (Step A 709), and sets a round number upper limit value table (step A711).

[0209] Next, the round number upper limit value corresponding to the round number upper limit value information (in the case of this embodiment, “1 0" or "5") and save it in the RWM round number upper limit area (step A7 12). Next, obtain the round LED pointer corresponding to the round number upper limit value information, and press R. Save in the round LED pointer area of ​​WM (step A713).

[0210] Next, load the decorative special command from the RWM decorative special command area, prepare it, and Step A714) and performance command setting processing (Step A715) are performed. After that, Fuzuhen The probability of winning in dynamic display games and special figure fluctuation display games is set to normal probability state (low probability state). Prepare a probability information command related to the information (state) (step A716), and issue the production command Setting processing (step A717) is performed. Next, in the special pattern 1 or special pattern 2 stop pattern setting process Fanfare record corresponding to the set symbol information (stop symbol number or stop symbol pattern) Prepare the command (step A718), and perform the production command setting process (step A719). conduct. This fanfare command is sent to the production control device 300 at the start of the special game state. This is the special game state start information to be played.

[0211] Next, the big prize opening information and the winning results in the general pattern fluctuation display game and the special pattern fluctuation display game. Save the signal corresponding to the probability state in the RWM external information output data area (step A720). In the case of this embodiment, in step A720, the big winning opening opening information and confirmation are made. Save the jackpot 2 signal and jackpot 3 signal as signals corresponding to the rate state. Furthermore, that Each ON / OFF is determined by the big winning opening opening information and the probability state. For example, jackpot 2 signal is O if it is a jackpot with a ball coming out (the big prize opening information is other than the big winning opening opening information 1). N, jackpot with no balls coming out (so-called sudden sure jackpot, etc.) Big winning opening opening information is Big winning opening opening information 1 ), it will be ON if there is a jackpot in the time saving state, and OFF otherwise. Also, the jackpot 3 signal is ON when it is a jackpot with a ball being rolled out, and it is ON when it is a jackpot without a ball being rolled out. In this case, it will be OFF. In addition, in the gaming machine of this embodiment, all jackpots have a payout.

[0212] After that, the big winning opening opening information and the winning result in the general pattern fluctuation display game and the special pattern fluctuation display game. Set the jackpot fanfare time corresponding to the probability state of the outcome (step A721 ), save the set jackpot fanfare time in the special game processing timer area (step A722). Then, load the special figure game mode flag and use the loaded flag as a special figure. Save the game mode flag in the save area (step A723). This results in a special result. Information on the probability state and time saving state of the special symbol when it occurs is stored. and remember later Based on this information, the performance mode after the special game state ends is determined.

[0213] Then, clear the area of ​​​​the number of illegal winnings of the big winning hole of the big winning hole that corresponds to the big winning hole opening information ( Step A724), the big winning opening fraud monitoring period flag of the big winning opening corresponding to the opening information of the big winning opening The illegal monitoring period out-of-period flag is saved in the log area (step A725). After that, fanfa Fanfare / Interval processing transition settings for transitioning to Interval / Interval processing. 1 (step A726) and ends the special figure display process. In other words, game control The device 100 has a special result in either the first special figure variable display game or the second special figure variable display game. Based on the result, a special gaming state is generated that converts the special variable winning device 38 to an open state. This serves as a special game state generating means.

[0214] On the other hand, if the jackpot flag 1 is not a jackpot (step A708; N), the special figure fluctuation display It is determined whether the probability state of the game is a high probability state (step A727). In this embodiment In the gaming machine, since the special symbol probability is always constant, it is determined that it is not always in a high probability state (step A 727;N), it is determined whether there is a ceiling reached flag (step A728). If there is a ceiling reached flag (step A728; Y), the flag is set based on reaching the ceiling. The process proceeds to step A732 without performing any processing related to the start of general utility power support. reaching the ceiling The completed flag is set based on reaching the ceiling and cleared based on the occurrence of a jackpot. It is now possible to This will start utility support based on reaching the ceiling. If the jackpot is reached, the power supply support based on reaching the new ceiling will be applied only after the jackpot has passed. can be prevented from starting.

[0215] If there is no ceiling reached flag (step A728;N), set the value in the ceiling counter area. +1 is updated (step A729), and it is determined whether the ceiling has been reached (step A730). If the ceiling has not been reached (step A730; N), the process moves to step A732. In addition, if the ceiling has been reached (step A730; Y), the ceiling time reduction activation flag and the ceiling reached The completed flag is set (step A731), and the process moves to step A732.

[0216] In step A732, it is determined whether the loaded small hit flag 2 is a small hit (step A732), if it is a small hit (step A732;Y), the second special figure fluctuation display game Test signal related to the start of small hit (special pattern 2 small hit) (for example, turning on the special pattern 2 small hit signal ) in the RWM test signal output data area (step A735), and step A7 Move to 36. Also, if the small hit flag 2 is not a small hit (step A732;N), the loaded Determine whether the small hit flag 1 is a small hit (step A733), and if it is a small hit (step A733;Y) is related to the start of the small win (special pattern 1 small win) of the 1st special pattern fluctuation display game. Insert the test signal (for example, turn ON the special symbol 1 small hit signal) into the test signal output data area of ​​RWM. Save (step A734) and proceed to step A736.

[0217] Next, it is determined whether the probability state of the special figure fluctuation display game is a high probability state (step A 736). In the gaming machine of this embodiment, the special symbol probability is always constant, so it must always be in a high probability state. (Step A736;N), and loads the decorative special figure command from the decorative special figure command area. read, prepare (step A737), and perform production command setting processing (step A738). conduct. Next, prepare the small win fanfare command (step A739), and set the production frame. Then, the process proceeds to step A741. this A small win fanfare command is also sent to the performance control device 300 at the start of the special game state. Contains special game state start information. Then, small win fanfare mid-processing transfer to move to small win fanfare mid-processing. Perform the line setting process (step A741) and end the special figure display process.

[0218] On the other hand, if the small hit flag 1 is not a small hit (step A733; N), the ceiling time shortening is activated. It is determined whether there is a flag (step A742). If there is a ceiling time reduction activation flag (step Step A742;Y) sets the initial value of the ceiling time reduction number to time reduction variation number area 1 and time reduction variation. Save in number area 2 (step A743) and proceed to support operation setting process (step A747). Transition. Here, the special figure 1 variable display game and the special figure 2 variable display game are shown in time reduction variation number area 1. Save 255 as the termination condition based on the total number of executions, and specify the time reduction variation number area 2. Figure 2. Save 250 as the termination condition based on the number of executions of the variable display game.

[0219] Also, if there is no ceiling time reduction activation flag (step A742;N), the loaded support It is determined whether the hit flag 2 is a support hit (step A744). If it is not a support hit (Status Step A744;N) determines whether the loaded support hit flag 1 is a support hit (step A745). If it is not a support hit (step A745;N), it will move to special pattern normal processing. Perform the special figure normal process transition setting process (step A748) to end the special figure display process. Complete.

[0220] On the other hand, if support hit flag 2 indicates support hit (step A744; Y) or support hit If flag 1 is support hit (step A745; Y), it corresponds to time reduction judgment data. Save the initial values ​​to the time reduction variation number area 1 and time reduction variation number area 2 (Step A 746), the process moves to support operation setting processing (step A747). Here, the special figure 1 variable display game and the special figure 2 variable display game are shown in time reduction variation number area 1. Save 12 as the termination condition based on the total number of executions, and add a special figure to time reduction variation number area 2 2Save 7 as an exit condition based on the number of executions of the variable display game. After performing support operation setting processing (step A747), special The figure normal process transition setting process (step A748) is performed to end the special figure display process.

[0221] In the above process, the determination of whether or not the ceiling has been reached is made at the end of the special figure fluctuation display game. Ori (steps A727 to A731), special figure fluctuation where winning per support and reaching the ceiling are the same If this occurs in the display game, the end condition of specific game state ST4 based on reaching the ceiling is set. settings (steps A742 to A747). As a result, if winning the support and reaching the ceiling occur in the same special figure fluctuation display game, In this case, the special symbol fluctuation display game will display the fluctuation pattern and result pattern based on the support hit at the start. is selected, but the end condition of the specific gaming state ST4 given at the end of the special figure fluctuation display game The termination condition is not based on support, but rather on reaching the ceiling.

