Game machine

JP2023149193A5Inactive Publication Date: 2025-07-02SOPHIA CO LTD
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Patent Information

Application Number
JP2022057632
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 images and information, including a production control system that allows for the presentation of predetermined game locations and interactive elements such as movable accessories, enhancing the visual and auditory experience.

Benefits of technology

This enhances player engagement and interest by providing dynamic game displays and interactive elements, improving the overall gaming experience.

✦ 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 capable of executing a game when a predetermined condition is met. [Background technology]

[0002] 2. Description of the Related Art Among conventional gaming machines, there are known ones that display game instructions on a display device. [Prior art documents] [Patent documents]

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

[0004] The object of the present invention is to improve the enjoyment of games. [Means for solving the problem]

[0005] In order to solve the above problems, the invention described in claim 1 is as follows: In a gaming machine capable of executing a game based on the establishment of a predetermined condition, a display means capable of displaying information; a performance control means for controlling the display means, The performance control means The display means is capable of displaying an image showing a predetermined location on the gaming machine. [Effects of the Invention]

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

[0007] [Figure 1-1] 1 is a front view of a gaming machine according to one 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] FIG. [Figure 1-4] 1 is a block diagram showing an example of the configuration of a control system of a gaming machine. [Figure 1-5] 1 is a block diagram showing an example of the configuration of a control system of a gaming machine. [Figure 1-6] This figure shows an example of the distribution rate of the results of the special pattern variation display game, the distribution rate of the jackpot pattern, the probability of the normal pattern, and the number of games to reach the ceiling. [Figure 1-7] FIG. 10 is a diagram for explaining the transition of game states. [Figure 1-8] 10 is a flowchart illustrating a main process. [Figure 1-9] 10 is a flowchart illustrating a main process. [Figure 1-10] 10 is a flowchart illustrating a timer interrupt process. [Figure 1-11] 10 is a flowchart illustrating special game processing. [Figure 1-12] This is a flowchart explaining the common processing of the special chart start port switch. [Figure 1-13] 10 is a flowchart illustrating the special chart reservation information determination process. [Figure 1-14] This is a flowchart explaining the special chart normal processing. [Figure 1-15] This is a flowchart explaining the special chart 1 change start processing and the special chart 2 change start processing. [Figure 1-16] This is a flowchart explaining the special chart 1 stop pattern setting process. [Figure 1-17] This is a flowchart explaining the special chart 2 stop pattern setting process. [Figure 1-18] 10 is a flowchart illustrating processing during special chart change. [Figure 1-19] 10 is a flowchart illustrating a time-saving end setting process. [Figure 1-20] This is a flowchart explaining the processing during special chart display. [Figure 1-21]This is a flowchart explaining the processing during special chart display. [Figure 1-22] 10 is a flowchart illustrating a fanfare / interval processing transition setting process 1. [Figure 1-23] 10 is a flowchart illustrating a support operation setting process. [Figure 1-24] This is a flowchart explaining the jackpot end processing. [Figure 1-25] 10 is a flowchart illustrating a specific area switch monitoring process. [Figure 1-26] This is a flowchart explaining the processing of remaining balls in a small win. [Figure 1-27] This is a flowchart explaining the small hit end processing. [Figure 1-28] 10 is a flowchart illustrating the main processing of the performance control device. [Figure 1-29] 10 is a flowchart illustrating a received command check process. [Figure 1-30] 10 is a flowchart illustrating a received command analysis process. [Figure 1-31] FIG. 10 is a diagram illustrating an example of a presentation. [Figure 1-32] FIG. 10 is a diagram illustrating an example of a presentation. [Figure 1-33] FIG. 10 is a diagram illustrating an example of a presentation. [Figure 1-34] FIG. 10 is a diagram illustrating an example of a presentation. [Figure 1-35] FIG. 10 is a diagram illustrating an example of a presentation. [Figure 1-36] FIG. 10 is a diagram illustrating an example of a presentation. [Figure 1-37] FIG. 10 is a diagram illustrating an example of a presentation. [Figure 1-38] FIG. 10 is a diagram illustrating an example of a presentation. [Figure 1-39] FIG. 10 is a diagram illustrating an example of a presentation. [Figure 1-40] FIG. 10 is a diagram illustrating an example of an image. [Figure 1-41] FIG. 10 is a diagram illustrating an example of a selection display. [Figure 2-1] 1 is a front view of a gaming machine according to one 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] FIG. [Figure 2-4] 1 is a block diagram showing an example of the configuration of a control system of a gaming machine. [Figure 2-5] 1 is a block diagram showing an example of the configuration of a control system of a gaming machine. [Figure 2-6] This figure shows an example of the distribution rate of the results of the special pattern variation display game, the distribution rate of the jackpot pattern, the probability of the normal pattern, and the number of games to reach the ceiling. [Figure 2-7] FIG. 10 is a diagram for explaining the transition of game states. [Figure 2-8] 10 is a flowchart illustrating a main process. [Figure 2-9] 10 is a flowchart illustrating a main process. [Figure 2-10] 10 is a flowchart illustrating a timer interrupt process. [Figure 2-11] 10 is a flowchart illustrating special game processing. [Figure 2-12] This is a flowchart explaining the common processing of the special chart start port switch. [Figure 2-13] 10 is a flowchart illustrating the special chart reservation information determination process. [Figure 2-14] This is a flowchart explaining the special chart normal processing. [Figure 2-15] This is a flowchart explaining the special chart 1 change start processing and the special chart 2 change start processing. [Figure 2-16] This is a flowchart explaining the special chart 1 stop pattern setting process. [Figure 2-17] This is a flowchart explaining the special chart 2 stop pattern setting process. [Figure 2-18] 10 is a flowchart illustrating processing during special chart change. [Figure 2-19] 10 is a flowchart illustrating a time-saving end setting process. [Figure 2-20] This is a flowchart explaining the processing during special chart display. [Figure 2-21]This is a flowchart explaining the processing during special chart display. [Figure 2-22] 10 is a flowchart illustrating a fanfare / interval processing transition setting process 1. [Figure 2-23] 10 is a flowchart illustrating a support operation setting process. [Figure 2-24] This is a flowchart explaining the jackpot end processing. [Figure 2-25] 10 is a flowchart illustrating a specific area switch monitoring process. [Figure 2-26] This is a flowchart explaining the processing of remaining balls in a small win. [Figure 2-27] This is a flowchart explaining the small hit end processing. [Figure 2-28] 10 is a flowchart illustrating the main processing of the performance control device. [Figure 2-29] 10 is a flowchart illustrating a received command check process. [Figure 2-30] 10 is a flowchart illustrating a received command analysis process. [Figure 2-31] FIG. 10 is a diagram illustrating an example of a presentation. [Figure 2-32] FIG. 10 is a diagram illustrating an example of a presentation. [Figure 2-33] FIG. 10 is a diagram illustrating an example of a presentation. [Figure 2-34] 10 is a diagram illustrating the manner in which a game is executed in a specific game state and the manner in which a game is executed in a second special game state. FIG. [Figure 2-35] FIG. 10 is a diagram illustrating another example of a game execution mode in a specific game state. [Figure 2-36] FIG. 10 is a diagram illustrating an output mode of external information. [Figure 2-37] FIG. 10 is a front view of the game board in the first modified example. [Figure 3-1] 1 is a front view of a gaming machine according to one 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] FIG. [Figure 3-4]1 is a block diagram showing an example of the configuration of a control system of a gaming machine. [Figure 3-5] 1 is a block diagram showing an example of the configuration of a control system of a gaming machine. [Figure 3-6] This figure shows an example of the distribution rate of the results of the special chart change display game, the distribution rate of the jackpot pattern, the number of games until the ceiling is reached, and the conditions for ending a specific game state. [Figure 3-7] A diagram explaining the operation mode when a small hit occurs. [Figure 3-8] FIG. 10 is a diagram illustrating a normal map variation display game. [Figure 3-9] FIG. 10 is a diagram for explaining the transition of game states. [Figure 3-10] 10 is a diagram illustrating how to handle overlapping time-saving events and the display on the collective display device. FIG. [Figure 3-11] FIG. 10 is a diagram illustrating information to be output to the outside of the gaming machine. [Figure 3-12] FIG. 10 is a diagram illustrating information to be output to the outside of the gaming machine. [Figure 3-13] 10 is a flowchart illustrating a main process. [Figure 3-14] 10 is a flowchart illustrating a main process. [Figure 3-15] 10 is a flowchart illustrating a timer interrupt process. [Figure 3-16] 10 is a flowchart illustrating special game processing. [Figure 3-17] This is a flowchart explaining the common processing of the special chart start port switch. [Figure 3-18] 10 is a flowchart illustrating the special chart reservation information determination process. [Figure 3-19] This is a flowchart explaining the special chart normal processing. [Figure 3-20] This is a flowchart explaining the special chart 1 change start processing and the special chart 2 change start processing. [Figure 3-21] This is a flowchart explaining the special chart 1 stop pattern setting process. [Figure 3-22] This is a flowchart explaining the special chart 2 stop pattern setting process. [Figure 3-23]10 is a flowchart illustrating processing during special chart change. [Figure 3-24] 10 is a flowchart illustrating a time-saving end setting process. [Figure 3-25] This is a flowchart explaining the processing during special chart display. [Figure 3-26] This is a flowchart explaining the processing during special chart display. [Figure 3-27] 10 is a flowchart illustrating a fanfare / interval processing transition setting process 1. [Figure 3-28] 10 is a flowchart illustrating a support operation setting process. [Figure 3-29] This is a flowchart explaining the jackpot end processing. [Figure 3-30] 10 is a flowchart illustrating a specific area switch monitoring process. [Figure 3-31] This is a flowchart explaining the processing of remaining balls in a small win. [Figure 3-32] This is a flowchart explaining the small hit end processing. [Figure 3-33] 10 is a flowchart illustrating the main processing of the performance control device. [Figure 3-34] 10 is a flowchart illustrating a received command check process. [Figure 3-35] 10 is a flowchart illustrating a received command analysis process. [Figure 3-36] FIG. 10 is a diagram illustrating an example of a presentation. [Figure 3-37] FIG. 10 is a diagram illustrating an example of a presentation. [Figure 3-38] FIG. 10 is a diagram illustrating an example of a presentation. [Figure 3-39] FIG. 10 is a diagram illustrating an example of a presentation. [Figure 4-1] 1 is a front view of a gaming machine according to one 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] FIG. [Figure 4-4] 1 is a block diagram showing an example of the configuration of a control system of a gaming machine. [Figure 4-5] 1 is a block diagram showing an example of the configuration of a control system of a gaming machine. [Figure 4-6] This figure shows an example of the distribution rate of the results of the special chart change display game, the distribution rate of the jackpot pattern, the number of games until the ceiling is reached, and the conditions for ending a specific game state. [Figure 4-7] A diagram explaining the operation mode when a small hit occurs. [Figure 4-8] FIG. 10 is a diagram illustrating a normal map variation display game. [Figure 4-9] FIG. 10 is a diagram for explaining the transition of game states. [Figure 4-10] 10 is a diagram illustrating how to handle overlapping time-saving events and the display on the collective display device. FIG. [Figure 4-11] FIG. 10 is a diagram illustrating information to be output to the outside of the gaming machine. [Figure 4-12] FIG. 10 is a diagram illustrating information to be output to the outside of the gaming machine. [Figure 4-13] 10 is a flowchart illustrating a main process. [Figure 4-14] 10 is a flowchart illustrating a main process. [Figure 4-15] 10 is a flowchart illustrating a timer interrupt process. [Figure 4-16] 10 is a flowchart illustrating special game processing. [Figure 4-17] This is a flowchart explaining the common processing of the special chart start port switch. [Figure 4-18] 10 is a flowchart illustrating the special chart reservation information determination process. [Figure 4-19] This is a flowchart explaining the special chart normal processing. [Figure 4-20] This is a flowchart explaining the special chart 1 change start processing and the special chart 2 change start processing. [Figure 4-21] This is a flowchart explaining the special chart 1 stop pattern setting process. [Figure 4-22] This is a flowchart explaining the special chart 2 stop pattern setting process. [Figure 4-23] 10 is a flowchart illustrating processing during special chart change. [Figure 4-24] 10 is a flowchart illustrating a time-saving end setting process. [Figure 4-25] This is a flowchart explaining the processing during special chart display. [Figure 4-26] This is a flowchart explaining the processing during special chart display. [Figure 4-27] 10 is a flowchart illustrating a fanfare / interval processing transition setting process 1. [Figure 4-28] 10 is a flowchart illustrating a support operation setting process. [Figure 4-29] This is a flowchart explaining the jackpot end processing. [Figure 4-30] 10 is a flowchart illustrating a specific area switch monitoring process. [Figure 4-31] This is a flowchart explaining the processing of remaining balls in a small win. [Figure 4-32] This is a flowchart explaining the small hit end processing. [Figure 4-33] 10 is a flowchart illustrating the main processing of the performance control device. [Figure 4-34] 10 is a flowchart illustrating a received command check process. [Figure 4-35] 10 is a flowchart illustrating a received command analysis process. [Figure 4-36] FIG. 10 is a diagram illustrating an example of a presentation. [Figure 4-37] 10 is a time chart showing the display of a specific image and the timing of transition of the presentation mode. [Figure 4-38] FIG. 10 is a diagram illustrating an example of a presentation. [Figure 4-39] FIG. 10 is a diagram illustrating an example of a presentation. [Figure 4-40] FIG. 10 is a diagram illustrating an example of a presentation. [Figure 4-41] FIG. 10 is a diagram illustrating an example of a presentation. [Figure 4-42] FIG. 10 is a diagram illustrating an example of a presentation. [Figure 4-43] FIG. 10 is a diagram illustrating an example of a presentation. [Figure 4-44]10 is a time chart showing the display of a specific image and the timing of transition of the presentation mode. [Figure 5-1] FIG. 2 is an oblique view of the gaming machine from the front side. [Figure 5-2] FIG. [Figure 5-3] 1 is a block diagram showing an example of the configuration of a game control system of a gaming machine. [Figure 5-4] FIG. 2 is a block diagram showing an example of the configuration of a presentation control system of a gaming machine. [Figure 5-5] 1 is a flowchart (part 1) showing the procedure of the main process. [Figure 5-6] 10 is a second flowchart showing the procedure of the main process. [Figure 5-7] 10 is a third flowchart showing the procedure of the main process. [Figure 5-8] A diagram showing the RAM configuration of a gaming microcomputer. [Figure 5-9] 10 is a flowchart showing a procedure for a safety device information initialization process. [Figure 5-10] 10 is a flowchart showing the procedure for a performance display editing process. [Figure 5-11] 10 is a flowchart showing a procedure for a timer interrupt process. [Figure 5-12] 10 is a flowchart showing the procedure of an output process. [Figure 5-13] A flowchart showing the steps of the prize slot switch / status monitoring process. [Figure 5-14] 10 is a flowchart showing the procedure for the fraud and winning monitoring process. [Figure 5-15] 10 is a flowchart showing the procedure for updating the number of winnings counter. [Figure 5-16] 10 is a flowchart showing the steps of a gaming machine status check process. [Figure 5-17] A flowchart showing the steps of the probability setting change / confirmation process. [Figure 5-18] 10 is a flowchart showing the procedure for special game processing. [Figure 5-19]10 is a flowchart showing the procedure for the start port switch monitoring process. [Figure 5-20] This is a flowchart showing the procedure for common processing of the special chart start port switch. [Figure 5-21] 10 is a flowchart illustrating a procedure for a specific area switch monitoring process. [Figure 5-22] 10 is a flowchart showing the procedure for special chart normal processing. [Figure 5-23] This is a flowchart showing the steps for the special chart 1 change start processing. [Figure 5-24] This is a flowchart showing the steps for the special chart 2 change start processing. [Figure 5-25] This is a flowchart showing the steps of the jackpot flag 1 setting process. [Figure 5-26] A flowchart showing the steps of the jackpot flag 2 setting process. [Figure 5-27] A flowchart showing the steps of the jackpot determination process. [Figure 5-28] This is a flowchart showing the steps of the small hit determination process. [Figure 5-29] This is a flowchart showing the steps of the support hit determination process. [Figure 5-30] This is a flowchart showing the steps of the special chart 1 stop pattern setting process. [Figure 5-31] This is a flowchart showing the steps of the special chart 2 stop pattern setting process. [Figure 5-32] 10 is a flowchart showing the steps of a special chart information setting process. [Figure 5-33] 10 is a flowchart showing the steps of the variation pattern setting process. [Figure 5-34] 10 is a flowchart showing the procedure of a 2-byte allocation process. [Figure 5-35] 10 is a flowchart showing the procedure of a distribution process. [Figure 5-36] 10 is a flowchart showing the steps of the fluctuation start information setting process. [Figure 5-37] This is a flowchart showing the procedure for processing during special chart change. [Figure 5-38]10 is a flowchart showing the procedure for a time-saving end setting process. [Figure 5-39] A flowchart showing the steps of the presentation mode information check process. [Figure 5-40] This is a flowchart showing the steps of the first half of the processing during special chart display. [Figure 5-41] This is a flowchart showing the steps of the latter half of the processing during special chart display. [Figure 5-42] 10 is a flowchart showing the procedure for a support operation setting process. [Figure 5-43] 10 is a flowchart showing a procedure for processing a bonus game. [Figure 5-44] This is a flowchart showing the procedure for normal processing of reels. [Figure 5-45] This is a flowchart showing the steps for processing the end of a jackpot. [Figure 5-46] This is a flowchart showing the steps of the jackpot end setting process 1. [Figure 5-47] This is a flowchart showing the steps of the jackpot end setting process 2. [Figure 5-48] 10 is a flowchart showing the procedure for general game processing. [Figure 5-49] 10 is a flowchart showing a procedure for gate switch monitoring processing. [Figure 5-50] A flowchart showing the steps of the regular power winning switch monitoring process. [Figure 5-51] 10 is a flowchart showing the procedure of normal processing. [Figure 5-52] This is a flowchart showing the steps of the normal map change processing transition setting process. [Figure 5-53] This is a flowchart showing the procedure for processing during normal map changes. [Figure 5-54] 10 is a flowchart showing the procedure for processing during normal map display. [Figure 5-55] This is a flowchart showing the procedure for processing during a normal hit. [Figure 5-56] 10 is a flowchart showing the procedure for a normal power operation transition setting process. [Figure 5-57]10 is a flowchart showing the procedure for processing normal residual balls. [Figure 5-58] This is a flowchart showing the procedure for normal winning end processing. [Figure 5-59] 10 is a flowchart showing the procedure of the first half of an external information editing process. [Figure 5-60] 10 is a flowchart showing the procedure of the second half of the external information editing process. [Figure 5-61] 10 is a time chart showing the transmission of external information or a test signal. [Figure 5-62] 10 is a flowchart showing a procedure for a safety device-related process. [Figure 5-63] 10 is a flowchart showing the procedure of an outside-area integration process. [Figure 5-64] 10 is a flowchart showing a procedure for a performance display device control process. [Figure 5-65] A flowchart showing the steps of the difference ball confirmation process. [Figure 5-66] 10 is a flowchart showing a procedure for a safety device operation monitoring process. [Figure 5-67] 10 is a flowchart showing the main processing of the performance control device. [Figure 5-68] 10 is a flowchart showing a received command check process. [Figure 5-69] 10 is a flowchart showing a received command analysis process. [Figure 5-70] 10 is a flowchart showing a single command process. [Figure 5-71] 10 is a flowchart showing a pre-reading symbol command process. [Figure 5-72] 10 is a flowchart showing a look-ahead variation command process. [Figure 5-73] 10 is a flowchart showing a pattern command process. [Figure 5-74] 10 is a flowchart showing variable command processing. [Figure 5-75] 10 is a flowchart showing a variable performance setting process. [Figure 5-76]10 is a flowchart showing a procedure for processing a hit-related command. [Figure 5-77] 10 is a table showing the state of a performance-related device according to the state of a safety device. [Figure 5-78] 1 is an example (Example 1) of a screen transition diagram showing display screens of a display device in chronological order. [Figure 5-79] 1 is an example (Example 1) of a screen transition diagram showing display screens of a display device in chronological order. [Figure 5-80] 10 is another example (Example 2) of a screen transition diagram showing display screens of a display device in chronological order. [Figure 5-81] FIG. 10 is a diagram illustrating an example of an operation notice display when not waiting for customers. [Figure 5-82] This is a diagram showing an example of an operation notice display before and after a reach during a variable display other than when waiting for customers. [Figure 5-83] FIG. 10 is a diagram illustrating an example of an operation notice display while waiting for customers. [Figure 5-84] 10 illustrates an example of a display screen of the display device in a setting confirmation state (setting confirmation mode). [Figure 5-85] FIG. 10 is a diagram showing an example (example 1) of a specific model display other than a video. [Figure 5-86] FIG. 10 is a diagram showing an example (example 2) of a specific model display other than a video. [Figure 5-87] 10A and 10B are diagrams showing an example of a menu screen and an item screen corresponding to an item selected on the menu screen; [Figure 5-88] 10A and 10B are diagrams 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] 10 is a timing chart illustrating an example of the relationship between the operation of a safety device, a display, and a performance button. [Figure 5-90] 10 is a diagram illustrating an example of the relationship between the operation of a safety device, a display, and a performance button. FIG. [Figure 5-91] 10A and 10B are diagrams illustrating an example of the relationship between the operation of a safety device and a menu screen. [Figure 5-92]10A and 10B are diagrams 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] 10A and 10B are diagrams 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] 10 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 the menu screen. [Figure 5-95] FIG. 10 is a diagram illustrating an example of the relationship between an operation movie and a menu screen. [Figure 5-96] FIG. 10 is a diagram illustrating a modified example of the menu screen. [Figure 5-97] FIG. 10 is a diagram illustrating an example of an operation display. [Figure 5-98] 4 is a timing chart illustrating an example of the relationship between the operation of a safety device and an external signal. [Figure 5-99] 10 is a flowchart illustrating an example of an initial operation setting process performed by a performance control device. [Figure 5-100] 10 is a flowchart illustrating an example of power saving mode processing performed by a game control device. [Figure 5-101] 10 is a flowchart illustrating an example of a power saving function setting process performed by a performance control device. DETAILED DESCRIPTION OF THE INVENTION

[0008] First Embodiment FIG. 1-1 is a front view of a gaming machine 10 of this embodiment, and FIG. 1-2 is a perspective view of the front side of the gaming machine 10 of this embodiment. As shown in Figures 1-1 and 1-2, a gaming machine 10 of this embodiment has a front frame 12, which is attached to an outer frame (support frame) 11 so as to be pivotable open and closed. A gaming board 30 (see Figure 1-3) is stored in a storage section (not shown) formed on the front side of the front frame 12. In addition, a glass frame (transparent plate holding frame) 15 equipped with a cover glass (transparent member) 14 that covers the front of the gaming board 30 is attached to the front frame (main body frame) 12.