[0222] It is rare that reaching the ceiling and winning the support hit occur in the same special figure fluctuation display game. , It would be a waste of control to always check this at the beginning of the special figure fluctuation display game. . Therefore, by doing as in this embodiment, such wasteful processing is no longer necessary, and special figure changes can be made. Control at the start of a dynamic display game can be simplified. In addition, as for the fluctuation pattern and result pattern, those corresponding to each support are selected, whereas , the end condition of the given specific game state ST4 is based on reaching the ceiling. However, players are dissatisfied because the transition to specific gaming state ST4 remains the same. I never think about it. In particular, in the gaming machine of this embodiment, the ending condition is based on reaching the ceiling. Since this is advantageous for the player, the player will not be dissatisfied.

[0223] If there is enough control at the start of the special figure variation display game, the special figure variation display game At the start of the game, determine whether reaching the ceiling and winning the support hit occur in the same special figure fluctuation display game. It is also possible to set the A special figure fluctuation display game where reaching the ceiling and winning the support are the same. If this occurs, we will respond to the fluctuation pattern or result pattern of the special figure fluctuation display game. It is possible to avoid inconsistencies by making it correspond to the height of the ceiling and reaching the ceiling. Ru.

[0224] [Fanfare / interval processing transition setting processing 1] FIG. 1-22 shows the fanfare / interval process transition setting process 1 (step A726) in the above-mentioned special figure display process. In this fanfare / interval process transition setting process 1, first, "3", which is the process number related to fanfare / interval process, is set (step A791), and the process number is saved in the special figure game process number area (step A792).

[0225] Next, turn on the signal related to the start of the jackpot (special gaming state) (for example, turn on the jackpot 1 signal (jackpot 1 signal) Output at hit + small hit), turn on jackpot 4 signal (output at jackpot) (step A793), and save the signal (for example, special figure Pattern 1 high probability state signal OFF, special symbol 2 high probability state signal OFF, special symbol 1 fluctuation time Shortening state signal OFF, special symbol 2 fluctuation time shortening state signal OFF, normal symbol 1 high probability state Turn off the state signal, turn off the normal pattern 1 fluctuation time shortening state signal, turn off the normal electric accessory 1 open extension state status signal OFF) is saved in the test signal output data area (step A794). after that , clear the round number area for managing the number of rounds executed in the special gaming state (step Step A795), save the number without time saving in the game status display number area (Step A79) 6), Save the low probability & no time saving flag in the general game mode flag area (step A797).

[0226] Then, clear the fluctuating symbol discrimination flag area (step A798) and display the high probability state. The gaming status display LED (for example, the third gaming status display section 56c) provided on the gaming board 30 related to Clear the high probability notification flag area to turn off the light (step A799), and play the special map game. Save the special map low probability & no time saving flag in the mode flag area (step A800). Next To save the command output to the production control device 300 when the power is restored, send it when the power is restored. Save the probability information command (low probability) in the command area (step A801) and save time Time reduction variation number 1 area and time to manage the number of special figure variation display games that can be executed in Clear the interval reduction variation number 2 area (steps A802, A803). As a result, The port and time saving state ends. Additionally, clear the ceiling counter area (step A80 4) Clear the ceiling time reduction activation flag area (step A805) and clear the ceiling reached flag Clear the area (step A806).

[0227] After that, save the production mode 1 number in the production mode number area (step A807), Clear the effect remaining rotation speed area (step A808) and update to the next mode transition information area. and save the code (step A809). Then, a signal regarding a right-handed batting instruction (for example, , firing position designation signal 1 is turned ON) in the test signal output data area (step A810). ), in order to light up the display LED (for example, the first game status display section 56a) during right-handed play. Save the number in the right-handed state in the skill state display number 2 area (step A811), and Finish the fare / interval process transition setting process 1.

[0228] [Support operation processing] FIG. 1-23 shows the support operation process (step A747) in the above-mentioned special figure display process. In this support operation setting process, first, a signal related to the start of time saving (for example, jackpot 2 signal and and jackpot 3 signal ON) in the external information output data area (step A821). Next, the timer initial value is saved in the time saving signal control timer area (step A822). here saves 128ms as the initial timer value. This ensures that the signal regarding the start of time reduction is Of these, the three jackpot signals will only be output for a short period of time.

[0229] Next, turn on the signal related to the start of time reduction (for example, turn on the special symbol 1 variation time reduction state signal, Special symbol 2 fluctuation time shortening state signal is ON, normal symbol 1 is high probability state signal is ON, normal symbol 1 Output test signal (variable time shortening state signal is ON, normal electric accessory 1 open extension state signal is ON) Save in the data area (step A823).

[0230] Furthermore, save the number with time reduction in the game status display number area (step A824), and Save the normal figure high probability & time saving flag in the figure gate mode flag area (step A82 5), In order to maintain the probability state flag and save time, add it to the special game mode flag area. A special figure time saving flag is synthesized (step A826). Next, output a test signal for a right-handed instruction (for example, turn on firing position designation signal 1). Save it in the force data area (step A827), and change the display LED during right-handed hitting (for example, the first game). In order to light up the skill state display section 56a), the number in the right-handed state is displayed in the game state display number 2 area. (step A828). Then, set the production mode information address table. (Step A829), the production mode transition information set at the start of variation (when setting the stop symbol) The address of the table corresponding to the information is obtained (step A830). Production mode transition information By obtaining the address of the corresponding table based on Fluctuation pattern scenarios, which are information to be used, are also acquired.

[0231] Next, as a process to save information necessary for managing the production mode in the game control device 100, , First, the production mode of the production mode that is set after the end of the special figure fluctuation display game that became a support hit. Obtain the mode number and save it in the production mode number area (step A831). In addition, The number of remaining rotations of the production mode that is set after the end of the special figure fluctuation display game that won the prize. Obtain it, save it in the remaining rotation speed area (step A832), and save it to the special figure that became a support hit. Obtain the next mode transition information of the production mode that is set after the end of the variable display game, and select the next mode. Save in the migration information area (step A833). Based on the information saved here, After the end of the special figure variation display game in which you won a spot, run the special figure variation display game a predetermined number of times. Based on this, the production mode and variable selection table group will change.

[0232] After that, prepare a probability information command corresponding to the production mode number (step A834), Save the command in the send command area when power is restored (step A835), and use the production command The code setting process (step A836) is performed. Next, the number of rotations remaining for the newly set performance is Prepare a corresponding production rotation speed command (step A837), and perform production command setting processing (step A837). Perform step A838) and prepare the time reduction variation number command corresponding to the time reduction variation number. (Step A839), and performs production command setting processing (Step A840). Then, the time reduction judgment data area is cleared (step A841), and the production mode transition information is cleared. The information area is cleared (step A842), and the support operation setting process is ended.

[0233] [Jackpot end process] FIG. 1-24 shows the jackpot end process (step A15) in the special figure game process of this embodiment. In this jackpot end process, first, the signal related to the start of time saving (for example, the jackpot 2 signal is N) in the external information output data area (step A901). Regarding start-up time The signal is output during the jackpot, so it is saved in the external information output data area in a continuous manner. be done. Next, a signal regarding the start of low probability & time saving (for example, special symbol 1 variation time shortening sign) Turn on the state signal, turn on the special symbol 2 fluctuation time shortening state signal, turn on the normal symbol 1 high probability state signal N, normal symbol 1 fluctuation time shortening state signal is ON, normal electric accessory 1 opening extension state signal is ON) is saved in the test signal output data area (step A902).

[0234] Next, save the number with time reduction in the game status display number area (step A903), and Save the normal figure high probability & time saving flag in the figure game mode flag area (Step A90 4) Save the special figure time saving flag in the special figure game mode flag area (step A90) Five). After that, save the initial value of the time reduction variation number in the time reduction variation number area (step A906). Here, initial values ​​are set in the time reduction variation number 1 area and time reduction variation number 2 area. Save. With the above processing, after the special game state ends, the time saving state is entered. Also, time saving By setting the initial value of the number of time-saving fluctuations in the movement number area, the special figure fluctuation display game can be performed for a predetermined number of times. Execution will end the time saving state. In other words, the game control device 100 After the state ends, the normal variable winning device 37 is kept in a state where it is easy to win for a predetermined period of time. Specific game state generation system that can generate specific game states (time saving state, general power support state) I will do your best.

[0235] After that, save the probability information command in the power outage recovery transmission command area (step A9 10) Perform production command setting processing (step A911). Here, the probability information command , multiple items that include either "time saving" or "no time saving" and information on the production mode. There is a command. Next, execute the time reduction variation number command corresponding to time reduction variation number 1. Prepare (step A914), and perform production command setting processing (step A915).

[0236] Next, "0" is set as the processing number related to the special figure normal processing (step A918), and the processing Save the serial number in the special game processing number area (step A917). After that, a signal related to the end of the jackpot (for example, turn off the jackpot 1 signal, turn off the jackpot 3 signal) OFF, jackpot 4 signal OFF) in the external information output data area (Step A9 18), signals related to the end of the jackpot (for example, turning off the conditional device operation signal, turning off the continuous operation of accessories), Turn off the operating device signal, turn off the signal for 1 special symbol, turn off the signal for 2 special symbols ) is saved in the test signal output data area (step A919). Next, probability fluctuation judgment The information in the data area is cleared (step A920), and the round number indicating the number of rounds of jackpot is cleared. Clear the information in the pointer area of ​​the LED (step A921), and display the production mode transition information. Clear the area information (step A922). And special game mode flag evacuation area clear the information in the area (step A923), and check the fraud monitoring period flag area for the big winning opening. The flag is saved during the period (step A924), and the jackpot ending process is ended.

[0237] [Specific area switch monitoring processing] FIG. 1-25 shows the specific area switch monitoring process (step A3) in the special figure game process. In this specific area switch monitoring process, first, it is determined whether a small hit is occurring (step A41). The term "during a small hit" here refers to a period during which small hit processing and small hit remaining ball processing are performed. If this small hit is not occurring (step A41; N), the specific area switch monitoring process ends. That is, the specific area switch 38d is valid only during the period when the small hit process and the small hit remaining ball process are being performed. Further, if a small hit is in progress (step A41; Y), it is determined whether the condition device is in operation (step A42).

[0238] If the conditional device is operating (step A42; Y), perform specific area switch monitoring processing. finish. In addition, if the condition device is not activated (step A42;N), the specific area switch It is determined whether there is an input to the switch (step A43). Then, the input to the specific area switch is If not (step A43; N), the specific area switch monitoring process ends. Also, specific If there is an input to the area switch (step A43; Y), set the specific area passage flag. (Step A44), and the specific area switch monitoring process ends. Later this specific area passing Based on the presence of a lag, processing for generating a first special gaming state is performed.

[0239] [Small hit remaining ball processing] FIG. 1-26 shows the process shown in FIG. 1-26 in the small hit remaining ball process (step A18) in the special figure game process. In this small hit remaining ball process, first, it is determined whether a remaining ball error is occurring (step A861). If a remaining ball error is occurring (step A861; Y), the process moves to step A863. Furthermore, if a remaining ball error is not occurring (step A861; N), it is determined whether the remaining ball counter is 0 (step A862). If the remaining ball counter is not 0 (step A862; N), the small hit remaining ball process is ended. Moreover, when the remaining ball counter is 0 (step A862; Y), the process for ending the small hit after step A863 is performed.

[0240] In other words, the small winning is completed after all remaining balls in the special variable winning device 38 are ejected. I am trying to do some processing. However, at the end, the game balls flow into the special variable prize winning device 38. If there is a remaining ball error, in which the ejection cannot be confirmed even after a predetermined period of time has passed, the ejection The process will now proceed to end the small win, assuming that the time required for the winning has passed. are doing. Of course, if there is a remaining ball error, the process will not proceed to end the small hit. You can do it as well. Therefore, the process of step A861 may not be performed.

[0241] In the process to end the small hit, first, it is determined whether a specific area has been passed (step A863). When a game ball enters and passes through the specific area 38h, the specific area switch 3 8d and the specific area passage flag is set. Here, we will use this specific area passing frame. It is determined whether a specific area has been passed based on the presence or absence of lag. When passing through a specific area (step Step A863;Y) moves to step A870 and performs processing to generate a special gaming state. cormorant. Also, if there is no passage through the specific area (step A863;N), move to step A864. Then, the second special game state is terminated and a process is performed to enable execution of the special figure fluctuation display game. cormorant.

[0242] The second special game state after step A864 is finished and the special figure fluctuation display game can be executed. In the process to do this, set the process number to 10, which takes the small hit end process (step 864), save the processing number in the special figure game processing number area (step A865). next , save the small winning ending time in the special figure game processing timer area (step A866) , Save the flag during the fraud monitoring period in the University of Japan winning opening fraud monitoring period flag area (Step A 867). Then, clear the big winning opening count area (step A868) and get a small hit. The control pointer area is cleared (step A869), and the small hit remaining ball processing is ended.

[0243] On the other hand, there is a specific area passage (step A863;Y), and the first characteristic after step A870 When performing processing that generates a different game state, load the command from the decorative special figure command area. and prepare (step A870), and perform production command setting processing (step A871). Next, prepare the V jackpot fanfare command (step A872), and Setting processing is performed (step A873).

[0244] After that, save the signal regarding the start of the jackpot (V jackpot) in the external information output data area ( step A874), a test signal (e.g. conditional device activation) for the initiation of a jackpot (V jackpot) Try turning on the moving signal, turning on the functional object continuous activation signal, and turning on the special symbol 2 hit signal. and save it in the experimental signal output data area (step A875).

[0245] Then, save the jackpot number in the gaming status display number area (step A876), and Set the upper limit value table for the number of rounds (step A877) to correspond to the upper limit value information for the number of rounds. Obtain the upper limit for the number of rounds (3 or 10) and save it in the upper limit for the number of rounds. TEP A878). Furthermore, the round LED pointer corresponding to the round number upper limit information is displayed. Acquire and save it in the round LED pointer area (step A879), and save it in the round number area The initial value (here 1) is saved (step A880). As the upper limit for the number of rounds is set for 3 or 10 rounds, but since the small hit action corresponds to the 1st round, the By setting 1 as the initial value of the number of rounds, the number of rounds will be 2 or 9 rounds in the special game state. We are making sure that the opening of

[0246] Then, set 3 for fanfare / interval processing as the processing number (step Step A881) and save in the special figure game processing number area (Step A882). moreover, Save the V jackpot fanfare time in the special game processing timer area (step A883 ), perform the fanfare / interval process transition setting process (step A884), Proceed to step A868.

[0247] [Small winning end processing] FIG. 1-27 shows the small hit end process (step A19) in the special figure game process of this embodiment. In this small hit end process, first, it is determined whether general electricity support is in progress (step A93 1). If the power grid is not supported (step A931;N), a signal regarding the left-handed batting instruction is sent. (For example, turn off firing position designation signal 1) in the test signal output data area (step A932), turn off the right-handed display LED (for example, the first game status display section 56a). To avoid this, save the number in the left-handed game state display number 2 area (step A933). ), proceed to step A937.

[0248] Also, if it is under general power support (step A931; Y), it is a small hit of special map 2. (Step A934). If it is not a small hit on special figure 2 (step A934;N ) moves to step A937. Also, if it is a small hit on special map 2 (step A93 4;Y) performs the time saving end setting process (step A935) and sends a signal regarding the time saving end (e.g. For example, save the jackpot 2 signal (OFF) in the external information output data area (step A936). ), proceed to step A937. In other words, if you are receiving general electricity support, you will receive a small allowance for special map 2. If a problem occurs, the general power support will be terminated at the end of the small winning gaming state. Ru.

[0249] Next, it is determined whether there is a ceiling time reduction activation flag (step A937). Ceiling time reduction activation If there is no lag (step A937; N), the process moves to step A940. Also, the ceiling If there is a time reduction activation flag (step A937; Y), set the initial value of the ceiling time reduction number to It is saved in the reduction variation number 1 area and the time reduction variation number 2 area (step A938). here Set 255 as the time reduction variation number 1 in the time reduction variation number 1 area, and set the time reduction variation number 1 to 255. Set 250 as the time reduction variation number 2 in the number 2 area. Then, perform the support activation setting process. (step A939), the process moves to step A940.

[0250] After that, "0" is set as the processing number related to the special figure normal processing (step A940), and Save the serial number in the special game processing number area (step A941). Furthermore, a signal related to the end of the small hit (for example, turning off the jackpot 1 signal) is output as external information. Save in the data area (step A942) and send a signal related to the end of the small win (for example, a special (Separate symbol 1 small hit signal OFF, special symbol 2 small hit signal OFF) in the test signal output data area (Step A943). Next, clear the variable symbol discrimination flag area (step A944) and clear the production mode transition information. Clear the information area (step A945) and check the fraud monitoring period flag area for the big winning opening. The flag is saved during the period (step A946), and the small winning ending process is ended.

[0251] Next, control by the production control device 300 will be explained. The main control microcomputer (CPU) 311 of the production control device 300 performs the main processing shown in FIG. 1-28 and the timer interrupt processing not shown.