[0009] The glass frame 15 has a display that covers the front of the game board 30 at a position behind the cover glass 14. The display board 350 allows the game board 30 to be seen through, and also displays a predetermined In the gaming machine of this embodiment, by introducing light from the side edge, It is made up of a light guide plate on which an image appears, but is made up of a transparent LCD or EL display device. It may be possible to do so. When the display board 350 is not displaying a specific message, it is transparent and prevents the player from seeing the game board 30 behind. When a predetermined display is made on the display board 350, In this state, the visibility of the game board 30 behind the predetermined display portion is reduced. The game board 30 behind may be visible through the predetermined display, or the game board 30 behind may be visible through the predetermined display. The game board 30 behind may be invisible.

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

[0011] The lower portion of the glass frame 15 is provided with an upper tray (storage tray) 21 that supplies game balls to a ball launching device (not shown), and an upper tray ball outlet 22 through which game balls dispensed from a payout unit provided on the back side of the gaming machine 10 flow out. The upper edge of the upper tray 21 is provided with an effect button 25 that incorporates an effect button switch 25a (see FIG. 1-5) for receiving pressing input from the player. The effect button 25 also incorporates a drive source that vibrates the effect button 25. In other words, the gaming machine 10 of this embodiment is equipped with a vibration function that vibrates the effect button 25 to provide a predetermined notification. The effect button 25 may be configured to be convertible from a normal state (the state shown in FIGS. 1-1 and 1-2) to a protruding state (a state in which the upper surface (pressure surface) of the effect button 25 is higher than in the normal state).

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

[0013] Also, to the right of the effect button 25 are provided a loan button (ball loan button) 27a that the player operates when borrowing balls from an adjacent ball loan machine, a return button (discharge button) 27b that is operated to eject a prepaid card from the card unit of the ball loan machine, a balance indicator (balance display section) 27c that displays the balance of the prepaid card, an upper tray operation lever 27d that is operated to cause game balls in the upper tray 21 to flow down to the lower tray 23, and a mobile terminal placing section 28 on which the player can place a mobile terminal such as a smartphone. Also, to the left of the effect button 25 are provided a volume adjustment button 27e, a cross key 29, etc. In the gaming machine 10 of this embodiment, when the player rotates the handle 24, the ball launching device launches the gaming balls supplied from the upper tray 21 toward the gaming area 32 on the front of the gaming board 30. In addition, when the player operates the effect button 25 or the cross key 29, effects that involve the player's operation can be performed in the variable display game (decorative special symbol variable display game) on the display device 41 (see Figures 1-3).

[0014] Next, an example of the game board 30 will be described with reference to Fig. 1-3. Fig. 1-3 is a front view of the game board 30 of this embodiment. As shown in Figures 1-3, the gaming board 30 comprises a flat gaming board body that serves as a mounting base for various components. The gaming board body is made of wood or synthetic resin, and a gaming area 32 is provided on the front side of the gaming board body, surrounded by resin side cases 33 and an outer wall (guide rail) 31, which are provided at each of the four corners of the gaming board 30. The gaming machine 10 is configured so that a game is played by launching gaming balls from a ball launching device into the gaming area 32 surrounded by the outer wall 31. The gaming area 32 is provided with components such as windmills and obstacle spikes that change the flow direction of the gaming balls, and the launched gaming balls flow down the gaming area 32 while changing their rolling direction due to these components.

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

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

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

[0018] A normal symbol start gate (normal symbol start gate) 34 is provided in the game area 32 on the right side of the center case 40. Inside the normal symbol start gate 34, a gate switch 34a (see FIG. 1-4) is provided for detecting a game ball that has passed through the normal symbol start gate 34. When a game ball that has been shot into the game area 32 passes through the normal symbol start gate 34, a normal symbol variation display game is executed.

[0019] Three general winning openings 35 are arranged in the game area 32 at the lower left of the center case 40, and one general winning opening 35 is arranged in the game area 32 to the right of the center case 40. The entry of game balls into these general winning openings 35 is detected by winning opening switches 35a (see Figures 1-4) provided in the general winning openings 35.

[0020] A start winning hole 36 (first start winning area) that provides the start condition for the special chart 1 variable display game (first special chart variable display game) is provided in the game area 32 below the center case 40. A game ball that enters the start winning hole 36 is detected by the start winning hole 1 switch 36a (see Figure 1-4).

[0021] A normal variable winning device 37 (second start winning area) that provides the start conditions for the special chart 2 variable display game (second special chart variable display game) is provided on the right side of the center case 40. A game ball that has won the normal variable winning device 37 is detected by the start port 2 switch 37a (see Figure 1-4). The normal variable winning device 37 is equipped with a movable member 37b, which is normally kept in a closed state (a state disadvantageous to the player) that prevents game balls from flowing in. When the result of the normal variable display game reaches a predetermined result, the movable member 37b is operated in an inverted V shape by a normal electric solenoid 37c (see Figure 1-4) as a drive device, and the normal variable winning device 37 is changed to an open state (a state advantageous to the player) that allows game balls to easily flow in. In addition, the normal variable winning device 37 may be configured to allow game balls to win even when the movable member 37b is in the closed state, and to make it more difficult for game balls to win in the closed state than in the open state.

[0022] The game area 32 at the lower right of the center case 40 is equipped with a special variable prize winning device (large prize opening) 38, which can be switched between a state where it does not accept game balls and a state where it accepts game balls easily, depending on the results of the special variable prize winning game. The special variable prize winning device 38 has an attacca-style opening / closing door 38c, the upper end of which can be rotated toward the front and opened. When opened, it converts the upper large prize opening into a state where game balls can flow in. The special variable prize winning device 38 converts the large prize opening from a closed state to an open state depending on the results of the special variable prize winning game, facilitating the flow of game balls into the large prize opening, thereby awarding the player a predetermined game value (prize balls). Game balls that enter the special variable prize winning device 38 are detected by a large prize opening switch (count switch) 38a (see Figures 1-4).

[0023] Inside the large prize opening (prize area), a specific area into which game balls can flow is provided, and a lever member operated by a lever solenoid 38f (see FIG. 1-4) is provided to change the probability of game balls flowing into the specific area. A specific area switch 38d (see FIG. 1-4) capable of detecting the flow of game balls is provided in the specific area, and based on the detection of a game ball by the specific area switch 38d, a state advantageous to the player is generated (in this embodiment, a special game state is generated). Game balls that flow into the specific area are discharged to the outside of the special variable prize device 38.

[0024] Furthermore, inside the large prize opening there is provided a remaining ball discharge port switch 38e (see Figure 1-4) that detects game balls that do not flow into the specific area and are discharged to the outside of the special variable prize opening device 38. When the number of game balls detected by the large prize opening switch 38a provided inside the large prize opening (the number of game balls that flow into the large prize opening) matches the number of game balls detected by the specific area switch 38d and the remaining ball discharge port switch 38e (the number of game balls that are discharged from the large prize opening), it can be confirmed that all game balls in the large prize opening have been discharged, and basically a new large prize opening will not be opened until this confirmation is complete.

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

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

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

[0028] FIG. 1-4 is a block diagram of the control system of the pachinko gaming machine 10 of this embodiment. The gaming machine 10 is equipped with a gaming control device 100, which is a main control device (main board) that controls the overall game, and is composed of a CPU section 110 having a gaming microcomputer (hereinafter referred to as a gaming 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 that connects 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). It has a crystal oscillator and generates the CPU clock and timer interrupts. The random number generating circuit includes an oscillator circuit (crystal oscillator) 113 that generates a clock that is a reference for the random number generating circuit. The game control device 100 and the solenoids and motors driven by the game control device 100 The power supply 400 supplies DC32V, DC12V, and DC5V to electronic components such as motors. A DC voltage of a predetermined level, such as V, is supplied to the device to make it operable.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0064] Furthermore, the output unit 130 outputs the identification code and program of each gaming machine to an external inspection device 500. A photocoupler 139 is provided to transmit information such as the 9 is a signal indicating that the gaming microcomputer 111 transmits data to and receives data from the inspection device 500 via serial communication. The data transmission and reception is configured to be bidirectional. Like a normal general-purpose microprocessor, the gaming microcomputer 111 has a serial communication terminal. Since the input ports are used, ports such as 122, 123, 124, and 126 cannot be set. It has not been installed.

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

[0066] Next, the configuration of the performance control device 300 will be described with reference to FIG. 1-5. The performance control device 300 includes a main control microcomputer (CPU) 311, which is an amusement chip (IC) similar to the gaming microcomputer 111, a VDP (Video Display Processor) 312 as a graphics processor that performs image processing for displaying images on the display device 41 in accordance with commands and data from the main control microcomputer 311, and a sound source LSI 314 that controls sound output to play various melodies, sound effects, etc. from speakers 19a, 19b.

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

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

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

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

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

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

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

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

[0075] Furthermore, the performance control device 300 includes a function button 25 provided in the glass frame 15. The effect button switch 25a, the cross key 29 provided on the glass frame 15, the board effect A performance element switch 47 (performance motor switch) for detecting the initial position of the motor in the device 44 The function of detecting the on / off state of the The state of the volume control switch 335 provided in the control device 300 is detected and the main control microcomputer A switch input circuit 336 is provided which has the function of inputting a detection signal to 311 .

[0076] The normal power supply unit 410 of the power supply device 400 is a power supply for the performance control device 300 having the above-described configuration. The motor is used to provide a DC voltage of the desired level to the electronic components controlled by it. DC32V for driving the motor and solenoid, a display device 41 consisting of a liquid crystal panel, DC12V is used to drive the inverter and LEDs, and DC5V is the power supply voltage for the command I / F331. In addition to V, it is designed to generate a DC15V voltage to drive motors, LEDs, and speakers. Furthermore, the main control microcomputer 311 is configured as 3.3V or 1.2V. When using an LSI that operates at a low voltage, such as DC3.3V based on DC5V, A DC-DC converter for generating DC 1.2V is provided in the performance control device 300. The DC-DC converter may be provided in the normal power supply unit 410.

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

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

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

[0080] In the gaming machine 10 of this embodiment, a game is played by launching gaming balls (pachinko balls) from a ball launching device toward a gaming area 32. The launched gaming balls flow down the gaming area 32 while changing their rolling direction due to direction-changing elements such as obstacle nails and windmills arranged at various locations within the gaming area 32, and either win a prize in a normal start gate 34, a normal winning opening 35, a start winning opening 36, a normal variable winning device 37, or a special variable winning device 38, or flow into an outlet 30a provided at the bottom of the gaming area 32 and are discharged from the gaming area 32. When a gaming ball wins a prize in the normal winning opening 35, the start winning opening 36, a normal variable winning device 37, or a special variable winning device 38, a number of prize balls corresponding to the type of winning opening are discharged from a payout unit controlled by a payout control device 200 (see Figures 1-4) to the upper tray 21 or the lower tray 23 of the glass frame 15.

[0081] In the gaming machine 10 of this embodiment, the player adjusts the launch force to launch the gaming ball into the left gaming area. By firing (so-called left shot), the starting winning hole 36 and the balls arranged to the left of the starting winning hole 36 The player can aim to win a prize in the general prize slot 35 provided, and shoot the game ball into the right game area (so-called By hitting the ball right, you can start the normal gate 34, the normal variable winning device 37, and the special variable winning device 38, and general prize slot 35.

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

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

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

[0085] If the result of the game is a win, the normal map indicator 57 will show a special result. The light pattern is displayed as stopped, and the normal power solenoid 37c is activated, and the normal variable winning device The movable member of the device 37 is controlled to be open for a predetermined time (for example, 24 ms or 1648 ms). That is, the game control device 100 performs conversion control of the conversion member (movable member). In addition, if the result of the normal map variation display game is a loss, the normal map display 57 will show Control is performed to display a lighting pattern that results 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 respectively This is detected by the start port 1 switch 36a and the start port 2 switch 37a provided in the section. The CPU 111A of the gaming microcomputer 111 of the gaming control device 100 The first start memory that forms the start memory (special start memory) based on the winning is set to a predetermined upper limit (for example, 4 ) is stored as a limit, and the start memory (special figure) is stored based on the winning of the normal variable winning device 37. The second start-up memory (start-up memory) is stored up to a predetermined upper limit (for example, 4). Based on the winning of the winning slot 36 or the normal variable winning device 37, the jackpot is set as the start memory information. The random numbers for the special pattern and the random numbers for each variation pattern are extracted. The extracted random number value is stored in the RAM 111C as the first start memory or the second start memory. The number of memories in this start memory is the special figure 1 reserved for the start winning number notification of the collective display device 50. The display 53 and the special chart 2 reservation display 54 are displayed, and the display device of the center case 40 is It is also displayed as a decorative special chart start memory display at position 41.

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

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

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

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

[0091] In addition, in response to the execution of the special chart 1 variable display game and the special chart 2 variable display game, the display device 41 A decorative feature that displays multiple types of decorative identification information (numbers, symbols, character designs, etc.) in a variable manner. The display device 41 is configured to execute a special decorative display game. The game includes a decorative special chart 1 variation display game that corresponds to the special chart 1 variation display game, and a special chart 2 variation display game. There are two display games, one with a corresponding decorative special chart and one with a variable display game, and these are displayed in separate display areas. Then, the change display is performed according to the change in the corresponding special chart change display game, and the corresponding As the result pattern is derived in the special chart variation display game, a display corresponding to the result is made.

[0092] That is, the display device 41 displays the first variable display game (special 1 variable display game) and the second variable Decoration change that displays decoration identification information in response to the dynamic display game (special chart 2 variable display game) The display game (decorative special chart variable display game) can be displayed as a decoration variable display means. If separate display devices are used for the special chart 1 variable display game and the decorative special chart 2 variable display game, Alternatively, only one of the decorative special chart change display games may be displayed. 0 does not have the special chart 1 display 51 and the special chart 2 display 52, and the special chart change table is displayed only by the display device 41. A display game may be executed.

[0093] FIG. 1-6 shows an example of the allocation rate in this embodiment. FIG. 1-6(a) is an example of the distribution rate of the results of the special chart variable display game. For example, as shown in FIG. 1-6(a), there are four types of results of the special chart variable display game: jackpot, small jackpot, support jackpot, and miss. In this embodiment, the distribution rate of jackpots is the same for special chart 1 and special chart 2, but it may be different for special chart 1 and special chart 2. Also, in FIG. 1-6(a), the distribution rate of jackpots is the same when the probability setting value is "Setting 1," "Setting 2," and "Setting 3," but it may be different. Also, in FIG. 1-6(a), the distribution rate of jackpots is the same when the probability setting value is "Setting 4," "Setting 5," and "Setting 6," but it may be different.

[0094] In addition, in Figure 1-6(a), the distribution rate of the small hit and the support hit is the same regardless of the probability setting value, but it may be different. In other words, in this embodiment, only the winning probability of the big hit is changed by changing the probability setting value, and the probability of the small hit and the support hit is not changed. In addition, for small wins, the allocation rate for Special Chart 2 is higher than that for Special Chart 1. As a result, the probability of a small win is higher for Special Chart 2, and if a small win occurs, the first special game state (jackpot) will be reached by flowing into a specific area, making Special Chart 2 a more advantageous special chart variable display game for players.

[0095] Figure 1-6(b) is an example of the distribution rate of the jackpot type. For example, as shown in Figure 1-6(b), there are four types of jackpots: 5R jackpot A, in which the 5R jackpot A symbol is displayed as the jackpot symbol (jackpot result mode), 5R jackpot B, in which the 5R jackpot B symbol is displayed as the jackpot symbol, 10R jackpot A, in which the 10R jackpot A symbol is displayed as the jackpot symbol, and 10R jackpot B, in which the 10R jackpot B symbol is displayed as the jackpot symbol. A 5R jackpot A has 5 rounds in the special game state, and after the special game state ends, the game enters the normal power support state of Support A (specific game state). A 5R jackpot B has 5 rounds in the special game state, and after the special game state ends, the game enters the normal power support state of Support B. A 10R jackpot A has 10 rounds in the special game state, and after the special game state ends, the game enters the normal power support state of Support B. A 10R jackpot B has 10 rounds in the special game state, and after the special game state ends, the game enters the normal power support state of Support C. Supports A to C have different conditions for ending the normal power support state, and the normal power support state ends when the conditions shown in Figure 1-6(e) are met.

[0096] In Figure 1-6(b), the distribution rate of the jackpot type differs depending on the game state in which the special chart variable display game is executed. In the normal game state, 5R jackpot A and 10R jackpot A can be selected. In the special game state, 5R jackpot B, 10R jackpot A and 10R jackpot B can be selected. In addition, for a jackpot that occurs when a game ball flows into a specific area of ​​the special variable prize winning device 38 in the second special game state based on a small jackpot, the jackpot type is selected as described above based on the game state in which the special chart variable display game that resulted in a small jackpot was executed. Note that the selection rate may be different for special chart 1 and special chart 2.

[0097] Figure 1-6(c) shows an example of a normal variable display game. The winning probability and variable time of the normal variable display game are constant regardless of the game state. Furthermore, when the normal variable display game is a winning game, the opening time of the normal variable winning device 37 is longer when normal power support is active (1648 ms) than when normal power support is not active (24 ms), making it easier to win. Furthermore, the maximum normal power count is set to one, 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 is sufficient that it is easier to win in the normal variable winning device 37 in a state with normal power support (second state) than in a state without normal power support (first state), and it is also possible to change one or more of the probability, variable time, opening time, or normal power maximum count number.

[0098] In addition, 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 (here, 500), 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 whether normal power support is present or not in a low probability state, and counting is suspended in a high probability state. In the gaming machine of this embodiment, the special symbol probability is always constant, so it is always counted. Furthermore, the number of times the game is executed is the sum of the number of times the special symbol 1 variable display game and the number of times the special symbol 2 variable display game are executed.

[0099] The count of the number of times the game is executed is cleared when the normal power support state is entered due to the ceiling number of times being reached, or when the condition device is activated (first special game state). The timing of clearing the count of the number of times the game is executed can be changed as appropriate, and for example, it may be cleared when the RAM initialization switch 112 is operated and the clearing of the number of times the game is executed is selected, or when the power is turned on instead of when the RAM is cleared.

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

[0101] Figure 1-6(e) shows the termination conditions for the normal power support state (specific game state). In the normal power support state of Support A, the normal power support state ends when one of the following conditions is met: the number of times the special chart 2 variable display game is played is 1, the total number of times the special chart 1 variable display game and the special chart 2 variable display game are played is 6, or a small win occurs in the special chart 2 variable display game. Similarly, for the normal power support states of Support B and Support C, the normal power support state ends when the number of games shown in Figure 1-6(e) is played.

[0102] [Game state transition diagram (game flow)] First, a description will be given of the transition (shift) of the game state under the game control of the game control device 100. Figure 1-7 is a diagram illustrating a game state transition diagram (game flow) showing the transition of the game state in this embodiment. The game states include a normal game state ST1, a first special game state ST2 based on a first special result (big hit), a second special game state ST3 based on a second special result (small hit), a specific game state ST4, and a remaining reserve consumption state ST5. In each game state, a presentation mode that is controlled by the presentation control device 300 and determines the presentation style of the game, a main starting area that is the starting area that should be mainly targeted in that game state, a main variable special chart that is the type of special chart variation display game that should mainly be executed, and a launch direction of the game ball are determined.

[0103] In the gaming machine 10 of this embodiment, a left-handed shot is used to aim for a win in the start winning slot 36. By hitting the right side, you can aim to win the normal variable winning device 37. In other words, the player can select the starting area to aim at. In this state, either the special chart 1 variable display game or the special chart 2 variable display game is the main It is designed to allow players to play in accordance with this design. In this way, the game is played mainly on one of the special chart variable display games that is determined to be the main game in the design. In this specification, each game state is The game that is determined to be the main one in this state is called the main game, and the other game is called the main game. The game shown is sometimes called an irregular fluctuation.

[0104] In the normal game state ST1, the opening time per unit time of the normal variable winning device 37 is improved. There is no regular support to make it easier to win, and the special chart change display game and the regular chart change display game There is no time reduction to shorten the movement time. The main variation special chart is a special chart 1 variation display game, and the main The starting area is the starting winning hole 36, and the firing direction is left-handed to aim at this starting winning hole 36. The presentation mode that defines the presentation style is the normal stage.

[0105] The first special game state ST2 is a state in which there is no normal power support and no time reduction. In this first special game state ST2, the special Since the separate variable winning device 38 is opened, the launch direction is set to right-hand shot. In the second special game state ST3, the normal power support and time reduction are based on the state when a small win is won. In addition, the presentation mode that determines the presentation style is a small hit. In this second special game state ST3, the special variable winning device 38 is opened. Therefore, the firing direction is considered to be right-handed.

[0106] The specific gaming state ST4 remains for a specified number of games after the first special gaming state ST2. In this state, the opening time per unit time of the normal variable winning device 37 is improved to make it easier to win. There is normal electricity support. If there is regular power support, there is also a time-saving feature that shortens the fluctuation time of the special chart fluctuation display game. In addition, the main variable special chart is the special chart 2 variable display game, and the main starting area is the normal variable winning device 37 The direction of the shot is set to right to aim at this normal variable winning device 37. The skill state ST4 is a special chart 2 variable display game where there is a normal power support and small hits occur frequently. Since the game is mainly executed, it is a more advantageous state for the player than the normal game state ST1. This creates an advantageous situation.

[0107] The remaining reserved consumption state ST5 is the second start memory remaining when the specific game state ST4 ends. It is in a state where the special chart 2 variable display game based on this can be executed. In this remaining reserved consumption state ST5, there is no normal power support, but the fluctuation time of the special chart fluctuation display game There is a time-saving feature to shorten the time. Since there is no normal power support, launch it aiming at the starting winning slot 36. The direction is set to left-handed, but since it is a short period following the specific gaming state ST4, left-handed It is not necessary to give clear instructions. Also, in the remaining reserved consumption state ST5, the special chart change display game The average fluctuation time of the special chart fluctuation display game in the specific game state ST4 is It is shorter than average. The remaining reserved consumption state ST5 is based on the second start memory that mainly occurs in the specific game state ST4. Since the special chart 2 variable display game based on the normal game state ST1 is mainly executed, It is a favorable state for the country and constitutes an advantageous state.

[0108] The transition of the game state occurs when the first special result (big hit) is derived, the second special result (small hit) is derived, a support hit is derived, the first special game state ends, the second special game state ends, the specified number of games is played, and the ceiling is reached. If a jackpot occurs in the normal gaming state ST1, the game transitions to the first special gaming state ST2. After the first special gaming state ST2 ends, the game transitions to a special gaming state ST4, where normal power support and time reduction are available for the period until the conditions shown in Figure 1-6(e) are met. If a jackpot occurs in the specific game state ST4 or the remaining reserved consumption state ST5, the state transitions to the first special game state ST2, and then to the specific game state ST4. Also, if a support hit occurs or the ceiling is reached, the game state changes to the specific game state ST4 without passing through the first specific game state ST2.

[0109] In the specific game state ST4, the normal power support makes it easier for the game ball to enter the normal variable winning device 37, which can generate a second start memory, and the special game 2 variable display game can be executed. If the conditions shown in Figure 1-6(e) are met in this specific game state ST4, the normal power support ends, and if there is a remaining reservation, which is the second start memory that occurred in the specific game state ST4, the game enters the remaining reservation consumption state ST5, and if there is no remaining reservation, the game transitions to the normal game state ST1.

[0110] In the gaming machine of this embodiment, the second start memory is consumed with priority over the first start memory, but especially when a jackpot is hit in the normal gaming state ST1, there is a high possibility that the special symbol 1 variable display game will be executed based on the remaining first start memory immediately after the start of the specific gaming state ST4. This allows time to be secured for the accumulation of the second start memory. In particular, the fluctuation time of the first special symbol variable display game in the specific gaming state ST4 is set to a longer fluctuation time (e.g., 100 seconds) than the fluctuation time of the second and subsequent games, ensuring time for the accumulation of the second start memory. Also, as shown in Figure 1-6(e), when the special chart 1 variable display game is executed in the specific game state ST4, the player can stay in the specific game state ST4 for 5 games longer than when only the special chart 2 variable display game is executed. This number is greater than the upper limit of the first start memory, which is 4, and the player will not be disadvantaged even if the special chart 1 variable display game is executed based on the first start memory remaining at the start of the specific game state ST4.

[0111] In the remaining reservation digestion state ST5, the special chart 2 variable display game based on the remaining reservation second start memory In this remaining reserved consumption state ST5, you can stay in the specific game state ST 4 and a series of consecutive effects are performed. After the end of this remaining reserve consumption state ST5 The game transitions to normal game state ST1.

[0112] In the normal game state ST1, specific game state ST4 or remaining reserved consumption state ST5, a small win If this happens, the game will transition to the second special game state ST3. When the game ball flows into the specific area in the second special game state ST3 (V winning), The game machine of this embodiment shifts to the special game state ST2. When a ball flows in, it will almost certainly flow into a specific area. In this case, it is almost certain that you will be able to move to the first special game state ST2, and you will get a small win. It is advantageous for players to play many games with a high probability of occurrence of special chart 2 variation display. Of course, the special variable winning device 38 can be used to select a specific area by using a lever member provided inside the device. The probability of flowing into the network may be controlled.

[0113] Also, if no game ball flows into the specific area in the second special game state ST3, the game state transitions to the specific game state ST4, the remaining reserved consumption state ST5, or the normal game state ST1. If a small win occurs in the special chart 1 variable display game, if the number of games shown in Figure 1-6(e) has not been consumed, the game will transition to the specific game state ST4. Also, if the number of games shown in Figure 1-6(e) has been consumed but there is a remaining reserve, which is the second start memory that occurred in the specific game state ST4, the game will transition to the remaining reserve consumption state ST5. Also, if the number of games shown in Figure 1-6(e) has been consumed and there is no remaining reserve, the game will transition to the normal game state ST1.

[0114] If a small win occurs in the special chart 2 variable display game, and there is a remaining reserve, which is the second start memory that occurred in the specific game state ST4, the game will transition to the remaining reserve consumption state ST5. Since the end condition of the normal power support state includes the occurrence of a small win in the special chart 2 variable display game, if it is in the specific game state ST4, the normal power support state will end and the remaining reserve consumption state ST5 will be entered even if the number of games shown in Figure 1-6 (e) has not been consumed. Also, if there is no remaining reserve, the game will transition to the normal game state ST1.

[0115] The control of a gaming machine that performs such a game will be described below. First, the control executed by the gaming microcomputer 111 of the game control device 100 will be described. The control process by the gaming microcomputer 111 mainly consists of a main process shown in Figures 1-8 and 1-9 and a timer interrupt process shown in Figure 1-10 that is performed at a predetermined time interval (for example, 4 ms).

[0116] [Main processing] First, the main processing will be described. The main processing starts when the power is turned on. As shown in FIGS. 1-8 and 1-9, this main processing first performs a process to disable interrupts (step X1), followed by a stack pointer setting process (step X2) to set a stack pointer, which is the top address of an area where values ​​of registers, etc. are saved when an interrupt occurs. Next, register bank 0 is designated (step X3), and the upper address of the RAM top address is set in a predetermined register (e.g., D register) (step X4). In this embodiment, the RAM address range is 0000h to 01FFh, with the upper addresses being 00h or 01h. In step X4, the top address, 00h, is set. Next, a launch stop signal is output, setting the launch permission signal to a prohibited state (step X5). The launch permission signal is set to a prohibited state when at least one of the game control device 100 and the payout control device 200 is outputting a launch stop signal, thereby prohibiting the launch of game balls.

[0117] Then, the status of the RAM initialization switch 112 and the setting key switch 152 is read ( Step X6) and the process of setting the power-on delay timer (Step X7) are performed. In the process of step X7, a predetermined initial value is set, and the game control device 1 which constitutes the main control means 00, and performs various controls according to instructions from the slave control means (for example, the payout control device 200 and the performance A waiting time (for example, 3 seconds) for the program of the control device 300 to start normally This sets the game controller 100 to start up first when the power is turned on. Before the slave control device (for example, the dispensing control device 200 or the performance control device 300) starts up, This prevents the slave control unit from missing the command. That is, when the game control device 100 is turned on, the main control means (game control The activation of the slave control devices (dispensing control device 200, performance control device 300, etc.) is delayed. ) is a waiting means for setting a predetermined waiting time for activation of the

[0118] In addition, the timing of the power-on delay timer is used to determine the validity of the RAM (calculate the checksum). It is performed using a non-target memory area (a RAM area or register that is not subject to validity check, etc.) This allows some check data such as the checksum of the RAM area to be calculated. This prevents the control at power-on from becoming complicated because it is not necessary to exclude the RAM area from the calculation. It can be stopped.

[0119] After the process of setting the power-on delay timer (step X7) is performed, if a power outage occurs, If a power outage occurs (step X8; Y), Wait for the power to the machine to be turned off. Specifically, in step X8, for example, the power outage monitoring information input from the power supply device 400 is Set the number of times (for example, 2 times) to read and check the signal via the port and data bus. Then, it is determined whether the power failure monitoring signal is on. If the power failure monitoring signal is on, determines whether the power outage monitoring signal remains on for the set number of checks. If the power failure monitoring signal has not been on for the number of checks, Also, if the power outage monitoring signal remains on for the number of checks, the process returns to the judgment of whether the power outage monitoring signal is on or not. In this case, it is determined that a power outage has occurred. In this way, if a power outage monitoring signal is received continuously for a predetermined period of time, a power outage will occur. By determining that a power outage has occurred, it is possible to prevent false detection of a power outage due to noise, etc., and This allows for appropriate handling of any problems that may arise.

[0120] That is, the game control device 100 monitors the occurrence of a power outage during a predetermined standby time. This serves as a monitoring means. This delays the start of the game control device 100, which serves as the main control means. This makes it possible to respond to power outages that occur during this period, and prevents malfunctions when powering on. It is possible to deal with the situation appropriately. Note that access to RAM is permitted until the waiting time has elapsed. The memory contents from the last power outage are still retained, so When a power outage occurs, there is no need to perform backup processing. Even if an error occurs, there is no need to back up RAM, which reduces the burden on control. .

[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, if the waiting time has not expired, If not, the process returns to the process of determining whether a power outage has occurred (step X8). If the value of is 0 (step X10; Y), that is, if the waiting time has ended, Access to readable and writable RWM (read-write memory) such as RAM and EEPROM Permission is given (step X11), and off data is output to all output ports (setting the state to no output) ) (Step X12).

[0122] Next, the serial port (a port pre-installed in the gaming microcomputer 111) In this case, the step X13), a timer interrupt signal in the gaming microcomputer 111 (clock generator) and Activates the CTC (Counter / Timer Circuit) circuit that generates the random number update trigger signal (CTC). The CTC circuit performs the process of The clock generator is provided with a clock signal from the oscillator circuit 113. A frequency divider circuit divides the oscillation signal (original clock signal), and the CPU1 11A to provide a timer interrupt signal with a predetermined period (for example, 4 milliseconds) and a random number generation circuit. and a CTC circuit that generates a signal CTC that triggers updating of the random number supplied. Next, the RAM abnormality flag is set (step X15). Regardless of whether there is a RAM error or not, the RAM error flag is set to "0". The tag is set in a specified register.

[0123] Next, if the value of the power outage inspection area 1 in the RWM is normal power outage inspection area check data 1 (for example, If the battery is normal (for example, 5Ah), then the battery is determined (step X16; Y). The value of the power outage inspection area 2 in the RWM is normal power outage inspection area check data 2 (for example, A5h) If the value of the power failure inspection area 2 is normal (step X17), Step X17; Y) Checksum calculation process to calculate the checksum of a specified area in the RWM (Step X18) and check that the calculated checksum matches the checksum at the time of power off. If the checksums match (step X19; Y), Since there is no abnormality in the RAM, the RAM abnormality flag is cleared (step X20) and the Switch to X21.

[0124] Also, if the check data in the power outage inspection area is determined to be abnormal (step Step X16;N or Step X17;N), if the checksums are determined to not match, If (Step X19; N), the setting key switch is set based on the state read in Step X6. It is determined whether both the switch 152 and the RAM initialization switch 112 are in the ON state (step X21). And, at least the setting key switch 152 and the RAM initialization switch 112 If one of them is in the OFF state (step X21; N), the RAM abnormality flag is set. If the RAM abnormality flag is set (step X22), Since there is an abnormality in the RAM, the game control device 100 is abnormal. A main abnormality error notification command is sent to the performance control board (performance control device 300) to notify the (Step X24).

[0125] On the other hand, if the RAM abnormality flag is not set (step X22; N), the probability It is determined whether the setting change flag is set (step X23). If the changing flag is set (step X23; Y), a main abnormality error message is displayed. The command is transmitted to the performance control board (performance control device 300) (step X24). The probability setting flag set here is the probability setting flag set before the power outage occurred. In other words, if the power to the gaming machine is cut off and restarted while the probability setting value is being changed, Since the operation of the game control device 100 stops, processing of step X24 is performed. Next, the 7-segment display data at the time of game stop is sent to the fifth driver via the second output port 134. Then, the ON data of the security signal is output to the server 138e (step X25). At the same time, the off data of the signals other than the security signal is output (step X26). , return to step X25.

[0126] Also, both the setting key switch 152 and the RAM initialization switch 112 are in the ON state. If so (step X21; Y), it is determined whether the RAM abnormality flag is set (step Step X27). And if the RAM abnormal flag is not set (Step X27 ;N), the probability setting change flag is set (step X29). After that, the command during the probability setting change is sent to the performance control board (performance control The control device 300 transmits the information (step X30) to the control device 300, and the process proceeds to step X31. In the device 300, based on receiving a command during the probability setting change, the display of the display device 41 , the illumination of the LEDs of the frame decoration device 18 and the board decoration device 46, the operation of the board performance device 44, the speaker 1 9a, 19b, etc., to notify the user that the probability setting value is being changed. cormorant. On the other hand, if the RAM abnormality flag is set (step X27; Y), the probability setting The process of clearing the set value (step X28) is performed. This clears the set value for the probability setting value in the RWM. The area is set to 0, and the probability setting value becomes "setting 1". Then, step X29, After performing the process of X30, proceed to step X31.

[0127] Also, at least one of the setting key switch 152 and the RAM initialization switch 112 is turned off. In this state (step X21; N), the RAM abnormality flag and the probability setting change flag are both set. If not (Step X22; N and Step X23; N), read in Step X6. Based on the state of the setting key switch 152, it is determined whether the setting key switch 152 is in the ON state (step X35). And, if the setting key switch 152 is not in the ON state (step X35; N ) the RAM initialization switch 112 is turned on based on the state read in step X6. It is determined whether the state is correct (step X43).

[0128] If it is determined that the RAM initialization switch 112 is not in the on state (step X43; N) That is, both the setting key switch 152 and the RAM initialization switch 112 are in the OFF state. If so, the process proceeds to step X41 to carry out the process for when the power is restored normally from the power outage. On the other hand, if it is determined that the RAM initialization switch 112 is in the on state (step X43 ;Y), the process proceeds to step X44 to perform the initialization process. The switch 112 serves as an initialization operation unit that can be operated from the outside, and the game control device 100 An initialization means for initializing the data stored in the RAM based on the operation of the initialization operation unit. To do.

[0129] Also, if the setting key switch 152 is in the ON state (step X35; Y), The rate setting confirmation flag is set (step X36). This sets the probability setting value confirmation mode. After that, the command during the probability setting confirmation is sent to the performance control board (performance control device 300). (Step X37) In the performance control device 300, the command during the probability setting confirmation is transmitted to Based on the received signal, the display device 41 displays the signal, and the LEDs of the frame decoration device 18 and the board decoration device 46 display the signal. , the operation of the board effect device 44, and the output of sound from the speakers 19a and 19b. An announcement will be made that the probability setting value is being confirmed.

[0130] To guarantee that the security signal is output for 50 ms or more, A value corresponding to 128 ms is saved in the signal control timer area (step X31). The timer signal is a timer interrupt when in probability setting value change mode or probability setting value confirmation mode. It is output in the process probability setting change / confirmation process (step X122), otherwise it is It is output in the external information editing process (step X120) of the interrupt process. If the probability setting value change mode or probability setting value confirmation mode ends in less than 8ms, The security signal continues due to the external information editing process (step X120) of the interrupt process. In other words, the probability setting value change mode and probability setting value confirmation mode are output in less than 128ms. Even if the mode ends, it will transition to probability setting value change mode or probability setting value confirmation mode. A security signal is output for 128 ms after the The value saved in the security signal control timer field is not limited to the value corresponding to 128 ms. However, it is necessary to wait at least 5 minutes after switching to probability setting value change mode or probability setting value confirmation mode. Since a security signal must be output for 0 ms, the value corresponding to 50 ms or more must be set as the security signal. It is necessary to burn.

[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 based on the state read in step X6 (the state at the time of power-on), but on the state read in the input process (step X103) of the timer interrupt process (FIG. 1-10) (the current state). If it is determined in step X33 that the setting key switch 152 is in the OFF state, the probability setting value is confirmed. If the setting key switch 152 is not in the off state (step X33; N), it is determined whether a power outage has occurred (step X34), and if a power outage has not occurred (step X34; N), the process returns to step X33, and if a power outage has occurred (step X34; Y), the process proceeds to step X55. If it is determined that a power outage has occurred in step X34 while the probability setting change flag is set, it is determined that the probability setting change flag is set in step X23 of the main processing (Figures 1-8 and 1-9) after the power outage is restored.

[0132] On the other hand, if the setting key switch 152 is in the OFF state (step X33; Y), a process to prohibit interrupts (step X38) is performed. Between the process to permit interrupts (step X32) and the process to prohibit interrupts (steps X38, X55), a timer interrupt process (FIG. 1-10) is performed at a predetermined time interval (for example, 4 ms). In this timer interrupt process, a probability setting change / confirmation process (step X122), which is a process related to the probability setting value, is performed. In other words, the main process waits until the probability setting value change or confirmation is completed (or until a power outage occurs). Next, a command to end the notification is sent to the performance control board (performance control device 300) (step X39). Upon receiving the command to end the notification, the performance control device 300 ends the notification that is currently being executed (the notification indicating that the probability setting value is being changed or the notification indicating that the probability setting value is being confirmed).

[0133] Next, it is determined whether the probability setting change flag is set (step X40), and the probability If the setting change flag is not set (step X40; N), that is, the probability setting If the checking flag is set, the area to be initialized (e.g., power outage inspection area, The initial value at the time of power recovery is saved in the checksum area and the area related to error monitoring. The probability setting confirmation flag is set to 0 in this step. It can be cleared with Tap X41. After that, the power outage recovery command corresponding to the special game processing number is sent to the production control board (production control The control device 300 is then transmitted (step X42), and the process proceeds to step X47. In this case, in step X42, the model designation command, the probability setting information command, the special figure 1 reserved number command Command, special chart 2 reserved number command, probability information command, number of performances information command, screen specification Sends multiple commands such as the command. The command for specifying the screen is Special Drawing 1 and Special Drawing Regarding 2, when both are in normal processing as described below, that is, when the special chart change display game is being executed If you are not in a special game state and are waiting for customers, the command for the customer waiting demo screen Otherwise, it sends the recovery screen command. In addition to these commands, high probability count information commands and the like are also transmitted.

[0134] On the other hand, if the probability setting change flag is set (step X40; Y), The RAM area other than the rate setting value is cleared to 0 (step X44). RAM area for rate setting value (work area (1 byte area for probability setting value)) and performance display (base The RAM area (work area and stack area) for displaying the speed value and the ratio of the The RAM area for skill control (work area and stack area) is cleared to 0. Therefore, the probability The setting change flag is cleared in step X44. The stack area and unused area may or may not be cleared.

[0135] Then, the initial value at the time of RAM initialization is saved in the area to be initialized (step X45). The areas to be initialized here are the customer waiting demo area and the area related to the setting of the performance mode. Then, a command for initializing the RAM is sent to the performance control board (performance control device 300). In the case of this embodiment, in step X46, a model specification command, a confirmation command, Rate setting information command, Special chart 1 reserved number command, Special chart 2 reserved number command, Probability information command , performance count information command, RAM initialization command (displays the customer waiting demo screen and A command to notify the RAM initialization with light and sound for a specified time (for example, 30 seconds) ) and other commands. In addition to these commands, some models may also send Information on the number of times the special chart change display game is executed with the command and normal power support. Certain support count information commands etc. are also sent.

[0136] Next, a process for starting and setting up the random number generating circuit is performed (step X47). Activates the random number generator to a specific register (CTC update enable register) in the random number generator. The CPU 111A sets the code (specified value) for the random number generation. Bit transposition pattern of hard random numbers (here, jackpot random numbers) generated by the circuit hardware The bit permutation pattern is the bit arrangement of the extracted random number (the upper bit The bit arrangement before the bit transposition is rearranged in a predetermined order to create a different bit arrangement (the bit arrangement before the bit transposition in the lower row). This bit transposition pattern determines how the data is transposed when it is stored as a bit transposition (arrangement after transposition). By swapping the bits of the random number according to the turn, the regularity of the random number can be broken and The bit permutation pattern is a fixed single The pattern may be the same as above, or may be selected from a number of patterns prepared in advance. Alternatively, the user may be allowed to set it arbitrarily.