[0252] [Main processing] As shown in Figure 1-28, in the main processing, the processing at the start of the program is first performed. In the process at the start of this program, first, interrupts are prohibited (step C1), and the CPU is initialized (step C2). Next, the VDP 312 is initialized (step C3) and interrupts are permitted (step C4). Next, generation of display data is permitted (step C5), a random number seed is set (step C6), and the initial value at power-on is saved in the area to be initialized (step C7). As a result, the power failure occurrence detected flag and the like are cleared.

[0253] After performing the program start processing from steps C1 to C7, as the main loop processing Performs loop processing. In this loop process, first clear the WDT (watchdog timer). (Step C8). Next, an input signal ( Perform production button input processing (step C9) to create input information from (rising edge) . Reading input from the production button 25 and cross key 29 is done within the timer interrupt process, and this In the production button input process, when there is an input from the production button 25 or cross key 29, the production Perform processing to change the contents, etc.

[0254] Then, the settings for the changeable range of LED and LCD brightness, volume, etc., and the LED Performs hall / player setting mode processing that accepts operations such as changing LCD brightness and volume. (Step C10). Next, the random numbers that determine the details of the variation mode of the decorative special figure variation display game are Random number update processing (step C11) is performed.

[0255] Next, a received command checker analyzes the command from the gaming control device 100 and takes appropriate action. Edit the settings and drawing commands to control the progress of the production (step C12). Perform the production display editing process (step C13) to complete the preparation of the drawing command. (Step C14). These processes update various data according to the content to be drawn. and so on until finally setting the drawing data in the frame buffer. 1 / 3 If the drawing data for the screen to be drawn is prepared within 0 seconds (approximately 33.3 msec), the screen will be drawn without any problems. Image can be updated.

[0256] Then, it is determined whether it is frame switching timing (step C15). Main implementation In order to create a system cycle (1 frame 1 / 30 seconds), the V blank interrupt (1 / 6 0 seconds) twice, it is determined that it is frame switching timing. In addition, the frame switching tie The timing can be changed arbitrarily as appropriate, for example, updating the image at 1 / 60 seconds (cutting the frame). You can update the image (frame switching) at a timing slower than 1 / 60 seconds. (replacement) may be performed. In step C15, it was determined that it was not the frame switching timing. In this case (step C15; N), the process of step C15 is repeated. On the other hand, Ste. If step C15 determines that it is frame switching timing (step C15; Y), instructs screen drawing (step C16).

[0257] After that, regarding the audio output from the speakers (upper speaker 19a, lower speaker 19b) Sound control processing (step C17) that performs control, including a panel decoration device 46 and a display board 350 Decoration control processing (step C18) that controls LEDs such as frame decoration device 18, board presentation device Performs movable body control processing (step C19) that controls 44 motors and solenoids, and Perform the board effect setting process (step C20) that controls the Return to step C8).

[0258] [Received command check processing] FIG. 1-29 shows the received command check process in the main process described above. In this received command check process, first, the value of the command reception counter that counts how many commands are received during one frame (1 / 30 second) is loaded as the number of commands received (step C201), It is determined whether the number is not 0 (step C202). Then, if it is determined that the number of received commands is 0 (step C202; N), the received command check process ends. Further, if it is determined that the number of received commands is not 0 (step C202; Y), the content of the command reception counter area is subtracted by the number of commands received (step C203).

[0259] Next, the contents of the received command buffer are copied to the command area (step C204). ), updates the command read index by +1 in the range of 0 to 31 (step C205), and It is determined whether the copying of commands for the number of received commands has been completed (step C206). In this way, in this embodiment, commands are not directly analyzed in the received command buffer; Copy the contents of the receive command buffer to the command area (RAM area for analysis) and execute the command It is configured to perform command parsing work in the code area. This ensures that while parsing the command In case a command is sent from the gaming control device 100, the command (data) You can move it to make room. In addition, command analysis is performed for each round of main processing. It can be done all at once.

[0260] In step C206, it is determined that the copying of commands for the number of commands received has not been completed. If so (step C206; N), the process returns to step C204. Also, the command If it is determined that the copying of commands for the number of received commands has been completed (step C206; Y), Loads the contents of the command area (step C207) and starts the received command analysis process (step C207). Perform step C208).

[0261] Next, the address of the command area is updated (step C209), and the number of commands corresponding to the number of received commands is updated. It is determined whether the analysis of the command is completed (step C210). and receive command If it is determined that the analysis of several minutes of commands has not been completed (step C210;N), The process returns to step C207. Also, when the analysis of commands for the number of received commands is completed, If it is determined (step C210; Y), the received command check process ends. child In the received command check process, the commands received during one frame (1 / 30 seconds) are Parse commands in bulk. Note that in this embodiment, up to 32 commands can be saved. The structure is as follows.

[0262] [Received command analysis processing] FIG. 1-30 shows the received command analysis process in the above-mentioned received command check process. In this received command analysis process, first, the upper byte of the command is separated into MODE and the lower byte is ACT (ACTION) (step C231), and it is determined whether MODE and ACT are within the normal range (step C232, step C233). ). If it is determined that MODE and ACT are within the normal range (step C232; Y, step C233; Y), it is determined whether ACT for MODE is a correct combination (step C234).

[0263] Also, in step C232 and step C233, MODE or ACT is not within the normal range. (step C232;N, step C233;N), or step If C234 determines that ACT for MODE is not a correct combination (step C2 34;N), the received command analysis process ends.

[0264] If it is determined in step C234 that ACT for MODE is a correct combination ( In step C234;Y), it is determined whether MODE is within the range of variable commands. (Step C235). Variation commands are commands that command the variation pattern of special figures. Ru. If it is determined that MODE is within the range of variable commands (step C235 ;Y), performs variable command processing (step C236) and receives command analysis processing. end.

[0265] Also, if it is determined in step C235 that MODE is not within the range of variable commands ( In step C235;N), it is determined whether MODE is within the range of jackpot commands. (Step C237). Jackpot-related commands are actions related to the jackpot performance (fanfare). Commands to command (display of the play screen, round screen, etc.) and operations related to small hit effects. This is a command that instructs (displaying the fanfare screen, end screen, etc.). And M.O. If it is determined that DE is within the range of jackpot commands (step C237;Y), Success command processing (step C238) is performed, and the received command analysis processing ends.

[0266] Also, if it is determined in step C237 that MODE is not within the range of jackpot commands In (step C237;N), it is determined whether MODE is within the range of design-related commands. (Step C239). Design-related commands contain information about the design of the special design (for example, This is a command that instructs what to do with the stop symbol, etc. And MODE is a pattern type frame If it is determined that it is within the range of the command (step C239; Y), the symbol command processing ( Step C240) is performed to end the received command analysis process.

[0267] Also, if it is determined in step C239 that MODE is not within the range of symbol-related commands ( In step C239;N), MODE is used for single-shot commands such as pending number commands and error commands. It is determined whether it is within the command range (step C241). For single-shot commands, the pattern Unlike commands that make sense in combination, such as commands and variable commands, they can stand alone. It is a command. These single-shot commands include the customer waiting demo command, the number of pending commands, and the pattern Stop commands, probability information type commands, error / invalid type commands, model specification commands, etc. be. If it is determined that MODE is within the range of single-shot commands (step C24 1;Y), performs single-shot command processing (step C242) and performs received command analysis processing. Finish the process.

[0268] Also, if it is determined in step C241 that MODE is not within the range of single-shot commands ( In step C241;N), it is determined whether MODE is within the range of the look-ahead symbol command. (Step C243). And MODE is within the range of look-ahead symbol commands. If it is determined (step C243; Y), prefetch symbol-related command processing (step C2 44) to end the received command analysis process.

[0269] Also, in step C243, it was determined that MODE was not within the range of prefetch symbol-related commands. (step C243;N), MODE is in the range of look-ahead variable commands or not. (Step C245). And MODE is within the range of look-ahead variable commands. If it is determined that there is one (step C245; Y), prefetch variable command processing (step Step C246) is performed to end the received command analysis process. Also, in step C245, When it is determined that MODE is not within the range of look-ahead variable commands (step C245;N) Then, the received command analysis process ends.