[0137] After that, a predetermined register (soft random number register 1 to n) in the random number generation circuit when the power is turned on The value of the corresponding initial value random number (in this embodiment, the winning pattern of the special drawing is determined) is extracted. As the initial value (starting value) of the random number that determines whether a special pattern or a regular pattern is a hit (winning random number) After saving in the specified area of ​​RWM (step X48), interrupts are enabled (step X 49) In the random number generating circuit in the CPU 111A used in this embodiment, Since the initial value of the soft random number register is configured to change, By using this as the initial value (start value) of the random number, the regularity of the random numbers generated by the software is disrupted. This makes it difficult for players to obtain illegal random numbers.

[0138] Next, the initial value random number update process is performed to update the values ​​of various initial value random numbers and break the regularity of the random numbers. (Step X50) is performed. Although not particularly limited, in this embodiment The random numbers generated by the random number generator are used for the jackpot random number, special pattern random number, and winning random number. However, the random number of the big win is generated at the same time as the CPU clock. It is a so-called "high-speed counter" that is updated based on the clock at the above speed, and the special pattern random number The random number is the CTC output ( It is updated based on a different CTC (CTC2) from the CTC (CTC0) for timer interrupt processing. In addition, the random numbers for special patterns and winning numbers are counted one round. The starting value is changed each time a random number (generated by software) is used. The random numbers are generated using a counter method with +1 or -1. You can update it, or you can use random numbers that appear randomly without overlapping until all values ​​in the range have been cycled. Formula update is also possible. In other words, the jackpot random number is a random number updated only by hardware, and the special chart The random number of the pattern and the random number of the winning are random numbers updated by hardware and software. In this embodiment, a random number (winning symbol random number) for determining the winning symbol of the normal symbol is not provided. Therefore, there is only one winning pattern for the normal drawing, but a winning pattern random number is set to duplicate the winning pattern for the normal drawing. It may be possible to select from several types.

[0139] After the initial value random number update process of step X50, the process of prohibiting interrupts (step X51) Then, the performance display editing process (step X52) is performed. Then, the process to allow interrupts is performed. After (Step X53), it is determined whether a power outage has occurred (Step X54), and If no such condition occurs (step X54; N), the initial value random number update process (step X5 0). In other words, if there is no power outage, the initial value random number update process and performance display Editing process and power outage monitoring are repeated. An interrupt occurs before the initial value random number update process (step X50). By enabling the timer interrupt (step X49), the timer interrupt is generated during the initial value random number update process. When this occurs, the interrupt process is given priority, and the timer interrupt updates the initial value random number. This can prevent interrupt processing from being overwhelmed by waiting for processing.

[0140] In addition, the initial value random number update process in step X50 is performed during the main process as well as the timer interrupt process. There is also a method for updating the initial value random number in the theory, and if such a method is adopted In order to avoid the initial value random number update process being executed in both processes, the initial value random number is updated in the main process. When performing update processing, it is necessary to disable interrupts, update, and then release the interrupt. Unlike this embodiment, the initial value random number update process is not performed during the timer interrupt process, but during the main process. If you only set it to , there is no problem even if you cancel the interrupt before updating the initial value random number. This has the advantage of simplifying the main processing.

[0141] On the other hand, if a power outage occurs (step X54; Y), the interrupt is temporarily prohibited. (Step X55), and the process of outputting OFF data to all output ports (Step X56). conduct. Then, save the power outage inspection area check data 1 in the power outage inspection area 1 (step X57 ), and save power outage inspection area check data 2 in power outage inspection area 2 (step X58). Furthermore, the checksum calculation process (step X59), and after saving the calculated checksum (step X60), After performing the process of prohibiting access to M (step X61), the power supply of the gaming machine is cut off. In this way, the check data is saved in the power outage inspection area and the power By calculating the checksum at the time of power interruption, the information stored in the RWM before the power interruption can be When the power is turned on again, it can be determined whether the data has been backed up correctly.

[0142] From the above, the main control means (game control device 100) that controls the game in an integrated manner and the main Slave control means (dispensing control device 200, performance control In a gaming machine equipped with the above-mentioned device 300, when the power is turned on, the main control means A waiting time is set by delaying the activation of the master control means to wait for the activation of the slave control means. A power failure detection means (game control device 100) for detecting a power failure during the predetermined standby time. The device is equipped with an electric monitoring means (game control device 100). The power supply device 400 is also provided to supply power to the various devices. When the occurrence of a power outage is detected, a power outage monitoring signal is output. The device 100 determines that a power outage has occurred when it continues to receive a power outage monitoring signal for a predetermined period of time. This means that the system is designed to determine the amount of time required for the test.

[0143] In addition, the main control means (game control device 100) includes a RAM 111C capable of storing data, An initialization operation unit (RAM initialization switch 112) that can be operated from the outside, and an initialization operation unit An initialization means ( The game control device 100 is provided with a game control device 100, and the operation state of the initialization means is read before the start of the standby time. This means that the system is designed to be packed full of content. In addition, the main control means (game control device 100) outputs the data to the RAM 111C after the waiting time has elapsed. This means that access is permitted.

[0144] [Timer interrupt processing] Next, we will explain the timer interrupt process. The timer interrupt process is started when a periodic timer interrupt signal generated by the CTC circuit in the clock generator is input to the CPU 111A. In other words, it is an interrupt routine that starts at a predetermined period. When a timer interrupt occurs in the gaming microcomputer 111, the interrupt is automatically disabled, and the timer interrupt process shown in Figure 1-10 is started.

[0145] When the timer interrupt process starts, first, register bank 1 is specified (step X1 01). By switching to register bank 1, the specified register (for example, the register used in the main processing) The register save process is performed to move the values ​​held in the RWM register (registers currently being used) to the RWM. Next, the upper address of the RAM start address is written to a specific register (e.g., D register). In step X102, the address is set. The same process as step X4 is performed, but the register bank is different. Input from the switch, signal acquisition, that is, input processing that reads the status of each input port Processing (step X103) is performed.

[0146] Next, it is determined whether the probability setting change flag or the probability setting confirmation flag is set. (Step X104), the probability setting change flag or the probability setting confirmation flag is set. If it is (step X104; Y), the probability setting change / confirmation process (step X122) and then the timer interrupt process is completed. On the other hand, if both the probability setting change flag and the probability setting confirmation flag are not set (Step X104; N) is based on the output data set in various processes, solenoid (large prize opening solenoid 38b, lever solenoid 38f, normal power solenoid 37c) An output process (step X105) is performed to control the driving of the actuator. When the firing stop signal is output in step X5 of the main processing, this output processing is performed. When this signal is received, a launch permission signal is output, and the launch permission signal is set to a permitted state. This launch permission signal is output to the launch control device via the payout control device. The firing permission signal is not processed. The first signal indicates the launch permission status from the perspective of the dispensing control device, and the second signal indicates the launch permission status from the perspective of the dispensing control device. The firing permission signal is also generated within the delivery control device and output to the firing control device. When the launch permission signal is output to the launch control device and both are permitted to launch, The game ball is configured to be ready to be launched.

[0147] Next, the commands set in the transmission buffer by various processes are output to the dispensing control device 200. Dispatch command sending process (step X106), random number update process 1 (step X107), Random number update process 2 (step X108) is performed. In random number update process 1 (step X107), , the initial value of the special pattern random number and the winning random number that are the subject of the initial value random number update process (start value ) is updated. After that, the start port 1 switch 36a, the start port 2 switch 37a, the winning port switch It monitors whether or not there is a normal signal input from the big prize entrance switch 35a and the big prize entrance switch 38a. Setting the ball, opening the front frame and glass frame, normal variable winning device 37, special variable winning device 38 The winning gate switch / status monitoring process (step X109) monitors errors such as illegal winnings. )

[0148] Next, it is determined whether abnormal discharge is occurring (step X110). In the variable winning device 38, the number of game balls discharged from the special variable winning device 38 (specific area The number of game balls detected by the switch 38d and the remaining ball discharge port switch 38e) is The number of game balls that flow into the device 38 (the number of game balls detected by the big prize opening switch 38a) is exceeded. If an abnormal discharge is occurring, the abnormal discharge flag is set. If an abnormal discharge is occurring (step X110; Y), proceed to step X116. In other words, the game will not proceed.

[0149] On the other hand, if an abnormal discharge is not occurring (step X110; N), the special chart variation display game Special game processing (step X112) for processing the general game change display A general game process (step X114) is performed to process the special game. Variable display Segment LED that displays various information about the game and gameplay can be set to the desired content A segment LED editing process (step X115) is performed to drive the segment LED to display the above.

[0150] Next, the detection signal from the magnetic sensor 61 is checked to determine whether there is any abnormality. The magnet irregularity monitoring process (step X116) checks the detection signal from the panel radio wave sensor 62. The control panel radio wave irregularity monitoring process (step X117) performs the process to determine whether there are any abnormalities. The vibration abnormality monitoring process checks the detection signal from the sensor 65 and determines whether there is any abnormality. (Step X118) abnormal discharge monitoring to determine whether abnormal discharge has occurred. Furthermore, the signal to be output to various external devices is stored in the output buffer. External information editing process (step X120) to be set in the device, and control of the performance display device 153 The performance display monitor control process (step X121) is performed to terminate the timer interrupt process. do.

[0151] In this embodiment, the process of restoring the interrupt disabled state (i.e., the process of allowing interrupts) and restore the register bank designation (i.e., specify register bank 0). The process of returning the timer interrupt is automatically performed when the timer interrupt process ends. Depending on the CPU you use, you may need to specify the register bank or process to restore the interrupt disabled state. There are also gaming machines that require commands to execute the restoration process.

[0152] [Special game processing] Next, the details of the special game processing (step X112) in the timer interrupt processing described above In the special game process, the start port 1 switch 36a and the start port 2 switch 3 Monitoring the input of 7a, controlling the entire process related to the special chart change display game, and setting the display of the special chart conduct.

[0153] As shown in Fig. 1-11, in the special symbol game processing, first, a start port switch monitoring process (step A1) is performed to monitor winnings of the start port 1 switch 36a and the start port 2 switch 37a. In the start port switch monitoring process, when a game ball wins in the normal variable winning device 37 that forms the start winning port 36 or the second start winning port, various random numbers (jackpot random numbers, etc.) are extracted, and a game result advance determination is performed to determine the game result based on the winning in advance at a stage before the start of the special symbol variable display game based on the winning.

[0154] Next, a special prize entrance switch monitoring process (step A2) is performed. In the process, the game ball is detected by the big winning port switch 38a provided in the special variable winning device 38. Then, a process for monitoring the detection of the game ball in the specific area 38h is performed. A switch monitoring process is performed (step A3).

[0155] Next, if the special game processing timer is not "0", it is updated by -1 (step A4). The minimum value of the special game processing timer is set to "0". It is determined whether the value of the special game processing timer is "0" (step A5). If it is "0" (step A5; Y), that is, the time is up or has already been reached. If it is, the special game processing number is used to branch to the processing corresponding to the special game processing number. A game sequence branch table is set in a register (step A6). Then, the branch destination address of the process corresponding to the special game process number is obtained (step A7). Then, a subroutine call is made according to the special game processing number (step A8).

[0156] In step A8, if the special game processing number is "0", the special game change display game change Monitor the start, set the start of the special chart change display game, set the performance, and process the special chart change A special normal process (step A9) is performed to set the information necessary to carry out the process. In step A8, if the special game processing number is "1", set the stop display time of the special game and special chart change processing (Step A) that sets the information necessary for performing special chart display processing. 10).

[0157] In step A8, if the special game processing number is "2", the special game variable display game is played. If the result is a jackpot, you can set a fanfare command according to the type of jackpot, and You can set the fanfare time according to the opening pattern of the big prize opening, and the fanfare / instant Processing during special drawing display (step A11) that sets information necessary for performing the time-lapse processing )

[0158] In step A8, if the special game processing number is "3", set the opening time of the big prize entrance The fan field that updates the number of times the game has been opened, and sets the information required for processing the opening of the big prize slot. The fare / interval processing (step A12) is performed. In step A8, if the special game processing number is "4", the jackpot round is the final round. If it is not the final round, set the interval command, while if it is the final round, set the ending command. It performs the process of setting the command and the setting of the information necessary to process the remaining balls in the big prize slot. The process for opening the big prize opening (step A13) is carried out.

[0159] In step A8, if the special game processing number is "5", the jackpot round is the final round. In the case of a jackpot, the process of setting the time for the remaining balls in the jackpot to be discharged and the process of setting the time for the jackpot to be discharged Processing remaining balls in the big prize slot (step A14) to set information necessary for completing the termination process Do the following. In step A8, if the special game processing number is "6", A jackpot termination process (step A15) is performed to set necessary information, etc.

[0160] In step A8, if the special game processing number is "7", the big win occurs when a small win occurs. Setting the opening time and pattern of the prize slot, setting the fanfare command, and processing during small wins The small win fanfare process (step A16) sets the necessary information to perform the conduct. In step A8, if the special game processing number is "8", the ending command setting The small hit processing (Step A) sets the information necessary for setting and small hit remaining ball processing. 17). In step A8, if the special game processing number is "9", a big win will occur during small win processing. The process to set the time for the remaining balls that have entered the mouth to be discharged and the process to end the small win A small hit remaining ball processing (step A18) is performed to set the necessary information. In step A8, if the special game processing number is "10", the special game normal processing is performed. A small win end process (step A19) is performed to set the necessary information.

[0161] After that, after preparing a table for controlling the fluctuation of the special figure 1 indicator 51 (step A 20), the pattern change control process (step 1) for controlling the change of the special pattern by the special pattern 1 display 51 Then, prepare a table to control the fluctuation of the special figure 2 indicator 52. After that (step A22), the special pattern 2 display 52 controls the variation of the special pattern. Control processing (step A23) is performed. Then, the operation of the lever solenoid 38f is controlled. The lever solenoid control process (step A24) is performed, and the special game process is completed. On the other hand, in step A5, if the value of the special game processing timer is not "0" (step A5; N), that is, if the time has not yet elapsed, the process proceeds to step A20. The following processing is carried out.

[0162] [Special diagram starter switch common processing] Next, the special start port switch common processing performed in the above-mentioned start port switch monitoring processing The details will be explained. The special starting port switch common processing is the starting port 1 switch 36a and the starting When there is an input from the second switch 37a, the process is performed in common for each input. be.

[0163] As shown in FIG. 1-12, in the special start gate switch common processing, first, the start gate signal output count, which is the number of times information regarding the number of wins on the start gate switch being monitored, between the start gate 1 switch 36a and the start gate 2 switch 37a, is output to an external management device of the gaming machine 10, is loaded (step A131), the loaded value is updated by +1 (step A132), and it is determined whether the output count has overflowed (step A133). If the output count has not overflowed (step A133; N), the updated value is saved in the start gate signal output count field of the RWM (step A134), and processing proceeds to step A135. On the other hand, if the output count has overflowed (step A133; Y), processing proceeds to step A135. In this embodiment, values ​​from "0" to "255" can be stored in the start gate signal output count field. If the loaded value is "255", the value after updating by +1 becomes "0", and it is determined that the number of outputs has overflowed.

[0164] Next, the start port 1 switch 36a and the start port 2 switch 37a are selected as the start port to be monitored. Determine whether the number of special pending (starting memory) items to be updated corresponding to the switch is less than the upper limit (state Step A135). If the number of reserved special drawings to be updated is not less than the upper limit (Step A135; N ) ends the special chart start port switch common processing.

[0165] Also, if the number of reserved special drawings to be updated is less than the upper limit (step A135; Y), The number of reserved special drawings for the new target (number of reserved special drawings 1 or number of reserved special drawings 2) is updated by +1 (Step A13 6), the target start port winning flag is saved (step A137). Calculate the address of the random number storage area corresponding to the start switch and the special drawing reservation number (step A138), the jackpot random number prepared by the hardware random number acquisition process is stored in the RWM jackpot random number storage area (Step A139).

[0166] Next, the special pattern random number of the start switch to be monitored is extracted and prepared (step A1 40), save it in the special pattern random number storage area of ​​RWM (step A141). Next, the fluctuation pattern random numbers 1 to 3 are stored in the corresponding fluctuation pattern random number storage area of ​​the RWM. The process then proceeds to step A145, and a special chart reservation information determination process is performed (step A146). Next, the decorative special drawing reservation number command corresponding to the start switch and special drawing reservation number to be monitored (Step A147), and then perform a performance command setting process (Step A148), Ends common processing of special chart start port switch.

[0167] Here, the game control device 100 (RAM111C) is a start winning hole 36 and a normal variable winning device. Based on the detection of the game ball in the starting area of ​​the device 37, a predetermined random number is extracted and the variable display game The start memory means stores a predetermined number of start memories as execution rights. The storage means (game control device 100) stores the number of game balls entering the first start winning hole (start winning hole 36). The various random numbers extracted based on the prize are stored as the first starting memory up to a predetermined number, and the second starting memory is Various random numbers extracted based on the winning of the game ball into the variable winning hole (normal variable winning device 37) A predetermined number is stored as a second start-up memory up to an upper limit.

[0168] [Special drawing reservation information determination processing] Next, the special drawing reservation information determination process in the above-mentioned start port switch common process (step A14 The details of 6) will be explained. The special drawing reservation information determination process is a special drawing based on the corresponding start memory. Before the start of the variable display game, the result-related information corresponding to the start memory is determined. This is a read-ahead process.

[0169] As shown in Figure 1-13, first, a jackpot determination process (step A154) is performed to determine whether or not a jackpot random number value matches the jackpot determination value. If the determination result is a jackpot (step A155; Y), a jackpot special symbol random number check table corresponding to the target start port switch is set (step A156), and stop symbol information corresponding to the special symbol random number prepared in step A140 of the special symbol start port switch common processing is obtained (step A157), and the process proceeds to step A168.

[0170] On the other hand, if the judgment result is not a jackpot (step A155; N), the jackpot random number is a small jackpot. The small hit judgment process (step) determines whether it is a small hit or not depending on whether it matches the small hit judgment value. Then, if the result of the judgment is a small win (step A160; Y), Set the special pattern random number check table for small wins (step A161), and the special pattern start port Stop pattern information corresponding to the special pattern random number prepared in step A140 of the switch common processing is acquired (step A162), and the process proceeds to step A168.

[0171] On the other hand, if the judgment result is not a small win (step A160; N), the big win random number value is The support hit determination process determines whether or not the value matches the hit determination value. Step A163) is performed. If the result of the determination is not a support win (Step A164) ;N) sets the losing stop symbol information (step A167), and Proceed to processing. In addition, if the judgment result is a support hit (step A164; Y), a special chart for a support hit Set the pattern random number check table (step A165), and perform common processing of the special pattern start switch In step A140, the stop symbol information corresponding to the special symbol random number prepared is obtained (step Step A166) and proceed to processing in step A168.

[0172] Then, a pre-read stop pattern command corresponding to the target start switch and stop pattern information is sent. Preparation is made (step A168), and then a performance command setting process is performed (step A169). A special chart information setting process for setting special chart information, which is a parameter for setting a variation pattern. (Step A170) is performed, and a variation pattern setting is performed to set the variation mode of the special chart variation display game. A setting process is performed (step A171). Then, the first half variation number indicating the first half variation pattern in the variation mode of the special chart variation display game And prepare a look-ahead fluctuation pattern command corresponding to the latter half fluctuation number indicating the latter half fluctuation pattern. (Step A172), a performance command setting process is performed (Step A173), and the special drawing is saved. The special information determination process is completed. The variable pattern setting process in P A171 is the start of the special chart variable display game in the special chart normal processing. This is similar to the process that is performed when

[0173] By the above process, the result of the special chart change display game based on the start memory of the pre-read target is displayed. Information on the variation pattern in the special pattern variation display game based on the reading pattern command and the start memory A look-ahead variation pattern command including the above is prepared and transmitted to the performance control device 300. This allows the determination of result-related information (whether it is a jackpot or not and the type of fluctuation pattern) corresponding to the start memory. The result (prediction result) is the start timing of the special chart change display game based on the corresponding start memory This can be notified to the performance control device 300 in advance, and in particular, the By changing the decoration special start memory display, the start timing of the special change display game This makes it possible to notify the player of result-related information before the game.

[0174] That is, the game control device 100 stores the start memory in the start memory means (game control device 100). The random number stored as the starting memory is determined before the variable display game is executed based on the starting memory (for example, It serves as a pre-determination means for determining whether a special result will occur if the start-up memory is not available. The time to determine the random number in advance is not only when the start memory occurs, but also when the start memory occurs. This can be done at any time before the variable display game based on the start memory is played.

[0175] [Special chart normal processing] Next, the details of the special chart normal processing (step A9) in the special chart game processing described above will be explained. As shown in FIG. 1-14, in the special chart normal processing, first, it is determined whether the special chart 2 reserved number (second start memory number) is "0" (step A301). If it is determined that the special chart 2 reserved number is "0" (step A301; Y), it is determined whether the special chart 1 reserved number (first start memory number) is "0" (step A305). Then, if it is determined that the special chart 1 reserved number is "0" (step A305; Y), it is determined whether the customer waiting demo has started (step A309), and if the customer waiting demo has not started (step A309; N), a customer waiting demo in progress flag is set in the customer waiting demo flag area (step A310).