[0270] In addition, the look-ahead variation commands and look-ahead symbol commands are used to execute look-ahead effects. This is a command that contains the information necessary for Pre-reading performance (pre-reading notice, or pre-reading notice production (also referred to as) is a special figure variation table that corresponds to the starting memory (pending) where the special figure variation display game has not been executed. Whether or not there will be a jackpot (or what fluctuation pattern will occur) when the shown game is subsequently executed. In order to notify the player in advance of the Performances such as displaying dynamic memory in a different manner than usual, or displaying effects on the display device 41, etc. It's out. And, look-ahead commands (look-ahead variable commands and look-ahead symbol commands) ), the fluctuation patterns and stop symbols corresponding to the starting memory that are the target of the look-ahead effect are known in advance. This is a command sent from the gaming control device 100 to the production control device 300 at the time of starting winning. It will be done. In addition, normal fluctuation-related commands and symbol-related commands that are not prefetched are limited to the special symbol fluctuation display game. It is transmitted from the game control device 100 to the performance control device 300 at the start of the game.

[0271] Next, the effects of the game will be explained. FIG. 1-31 shows an example of the performance on the normal stage in the normal game state ST1. Although the display contents are basically the same in other game states, it is also possible to not display some of the display contents depending on the game state. Furthermore, the player can determine whether the game is in the normal gaming state ST1 or in any of the other gaming states based on the displayed content.

[0272] As shown in FIG. 1-31(a), in the center of the display area of ​​the display device 41, a first decorative game display section 81 that displays a first decorative game of the decorative special figure variable display games is provided. In the first decorative game display section 81, the identification information is displayed in a variable manner in each of the variable display areas of the left variable display area 81a, the middle variable display area 81b, and the right variable display area 81c, and then stopped and displayed, thereby displaying a decorative special figure variable display. Show games.

[0273] At the upper right of the display area of ​​the display device 41, a second decorative game of the decorative special figure variable display games is displayed. A second decorative game display section 82 for displaying a game is provided. Displayed on the second decorative game display section 82 The second decorative game to be played is the same as the first decorative game displayed on the first decorative game display section 81. , after displaying the identification information in the left, middle, and right areas, it stops and displays the results. do. The second decorative game display section 82 includes identification information displayed on the first decorative game display section 81. Identification information (small pattern) that is relatively smaller than (large pattern) is displayed.

[0274] In addition, at the lower right of the display area of ​​the display device 41, there is a decorative special figure starting memory table corresponding to the starting memory. A standby storage display section 83 is provided to display a message. The standby memory display section 83 displays decorative special figure starting memories corresponding to the first starting memory and the second starting memory. Display is displayed. In the normal game state ST1, a special figure fluctuation display game based on the first starting memory is played. Mainly because the game progresses, the standby memory display section 83 displays decorative features corresponding to the first starting memory. The figure start memory display is displayed. The decorative special figure starting memory display displayed on the standby memory display section 83 has a one-to-one correspondence with the starting memory. The leftmost decorative special figure start memory display corresponds to the first stored start memory. They are displayed in the order they are remembered, and move to the left each time they are digested. There is. In addition, in the standby memory display section 83, there is a starting memory that is the right to execute the special figure 1 variable display game. Decorative special figure starting memory display corresponding to (1st starting memory) and execution right of special figure 2 variable display game Displays both the decorative special figure starting memory display corresponding to the starting memory (second starting memory). You can do it like this. Furthermore, the standby memory display section 83 displays the results and changes of the special figure variation display game based on the starting memory. The pre-read results such as motion patterns are displayed in the display format of the decorative special figure starting memory display corresponding to the starting memory. It is possible to suggest it depending on the person.

[0275] On the left side of the standby memory display section 83, there is a start record corresponding to the special figure fluctuation display game currently being executed. An active storage display section 84 is provided to display information regarding storage. In the execution memory display section 84 is the decorative special figure start memory located at the left end of the standby memory display section 83 at the start of the special figure fluctuation display game. The display will now shift. Furthermore, the currently executing memory display section 84 displays the currently executing feature. Figure fluctuation display Game results, fluctuation patterns, etc. are displayed on the running memory display section 84. This can be suggested by the display mode of the running memory display. In the upper left part of the display area of ​​the display device 41, there is a 1st starting memory number (special figure 1 pending number). 1 starting memory number display section 85a and a 2nd starting memory that displays the 2nd starting memory number (special figure 2 pending number) A number display section 85b is provided. In addition, a gaming status display 86 indicating the gaming status is displayed at the upper center of the display area of ​​the display device 41. Here, the normal gaming state ST1 is shown.

[0276] When a new special figure fluctuation display game is started, the decorative special figure start memory display at the left end of the waiting memory display section 83 shifts to the running memory display section 84, as shown in Figure 1-31(b). As the performance is executed, the decorative special figure start memory display located outside the left end of the standby memory display section 83 moves to the left within the standby memory display section 83. Furthermore, the numerical value on the first starting memory number display section 85a changes. Further, the first decorative game display section 81 and the second decorative game display section 82 start to display the identification information in a variable manner.

[0277] Depending on the selected variation pattern, as the special figure variation display game progresses, the same identification information will temporarily stop in the left variation display area 81a and the right variation display area 81c, as shown in Figure 1-31(c). Sometimes. The production may further develop and become SP reach. When the predetermined variation time ends, the result mode is stopped and displayed as shown in FIG. 1-31(d). Here, the result is a jackpot, and a special result mode is displayed as the result mode. If the result is a small hit, a miss, or a support hit, the corresponding result format will be displayed. When the predetermined stop display time for displaying the result mode has elapsed, the special figure variation display game ends, and the running memory display displayed on the running memory display section 84 is erased.

[0278] Here, since the result was a jackpot, the first special game state ST2 is started with the end of the special figure fluctuation display game, and a fanfare effect is performed as shown in FIGS. 1-31(e) and (f). In this fanfare performance, as an image instructing to aim at the special variable prize winning device 38 located on the lower right side of the gaming area 32, a right-hand hitting instruction display 90 is used to instruct to hit the right hand, and a right-hand hitting instruction display 90 is used to indicate the spot to aim at. An explanatory image 91 showing the special variable prize winning device 38 is displayed as a predetermined location of the gaming machine. In the explanatory image 91 here, in addition to the special variable winning device 38 in an open state, the surrounding components such as the normal variable winning device 37, the center case 40, and the integrated display device 50 are shown as seen from the front of the gaming machine. Displayed from the front. Further, the display position of the explanation image 91 is arranged to be displayed on the lower right side of the display area in accordance with the special variable prize winning device 38 located on the lower right side of the gaming area 32. Also, in the case of a small hit, a right hit instruction display 90 and an explanation image 91 as shown in FIG. 1-31(f) are displayed.

[0279] After that, a round performance is performed as shown in Figure 1-31(g). In the first special gaming state ST2, the target is the first jackpot and subsequent consecutive jackpots. In addition to displaying the number of consecutive jackpots, which is the number of jackpots, The number of game balls acquired in the special game state for the first jackpot and the consecutive jackpots that follow. Displays the total number of game balls acquired (88). Here it was a jackpot in normal gaming state ST1. Therefore, it is considered to be the first jackpot and the first consecutive jackpot. In addition, the number of game balls acquired is special. It is updated every time a prize is won to the variable prize winning device 38. In addition, if you hit the jackpot via a small hit Similarly, the state becomes the first special game state ST2, and the same effect is performed. Furthermore, in the first special gaming state ST2, consecutive jackpots are won over multiple first special gaming states ST2. It is possible to execute a series of performances in which the production progresses (the story progresses) as the number of repetitions increases. Here, the number of successive jackpots is the first, and the first stage performance where the first character appears is It is being done.

[0280] When the first special gaming state ST2 ends, it becomes a specific gaming state ST4. At the start of the specific gaming state ST4, as shown in FIG. 1-31(h), a start effect is performed to notify the start of the specific gaming state ST4, which is an advantageous state. Further, in the specific gaming state ST4, as shown in FIG. 1-32(a), a "chance stage" is displayed on the gaming state display 86 to indicate that the specific gaming state ST4 is present. In the specific game state ST4, the special figure 2 variable display game based on the second starting memory is mainly executed. Therefore, a display corresponding to the second starting memory is also displayed on the standby memory display section 83. 2nd start The standby memory display area 83 corresponding to the memory is displayed on the left side of the active memory display area 84, and the The displayed decorative special figure starting memory display has a one-to-one correspondence with the starting memory, and the decorative special figure starting memory display on the right side corresponds to the starting memory. The display is arranged in the order of memory so that the display becomes the decorative special figure starting memory display corresponding to the starting memory stored first. They are displayed side by side and move to the right each time they are digested. In addition, specific gaming state S In T4, even if the standby memory display section 83 and running memory display section 84 are not displayed, good.