[0176] Next, prepare a customer waiting demo command (step A311) and perform the performance command setting process. (Step A312) Next, set "0" for the special chart normal processing as the processing number. (Step A313), and save the processing number in the special game processing number area (Step Then, the variable symbol discrimination flag area is cleared (step A315), and The fraud monitoring period flag is saved in the prize slot fraud monitoring period flag area (step A316 ), the special chart normal processing ends. In other words, the special chart variable display game can be started. If the start condition is not satisfied, a customer waiting demo command that constitutes waiting information is sent to the performance control device 300. This means that the data is sent to On the other hand, if the customer waiting demo has already started in step A309 (step A309; Y) skips steps A310 to A312 and moves to step A313. do.

[0177] Also, in step A301, if the number of reserved special drawings 2 is not "0" (step A301; N) prepares a decorative special drawing reservation number command corresponding to the special drawing 2 reservation number (step A302 ). Next, the performance command setting process (step A303) is performed, and the special chart 2 variation start process ( Step A304) is performed to terminate the special chart normal processing. Also, in step A305, if the number of reserved special drawings 1 is not "0" (step A305; N) prepares a decorative special drawing reservation number command corresponding to the special drawing 1 reservation number (step A306 ) Then, the performance command setting process (step A307) is performed, and the special chart 1 variation start process ( Step A308) is performed to terminate the special chart normal processing.

[0178] [Special Chart 1 Change Start Processing] Next, the details of the special chart 1 variation start process (step A308) in the above-mentioned special chart normal process will be explained. The special chart 1 variation start process is a process performed at the start of the first special chart variation display game. As shown in FIG. 1-15(a), first, a special chart 1 variation flag indicating the type of special chart variation display game to be executed (here, special chart 1) is saved in the variation pattern discrimination flag area (step A321). Next, a jackpot flag 1 setting process (step A322) is performed in which miss information or jackpot information is set in jackpot flag 1 to determine whether the first special chart variation display game is a jackpot by judging the jackpot random number, and miss information or small hit information is set in the small hit flag to determine whether the first special chart variation display game is a small hit, and miss information or small hit information is set in the support hit flag to determine whether the first special chart variation display game is a support hit.

[0179] Next, the special chart 1 stop pattern setting process (step A After performing 323), the special chart information, which is a parameter for setting the fluctuation pattern, is set. The special chart information setting process (step A324) is performed. The parameters are the game status, the number of reserved , the stop pattern number and the remaining number of normal power support times are used. Information for referencing various information regarding the setting of the variation pattern of the variation display game is set. A special chart 1 variation pattern setting information table, which is a table obtained by the above process, is prepared (step A325 ) After that, the variable that sets the variation pattern which is the variation mode in the first special chart variation display game The dynamic pattern setting process (step A326) is performed to start the first special pattern variation display game. A change start information setting process (step A327) is performed to set information.

[0180] Next, set "1" as the processing number for the special chart change processing (step A328). The processing number is saved in the special game processing number area (step A329). Then, the customer waiting demo flag area is cleared (step A330), and the special chart 1 starts to change. Save the related signal (for example, turning on the signal during special symbol 1 fluctuation) in the test signal output data area. (Step A331). After that, the variable flag is saved in the variable control flag area of ​​the special chart 1. (Step A332) The flashing control timer (special diagram 1 display 5) is entered in the special diagram 1 flashing control timer area. Set the initial value (here, 100 ms) of the timer for the blinking period of 1 (step A33 3). Next, save the initial value (here "0") in the special chart 1 variable pattern number area (step Step A334), and the special chart 1 change start processing is completed.

[0181] [Special Chart 2 Change Start Processing] Next, the details of the special chart 2 variation start process (step A304) in the above-mentioned special chart normal process will be explained. The special chart 2 variation start process is a process performed at the start of the second special chart variation display game, and is the same process as the process in the special chart 1 variation start process shown in Figure 1-15 (a) and is performed on the second start memory.

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

[0183] Next, the special chart 2 stop pattern setting process (step A) for setting the special chart 2 stop pattern (pattern information) After performing 343), the special chart information, which is a parameter for setting the fluctuation pattern, is set. The special information setting process (step A344) is performed. The parameters are the game status, the number of reserved , the stop pattern number and the remaining number of normal power support times are used. Information for referencing various information regarding the setting of the variation pattern of the variation display game is set. A special chart 2 variation pattern setting information table, which is a table obtained by the above process, is prepared (step A345 ) After that, the variable that sets the variation pattern which is the variation mode in the second special chart variation display game The dynamic pattern setting process (step A346) is performed to start the variation of the second special chart variation display game. A change start information setting process (step A347) is performed to set information.

[0184] Next, set "1" as the processing number for the special chart change processing (step A348). The processing number is saved in the special game processing number area (step A349). Then, the customer waiting demo flag area is cleared (step A350), and the special chart 2 starts to change. Save the related signal (for example, the signal during special pattern 2 change is ON) in the test signal output data area. (Step A351). After that, the variable flag is saved in the variable control flag area of ​​the special chart 2. (Step A352) The flashing control timer (special diagram 2 display 5) is entered in the special diagram 2 flashing control timer area. Set the initial value (100 ms in this case) of the blinking period timer (step A35 3). Next, save the initial value (here "0") in the special chart 2 variable pattern number area (step (Cup A354), and the special chart 2 change start processing is completed.

[0185] That is, the game control device 100 changes the special pattern based on the start memory stored in the start memory means. The special chart variable display game execution control means executes the dynamic display game. The game execution control means executes the first special chart variable display as the special chart variable display game based on the first start memory. The game is executed, and the second special chart change display game is executed based on the second start memory. The program will be implemented.

[0186] [Special chart 1 stop pattern setting process] Figure 1-16 shows the special chart 1 stop pattern setting process (step A323) in the special chart 1 change start process of this embodiment. In this special chart 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), a special chart pattern random number is loaded from the special chart 1 special chart pattern random number storage area (for reserved number 1) (step A432). Next, a special chart 1 jackpot pattern table is set (step A433), and the stop pattern number corresponding to the loaded special chart pattern random number is obtained and saved in the special chart 1 stop pattern number area (step A434). This process selects the type of jackpot.

[0187] Then, set the special chart 1 big win stop pattern information table (step A435), stop pattern The stop symbol pattern corresponding to the number is acquired and saved in the stop symbol pattern area (step A stop pattern is a stop pattern on a special symbol indicator (here, special symbol indicator 51). This is for setting the stop pattern and the stop pattern on the display device 41. Next, The corresponding round number upper limit information is obtained and saved in the round number upper limit information area (step A437), time reduction judgment data corresponding to the stop symbol number is acquired, and time reduction judgment data The data area is saved (step A438), and the effect corresponding to the stopping pattern and probability state is displayed. The mode transition information is saved (step A439). The mode of play, the presentation mode after the end of the special game state, and the variable selection table after the end of the special game state The purpose is to set up a fluctuation pattern scenario, which is information about the transition of the group of Then, a decorative special symbol command corresponding to the stopping symbol pattern is prepared (step A455).

[0188] On the other hand, if the big hit 1 flag is not a big hit (step A431; N), the small hit flag 1 determines whether it is a small win (step A440), and if it is a small win (step A44 0;Y) loads the special pattern random number from the special pattern random number storage area (for reserved number 1) (Step A441). Next, set the special chart 1 small winning pattern table (Step A442). , obtain the stop pattern number corresponding to the loaded special pattern random number and enter it in the special pattern 1 stop pattern number area Save (step A443). This process selects the type of small win. The stop pattern corresponding to the stop pattern number is acquired and saved in the stop pattern area ( Step A444), and save the transition information for the performance mode corresponding to the stopping pattern (Step Step A445), prepare a special decorative pattern command corresponding to the stop pattern (Step A 455).

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

[0190] Then, the stop pattern corresponding to the stop pattern number is acquired and displayed in the stop pattern area. Save (step A450), obtain the time reduction judgment data corresponding to the stop pattern number, and The time reduction determination data is saved in the time reduction determination data area (step A451). The performance mode transition information is saved (step A452), and the decoration corresponding to the stopping pattern is A special drawing command is prepared (step A455). Also, if the support flag 1 is not a support hit (step A446; N), The stop pattern number is saved in the special pattern 1 stop pattern number area (step A453), and the stop The symbol pattern is saved in the stop symbol pattern area (step A454). A decorative special drawing command corresponding to the line is prepared (step A455). A stopping pattern corresponding to the result of the special chart variation display game is set.

[0191] Then, the decorative special drawing command is saved in the decorative special drawing command area (step A456). The effect command setting process (step A457) is performed. This special decorative command is used later. The symbol data corresponding to the stop symbol number is transmitted to the control device 300. Save it in the force data area (step A458), and the special chart 1 special chart pattern random number storage area (reserved number 1) is cleared to 0 (step A459), and the special chart 1 stop pattern setting process is terminated.

[0192] [Special chart 2 stop pattern setting process] 1-17 shows the special chart 2 stop pattern setting process (step A343) in the special chart 2 variable start process of this embodiment. Note that the special chart 2 stop pattern setting process is the same as the special chart 1 stop pattern setting process, but for the special chart 2. In this special chart 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), a special chart pattern random number is loaded from the special chart 2 special chart pattern random number storage area (for reserved number 1) (step A472). Next, a special chart 2 jackpot pattern table is set (step A473), and the stop pattern number corresponding to the loaded special chart pattern random number is obtained and saved in the special chart 2 stop pattern number area (step A474). This process selects the type of jackpot.

[0193] Then, set the special chart 2 big win stop pattern information table (step A475), stop pattern The stop symbol pattern corresponding to the number is acquired and saved in the stop symbol pattern area (step A stop pattern is a stop pattern on the special symbol display (here, special symbol 2 display 52). This is for setting the stop pattern and the stop pattern on the display device 41. Next, The corresponding round number upper limit information is obtained and saved in the round number upper limit information area (step A477), time reduction judgment data corresponding to the stop symbol number is acquired and the time reduction judgment data is The data area is saved (step A478), and the effect corresponding to the stopping pattern and probability state is displayed. The mode transition information is saved (step A479). The mode of play, the presentation mode after the end of the special game state, and the variable selection table after the end of the special game state The purpose is to set up a fluctuation pattern scenario, which is information about the transition of the group of Then, a decorative special symbol command corresponding to the stopping symbol pattern is prepared (step A495).

[0194] On the other hand, if the big hit flag 2 is not a big hit (step A471; N), the small hit flag 2 determines whether it is a small win (step A480), and if it is a small win (step A48 0;Y) loads the special pattern random number from the special pattern 2 special pattern random number storage area (for reserved number 1) (Step A481). Next, set the special 2 small winning symbol table (Step A482). , get the stop pattern number corresponding to the loaded special pattern random number and put it in the special pattern 2 stop pattern number area Save (step A483). This process selects the type of small win. The stop pattern corresponding to the stop pattern number is acquired and saved in the stop pattern area ( Step A484), and save the transition information for the performance mode corresponding to the stopping pattern (Step Step A485), prepare a special decorative pattern command corresponding to the stop pattern (Step A 495).

[0195] Also, if the small hit flag 2 is not a small hit (step A480; N), It is determined whether the game 2 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 chart 2 support symbol table (Step A488). ), get the stop pattern number corresponding to the loaded special pattern random number and enter the special pattern 2 stop pattern number area (Step A489) This process selects the type of support win.

[0196] Then, the stop pattern corresponding to the stop pattern number is acquired and displayed in the stop pattern area. Save (step A490), obtain the time reduction judgment data corresponding to the stop pattern number, and The time reduction determination data is saved in the time reduction determination data area (step A491). The performance mode transition information is saved (step A492), and the decoration corresponding to the stopping pattern is A special drawing command is prepared (step A495). Also, if the support flag 2 is not a support (step A486; N), The stop pattern number is saved in the special pattern 2 stop pattern number area (step A493), and the stop The symbol pattern is saved in the stop symbol pattern area (step A494). A decorative special drawing command corresponding to the line is prepared (step A495). A stopping pattern corresponding to the result of the special chart variation display game is set.

[0197] Then, the decorative special drawing command is saved in the decorative special drawing command area (step A496). The effect command setting process (step A497) is performed. This special decorative command is used later. The symbol data corresponding to the stop symbol number is transmitted to the control device 300. Save it in the force data area (step A498), and the special chart 2 special chart pattern random number storage area (reserved number 1) is cleared to 0 (step A499), and the special chart 2 stop pattern setting process is completed. In this way, when setting the stopping pattern for each result, a common special pattern random number is used regardless of the result. By using this, the number of required random numbers can be reduced, simplifying the specifications and programs of gaming machines. This allows the burden of control to be reduced.

[0198] [Special chart change processing] FIG. 1-18 shows the special chart change processing (step A10) in the special chart game processing of this embodiment. In this special pattern change process, first, prepare the pattern stop command corresponding to the change pattern discrimination flag. Then, a performance command setting process is performed (step A602). Then, the display time corresponding to the stop pattern is set (step A603), and the set table The display time is saved in the special game processing timer area (step A604). The control device 100 sets a stop display time for displaying the stop result state of the variable display game. This constitutes a stop display time setting means.

[0199] Next, it is determined whether normal power support is in progress (step A605). If the answer is NO (step A605), the process proceeds to step A612. If there is (step A605; Y), it is determined whether it is a variation of special diagram 1 (step A6 06). If it is a variation of Special Drawing 1 (step A606; Y), proceed to step A609. Also, if it is not a change in special diagram 1 (step A606; N), the time shortening change count 2 area The time reduction change count 2 is updated by -1 (step A607), and the time reduction change count 2 becomes 0. It is determined whether the value is higher or lower (step A608).

[0200] If the time reduction fluctuation count 2 is 0 (step A608; Y), the normal power support is terminated. A time-saving end setting process is performed (step A611), and the process proceeds to step A612. Also, if the time reduction variation number 2 is not 0 (step A608; N), The time reduction fluctuation count 1 in the count 1 area is updated by -1 (step A509), and the time reduction fluctuation count It is determined whether 1 has become 0 (step A610). If the time reduction fluctuation count 1 is 0 (step A610; Y), the normal power support is terminated. A time-saving end setting process is performed (step A611), and the process proceeds to step A612. If the time reduction variation count 1 is not 0 (step A610; N), step A6 Moving on to 12.

[0201] In other words, in the case of the special chart 1 variable display game, only the time shortening variable number 1 is subtracted, and the special chart 2 In the case of a variable display game, both the number of time-shortened variables 1 and 2 are subtracted. Then, when either the time reduction fluctuation count 1 or the time reduction fluctuation count 2 becomes 0, Support is being discontinued.

[0202] After the performance mode information check process (step A612) is performed, the remaining reserved consumption state ends. It is determined whether the remaining reserved consumption state has ended (step A613). In addition to when the termination condition of the reserved consumption state ST5 is met, when the remaining reserve is terminated at the end of the specific game state ST4 This includes cases where there was no retention. If the remaining reserved consumption state has not ended (step A613; N), step A616 Also, if the remaining reserved consumption state is completed (step A613; Y), the result is It is determined whether or not the result is a miss (step A614). If the result is not a loss (step A614; N), the process proceeds to step A616. If the result is a miss (step A614; Y), a signal regarding the end of time reduction (for example, The jackpot 2 signal is OFF and saved in the external information output data area (step A615). Move to step A616.

[0203] In step A616, the processing number is set to "2" for the special drawing display processing (step A616), and save the processing number in the special game processing number area (step A61 7). Furthermore, the signal regarding the end of the special pattern 1 change (for example, the signal during the special pattern 1 change is turned OFF) ) is saved in the test signal output data area (step A618), and the end of the variation of special figure 2 The signal to be output (for example, turning off the signal during special symbol 2 fluctuation) is saved in the test signal output data area. (Step A619) The external information terminal is provided with a special chart variation display relating to the number of times the game is executed. Save the control timer initial value (for example, 256 ms) in the symbol confirmation count signal control timer area. (Step A620). After that, the control of the special chart 1 variable display game on the special chart 1 display device 51 As information for your use, the stop flag for stopping the fluctuation in the special diagram 1 display 51 is set to the special diagram 1 fluctuation control flag. The data is saved in the lag area (step A621), and the special chart 2 variable display gate in the special chart 2 display 52 is displayed. As information for controlling the game, the stop flag related to the stop of fluctuation in the special chart 2 display 52 is set to the special chart 2 variable The data is saved in the dynamic control flag area (step A622), and the processing during special chart change is terminated.

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

[0205] Next, the number without time reduction is saved in the game status display number area (step A633), Save the normal low probability & no time reduction flag in the game mode flag area (step A63 4) Save the special chart low probability & no time reduction flag in the special chart game mode flag area (step P635). Then, the time reduction fluctuation count 1 area is cleared (step A636), and the time reduction fluctuation count The two areas are cleared (step A637). After that, a signal related to a left-handed shot instruction (for example, turning off launch position designation signal 1) is sent as a test signal. Save it in the output data area (step A638), and the indicator LED during right-hand hitting (for example, the first In order to turn off the game status display unit 56a), the number in the left-hand hitting state is displayed in the game status display number 2 area. The number is saved (step A639), and the normal base status information is stored in the normal base status determination area. The data is saved (step A640), and the time reduction change count update process is terminated.

[0206] [Processing during special chart display] Figures 1-20 and 1-21 show the special chart display processing (step A11) in the special chart game processing of this embodiment. In this special diagram display process, first, the support flag set in the big hit flag 1 setting process Load the jackpot flag 1 and the support flag 2 set in the jackpot flag 2 setting process ( Step A701) Clear the RWM support flag 1 area and support flag 2 area. (Step A702). Next, the small hit flag 1 set in the big hit flag 1 setting process and the big hit flag 2 setting process are The small hit flag 2 set in the setting process is loaded (step A703), and the RWM The small hit flag 1 area and the small hit flag 2 area are cleared (step A704).

[0207] Next, the jackpot flag 1 set in the jackpot flag 1 setting process and the jackpot flag 2 setting process are The jackpot flag 2 set in the setting process is loaded (step A705), and the RWM The jackpot flag 1 area and the jackpot flag 2 area are cleared (step A706). Then, it is determined whether the loaded jackpot flag 2 is a jackpot (step A707), and if it is a jackpot, If the number of the special symbols is 1 or more (step A707; Y), the second special symbol variable display game is a jackpot (special symbol 2 jackpot). Test signal for the start of (for example, condition device operation signal ON, special device continuous operation device operation signal ON, special pattern 2 signal ON) is saved in the test signal output data area of ​​RWM. (Step A710), and then a round number upper limit table is set (Step A711).

[0208] On the other hand, if the jackpot flag 2 is not a jackpot (step A707; N), It is determined whether the jackpot flag 1 is a jackpot (step A708), and if it is a jackpot (step P708; Y) is about the start of the first special chart variable display game jackpot (special chart 1 jackpot) Test signal (for example, condition device operation signal ON, special device continuous operation device operation signal ON, The signal for each separate pattern is ON) and saved in the test signal output data area of ​​the RWM (Step A 709), and sets the round number upper limit value table (step A711).

[0209] Next, the upper limit value of the number of rounds corresponding to the upper limit value information of the number of rounds (in this embodiment, "1 The round number upper limit value area of ​​the RWM is saved (step A7 12) Next, obtain the round LED pointer corresponding to the round number upper limit information and The data is saved in the round LED pointer area of ​​the WM (step A713).

[0210] Next, load the special decoration command from the special decoration command area of ​​RWM and prepare it (s Step A714) and a performance command setting process (step A715) are performed. The probability of winning in dynamic display games and special chart variable display games is set to normal probability state (low probability state). A probability information command relating to the information (state) is prepared (step A716), and a performance command The setting process (step A717) is performed. Next, the special symbol 1 or special symbol 2 stop symbol setting process is performed. The fanfare record corresponding to the set symbol information (stop symbol number or stop symbol pattern) A command is prepared (step A718), and a performance command setting process is performed (step A719). This fanfare command is transmitted to the effect control device 300 at the start of the special game state. This provides special game state start information.

[0211] Next, the information on the opening of the big prize slot and the winning results in the normal and special game. The signal corresponding to the state of probability is saved in the external information output data area of ​​the RWM (state In this embodiment, in step A720, the big prize opening information and the confirmation As a signal corresponding to the rate state, the jackpot 2 signal and the jackpot 3 signal are saved. The ON / OFF of each signal is determined by the information on the big prize opening and the probability state. For example, the big prize 2 signal If the jackpot is a big win (large prize opening information is other than large prize opening information 1), N, a jackpot without a ball (so-called sudden jackpot, etc.) ) it will be ON if a jackpot occurs during the time-saving mode, and OFF otherwise. In addition, the jackpot 3 signal is ON when it is a jackpot with balls, and ON when it is a jackpot without balls. In this case, the control is turned OFF. In the gaming machine of this embodiment, all jackpots are jackpots with balls being paid out.

[0212] After that, the big prize opening information and the winning result in the normal chart change display game and the special chart change display game will be displayed. The jackpot fanfare time corresponding to the state of the probability of the result is set (step A721 ), the set jackpot fanfare time is saved in the special game processing timer area (status Then, load the special game mode flag and set the loaded flag to the special game mode. The game mode flag is saved in the save area (step A723). The probability status and time-saving status of the special chart at the time of occurrence are stored. Based on the information, the presentation mode after the special game state ends is determined.