[0281] In addition, as shown in FIG. 1-32(a), as an image instructing to aim at the normal variable winning device 37 located on the right side of the gaming area 32, there is also a right-hand hitting instruction display 90 that instructs to hit the right hand. , an explanation image 91 showing a predetermined location on the gaming machine is displayed to indicate the location to aim for. In the explanatory image 91 here, in addition to the normal variable winning device 37 in an open state, the surrounding components such as the special variable winning device 38, the center case 40, and the integrated display device 50 are shown as seen from the front of the gaming machine. Displayed from the front. Further, the display position of the explanation image 91 is set to be displayed on the right side of the display area in accordance with the normal variable prize winning device 37 located on the right side of the game area 32. Since the normal variable winning device 37 is located above the special variable winning device 38, compared to the position of the explanatory image 91 of the special variable winning device 38 shown in FIG. 1-31(f), the position shown in FIG. 1-32( The explanatory image 91 shown in a) is displayed in an upper position.

[0282] Below in FIG. 1-32(b), an example of the effect is shown when support A is selected as the end condition of the specific gaming state ST4. This effect is a special figure 2 variable display game based on the remaining reservation from the final game in specific game state ST4. A series of performances are performed over the game, and the operation of the production button 25 is required for this performance. It is designed to perform the desired performance. In specific game state ST4 where the end condition is support A, the execution times of the special figure 2 variable display game are The total number of executions of the special figure 1 variable display game and special figure 2 variable display game is 6 times. , or one small hit occurs in the special figure 2 variable display game. This causes the general electricity support state to end. Therefore, specific gaming state ST4 The final game is either the 6th game of the special figure 1 variable display game or the 6th game of the special figure 2 variable display game. This is the first game.

[0283] As the game progresses to the final game in the specific game state ST4, at a predetermined timing, a performance is started that requests the player to operate the performance button 25 forming the operation section, as shown in FIG. 1-32(b). A remaining time display 94 indicating the time until the end of the game is displayed. Further, the right-hand hitting instruction display 90 and the explanatory image 91 are continued to instruct the player to generate up to the upper limit number of second start memories within the remaining time.

[0284] In addition, on the left side of the display area, there is a waiting button indicating that a request for operation of the production button 25 is being waited for. The machine display 92 and the star-shaped standby notice display 93 indicating that the standby display 92 may be displayed are lined up. Is displayed. This shows that four more standby displays 92 can be displayed. stand-by The display 92 is a display imitating the production button 25, and only the unit of the production button 25 is shown in perspective. It is displayed more. In this embodiment, each standby display 92 is associated with each special figure fluctuation display game. The standby display 92 at the bottom position corresponds to the special figure fluctuation display game in progress. Then, the second, third, fourth and fifth standby displays 92 from the bottom are displayed in the order of consumption. Compatible with special figure 2 variable display games based on the 1st, 2nd, 3rd, and 4th 2nd starting memories It is supposed to be done. At the stage of FIG. 1-32(b), the second start memory does not exist, and one standby display 92 corresponding to the special symbol variation display game being executed is displayed. Note that the standby display 92 and the special figure fluctuation display game may not be associated with each other.

[0285] As shown in FIG. 1-32(c), when a new second start memory occurs, the standby display 92 increases by one. After that, as shown in FIG. 1-32(d), two more second start memories occur and the number of standby displays 92 increases by two. There are multiple display modes for the standby display 92, and each display mode is a suggestion or a report. The degree of expectation, which is the probability of a special result known to the public, differs. That is, The standby display 92 is a suggestive display indicating a high possibility of a special result. here from below The display mode of the standby display 92 up to the third one is a white display mode indicating the lowest level of expectation. The display mode of the fourth standby display 92 from the bottom is a diagonal line indicating that expectations are higher than these. The display mode is as follows. The fourth standby display from the bottom, 92, is the second start record that will be consumed third. It corresponds to the special figure 2 variable display game based on memory, and here the second start to be digested third It has been suggested or announced that the special figure 2 variable display game based on memory is highly anticipated. There is. The results of the special figure fluctuation display game based on the second starting memory are based on the preliminary judgment results. judge.

[0286] If the second starting memory reaches the upper limit before the performance that requests the player to operate the performance button 25 is started, the standby notice display 93 is displayed as shown in Figure 1-32(e). A standby display 92 is displayed at all locations. Additionally, a message "Ready completed!!" is displayed to indicate that the upper limit has been reached. Thereafter, when the remaining time displayed on the remaining time display 94 runs out, a performance that requests the player to operate the performance button 25 is started as shown in FIG. 1-32(f). As shown in FIG. 1-32(g), a meter display 95 is displayed in this performance, and a special result is indicated when the value of the meter display 95 reaches the upper limit. The value on the meter display 95 will now increase depending on the effect that corresponds to the operation of the effect button 25. First, the standby display 92 at the bottom position moves to the center of the display area and the request display 9 6, and requests the player to operate the performance button 25. The request display 96 is the production button 25 This is a display that imitates , and only the unit of the production button 25 is displayed in a perspective view. Also, Adjacent to the lower side of the request display 96 is a meter display 96a that indicates the time when the operation of the operation section is valid. will also be held at the same time.

[0287] When the player operates the performance button 25 in accordance with the request display 96, a point display 97 that displays the points acquired as a corresponding performance is displayed as shown in Figure 1-32(h), and a meter is displayed for the acquired points. Display 95 increases. If the time period during which the operation of the operation section is valid has elapsed without the player operating the performance button 25, the corresponding performance may not be performed, or the corresponding performance may be performed. . After that, as shown in FIGS. 1-33(a) to (d), the standby display 92 at the bottom position moves to the center of the display area and becomes a request display 96, and the player presses the performance button according to the request display 96. When you operate 25, a point display 97 showing the points you have earned is displayed, and the meter display 95 increases by the amount of points you have earned.

[0288] As shown in Figure 1-33(c), when the standby display 92 shown in a highly anticipated display mode moves to the center of the display area and becomes the request display 96, the request display 96 also displays the standby display 92. It is displayed by taking over the display mode of . Note that the display mode may change when the request display 96 is displayed. Here, the display mode does not change after the request display 96 is reached, and the display mode in this request display 96 becomes the final display mode and indicates the level of expectation. In other words, the request display 96 is a suggestive display indicating a high possibility of a special result. Then, as shown in FIG. 1-33(d), the meter display 95 reaches the upper limit by acquiring points. Along with this, as shown in FIG. 1-33(e), a notification effect is started when the meter display 95 reaches the upper limit value.

[0289] In this example, the second starting memory to be digested thirdly is the special result, and as shown in Figure 1-33(f), it is the final game of the specific game state ST4 during the execution of the notification effect. The special figure fluctuation display game ends with a wrong result. As a result, the specific gaming state ST4 is ended and the remaining pending state ST5 is entered, but a special performance indicating that the specific gaming state ST4 has ended is not performed here. Then, as shown in Figure 1-33(g), the second starting memory that is digested in the first and second memory is digested as a result of failure, and as shown in Figure 1-33(h), the second starting memory is digested in the third memory as shown in Figure 1-33(h). A special result is derived upon completion of the second starting memory being consumed. Even if a special result is obtained in either the final game in the specific gaming state ST4 or the second special symbol fluctuation display game based on the maximum of four second starting memories in the remaining pending state ST5, the results shown in Figure 1-33(e The effects similar to those shown in ) to (h) are performed, and it is difficult to visually determine which special figure variation display game resulted in a special result.

[0290] By playing multiple special figure variation display games in a series of effects in this way, the second special figure variation display based on up to four second starting memories in the final game of the specific game state ST4 and the remaining pending state ST5 is performed. The game can be made to appear as if it were a single special figure variable display game. By including multiple special symbol fluctuation display games in a series of performances, the possibility of a special result in this series of performances increases, so it is possible to create an impression that there is a high possibility of a special result at the end of the specific game state ST4. This can effectively improve the interest of the game.

[0291] FIG. 1-34 shows another example of the display mode of the standby display 92 and the request display 96. The display mode of the standby display 92 and request display 96 in Figures 1-32 and 1-33 is displayed only in a single display mode without changing the display mode, and the display mode is the final display mode. It's supposed to be. For example, the standby display 92 that started to be displayed in Figure 1-32(b) is displayed in a white display format, and then the request display 96 as shown in Figure 1-32(g) is displayed without changing the display format. It becomes. In addition, as shown in Figure 1-32(g), when the request display 96 is reached, the display mode is white, and this display mode is maintained thereafter, and the white display mode is This is the final display mode.