[0213] Then, the illegal winning number area of ​​the large prize winning slot corresponding to the large prize winning slot opening information is cleared ( Step A724), the large prize opening fraud monitoring period flag of the large prize opening corresponding to the large prize opening opening information The fraud monitoring period out flag is saved in the log area (step A725). Fanfare for transition to interval processing / Interval processing transition setting The process 1 (step A726) is performed, and the process during the special drawing display is terminated. That is, the game control The device 100 determines whether the result of the first special chart variable display game or the second special chart variable display game is special. Based on the result, a special game state is generated in which the special variable winning device 38 is converted into an open state. This constitutes a special game state generating means.

[0214] On the other hand, if the jackpot flag 1 is not a jackpot (step A708; N), the special chart change display It is determined whether the probability state of the game is a high probability state (step A727). In the gaming machine, the probability of the special drawing is always constant, so it is determined that the state is not always high probability (Step A 727; N), and it is determined whether there is a ceiling reached flag (step A728). If there is a ceiling reached flag (step A728; Y), the ceiling is reached. The process for starting normal power support based on the above is not performed, and the process proceeds to step A732. The completed flag is set when the ceiling is reached and cleared when a jackpot occurs. This allows normal power support to start when the ceiling is reached. If this occurs, normal power support based on reaching a new ceiling will not be available until after the jackpot has passed. can be prevented from starting.

[0215] If there is no ceiling reached flag (step A728; N), the value of the ceiling counter area is The value is updated by +1 (step A729), and it is determined whether the ceiling has been reached (step A730). If the ceiling has not been reached (step A730; N), the process proceeds to step A732. Also, when the ceiling is reached (step A730; Y), the ceiling time reduction activation flag and the ceiling arrival flag are The reached flag is set (step A731), and the process proceeds to step A732.

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

[0217] Next, it is determined whether the probability state of the special chart variable display game is in a high probability state (step A 736). In the gaming machine of this embodiment, the probability of the special drawing is always constant, so it is always in a high probability state. It is determined that the special decorative drawing command is not necessary (step A736; N), and the special decorative drawing command is loaded from the special decorative drawing command area. Download and prepare (step A737), and perform the performance command setting process (step A738). Next, prepare a small win fanfare command (step A739), and A band setting process (step A740) is performed, and the process proceeds to step A741. The small win fanfare command is also sent to the performance control device 300 at the start of the special game state. This provides special game state start information. And, to move to the small hit fanfare processing, The line setting process (step A741) is performed, and the process during special drawing display is terminated.

[0218] On the other hand, if the small hit flag 1 is not a small hit (step A733; N), the ceiling time reduction is activated. It is determined whether there is a flag (step A742). If there is a ceiling time reduction activation flag (step The initial value of the ceiling time reduction number is the time reduction fluctuation number area 1 and the time reduction fluctuation area 2. Save it in the number of times area 2 (step A743), and proceed to the support operation setting process (step A747). Migrate. Here, the time reduction variation number area 1 shows the special chart 1 variation display game and the special chart 2 variation display game. Save 255 as the termination condition based on the total number of executions, and specify the time reduction fluctuation count area 2. Figure 2: Variable display Save 250 as the termination condition based on the number of times the game is played.

[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 (step A745), Step A744;N) determines whether the loaded support hit flag 1 is a support hit (step If it is not a support hit (step A745; N), it moves to the special chart normal processing. To do this, a special chart normal processing transition setting process (step A748) is performed, and the special chart display processing is completed. Complete.

[0220] On the other hand, if the support flag 2 is a support hit (step A744; Y) or a support hit If flag 1 is a support hit (step A745; Y), it corresponds to the time reduction judgment data The initial values ​​are saved in the time reduction fluctuation count area 1 and the time reduction fluctuation count area 2 (Step A 746), and then proceeds to the support operation setting process (step A747). Here, the time reduction variation number area 1 shows the special chart 1 variation display game and the special chart 2 variation display game. Save 12 as the termination condition based on the total number of executions, and add the special diagram to the time-saving fluctuation area 2. 2 Save 7 as the termination condition based on the number of times the variable display game is executed. After the support operation setting process (step A747) is performed, the special chart is used to transition to the normal processing. The normal processing transition setting process (step A748) is performed, and the processing during special drawing display is terminated.

[0221] In the above process, the determination of whether the ceiling has been reached is made at the end of the special chart change display game. (Steps A727 to A731), the winning of the support and the reaching of the ceiling are the same special chart fluctuations When this occurs in the displayed game, the termination condition of the specific game state ST4 based on reaching the ceiling is The setting is performed (steps A742 to A747). As a result, if the winning of the support hit and the reaching of the ceiling occur in the same special chart variable display game, In this case, the special chart variation display game will have a variation pattern and result state based on the support hit at the start. is selected, but the end condition of the specific game state ST4 given at the end of the special chart change display game The termination condition is based on reaching the ceiling, not on hitting the support.

[0222] It is rare for the ceiling to be reached and the support hit to occur in the same special chart variable display game. , Checking this at the start of the special chart change display game is a waste of control. Therefore, by adopting the present embodiment, such unnecessary processing becomes unnecessary, and This simplifies the control at the start of the dynamic display game. In addition, the fluctuation pattern and result mode are selected according to the support hit. The termination condition of the specific game state ST4 to be granted is based on reaching the ceiling. However, the game will still transition to the specific game state ST4, so the player will not be dissatisfied. In particular, in the gaming machine of this embodiment, the termination condition is based on reaching the ceiling. This is advantageous to the player, so the player will not be dissatisfied.

[0223] If there is room for control at the start of the special chart change display game, At the start of the game, determine whether the ceiling is reached and the winning of the support hit occurs in the same special chart change display game. It may be possible to set it in such a way that the ceiling is reached and the support hit is won in the same special chart variable display game. In case of occurrence, the special chart fluctuation display game fluctuation pattern and result mode will be out of sync with the result. By using the same method as above or the method corresponding to reaching the ceiling, it is possible to avoid any inconsistencies. do.

[0224] [Fanfare / Interval Processing Transition Setting Process 1] 1-22 shows the fanfare / interval processing transition setting process 1 (step A726) in the special chart display processing described above. In this fanfare / interval processing transition setting process 1, first, the processing number for the fanfare / interval processing is set to "3" (step A791), and the processing number is saved in the special chart game processing number area (step A792).

[0225] Next, a signal regarding the start of a jackpot (special game state) (for example, a jackpot 1 signal is turned ON (a jackpot Output for hit + small hit), big hit 4 signal ON (output for big hit)) in the external information output data area (Step A793), and a signal regarding the end of high probability & time reduction (for example, special Pattern 1 high probability state signal OFF, special pattern 2 high probability state signal OFF, special pattern 1 fluctuation time Shortened state signal OFF, special pattern 2 variable time shortened state signal OFF, normal pattern 1 high probability state State signal OFF, normal pattern 1 variable time shortened state signal OFF, normal electric role 1 open extended state The state signal (OFF) is saved in the test signal output data area (step A794). , clear the round number area for managing the number of rounds executed in the special game state (state Step A795), and save the number without time reduction in the game status display number area (step A79 6) Save the low probability and no time reduction flag in the normal game mode flag area (step P797).

[0226] Then, the variable symbol discrimination flag area is cleared (step A798), and the high probability state is displayed. The game status display LED (for example, the third game status display unit 56c) provided on the game board 30 To turn off the high probability notification flag area, the area is cleared (step A799), and the special game The special low probability & no time reduction flag is saved in the mode flag area (step A800). 2. A command output to the performance control device 300 when the power outage is restored is saved. A probability information command (low probability) is saved in the command area (step A801), and the time-saving state is entered. Time-saving variable number of areas and times to manage the number of special chart variable display games that can be executed The time shortening fluctuation count 2 area is cleared (steps A802 and A803). The port and time-saving state ends. Furthermore, the ceiling counter area is cleared (step A80 4) The ceiling time reduction activation flag area is cleared (step A805), and the ceiling reached flag is set. The area is cleared (step A806).

[0227] Then, the number of the performance mode 1 is saved in the performance mode number area (step A807). The remaining rotation number area is cleared (step A808) and updated to the next mode transition information area. The code is saved (step A809). Then, a signal regarding a right-hand stroke instruction (for example, , and turn ON the launch position designation signal 1) is saved in the test signal output data area (step A810 ), and the indicator LED during right-hand play (for example, the first game state indicator 56a) is turned on. The number in the right-hand hit state is saved in the skill state display number 2 area (step A811), and the fan The fare / interval processing transition setting process 1 is completed.

[0228] [Support operation processing] Figure 1-23 shows the support activation processing (step A747) during the processing during the special chart display described above. In this support operation setting process, first, a signal regarding the start of time reduction (for example, a big hit 2 signal and The result of the calculation (and the jackpot 3 signal ON) is saved in the external information output data area (step A821). Next, the timer initial value is saved in the time-shortening signal control timer area (step A822). saves 128ms as the timer initial value. This allows the signal for the start of time reduction to be Of these, the jackpot 3 signal will only be output for a short period of time.

[0229] Next, a signal regarding the start of time reduction (for example, a special pattern 1 variable time reduction status signal) is turned ON. Special pattern 2 variable time shortening state signal ON, normal pattern 1 high probability state signal ON, normal pattern 1 Test signal output: Variable time shortening status signal ON, normal electric accessory 1 open extension status signal ON The data is saved in the data area (step A823).

[0230] Furthermore, the number with time reduction is saved in the game status display number area (step A824), Save the normal high probability & time reduction flag in the gate mode flag area (step A82 5) To maintain the probability state flag and enable time reduction, the special game mode flag area is The special time-saving flag is synthesized (step A826). Next, a test signal is sent out to indicate a right-hand shot (for example, the launch position designation signal 1 is turned ON). The data is saved in the input data area (step A827), and the indicator LED during right-hand play (for example, the first play In order to light up the skill status display section 56a), the number in the right-hand hitting state is displayed in the game status display number 2 area. (Step A828). Then, the presentation mode information address table is set. (Step A829), the performance mode transition information set at the time of the start of the variation (when the stop pattern is set) The address of the table corresponding to the information is acquired (step A830). By obtaining the address of the corresponding table based on the A fluctuation pattern scenario, which is information related to the fluctuation pattern, is also acquired.

[0231] Next, as a process for saving information necessary for managing the presentation mode in the game control device 100, First, the performance mode of the performance mode that is set after the end of the special chart change display game that has been hit The mode number is acquired and saved in the performance mode number area (step A831). The remaining number of spins in the special mode that is set after the special chart change display game ends The special symbol is acquired and saved in the remaining spin count area (step A832). After the variable display game ends, the next mode transition information of the presentation mode to be set is acquired, and the next mode The information is saved in the transition information area (step A833). After the end of the special chart change display game that was hit, a predetermined number of special chart change display games are executed. The presentation mode and variable selection tables will change based on this.

[0232] Then, a probability information command corresponding to the performance mode number is prepared (step A834). The command is saved in the transmission command area when power is restored (step A835), and the performance command is Next, the newly set remaining number of spins is A corresponding performance rotation speed command is prepared (step A837), and performance command setting processing (step A838) is performed. Step A838) to prepare the time reduction change count command corresponding to the time reduction change count. Then, the controller 100 executes a performance command setting process (step A840). Then, the time reduction determination data area is cleared (step A841), and the performance mode transition information is The information area is cleared (step A842), and the support operation setting process is terminated.

[0233] [Jackpot end processing] FIG. 1-24 shows the jackpot end process (step A15) in the special game process of this embodiment. In this jackpot end processing, first, a signal regarding the start of time reduction (for example, a jackpot 2 signal) N) is saved in the external information output data area (step A901). The signal is output during the jackpot, so it is saved in the external information output data area in a continuous manner. Next, a signal regarding the start of low probability & time reduction (for example, special symbol 1 variable time reduction state) ON state signal, ON special pattern 2 variable time shortened state signal, ON normal pattern 1 high probability state signal N, normal symbol 1 variable time shortening state signal ON, normal electric role 1 opening extension state signal ON) is saved in the test signal output data area (step A902).

[0234] Next, the number with time reduction is saved in the game status display number area (step A903), Save the normal high probability & time reduction flag in the game mode flag area (step A90 4), the special chart time reduction flag is saved in the special chart game mode flag area (step A90 5) Then, the initial value of the time reduction fluctuation count is saved in the time reduction fluctuation count area (step A906). Here, the initial values ​​are set in the time reduction fluctuation count 1 area and the time reduction fluctuation count 2 area. By the above process, after the special game state ends, the time-saving state will be entered. By setting the initial value of the time-saving fluctuation number in the number of movements area, the specified number of special chart fluctuation display games By executing the above, the time-saving state ends. After the end of the state, the normal variable winning device 37 is put into a state where it is easy to win a prize for a predetermined period of time. A specific game state generation control that can generate a specific game state (time-saving state, normal power support state) Do your best.

[0235] Then, the probability information command is saved in the transmission command area when power is restored (step A9 10), the performance command setting process (step A911) is performed. Here, the probability information command As such, there are multiple options including either "with time reduction" or "without time reduction" and further information on the performance mode. Next, the time reduction change count command corresponding to time reduction change count 1 is Preparation is made (step A914), and then a performance command setting process is performed (step A915).

[0236] Next, set "0" as the processing number for the special normal processing (step A918), The processing number is saved in the special game processing number area (step A917). Then, the signal regarding the end of the jackpot (for example, the jackpot 1 signal is turned OFF, the jackpot 3 signal is turned ON) OFF, jackpot 4 signal OFF) is saved in the external information output data area (step A9 18), the signal regarding the end of the big win (for example, the signal during the operation of the condition device is OFF, the continuous operation of the Turn off the signal when the operating device is in operation, turn off the signal when special symbol 1 is hit, and turn off the signal when special symbol 2 is hit. ) is saved in the test signal output data area (step A919). The information in the data area is cleared (step A920), and the round number indicating the number of rounds of the jackpot is displayed. The information in the pointer area of ​​the LED is cleared (step A921), and the performance mode transition information is The area information is cleared (step A922). The information of the area is cleared (step A923), and the fraud monitoring period flag area is set to the fraud monitoring period flag area. The flag is saved during the period (step A924), and the jackpot termination process is completed.

[0237] [Specific area switch monitoring process] FIG. 1-25 shows the specific area switch monitoring process (step A3) in the special game process. In this specific area switch monitoring process, first, it is determined whether a small win is occurring (step A41). Here, a small win refers to the period during which small win processing and small win remaining ball processing are being performed. If this small win is not occurring (step A41; N), the specific area switch monitoring process is terminated. In other words, the specific area switch 38d is only valid during the period during which small win processing and small win remaining ball processing are being performed. Furthermore, if a small win is occurring (step A41; Y), it is determined whether the condition device is operating (step A42).

[0238] If the condition device is in operation (step A42; Y), the specific area switch monitoring process is performed. If the condition device is not in operation (step A42; N), the specific area switch It is then determined whether there is an input to the specific area switch (step A43). If there is no switch (step A43; N), the specific area switch monitoring process is terminated. If there is an input to the area switch (step A43; Y), set the specific area passing flag. Then, the specific area switch monitoring process is terminated (step A44). A process for generating a first special game state is performed based on the presence of a lag.

[0239] [Handling small remaining balls] FIG. 1-26 shows the processing shown in FIG. 1-26 in the small win remaining ball processing (step A18) in the special chart game processing. In this small win remaining ball processing, 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 proceeds to step A863. 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 win remaining ball processing is terminated. If the remaining ball counter is 0 (step A862; Y), the process to terminate the small win from step A863 onwards is carried out.

[0240] That is, the small win ends after all the remaining balls in the special variable winning device 38 are discharged. However, when the game ball finally flows into the special variable winning device 38, If the remaining ball error occurs and the discharge cannot be confirmed even after a specified time has passed, The time required for the small win has elapsed and the process will proceed to end the small win. Of course, if there is a remaining ball error, the process to end the small win will not proceed. Therefore, the process of step A861 may not be performed.

[0241] In the process to end the small win, first, it is determined whether there is a specific area passing (step When the game ball flows into the specific area 38h and passes through, the specific area switch 3 8d and a specific area passing flag is set. Whether or not a specific area has been passed is determined by the presence or absence of lag. If a specific area has been passed (stage Step A863 (Y) moves to step A870 to perform processing to generate a special game state. If no specific area has been passed through (step A863; N), the process proceeds to step A864. The second special game state is ended and a process for making the special chart variable display game executable is performed. cormorant.

[0242] The second special game state after step A864 is ended and the special chart change display game can be executed. In the process to do this, set 10 as the processing number for the small win end processing (Step A 864), and save the processing number in the special game processing number area (step A865). The small winning ending time is saved in the special game processing timer area (step A866). , the fraud monitoring period flag is saved in the fraud monitoring period flag area of ​​the upper prize winning entrance (step A 867). Then, the large winning slot count area is cleared (step A868), and during the small winning The control pointer area is cleared (step A869), and the processing of the remaining small hit balls is terminated.

[0243] On the other hand, if a specific area is passed (step A863; Y), the first specific area is passed after step A870. When processing to generate a different game state, load the command from the decorative special diagram command area. Then, the controller 100 prepares the command (step A870), and performs a performance command setting process (step A871). Next, prepare the V jackpot fanfare command (step A872) and execute the performance command A setting process is performed (step A873).

[0244] After that, the signal regarding the start of the jackpot (V jackpot) is saved in the external information output data area ( Step A874), a test signal for the start of a big win (V big win) (for example, a condition device operation Turn on the moving signal, turn on the continuous operation device operation signal, and turn on the special pattern 2 hit signal) The test signal is saved in the test signal output data area (step A875).

[0245] Then, the number during the jackpot is saved in the game status display number area (step A876). Set the round number upper limit table (step A877) to correspond to the round number upper limit information. Get the upper limit of the number of rounds (3 or 10) and save it in the upper limit of the number of rounds area ( (Step A878). In addition, the round LED pointer corresponding to the round number upper limit information is displayed. Get it and save it in the round LED pointer area (step A879), and save it in the round number area The initial value (here, 1) is saved in (step A880). The number of rounds is set to 3 or 10, but the small hit action corresponds to the first round, so By setting the initial number of rounds to 1, you can play 2 or 9 rounds in special game mode. This is to ensure that the information is released.

[0246] Then, set the processing number to 3 for the fanfare / interval processing (step The game is then saved in the special game processing number area (step A882). The V jackpot fanfare time is saved in the special game processing timer area (step A883 ), fanfare / interval processing transition setting processing (step A884), Proceed to step A868.

[0247] [Small hit end processing] FIG. 1-27 shows the small win end processing (step A19) in the special game processing of this embodiment. In this small win end process, first, it is determined whether normal power support is in progress (step A93 1). If normal power support is not in progress (step A931; N), a signal regarding left-hand strike instruction is (For example, turn OFF launch position designation signal 1) and save it in the test signal output data area (step A932), and turn off the display LED during right hitting (for example, the first game status display unit 56a). To do this, the number in the left-hand hit state is saved in the game state display number 2 area (step A933 ), proceed to step A937.

[0248] Also, if normal power support is in progress (step A931; Y), it is a small hit on special chart 2. It is determined whether or not the special drawing 2 is a small hit (step A934). ), proceed to step A937. Also, if it is a small win of special chart 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, the jackpot 2 signal is turned OFF) is saved in the external information output data area (step A936 ), proceed to step A937. In other words, when normal power support is in progress, the small win of special chart 2 If a problem occurs, the normal power support will end when the small win game state ends. do.

[0249] Next, it is determined whether or not there is a ceiling time reduction activation flag (step A937). If there is no lag (step A937; N), the process proceeds to step A940. If there is a time-saving activation flag (step A937; Y), the initial value of the ceiling time-saving count is set to the time-saving The time-shortened fluctuation count is saved in the time-shortened fluctuation count 1 area and the time-shortened fluctuation count 2 area (step A938). Set 255 as the number of time reduction fluctuations 1 in the time reduction fluctuation count 1 field, and Set 250 as the time reduction fluctuation number 2 in the number 2 area. Then, perform the support operation setting process. (Step A939), and proceeds to Step A940.

[0250] Then, set "0" as the processing number for the special normal processing (step A940), The processing number is saved in the special game processing number area (step A941). Furthermore, a signal regarding the end of a small hit (for example, turning off the big hit 1 signal) is output as external information. The data is saved in the data area (step A942), and a signal regarding the end of the small win (e.g., Separate pattern 1 small hit signal OFF, special pattern 2 small hit signal OFF) in the test signal output data area The data is saved in the local area (step A943). Next, the variable symbol discrimination flag area is cleared (step A944), and the performance mode transition information is The information area is cleared (step A945), and the fraud monitoring period flag area is set to the fraud monitoring period flag area. The flag is saved during this period (step A946), and the small win end processing is completed.

[0251] Next, we will explain the control in the performance control device 300. The main control microcomputer (CPU) 311 of the performance control device 300 performs the main processing shown in Fig. 1-28 and timer interrupt processing (not shown).

[0252] [Main processing] As shown in Figure 1-28, the main processing begins with the program startup processing. In this program startup processing, interrupts are first disabled (step C1) and the CPU is initialized (step C2). Next, the VDP 312 is initialized (step C3) and interrupts are enabled (step C4). Next, the generation of display data is enabled (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). This clears the power outage detection flag and other flags.

[0253] After the program start processing from steps C1 to C7, the main loop processing is This loop process first clears the WDT (watchdog timer). Next, the input signal ( The input information is generated from the rising edge of the signal (step C9). Input from the effect button 25 and the cross key 29 is read in the timer interrupt process. In the effect button input process, when there is input from the effect button 25 or the cross key 29, Performs processing to change the content.

[0254] The brightness of the LED and LCD, the volume, and other settings can be adjusted, and the LED can be controlled by the player. It also performs hall and player setting mode processing, which accepts operations such as changing the LCD brightness and volume. Next, a random number is generated to determine the details of the variation mode of the decorative special chart variation display game (step C10). A random number update process (step C11) is performed.

[0255] Next, a received command checker analyzes the command from the game control device 100 and responds accordingly. The processing (step C12) is performed to edit the settings and drawing commands for controlling the progress of the performance. The process of editing the display of the drawing command (step C13) is performed to set the completion of preparation for the drawing command. In these processes, various data is updated according to the content to be drawn. Finally, the drawing data is set in the frame buffer. If the drawing data for the screen to be drawn is prepared within 0 seconds (approximately 33.3ms), the drawing will be drawn without any problems. The image can be updated.

[0256] Then, it is determined whether or not it is frame switching timing (step C15). In this configuration, to create a system cycle (1 frame 1 / 30 seconds), a V blank interrupt (1 / 6 If two periods (0 seconds) are entered, it is determined that it is time to switch frames. The timing can be changed arbitrarily as needed. For example, the image can be updated at 1 / 60 seconds (frame cutting). You can also update the image (switch frames) at a timing slower than 1 / 60 seconds. If it is determined in step C15 that it is not the frame change timing, If the answer is NO (step C15), the process of step C15 is repeated. If it is determined in step C15 that it is frame switching timing (step C15; Y), gives an instruction to draw on the screen (step C16).

[0257] After that, regarding the output of sound from the speakers (upper speaker 19a, lower speaker 19b), The sound control process (step C17) includes the board decoration device 46 and the display board 350. Decoration control processing (step C18) for controlling the LEDs of the frame decoration device 18, etc. The moving body control process (step C19) controls the 44 motors and solenoids, and the performance is The board effect setting process (step C20) is performed to control the Return to step C8.

[0258] [Received command check process] 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, which counts how many commands are received during one frame (1 / 30 seconds), is loaded as the number of received commands (step C201), and it is determined whether the number of received commands is not 0 (step C202). If it is determined that the number of received commands is 0 (step C202; N), the received command check process ends. 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 decremented by the number of received commands (step C203).

[0259] Next, the contents of the receive command buffer are copied to the command area (step C204 ), and increment the command read index by +1 within the range of 0 to 31 (step C205). It is determined whether or not copying of the commands corresponding to the number of received commands has been completed (step C206). In this way, in this embodiment, the command is not analyzed directly in the received command buffer. The contents of the received command buffer are copied to the command area (RAM area for analysis) and the command is executed. This allows the command analysis work to be performed in the command area. In case a command is sent from the game control device 100, You can move the command to create space. Also, the command analysis is done in units of one main processing round. can be done together.

[0260] In step C206, it is determined that copying of the received number of commands has not been completed. If the command is not executed (step C206; N), the process returns to step C204. If it is determined that copying of the received number of commands is completed (step C206; Y), The contents of the command area are loaded (step C207), and the received command analysis process (step (P.C208)

[0261] Next, the address of the command area is updated (step C209), and the number of received commands is updated. It is determined whether the analysis of the command is complete (step C210). If it is determined that the analysis of the command for several minutes has not been completed (step C210; N), The process returns to step C207. When the analysis of all received commands is completed, If it is determined that the command is received (step C210; Y), the received command check process is terminated. In the received command check process, the received command is In this embodiment, up to 32 commands can be saved. It is structured as follows.

[0262] [Received command analysis process] 1-30 shows the received command analysis process in the above-mentioned received command check process. In this received command analysis process, first, the command upper byte is separated into MODE and the lower byte into 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 is a correct combination with MODE (step C234).

[0263] Also, in step C232 and step C233, MODE or ACT is not within the normal range. If it is determined that the If it is determined in step C234 that the ACT for the MODE is not a correct combination (step C2 In step 34, the received command analysis process is completed.

[0264] In step C234, if it is determined that the ACT for MODE is a correct combination ( In step C234 (Y), it is determined whether the MODE is within the range of the variable command. (Step C235). The variation command is a command that instructs the variation pattern of the special chart. If it is determined that the MODE is within the range of the variable command (step C235), ;Y), variable command processing (step C236) is performed, and received command analysis processing is performed. Exit.

[0265] Also, if it is determined in step C235 that the MODE is not within the range of the variable command ( In step C235 (N), it is determined whether the MODE is within the range of a big win command. (Step C237). The jackpot command is an action related to the performance during the jackpot (fantasy Commands to command the game screen, round screen display, etc., and actions related to small win performances (Displaying the fanfare screen, the ending screen, etc.) If it is determined that DE is within the range of the big win command (step C237; Y), A hit command process (step C238) is performed, and the received command analysis process is completed.

[0266] Also, in step C237, if it is determined that MODE is not within the range of a big win command In step C237, it is determined whether the MODE is within the range of the symbol command. The symbol command is information about the symbol of the special symbol (for example, This is a command that instructs the player to select the symbol to stop. If it is determined that the range is within the range of the command (step C239; Y), the symbol command processing ( Step C240 ​​is performed to complete the received command analysis process.

[0267] Also, in step C239, if it is determined that the MODE is not within the range of the symbol-based command ( In step C239;N), MODE is a one-off command such as a pending number command or an error command. It is determined whether or not the command is within the range (step C241). Unlike commands that make sense when combined with other commands, such as variable commands, these commands can be used independently. These single-shot commands include customer waiting demo commands, hold number commands, and pattern commands. Stop commands, probability information commands, error / invalid commands, model specification commands, etc. If it is determined that the MODE is within the range of a single command (step C24 1;Y), a single command process (step C242) is performed to analyze the received command. End the process.

[0268] Also, if it is determined in step C241 that the MODE is not within the range of a single command ( In step C241; N), it is determined whether the MODE is within the range of the pre-reading symbol command. Then, it is determined that the MODE is within the range of the pre-reading symbol command (step C243). If it is determined (step C243; Y), the pre-reading symbol command processing (step C2 44) and the received command analysis process is completed.

[0269] Also, in step C243, it was determined that MODE is not within the range of the pre-reading symbol command. If this is the case (step C243; N), it is determined whether MODE is within the range of the look-ahead variable command. Then, it is determined whether MODE is within the range of the look-ahead variable command (step C245). If it is determined that there is (step C245; Y), the pre-reading change command processing (step Then, in step C245, the received command analysis process is terminated. If it is determined that the MODE is not within the range of the look-ahead variable command (step C245; N) Then, the received command analysis process is completed.

[0270] In addition, the pre-reading change command and the pre-reading pattern command are used to execute the pre-reading performance. This command contains the information necessary for the pre-reading performance (pre-reading notice, or pre-reading notice performance) (also called) is a special chart change table that corresponds to the start memory (pending) of the special chart change display game that has not been executed. Whether the game will be a jackpot when it is subsequently played (or what fluctuation pattern it will be) In order to notify the player in advance of the winnings with a predetermined reliability, the display device 41 starts displaying the special winnings. The display device 41 may be configured to perform dynamic memory display or other functions in a different manner from the normal display. And, the pre-reading command (pre-reading change command and pre-reading pattern command) ) is a function that allows you to know in advance the change patterns and stop patterns corresponding to the start memory that is the target of the pre-reading performance. This is a command to make the game controller 100 start the winning and is sent from the game controller 100 to the performance controller 300 at the time of the start winning. In addition, normal fluctuation commands and pattern commands that are not pre-reading are displayed in the special pattern fluctuation display game. The signal is sent from the game control device 100 to the performance control device 300 at the start of the program.

[0271] Next, the game presentation will be described. Figure 1-31 shows an example of the presentation on the normal stage in normal gaming state ST1. The same display content is basically used in other gaming states, but it is possible to hide some of the display content depending on the gaming state. Furthermore, the player can distinguish between the normal gaming state ST1 and other gaming states by the display content.

[0272] As shown in Fig. 1-31(a), a first decorative game display unit 81 that displays the first decorative game among the decorative special symbol variable display games is provided in the center of the display area of ​​the display device 41. The first decorative game display unit 81 displays the decorative special symbol variable display game by displaying identification information variably and then statically in each of the variable display areas, the left variable display area 81a, the middle variable display area 81b, and the right variable display area 81c.

[0273] In the upper right part of the display area of ​​the display device 41, the second decoration game of the decoration special chart variable display game is displayed. A second decorative game display unit 82 is provided to display the game. The second decoration game to be played is the same as the first decoration game displayed on the first decoration game display unit 81. The discrimination information is displayed variably in the left, middle, and right areas, and then the result is displayed. The second decorative game display section 82 displays the identification information displayed on the first decorative game display section 81. The identification information (small pattern) is displayed as being relatively smaller than the identification information (large pattern).

[0274] In addition, at the bottom right of the display area of ​​the display device 41, a special decoration start memory table corresponding to the start memory is displayed. A standby storage display unit 83 is provided to display a message. The standby memory display unit 83 displays the decoration special start memory corresponding to the first start memory and the second start memory. In the normal game state ST1, the special chart change display game based on the first start memory is Since the game is mainly progressing, the standby memory display unit 83 displays the decoration special corresponding to the first start memory. The start memory display is displayed. The decorative special start memory display displayed in the standby memory display unit 83 corresponds one-to-one with the start memory. The leftmost decorative special start memory display is the decorative special start memory corresponding to the first stored start memory. The items are displayed in order of memory, and each time they are consumed, they move to the left. In addition, the standby memory display unit 83 stores a start memory that is the right to execute the special chart 1 variable display game. (1st start memory) corresponding decorative special start memory display and special chart 2 variable display game execution right Display both the decorative special start memory display corresponding to the start memory (second start memory) and You can do it like this. Furthermore, in the standby memory display unit 83, the results and changes of the special chart change display game based on the start memory are displayed. The display state of the decorative special start memory display corresponding to the start memory is displayed. It is possible to suggest this by

[0275] On the left side of the standby memory display section 83, there is a start memory corresponding to the currently running special chart variable display game. An in-progress memory display section 84 is provided to display information about memory. At the start of the special chart change display game, the special chart start memory displayed on the left end of the standby memory display unit 83 is Furthermore, the in-progress memory display section 84 stores the currently executed special The results of the game and the change patterns are displayed on the memory display unit 84 during the game. This can be suggested by the display mode of the running storage display. The upper left corner of the display area of ​​the display device 41 displays the first start memory number (special number 1 reserved number). 1 Start memory number display unit 85a and 2nd start memory display unit 85b that displays 2nd start memory number (2nd reserved number) A number display section 85b is provided. In addition, a game status display 86 showing the game status is displayed at the top center of the display area of ​​the display device 41. , and here it is shown that the normal gaming state ST1 is being displayed.

[0276] When a new special symbol variable display game is started, as shown in FIG. 1-31(b), an effect is executed in which the decorative special symbol start memory display at the left end of the standby memory display unit 83 is shifted to the running memory display unit 84, and the decorative special symbol start memory displays other than those at the left end of the standby memory display unit 83 are shifted to the left within the standby memory display unit 83. Furthermore, the value in the first start memory number display unit 85a changes. Also, the first decorative game display unit 81 and the second decorative game display unit 82 start to display variable identification information.

[0277] Depending on the selected variation pattern, as the special chart variation display game progresses, the same identification information may temporarily stop in the left variation display area 81a and the right variation display area 81c as shown in Figure 1-31(c), resulting in a reach state.Furthermore, the performance may develop into an SP reach. When the specified time has elapsed, the result mode is displayed as shown in Figure 1-31(d). In this case, the result is a jackpot, and a special result mode is displayed as the result mode. If the result is a small win, a miss, or a support win, the corresponding result mode is displayed. When the predetermined stop display time for displaying the result state has elapsed, the special chart change display game ends, and the in-progress memory display displayed on the in-progress memory display unit 84 is erased.

[0278] In this case, the result was a jackpot, and upon completion of the special game, the first special game state ST2 was initiated, and a fanfare effect was produced, as shown in Figures 1-31(e) and 1-31(f). This fanfare effect involves a right-hit instruction display 90 instructing the player to aim at the special variable prize winning device 38 located in the lower right corner of the game area 32, and an explanatory image 91 showing the special variable prize winning device 38 as a designated location on the game machine to indicate where to aim. The explanatory image 91 shows the open special variable prize winning device 38, as well as its surrounding components, such as the normal variable prize winning device 37, center case 40, and all-in-one display device 50, as seen from the front of the game machine. The explanatory image 91 is positioned in the lower right corner of the display area, aligned with the special variable prize winning device 38 located in the lower right corner of the game area 32. In addition, even if a small jackpot is achieved, the right-hit instruction display 90 and explanatory image 91, as shown in Figure 1-31(f), are also displayed.

[0279] After that, the round performance is performed as shown in Figure 1-31(g). In the first special game state ST2, the first jackpot and the subsequent consecutive jackpots are targeted. The consecutive jackpot number display 87 displays the number of consecutive jackpots, which is the number of jackpots, and The number of balls acquired in the special game state for the first jackpot and subsequent consecutive jackpots The total number of acquired game balls is displayed as 88. In this case, it was a jackpot in normal game state ST1. Therefore, it is the first big hit and the number of consecutive big hits is the first. Also, the number of winning balls is special. It is updated every time a prize is won in the variable prize winning device 38. In addition, if a big win occurs via a small win, Similarly, the game enters the first special game state ST2, and the same effects are performed. Furthermore, in the first special game state ST2, consecutive jackpots can be won over multiple first special game states ST2. It is possible to execute a series of performances in which the performance progresses (the story progresses) as the number of times the game is played increases. Here, the number of consecutive big wins is the first time, and the first stage in which the first character appears is It is being carried out.

[0280] When the first special gaming state ST2 ends, the specific gaming state ST4 is entered. At the start of the specific gaming state ST4, a start effect is performed to notify the player of the start of the specific gaming state ST4, which is an advantageous state, as shown in FIG. 1-31(h). In addition, in the specific gaming state ST4, as shown in FIG. 1-32(a), the gaming state display 86 displays "Chance Stage," indicating that the player is in the specific gaming state ST4. In the specific game state ST4, the special chart 2 variable display game based on the second start memory is mainly executed. Therefore, the standby memory display section 83 also displays information corresponding to the second start memory. The standby memory display section 83 corresponding to the memory is displayed to the left of the active memory display section 84. The displayed special start memory display corresponds one-to-one with the start memory, and the special start memory on the right side The display will be in the order of memory so that it will be the decorative special start memory display corresponding to the start memory that was memorized first. They are displayed side by side, and move to the right as they are consumed. In T4, even if the standby memory display section 83 and the execution memory display section 84 are not displayed, good.

[0281] As shown in FIG. 1-32(a), a right-hit instruction display 90 instructing the player to aim at the normal variable prize winning device 37 located on the right side of the gaming area 32 is displayed, along with an explanatory image 91 showing a specific location on the gaming machine to indicate where to aim. The explanatory image 91 shows the normal variable prize winning device 37 in an open state, as well as its surrounding components, such as the special variable prize winning device 38, the center case 40, and the collective display device 50, as viewed from the front of the gaming machine. The explanatory image 91 is displayed on the right side of the display area to match the normal variable prize winning device 37 located on the right side of the gaming area 32. Because the normal variable prize winning device 37 is located above the special variable prize winning device 38, the explanatory image 91 shown in FIG. 1-32(a) is displayed higher than the explanatory image 91 for the special variable prize winning device 38 shown in FIG. 1-31(f).

[0282] FIG. 1-32(b) and subsequent figures show an example of the presentation when support A is selected as the termination condition for the specific game state ST4. This effect is a special chart 2 variable display game based on the remaining reserve from the final game in the specific game state ST4. A series of effects are performed over the course of the game, and the effect button 25 is required to be operated during this effect. It is designed to perform the desired performance. In the specific game state ST4 where the termination condition is support A, the execution number of the special chart 2 variable display game The total number of times the Special Chart 1 Variation Display Game and the Special Chart 2 Variation Display Game are executed is 6 times. Either a small win occurs once in the special chart 2 variable display game, or one of the conditions is met. This ends the normal power support state. Therefore, the specific game state ST4 The final game is the sixth game of the special chart 1 variable display game or the sixth game of the special chart 2 variable display game. This is the first game.

[0283] As the game progresses and reaches the final game in the specific game state ST4, a remaining time display 94 is displayed at a predetermined timing, indicating the time until the effect begins, which requires the player to operate the effect button 25 constituting the operation unit, as shown in Fig. 1-32(b). In addition, the right-hit instruction display 90 and the explanatory image 91 are also displayed, instructing the player to generate up to the upper limit number of second start memories within the remaining time.

[0284] Also, on the left side of the display area, a waiting message is displayed, indicating that a request for operation of the effect button 25 is waiting. The machine display 92 and the star-shaped standby notice display 93, which indicates that the standby display 92 may be displayed, are arranged side by side. This indicates that four more standby indicators 92 can be displayed. The display 92 is a display imitating the effect button 25, and only the unit of the effect button 25 is obliquely displayed. It shows more. In this embodiment, each waiting display 92 is associated with each special chart variation display game. The waiting display 92 at the bottom corresponds to the special chart change display game currently being executed. The second, third, fourth and fifth standby displays 92 from the bottom are displayed in order of consumption. Corresponding to the special chart 2 variable display game based on the first, second, third and fourth second start memories This is what is happening. At the stage of Figure 1-32(b), the second start memory does not exist, and one standby display 92 corresponding to the currently running special chart variable display game is displayed. Note that the standby display 92 and the special chart variable display game do not have to be associated with each other.

[0285] As shown in Figure 1-32(c), when a new second start memory occurs, the standby display 92 increases by one. Then, as shown in Figure 1-32(d), two more second start memories occur, and the standby display 92 increases by two. The standby display 92 has a plurality of display modes, each of which is a suggestion or a notification. The expected probability of a particular outcome is different. The waiting display 92 is a suggestion display that indicates the high possibility of a special result. The first three waiting displays 92 are displayed in white, which indicates the lowest expectation. The fourth waiting display 92 from the bottom is displayed in a diagonal line, which indicates a higher expectation than the above. The fourth waiting display 92 from the bottom is the second start record that will be consumed third. It corresponds to the special chart 2 variable display game based on memory, and here is the second start that is consumed third It is suggested or announced that the memory-based special chart 2 variable display game is highly anticipated. The results of the special chart change display game based on the second start memory are based on the results of the pre-determination. Make a judgment.

[0286] If the second start memory reaches the upper limit before the effect that requires the player to operate the effect button 25 starts, the standby display 92 will be displayed in all places where the standby notice display 93 was displayed, as shown in Figure 1-32(e). Also, the message "Ready!!" will be displayed to indicate that the upper limit has been reached. After that, when the remaining time displayed on the remaining time display 94 runs out, an effect is started, requesting the player to operate the effect button 25, as shown in Figure 1-32(f). As shown in Figure 1-32(g), this effect displays a meter 95, and when the value of the meter display 95 reaches its upper limit, it indicates that a special result will be obtained. The value of the meter display 95 will increase by the effect corresponding to the operation of the effect button 25. First, the waiting display 92 at the bottom moves to the center of the display area, and then the request display 9 6, and requests the player to operate the effect button 25. The request display 96 The display is a simulating display of the effect button 25, and only the unit of the effect button 25 is displayed obliquely. Adjacent to the lower side of the request display 96, a meter display 96a is provided, which indicates the time until the operation of the operation unit is valid. will also be held at the same time.

[0287] When the player operates the effect button 25 in accordance with the request display 96, a point display 97 showing the points acquired as the corresponding effect is displayed, and the meter display 95 increases by the number of points acquired, as shown in FIG. 1-32(h). If the time during which operation of the operation unit is valid has elapsed without the player operating the effect button 25, the corresponding effect may not be performed, or the corresponding effect may be performed. Thereafter, as shown in Figures 1-33(a) to (d), the waiting display 92 in the lower position moves sequentially to the center of the display area and becomes a request display 96, and when the player operates the effect button 25 in accordance with the request display 96, a point display 97 showing the points earned is displayed, and the meter display 95 increases by the amount of the points earned.

[0288] As shown in FIG. 1-33(c), when the waiting display 92, which is displayed in a display mode with high expectation, moves to the center of the display area and becomes the request display 96, the request display 96 also continues to be displayed in the display mode of the waiting display 92. Note that the display mode may change when it becomes the request display 96. Here, the display mode does not change after it becomes the request display 96, and the display mode of this request display 96 becomes the final display mode and indicates the expectation. In other words, the request display 96 is a suggestive display that suggests a high possibility of a special result. As shown in FIG. 1-33(d), points are acquired and the meter display 95 reaches its upper limit. As a result, a notification effect is started to notify the player that the meter display 95 has reached its upper limit, as shown in FIG. 1-33(e).

[0289] In this example, the third consumed second start memory results in a special result, and as shown in Figure 1-33(f), the final game of the special game state ST4, the special chart variable display game, ends with a miss result during the execution of the notification effect. This ends the special game state ST4 and enters the remaining reserved consumption state ST5, but no special effect is performed here to indicate that the special game state ST4 has ended. Then, as shown in Figure 1-33(g), the first and second second starting memories are consumed with a miss result, and as shown in Figure 1-33(h), a special result is derived with the end of the third second starting memory that is consumed. Regardless of whether a special result is obtained in the final game of the specific game state ST4 or in the second special chart change display game based on up to four second start memories in the remaining reserved consumption state ST5, the same effects as those shown in Figures 1-33(e) to (h) are performed, making it difficult to tell visually in which special chart change display game the special result was obtained.