[0292] FIG. 1-34 shows an example of a case where the standby display 92 and the request display 96 undergo a specific display process to reach the final display mode. As shown in FIG. 1-34(a), in this example, the fourth standby display 92 from the bottom undergoes a specific display process. In this specific display process, the display mode changes sequentially from the start of display of the standby display 92 to white, horizontal lines, diagonal lines, hatching, white, and so on. Note that the display modes that change sequentially include those that become the final display mode, and in a particular display process, the display mode that becomes the final display mode is temporarily changed during the process of sequentially changing the display mode. It can also be said that the image is displayed in another display mode, and then becomes the final display mode again.

[0293] Also, "?" is displayed to indicate that the display mode has changed and the final display mode is unknown. It is now marked with the characters . When changing the display mode, select multiple display modes. The colors are changed so that they are not displayed at the same time, and the rainbow color display where multiple colors are displayed at the same time. are trying to be different. This change in display mode continues over the period during which the standby display 92 is displayed, as shown in FIGS. 1-34(b) to (d).

[0294] Thereafter, when the standby display 92 shifts to the request display 96 as shown in FIG. 1-34(e), the specific display process continues in the request display 96 as well. If a specific display process continues, the display imitating the production button 25 of the request display 96 is pressed as the player operates the operation unit, as shown in Figure 1-34(f). At the same time, the change in the display mode is completed and the first display mode is displayed as the final display mode. Here, the shaded display mode indicates the final display mode. This allows the player to clearly understand the final display mode. The effect showing the final display mode as shown in Figure 1-34(f) is not performed unless a specific display process is performed, but even if the specific display process is not performed, the final display mode will not be displayed. It may be performed as a performance to show.

[0295] Thereafter, as shown in FIG. 1-34(g), a point display 97 is displayed that displays the points earned as an effect corresponding to the operation. At this time, the display mode of the point display 97 is set to the final display mode shown in the request display 96, and here it is a hatched display mode. In this way, by showing the final display mode even in the performance corresponding to the operation, it becomes possible for the player to understand the final display mode more clearly. This effect may also be performed as an effect indicating the final display mode when a specific display process is not performed.

[0296] FIG. 1-34(h) shows an example of the display mode and expectation level of the standby display 92 and request display 96. There are four display modes: white, horizontal lines, diagonal lines, and shading. In addition, in the figure, the display mode of the standby display 92 and the request display 96 is expressed in white, horizontal lines, diagonal lines, and shading, but in actual gaming machines, they may be expressed using different display colors. good. For example, the display mode of white in the figure is the display mode of white display color, the display mode of horizontal lines in the figure is the display mode of green display color, and the display mode of diagonal lines in the figure is the display mode of red display color. In addition, the shaded display mode in the figure may be a gold display color display mode.

[0297] For each display mode, the final display mode is the display mode when the player operates the operation panel. The level of expectation for the display mode is determined. This level of expectation differs between cases where a specific display process is not used and cases where a specific display process is used. The level of expectation is higher when a person goes through a specific display process than when they do not go through a specific display process. It is designed to become. In particular, in this embodiment, the expectation of the display mode is one level higher. For example, the display mode of diagonal lines after going through a specific display process is different from the display mode when the screen does not go through a specific display process. The expected degree of the display mode of the shading in the case of This allows each display mode to It can give the impression that the game has been improved, and can effectively improve the interest of the game. Wear. In this way, expectations for each display mode can be made to differ depending on whether or not a specific display process is passed. This allows you to increase the number of presentation patterns without increasing the variation in display formats. In addition to suppressing the increase in RAM capacity, variations are easy for players to understand. It is possible to create a performance that is rich in character.

[0298] In addition, the order of expectations for each display mode without going through a specific display process and the specific table The order of the expectations during the display process may be different. For example, a specific display process If there is no display process, white has the lowest expectation, but if it goes through a specific display process, white has the lowest expectation. may be made higher. Furthermore, the display state that appears only after passing through a specific display process. The display mode may have a higher degree of expectation than other display modes. Also good.

[0299] In addition, the order in which the display mode changes in a specific display process is white, horizontal line, diagonal line, shaded, The order is white... and the expectations are changed from lowest to highest. , this order can be set arbitrarily and may be changed randomly. In addition, all display modes are displayed sequentially, but only some display modes are displayed sequentially. You can do it like this. In addition, display modes selected from among multiple display modes are displayed in sequence. You can do it like this. In this case, the final It may also be possible to suggest or notify the high degree of expectation of the display mode. In addition, as shown in Figures 1-34(f) and (g), although we are trying to perform an effect that clearly shows the final display mode, other effects are also used to indicate the final display mode. Also good. For example, at the timing shown in Figure 1-34(f), an effect display may be displayed in the display area corresponding to the final display mode, or a character may be displayed corresponding to the final display mode. It's okay.

[0300] In addition, as a final display mode when going through a specific display process, All display modes that can be selected in some cases can be selected, but only some display modes can be selected. You may do so. For example, when going through a specific display process, the display mode of white, which has the lowest level of expectation, is selected. You may also choose not to select it, and select a display format with high expectations. . In addition, although a specific display process is started from the time when the standby display 92 starts displaying, When machine display 92 starts displaying, only a single display mode is displayed, and then the predetermined A specific display process may be started at a specific timing.

[0301] Also, if the standby display 92 specifies a specific display process, the request display 96 also specifies the display process. However, when the standby display 92 becomes a specific display process, and the request display 96 changes, may be stopped and the request display 96 may be displayed as a single display. Conversely, a single standby display of 92 A specific display process may be started when the request display 96 is reached. Also, the standby display 92 or request display 96 to start or end a specific display process at any timing. good. The degree of expectation in these cases is preferably the degree of expectation when going through a specific display process. However, it is also possible to use the expectation level without going through a specific display process.

[0302] In addition, as a specific display process, the display mode changes cyclically or randomly and is displayed once. The display mode that was previously displayed can be displayed again in the process of change, but the display mode that has been displayed once is The display mode may include a unidirectional change display mode in which the display mode is not displayed again during the process of change. In addition, the specific display process is not limited to the display mode shown here, and may include other display processes. It's okay. For example, it may be possible to attach a specific display such as a character, or the size It is also possible to make the shapes different. In addition, although the case where the standby display 92 and the request display 96 go through a specific display process has been explained, Similarly, in cases where expectations are suggested or communicated by display format in other displays, certain The degree of expectation for the same display mode may be different depending on whether the display mode is processed or not. other tables The display mode of the display includes the display mode of the decorative special figure start memory display of the standby memory display section 83, and the display mode of the execution The middle memory display section 84 displays the memory display during execution, the display of specific parts displayed in the performance, the character display, and the Examples include object display and background display.

[0303] Based on the above, a game is executed based on the establishment of a predetermined condition, and the result of the game is a special conclusion. Controls the performance of games in gaming machines that create an advantageous state for the player when the outcome is the same. A production control means (production control device 300), and a display means (display device) capable of displaying the production of the game. 41), and the effect control means indicates to the display means a high possibility of a special result. It is possible to display a suggestion display, and the final display mode can be changed through a specific display process in the suggestion display. The final display format is determined by It is possible to make the probability of a special result different when the conditions are the same. It is possible. Therefore, the variety of effects can be increased and the interest of the game can be improved.

[0304] In addition, it is provided with an operation section (performance button 25) that can be operated by the player, and the production control means is configured to control the operation section. It is possible to execute an operation request performance that requests an operation, and in the operation request performance, the operation is performed on the display means. It is possible to display a request for operation of the section, and display a suggestion display in the request display. It is possible. Therefore, it is possible to make suggestions where the player pays attention, improving the interest of the game. can do.

[0305] In addition, the presentation control means cyclically displays a plurality of display modes as a specific display process, and controls the operation. This means that the final display mode is displayed as the section is operated. Therefore, the final display mode is displayed based on the player's operations, and the player This increases the interest of the game by making it appear as if the final display format has been selected based on the player's will. can be raised.

[0306] In addition, the presentation control means determines the display mode that will be the final display mode as a specific display process. After that, another display mode is used, and then the final display mode is used again. Therefore, the display mode that has been displayed once may be displayed again, and the final display mode It is possible to increase the interest in the process of becoming.

[0307] In addition, the production control means is configured to provide a special result when a final display mode is obtained through a specific display process. This means that the display mode that is least likely to result in a negative result is not selected. Therefore, expectations for a specific display process increase, and the enjoyment of the game can be improved. Ru.

[0308] FIG. 1-35 shows an example of a performance that enables operations other than those requested in the performances shown in FIGS. 1-32 to 1-34. Figure 1-35(a) shows the timing shown in Figure 1-33(c). In this example, when the request display 96 requests the operation of the production button 25, the player presses the center button 29a of the cross key 29, which is an operation section different from the production button 25. Here, the operation of this cross key 29 is also considered to be a valid operation, and in conjunction with the operation, the effect shown in Figure 1-35(b) is displayed instead of the effect shown in Figure 1-33(d) when the effect button 25 is pressed. The performance shown will be performed.