[0290] By performing a plurality of special chart change display games in a series of presentations in this way, the final game of the specific game state ST4 and the second special chart change display games based on up to four second start memories in the remaining reserved consumption state ST5 can be made to appear as if they are one special chart change display game. By including a plurality of special chart change display games in a series of effects, the possibility of a special result in this series of effects increases, so that an impression can be given that there is a high possibility of a special result at the end of the specific game state ST4, and the interest in the game can be effectively increased.

[0291] FIG. 1-34 shows another example of the display mode of the standby display 92 and the request display 96. The display modes of the standby display 92 and the request display 96 in FIGS. 1-32 and 1-33 are not changed and are displayed only in a single display mode, which becomes the final display mode. For example, the standby display 92 that starts to be displayed in Fig. 1-32(b) is displayed in a white display mode, and then the display mode does not change and becomes the request display 96 as shown in Fig. 1-32(g). Also, when the request display 96 appears as shown in Fig. 1-32(g), the display mode is white, and this display mode is maintained thereafter, so the white display mode is the final display mode.

[0292] FIG. 1-34 shows an example of a case where a standby display 92 or a request display 96 is displayed in a specific display process before reaching a final display state. 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 of the standby display 92 changes sequentially from the start of its display in the following order: white, horizontal lines, diagonal lines, shading, white, etc. Note that these sequentially changing display modes include one that becomes the final display mode, and the specific display process can also be said to be a process in which the display mode sequentially changes, where the display mode that will become the final display mode is temporarily displayed, then changes to another display mode, and then returns to the final display mode.

[0293] Also, to indicate that the display format is changing and the final display format is unknown, a "?" is displayed. When changing the display mode, the display mode can be changed to one of several modes. The rainbow display is a multi-colored display that changes so that the colors are not displayed at the same time. is different. This change in the display mode continues throughout the period in which the standby display 92 is displayed, as shown in FIGS. 1-34(b) to (d).

[0294] Thereafter, when the display shifts from the standby display 92 to the request display 96 as shown in FIG. 1-34(e), the specific display process continues in the request display 96 as well. When a specific display process continues, as the player operates the operation unit, the display simulating the effect button 25 of the request display 96 is displayed in a pressed state, as shown in FIG. 1-34(f), and the change in the display mode ends, resulting in an effect of displaying one display mode 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 FIG. 1-34(f) is not performed unless a specific display process is performed, but it may also be performed as an effect showing the final display mode even when a specific display process is not performed.

[0295] Thereafter, as shown in FIG. 1-34(g), a point display 97 is displayed to display the points acquired 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, which is shown as a shaded display mode in this case. By showing the final display mode even in an effect corresponding to an operation in this way, the player can more clearly understand the final display mode. This effect may also be used as an effect showing the final display mode without going through a specific display process.

[0296] FIG. 1-34(h) shows an example of the display modes and expectation levels of the waiting display 92 and the request display 96. There are four types of display modes: white, horizontal lines, diagonal lines, and shading. Note that in the figure, the display modes of the waiting display 92 and the request display 96 are represented by white, horizontal lines, diagonal lines, and shading, but in an actual gaming machine, they may be represented by different display colors. For example, the white display mode in the figure may be represented by a white display color, the horizontal line display mode in the figure may be represented by a green display color, the diagonal line display mode in the figure may be represented by a red display color, and the shading display mode in the figure may be represented by a gold display color.

[0297] For each display mode, the final display mode is the display mode when the player operates the operation unit. The expectation level when the display mode is set is determined. This expectation level differs between cases where a specific display process is not used and cases where a specific display process is used. The expectation level is higher when a specific display process is used than when a specific display process is not used. In particular, in this embodiment, the expectation level of the display mode is set to be one level higher. For example, the display state of a diagonal line that has undergone a specific display process will be the same as if it had not undergone the specific display process. This allows each display mode to be displayed in a random order. This gives the impression of being boosted, effectively increasing the interest in the game. Cut. In this way, the expectation of each display mode can be made different depending on whether or not a specific display process is performed. This allows for more presentation patterns without increasing the variety of display modes. This allows for the reduction of RAM capacity and allows for easy understanding of the gameplay and variations. It can be a rich performance.

[0298] In addition, the order of expectation for each display mode without going through a specific display process and the order of expectation for a specific display The order of expectation when going through the display process may be different. For example, If no process is used, white is the least expected, but if a specific display process is used, white is the most expected. Furthermore, a display state that appears only when a specific display process is performed may be set. The display mode may be set to have a different appearance, and the display mode may be set to have a higher expectation than other display modes. is also good.

[0299] In addition, the order in which the display mode changes during a specific display process is white, horizontal lines, diagonal lines, shading, White... and the expectation level changes from lowest to highest. This order can be set arbitrarily and may be changed randomly. In addition, although all display modes are sequentially displayed, only some display modes are sequentially displayed. Alternatively, the display modes selected from a plurality of display modes may be displayed sequentially. In this case, the final result is determined based on the average expectation of the selected display mode. Alternatively, the high expectation of the desired display mode may be suggested or notified. 1-34(f) and (g), a presentation is made to clearly show the final display mode, but the final display mode may be indicated by other presentations. For example, an effect display corresponding to the final display mode may be displayed in the display area at the timing of FIG. 1-34(f), or a character display corresponding to the final display mode may be displayed.

[0300] In addition, as a final display mode when a specific display process is performed, a display mode that does not undergo a specific display process may be used. In this case, all possible display modes can be selected, but only some of the display modes can be selected. For example, when a specific display process is performed, the display mode of white, which has the lowest expectation, may be selected. Alternatively, a display mode that is highly promising may be selected instead of the selection. . Also, a specific display process is started from the time when the standby display 92 starts to be displayed. At the time when the display of the device display 92 starts, only a single display mode is displayed, and after that, a predetermined A specific display process may be started based on timing.

[0301] In addition, if a specific display process is set in the standby display 92, the request display 96 also sets a specific display process. However, when the standby display 92 is set as a specific display process and the request display 96 is displayed, the change Alternatively, the request display 96 may be displayed as a single display. A specific display process may be initiated when the request display 96 is displayed. Even if you start or end a specific display process at any time using 92 or request display 96, In these cases, it is preferable to set the expectation level to the expectation level when a specific display process is performed. However, it may also be the degree of expectation when no specific display process is performed.

[0302] In addition, as a specific display process, the display mode changes cyclically or randomly and is displayed once. The display mode that has been displayed can be displayed again during the change process. The display mode may include a one-way change in which the state is not displayed again during the change process. Furthermore, the specific display process is not limited to the display mode shown here, and may be other display processes. For example, a specific display such as a character may be added, or the size may be changed. The shape and size may be different. Also, although the case where the waiting display 92 or the request display 96 undergoes a specific display process has been explained, In other displays, when the degree of expectation is suggested or notified by the display mode, a specific display process may also be used. The expectation of the same display mode may be different depending on whether or not the process is performed. As the display mode of the display, the display mode of the decorative special chart start memory display of the standby memory display unit 83, The memory display unit 84 displays the memory during execution, the display of the specific part displayed in the performance, the character display, the effect Examples include image display, background display, etc.

[0303] Based on the above, if a game is played based on the fulfillment of a predetermined condition, and the result of the game is a special result, In a gaming machine that generates a state advantageous to a player when a winning combination is achieved, the presentation of the game is controlled. a performance control means (performance control device 300) that controls the game, and a display means (display device) that can display the game performance. 41), and the performance control means indicates to the display means the likelihood of a special result. It is possible to display suggestion display, and the suggestion display goes through a specific display process to reach the final display state. The final display state is determined by the following two cases: when the display state is finalized without going through a specific display process; The likelihood of a particular outcome being suggested may differ when the same pattern is used. It turns out that this is possible. This increases the variety of presentations and makes the game more enjoyable.

[0304] In addition, an operation unit (effect button 25) that can be operated by a player is provided, and the effect control means is In the operation request performance, the display means is displayed as an operation request. It is possible to display a request for the operation of the part, and a suggestion display is displayed in the request display. It turns out that this is possible. Therefore, it is possible to give suggestions at points that the player pays attention to, thereby increasing the interest of the game. It is possible.

[0305] The performance control means cyclically displays a plurality of display modes as a specific display process, and In this way, the final display mode is displayed in accordance with the operation of the section. Therefore, the final display mode is displayed based on the player's operation, It is possible to make it appear as if the final display mode was selected by the player's will, which increases the interest in the game. can be improved.

[0306] Furthermore, the performance control means may select a display mode that will be the final display mode as a specific display process. After that, it is changed to another display mode, and then it is changed to the final display mode again. Therefore, a display mode that has been displayed once may be displayed again, and the final display mode may be different. This can increase interest in the process of becoming a professional.

[0307] Furthermore, the performance control means may be configured to perform a special result when a final display mode is achieved through a specific display process. This means that the display mode with the lowest probability of causing a problem is not selected. Therefore, the expectation for a specific display process increases, and the enjoyment of the game can be improved. do.

[0308] FIG. 1-35 shows an example of a presentation in which operations other than those requested in the presentations shown in FIGS. 1-32 to 1-34 are made valid. 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 effect button 25, the player presses the center button 29a of the cross key 29, which is an operation unit separate from the effect button 25. Here, the operation of this cross key 29 is also considered a valid operation, and in response to this operation, the effect shown in Figure 1-35(b) is performed instead of the effect shown in Figure 1-33(d) when the effect button 25 is pressed.

[0309] The effect shown in Figure 1-35(b) is a guaranteed win effect in which the points earned are very high and the meter display value of 95 reaches its upper limit in one hit, and is a special effect that can only occur when an operation part other than the operation part requested is operated. Please note that the effects that occur when you perform operations other than those requested are limited to those listed above. There are two types of effects: one that occurs when the requested operation is performed and one that occurs when an operation other than the requested operation is performed. It is preferable that the performance be different from the performance shown in the original. good.

[0310] In the series of effects shown in Figures 1-32 to 1-34, operations other than the requested operation are valid only during the period in which the request display 96 is displayed and only at specified display opportunities among the multiple times the request display 96 is displayed. For example, as shown in FIG. 1-35(a), the request display 96 is valid only when the display mode of the request display 96 is a predetermined display mode, and is invalid at other times when the request display 96 is displayed. Of course, it may be valid at all times when the request display 96 is displayed. In particular, when a special result is obtained, operations other than the requested operation are valid, and a winning confirmation effect as shown in FIG. 1-35(b) is performed, thereby increasing the excitement of the game.

[0311] In this way, when a specific operation is requested, an operation other than the requested operation is performed. By making it possible to execute effects corresponding to the operation, it is possible to perform effects with different themes. This can effectively increase the enjoyment of the game. In addition, in the case of a performance in which the operation of another operation unit is enabled during the period in which the request display 96 is not displayed, In this case, only a select few players who know the specifications of the gaming machine can operate it, and the Although the effect of improving the appearance is limited, as mentioned above, the request is made during the period when the request mark 96 is displayed. By enabling operations other than the one you selected, you can recognize that it is an opportunity to perform some operation. Therefore, there is a high possibility that players will try other operations, and even players who are unfamiliar with the game will be able to The possibility of being able to see the effects increases, which effectively increases the interest in the game. .

[0312] Note that if operations other than the requested operation are invalid, operations other than the requested operation are performed. In this case, a notification may be given that the operation is invalid. In the above example, the cross key 29 other than the effect button 25 that is requested to be operated is operated. In this case, different effects can be executed, but the effect button 25 that is requested to be operated can be When a specific operation is performed, it may be possible to execute a different effect than when a specific operation is not performed. For example, when an operation to press the effect button 25 once is requested, the following two cases are considered: It may be possible to perform different effects when the button is pressed multiple times. It is sufficient if, when an operation different from the original is performed, a performance corresponding to the operation is performed.

[0313] In addition, the effects shown in Figures 1-32 to 1-35 are performed when support A is selected as the termination condition for the specific game state ST4, but they can also be performed when support B or support C is selected as the termination condition for the specific game state ST4. In addition, it is not limited to cases where a big win is derived as a special result, but also cases where a small win or a support win occurs. In this case, a similar effect can be performed. In addition, the above-mentioned When the meter reaches its upper limit of 95, it will announce that the ceiling has been reached. In this case, the same effect will be performed even if the ball does not reach the ceiling, and the meter display It is also possible to end the process before 95 reaches the upper limit.

[0314] Figures 1-36 and 1-37 show other examples of presentations that require operation of the operating unit. As shown in Figure 1-36(a), when the identification information is displayed in each variable display area of ​​the decorative special chart variable display game display unit 81 at a predetermined timing, a request display 96 requesting the user to press the performance button 25 is displayed in each variable display area as shown in Figure 1-36(b).

[0315] When the player presses the effect button 25, the variable display in the left variable display area 81a temporarily stops as shown in Figure 1-36(c). When the player then presses the effect button 25, the variable display in the middle variable display area 81b temporarily stops as shown in Figure 1-36(d). When the player then presses the effect button 25, the variable display in the right variable display area 81c temporarily stops as shown in Figure 1-36(e), and then the variable display ends as shown in Figure 1-36(f).

[0316] Here, since the result of the special chart variable display game is a special result, the display stops in a special result mode, but if the result of the special chart variable display game is a miss, the display stops in a miss result mode. Even in the case of a miss, the player's sense of anticipation can be maintained by making the state reach-win at the time of Figure 1-36(d). Of course, it is also possible to indicate a miss without making the reach-win state at the time of Figure 1-36(d). Also, the stopping order in response to operation of the effect button 25 is the left variable display area 81a, the middle variable display area 81b, and the right variable display area 81c, but this is not limited to this and the stopping order can be set arbitrarily.

[0317] In such a presentation, the presentation can be progressed by operations other than the requested operation. As shown in Figure 1-37(a), when a request display 96 requesting the operation of the effect button 25 is displayed in each variable display area, pressing the right button 29c on the directional pad 29 temporarily stops the variable display in the right variable display area 81c corresponding to the right button 29c, as shown in Figure 1-37(b). Next, pressing the left button 29e on the directional pad 29 temporarily stops the variable display in the left variable display area 81a corresponding to the left button 29e, as shown in Figure 1-37(c). Furthermore, pressing the center button 29a on the directional pad 29 temporarily stops the variable display in the middle variable display area 81b corresponding to the center button 29a, as shown in Figure 1-37(d).

[0318] Here, since the result of the special chart variation display game is a special result, the machine stops in a special result mode, but if the result of the special chart variation display game is a miss, the machine stops in a miss result mode. If the result of the special chart variation display game is a miss, the machine is in a reach state at the time of Figure 1-37(c), but at the time of Figure 1-37(d), an identification pattern different from the identification pattern that constitutes the reach temporarily stops, and a miss result mode is displayed. Of course, it is also possible to indicate a miss without being in a reach state at the time of Figure 1-37(c).

[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 sequence shown in Figure 1-37 is one example, and the player can select any variable display area to temporarily stop by selecting a button of the cross key 29. This makes it possible to stop the variable display area selected by the player like in a slot machine, which adds a new game element to the game and increases the enjoyment of the game.

[0320] It is also possible to use both the stop of the variable display by operating the effect button 25 as shown in FIG. 1-36 and the stop of the variable display by operating the cross key 29 as shown in FIG. 1-37. . For example, from the state shown in Figure 1-36(c), pressing the left button 29e of the cross key 29 will not cause any change because the left variable display area 81a is already temporarily stopped, but if the right button 29c of the cross key 29 is pressed, the variable display in the right variable display area 81c will temporarily stop, and if the center button 29a of the cross key 29 is pressed, the variable display in the middle variable display area 81b will temporarily stop. Furthermore, when the effect button 25 is pressed from the state shown in Figure 1-37(b), the variable display in the left variable display area 81a is temporarily stopped. The priority order for temporary stopping when the effect button 25 is pressed is the left variable display area 81a, the middle variable display area 81b, and the right variable display area 81c, and if some variable display areas have been temporarily stopped by operating the cross key 29, the variable display area to be temporarily stopped is selected from the variable display areas that have not yet been temporarily stopped according to the above priority order.

[0321] As described above, two types of operation modes are provided for one performance that requires operation of the operation unit. This can effectively increase the interest in the game. This reduces the amount of RAM used to store the information on the effects compared to when two types of effects are used. This allows for the development of new products and reduces the cost and time required for development.

[0322] Although the operation buttons 25 and the cross key 29 are listed as operation parts, other buttons For example, the lending button 27a, the return button 27b, and the like may be used as the operation unit. button 27b, upper tray operation lever 27d, volume adjustment button 27e, ball removal button for lower tray 23 The examples include a lever, a handle 24, etc. However, there are levers and sticks that players can operate, touch panels, and call devices to call store staff. It may also include a pop-out button.

[0323] In addition, by performing a specific operation on the operation unit where the operation is requested, the variable display area can be changed. For example, when the effect button 25 is pressed once, The left variable display area 81a temporarily stops, and when the effect button 25 is pressed twice quickly, the middle variable display area The right variable display area 81b temporarily stops, and when the effect button 25 is pressed three times quickly, the right variable display area 81c temporarily stops. That is, when a different operation mode is performed on the operation unit where the operation is requested, By operating the button, a performance corresponding to the operation may be performed.

[0324] Also, in the effects shown in FIGS. 1-36 and 1-37, the degree of expectation may be suggested or notified by the display mode of the request display 96. Also, although the effects are shown here in the normal gaming state ST1, similar effects are possible in other gaming states.

[0325] In addition, Figures 1-32 to 1-37 show examples of when an operation other than the requested operation is performed in an operation request presentation that requests operation of the operation unit, but it is also possible to make it possible to execute a presentation corresponding to the operation when an operation is performed when the gaming machine is not requesting operation of the operation unit. For example, in the effects shown in Figures 1-32 to 1-35, when an operation unit is operated while the request display 96 is not displayed, an effect corresponding to the operation may be executed. In this case, the target operation unit may be an operation unit other than the standby display 92 or the effect button 25 that is the target of the request display 96, or may include the effect button 25. The effect corresponding to the operation may be an effect in which a point display 97 is displayed and the meter display 95 increases, as if points were earned, as in the case where the effect button 25 was operated in accordance with the request display 96, or an effect such as a character appearing.

[0326] In addition, in the effects shown in FIGS. 1-36 and 1-37, if the operation unit is operated while the request display 96 is not displayed, an effect corresponding to the operation may be executed. For example, as shown in FIG. 1-36(a), when the effect button 25 is pressed while the request display 96 is not displayed, the display of the variable display area may be temporarily stopped. In this case, the display of the variable display areas may be temporarily stopped with one press, or the display of the variable display area may be temporarily stopped with one press. Also, as shown in Figure 1-36(a), when the right button 29c of the cross key 29 is pressed while the request display 96 is not displayed, the change display in the right change display area 81c is temporarily stopped, when the left button 29e of the cross key 29 is pressed, the change display in the left change display area 81a is temporarily stopped, and when the center button 29a of the cross key 29 is pressed, the change display in the middle change display area 81b is temporarily stopped.

[0327] In addition to the examples given here, if the operation unit is operated without the request display 96 being displayed It is also possible to execute a performance corresponding to the operation, and as a performance corresponding to the operation, It can be used to display a specific message, output a specific sound, light up a specific LED, Examples of features include the movement of the props.

[0328] From the above, in a gaming machine that can execute a game based on the establishment of a predetermined condition, A performance control means (performance control device 300) for controlling the performance, and an operation unit (performance control device 300) that can be operated by a player The performance control means is provided with an operation button 25, a cross key 29, and an operation unit that requests the operation of the operation unit. It is possible to execute a requested operation, and when the requested operation is performed, the corresponding operation is executed. If an unrequested operation is performed, the corresponding effect will be executed. This means that it will be possible to carry out the This increases the variety of presentations and makes the game more enjoyable.

[0329] In addition, the performance control means performs an operation request performance for requesting an operation of the operation unit. When an operation other than the above is performed, it becomes possible to execute a performance corresponding to the operation. This increases the variety of presentations and makes the game more enjoyable.

[0330] In addition, the device is provided with a plurality of operation units, and in the operation request performance, a predetermined operation unit among the plurality of operation units is selected. An operation is requested, and a performance corresponding to the operation is produced based on the operation of the operation unit that requested the operation. It is possible to execute the above, and the operation can be handled even if an operation unit other than the one that requested the operation is operated. This makes it possible to perform such a performance. This increases the variety of presentations and makes the game more enjoyable.

[0331] Further, the performance control means is configured to, when executing the operation request performance, notify the user that an operation other than the requested operation has been performed. When this operation is performed, it is possible to set whether or not to execute a performance corresponding to the operation. Therefore, there are cases where the corresponding performance is performed and cases where it is not, and there are variations in the performance. This increases the number of options and makes the game more enjoyable.

[0332] In addition, the performance control means provides multiple opportunities to operate the operation unit in one operation request performance. It is possible to perform a predetermined operation among the plurality of operation units in any of the plurality of operation opportunities. Even in such cases, it is possible to execute a performance corresponding to the operation based on the operation, and for operations other than the predetermined operation, In the case of multiple operation opportunities, the performance corresponding to the operation is based on the operation at a specific operation opportunity. This makes it possible to execute the above. Therefore, there are cases where the corresponding performance is performed and cases where it is not, and there are variations in the performance. This increases the number of options and makes the game more enjoyable.

[0333] In addition, the operation unit includes at least three operation units, and the performance control means is a control unit for controlling the operation request per...

Claims

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