[0309] The performance shown in Figure 1-35(b) is a winning performance in which the points earned are very high and the value of the meter display reaches the upper limit of 95 in one hit, and it is a guaranteed hit performance. This is a special effect that can only occur when you operate the control panel. Please note that the effects that occur when an operation other than the requested one is performed are limited to those listed above. do not have. What happens when you perform a requested operation, and what happens when you perform an operation other than the requested operation. Although it is preferable that the same performance be performed, it is preferable that the good.

[0310] In the series of effects shown in Figures 1-32 to 1-34, operations other than the requested operations are valid only during the period when the request display 96 is displayed, and only when multiple requests are made. Among the display opportunities of display 96, only predetermined display opportunities are included. For example, as shown in FIG. 1-35(a), it is valid only when the display mode of the request display 96 is a predetermined display mode, and is invalid at other display occasions of the request display 96. Of course, it may be valid on all display occasions of the request display 96. In particular, the interest of the game can be improved by validating operations other than those requested in the case of a special result and performing a win confirmation performance as shown in FIG. 1-35(b).

[0311] In this way, when a predetermined operation is requested, an operation other than the one requested is performed. By making it possible to perform performances that correspond to various operations, it is possible to perform performances with different tastes. The interest in playing games can be effectively improved. In addition, in the case of an effect that enables operation of other operation parts during a period when request display 96 is not displayed. In some cases, only some players who know the specifications of the gaming machine in question can operate it, and the Although the effect of improving taste is limited, requests can be made during the period when request display 96 is displayed as described above. By enabling operations other than the one you just performed, you recognize that it is an opportunity to perform some operation. This increases the possibility that players will try other operations, and even players who are new to the game will be able to enjoy special Since the possibility of seeing the performance increases, the interest in the game can be effectively improved. .

[0312] Note that if an operation other than the requested operation is invalid, the operation other than the requested operation may not be performed. If the operation is invalid, a notification may be provided to the effect that the operation is invalid. In addition, in the above example, the cross key 29 other than the production button 25 that was requested to be operated was operated. Although it is possible to perform different effects depending on the situation, a specific effect can be performed on the effect button 25 that is requested to be operated. It may also be possible to perform a different effect when performing an operation than when a specific operation is not performed. . For example, if an operation to press the production button 25 once is requested, , it may be possible to perform different effects depending on when the button is pressed multiple times. That is, the requested operation It is sufficient if it performs an effect corresponding to the operation when an operation different from the original one is performed.

[0313] In addition, the effects shown in Figures 1-32 to 1-35 are performed when support A is selected as the ending condition of specific gaming state ST4, but support B or support C is selected as the ending condition of specific gaming state ST4. It is also possible to execute when is selected. In addition, it is not limited to cases where a jackpot is derived as a special result, but also cases where a small hit or support hit occurs. A similar effect can also be performed when In addition, the above-mentioned changes can be made from before the predetermined game in which the ceiling is reached to in the game in which the ceiling is reached. When the meter display reaches the upper limit of 95, you will be notified that the ceiling has been reached. You can do it as well. In this case, even if it does not reach the ceiling, a similar effect is performed and the meter is displayed. It is also possible to end the process without reaching the upper limit of 95.

[0314] FIGS. 1-36 and 1-37 show other examples of effects that request operation of the operating section. As shown in FIG. 1-36(a), when the identification information is being displayed in a variable manner in each variable display area of ​​the decorative special figure variable display game display section 81, at a predetermined timing, the display shown in FIG. 1-36(b) As shown in the figure, a request display 96 requesting pressing of the effect button 25 is displayed in each variable display area.

[0315] When the player presses the performance button 25, the variable display in the left variable display area 81a temporarily stops as shown in FIG. 1-36(c). Next, when the player presses the performance button 25, the variable display in the medium variable display area 81b is temporarily stopped as shown in FIG. 1-36(d). Furthermore, when the player presses the performance button 25, the variable display in the right variable display area 81c temporarily stops as shown in FIG. 1-36(e), and then changes as shown in FIG. 1-36(f). The display ends.

[0316] Here, the result of the special figure fluctuation display game is a special result, so it will stop in the special result mode, but if the result of the special figure change display game is a loss, it will stop in the lose result mode. It has become. Even in the case of a miss, the player's sense of anticipation can be maintained by setting the winning state at the time shown in FIG. 1-36(d). Of course, it may also be possible to indicate that the player is not in the reach state at the time shown in Figure 1-36(d) and is out. Furthermore, the order of stopping in response to the operation of the production button 25 is set to the left variable display area 81a, the middle variable display area 81b, and the right variable display area 81c, but the order is not limited to this and the stopping order can be set arbitrarily. It is.

[0317] In such a performance, the performance can be advanced by operations other than the requested operation. As shown in Figure 1-37(a), when the right button 29c of the four-way controller 29 is pressed while the request display 96 requesting the operation of the production button 25 is displayed in each variable display area, as shown in Figure 1-37(a), As shown in b), the variable display in the right variable display area 81c corresponding to the right button 29c is temporarily stopped. Next, when the left button 29e of the cross key 29 is pressed, the variable display in the left variable display area 81a corresponding to the left button 29e is temporarily stopped, as shown in FIG. 1-37(c). Further, when the center button 29a of the cross key 29 is pressed, the variable display in the medium variable display area 81b corresponding to the center button 29a is temporarily stopped, as shown in FIG. 1-37(d).

[0318] Here, the result of the special figure fluctuation display game is a special result, so it will stop in the special result mode, but if the result of the special figure change display game is a loss, it will stop in the lose result mode. It has become. If the result of the special figure fluctuation display game is a loss, it will be in the reach state at the time of Figure 1-37(c), but at the time of Figure 1-37(d), the identification symbol different from the identification symbol that constitutes the reach is displayed. It will temporarily stop and the result of failure will be displayed. Of course, it may also be possible to indicate that the player is not in the reach state at the time shown in Figure 1-37(c) and is out.

[0319] In this way, by operating the button of the cross key 29 corresponding to each variable display area, it is possible to temporarily stop the variable display of the corresponding variable display area. The operation order shown in FIG. 1-37 is an example, and by selecting a button on the cross key 29, the player can arbitrarily select a variable display area in which to temporarily stop. This makes it possible to stop the variable display area selected by the player like in a slot machine, and it is possible to provide new game characteristics and improve the interest of the game.

[0320] Note that it is also possible to stop the variable display by operating the production button 25 as shown in Figure 1-36, and to stop the variable display by operating the cross key 29 as shown in Figure 1-37. is . For example, from the state shown in Figure 1-36(c), if you press the left button 29e of the cross key 29, no change will occur because the left variable display area 81a has already been temporarily stopped, but if you press the right button of the cross key 29 29c, the variable display in the right variable display area 81c is temporarily stopped, and when the center button 29a of the cross key 29 is pressed, the variable display in the middle var...

Claims

【Claim 1】 In a gaming machine that executes a game based on the fulfillment of predetermined conditions and generates a favorable state for a player when the result of the game is a special result, game control means for controlling the progress of the game, having storage means capable of storing the number of times the predetermined conditions have been fulfilled; production control means for controlling to be able to display on a display means and output sound from a sound output means a production related to the game including a production related to the number of times the predetermined conditions have been fulfilled, corresponding to a command from the game control means; The display means is a start storage number display section for displaying the number of times the predetermined conditions have been fulfilled as a digital image; a standby storage display section for displaying the number of times the predetermined conditions have been fulfilled as an image image; and includes, as the game, a decorative game display section for displaying an image of identification information, in the display means; The production control means is capable of executing a suggestion production to suggest whether to change from a first production mode of displaying a first image on the display means to a second production mode of displaying a second image without displaying the first image on the display means; capable of outputting a first sound from the sound output means corresponding to the display of the first image on the display means; capable of outputting a second sound from the sound output means corresponding to the display of the second image on the display means; in the suggestion production, while displaying the digital image, the image image, and the image of the identification information overlaid on the first image, displaying a suggestion image in which the second image is displayed in a suggestion image display area separated by a boundary image that is a boundary between the first image and the first image, and outputting the first sound from the sound output means; enabling the transition to the second production mode by expanding the suggestion image display area to an area overlapping the standby storage display section and the decorative game display section while overlapping the image image and the image of the identification information on the front side; A gaming machine.